2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
218 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
853 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
857 #define SHADERSTATICPARMS_COUNT 11
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
869 static int r_compileshader_staticparms_save[1];
870 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
874 if (r_glsl_saturation_redcompensate.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876 if (r_glsl_vertextextureblend_usebothalphas.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878 if (r_shadow_glossexact.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880 if (r_glsl_postprocess.integer)
882 if (r_glsl_postprocess_uservec1_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884 if (r_glsl_postprocess_uservec2_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886 if (r_glsl_postprocess_uservec3_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888 if (r_glsl_postprocess_uservec4_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
891 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
894 if (r_shadow_shadowmapsampler)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896 if (r_shadow_shadowmappcf > 1)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898 else if (r_shadow_shadowmappcf)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
901 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
911 shaderstaticparms_count = 0;
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
962 if (!filename || !filename[0])
964 if (!strcmp(filename, "glsl/default.glsl"))
966 if (!glslshaderstring)
968 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969 if (glslshaderstring)
970 Con_DPrintf("Loading shaders from file %s...\n", filename);
972 glslshaderstring = (char *)builtinshaderstring;
974 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
978 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (printfromdisknotice)
982 Con_DPrintf("from disk %s... ", filename);
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
992 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993 char *vertexstring, *geometrystring, *fragmentstring;
994 char permutationname[256];
995 int vertstrings_count = 0;
996 int geomstrings_count = 0;
997 int fragstrings_count = 0;
998 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1007 permutationname[0] = 0;
1008 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015 if(vid.support.gl20shaders130)
1017 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1025 // the first pretext is which type of shader to compile as
1026 // (later these will all be bound together as a program object)
1027 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031 // the second pretext is the mode (for example a light source)
1032 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037 // now add all the permutation pretexts
1038 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040 if (permutation & (1<<i))
1042 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1049 // keep line numbers correct
1050 vertstrings_list[vertstrings_count++] = "\n";
1051 geomstrings_list[geomstrings_count++] = "\n";
1052 fragstrings_list[fragstrings_count++] = "\n";
1057 R_CompileShader_AddStaticParms(mode, permutation);
1058 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059 vertstrings_count += shaderstaticparms_count;
1060 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061 geomstrings_count += shaderstaticparms_count;
1062 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063 fragstrings_count += shaderstaticparms_count;
1065 // now append the shader text itself
1066 vertstrings_list[vertstrings_count++] = vertexstring;
1067 geomstrings_list[geomstrings_count++] = geometrystring;
1068 fragstrings_list[fragstrings_count++] = fragmentstring;
1070 // if any sources were NULL, clear the respective list
1072 vertstrings_count = 0;
1073 if (!geometrystring)
1074 geomstrings_count = 0;
1075 if (!fragmentstring)
1076 fragstrings_count = 0;
1078 // compile the shader program
1079 if (vertstrings_count + geomstrings_count + fragstrings_count)
1080 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1084 qglUseProgram(p->program);CHECKGLERROR
1085 // look up all the uniform variable names we care about, so we don't
1086 // have to look them up every time we set them
1088 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1089 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1090 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1092 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1093 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1094 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1095 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1100 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1101 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1103 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1107 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1108 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1109 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1118 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1120 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1121 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1122 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1123 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1124 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1125 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1126 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1133 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1134 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1135 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1136 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1138 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1139 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1140 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1141 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1145 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1146 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1147 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1148 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1149 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1150 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1153 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1156 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1157 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1158 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1159 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1160 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1161 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1162 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1163 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1164 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174 // initialize the samplers to refer to the texture units we use
1175 p->tex_Texture_First = -1;
1176 p->tex_Texture_Second = -1;
1177 p->tex_Texture_GammaRamps = -1;
1178 p->tex_Texture_Normal = -1;
1179 p->tex_Texture_Color = -1;
1180 p->tex_Texture_Gloss = -1;
1181 p->tex_Texture_Glow = -1;
1182 p->tex_Texture_SecondaryNormal = -1;
1183 p->tex_Texture_SecondaryColor = -1;
1184 p->tex_Texture_SecondaryGloss = -1;
1185 p->tex_Texture_SecondaryGlow = -1;
1186 p->tex_Texture_Pants = -1;
1187 p->tex_Texture_Shirt = -1;
1188 p->tex_Texture_FogHeightTexture = -1;
1189 p->tex_Texture_FogMask = -1;
1190 p->tex_Texture_Lightmap = -1;
1191 p->tex_Texture_Deluxemap = -1;
1192 p->tex_Texture_Attenuation = -1;
1193 p->tex_Texture_Cube = -1;
1194 p->tex_Texture_Refraction = -1;
1195 p->tex_Texture_Reflection = -1;
1196 p->tex_Texture_ShadowMap2D = -1;
1197 p->tex_Texture_CubeProjection = -1;
1198 p->tex_Texture_ScreenNormalMap = -1;
1199 p->tex_Texture_ScreenDiffuse = -1;
1200 p->tex_Texture_ScreenSpecular = -1;
1201 p->tex_Texture_ReflectMask = -1;
1202 p->tex_Texture_ReflectCube = -1;
1203 p->tex_Texture_BounceGrid = -1;
1205 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1206 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1207 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1208 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1209 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1210 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1211 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1215 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1216 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1217 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1218 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1220 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1221 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1222 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1223 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1224 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1225 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1226 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1227 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1231 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1233 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1235 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1242 Mem_Free(vertexstring);
1244 Mem_Free(geometrystring);
1246 Mem_Free(fragmentstring);
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1251 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252 if (r_glsl_permutation != perm)
1254 r_glsl_permutation = perm;
1255 if (!r_glsl_permutation->program)
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (!r_glsl_permutation->program)
1261 // remove features until we find a valid permutation
1263 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1265 // reduce i more quickly whenever it would not remove any bits
1266 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267 if (!(permutation & j))
1270 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (r_glsl_permutation->program)
1276 if (i >= SHADERPERMUTATION_COUNT)
1278 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280 qglUseProgram(0);CHECKGLERROR
1281 return; // no bit left to clear, entire mode is broken
1286 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1288 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1304 /// hash lookup data
1305 struct r_hlsl_permutation_s *hashnext;
1307 unsigned int permutation;
1309 /// indicates if we have tried compiling this permutation already
1311 /// NULL if compilation failed
1312 IDirect3DVertexShader9 *vertexshader;
1313 IDirect3DPixelShader9 *pixelshader;
1315 r_hlsl_permutation_t;
1317 typedef enum D3DVSREGISTER_e
1319 D3DVSREGISTER_TexMatrix = 0, // float4x4
1320 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324 D3DVSREGISTER_ModelToLight = 20, // float4x4
1325 D3DVSREGISTER_EyePosition = 24,
1326 D3DVSREGISTER_FogPlane = 25,
1327 D3DVSREGISTER_LightDir = 26,
1328 D3DVSREGISTER_LightPosition = 27,
1332 typedef enum D3DPSREGISTER_e
1334 D3DPSREGISTER_Alpha = 0,
1335 D3DPSREGISTER_BloomBlur_Parameters = 1,
1336 D3DPSREGISTER_ClientTime = 2,
1337 D3DPSREGISTER_Color_Ambient = 3,
1338 D3DPSREGISTER_Color_Diffuse = 4,
1339 D3DPSREGISTER_Color_Specular = 5,
1340 D3DPSREGISTER_Color_Glow = 6,
1341 D3DPSREGISTER_Color_Pants = 7,
1342 D3DPSREGISTER_Color_Shirt = 8,
1343 D3DPSREGISTER_DeferredColor_Ambient = 9,
1344 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345 D3DPSREGISTER_DeferredColor_Specular = 11,
1346 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347 D3DPSREGISTER_DeferredMod_Specular = 13,
1348 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349 D3DPSREGISTER_EyePosition = 15, // unused
1350 D3DPSREGISTER_FogColor = 16,
1351 D3DPSREGISTER_FogHeightFade = 17,
1352 D3DPSREGISTER_FogPlane = 18,
1353 D3DPSREGISTER_FogPlaneViewDist = 19,
1354 D3DPSREGISTER_FogRangeRecip = 20,
1355 D3DPSREGISTER_LightColor = 21,
1356 D3DPSREGISTER_LightDir = 22, // unused
1357 D3DPSREGISTER_LightPosition = 23,
1358 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359 D3DPSREGISTER_PixelSize = 25,
1360 D3DPSREGISTER_ReflectColor = 26,
1361 D3DPSREGISTER_ReflectFactor = 27,
1362 D3DPSREGISTER_ReflectOffset = 28,
1363 D3DPSREGISTER_RefractColor = 29,
1364 D3DPSREGISTER_Saturation = 30,
1365 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367 D3DPSREGISTER_ScreenToDepth = 33,
1368 D3DPSREGISTER_ShadowMap_Parameters = 34,
1369 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370 D3DPSREGISTER_SpecularPower = 36,
1371 D3DPSREGISTER_UserVec1 = 37,
1372 D3DPSREGISTER_UserVec2 = 38,
1373 D3DPSREGISTER_UserVec3 = 39,
1374 D3DPSREGISTER_UserVec4 = 40,
1375 D3DPSREGISTER_ViewTintColor = 41,
1376 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377 D3DPSREGISTER_BloomColorSubtract = 43,
1378 D3DPSREGISTER_ViewToLight = 44, // float4x4
1379 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380 D3DPSREGISTER_NormalmapScrollBlend = 52,
1381 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382 D3DPSREGISTER_OffsetMapping_Bias = 54,
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1396 //unsigned int hashdepth = 0;
1397 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398 r_hlsl_permutation_t *p;
1399 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1401 if (p->mode == mode && p->permutation == permutation)
1403 //if (hashdepth > 10)
1404 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1409 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1411 p->permutation = permutation;
1412 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413 r_hlsl_permutationhash[mode][hashindex] = p;
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1422 if (!filename || !filename[0])
1424 if (!strcmp(filename, "hlsl/default.hlsl"))
1426 if (!hlslshaderstring)
1428 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429 if (hlslshaderstring)
1430 Con_DPrintf("Loading shaders from file %s...\n", filename);
1432 hlslshaderstring = (char *)builtinhlslshaderstring;
1434 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436 return shaderstring;
1438 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1441 if (printfromdisknotice)
1442 Con_DPrintf("from disk %s... ", filename);
1443 return shaderstring;
1445 return shaderstring;
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1454 DWORD *vsbin = NULL;
1455 DWORD *psbin = NULL;
1456 fs_offset_t vsbinsize;
1457 fs_offset_t psbinsize;
1458 // IDirect3DVertexShader9 *vs = NULL;
1459 // IDirect3DPixelShader9 *ps = NULL;
1460 ID3DXBuffer *vslog = NULL;
1461 ID3DXBuffer *vsbuffer = NULL;
1462 ID3DXConstantTable *vsconstanttable = NULL;
1463 ID3DXBuffer *pslog = NULL;
1464 ID3DXBuffer *psbuffer = NULL;
1465 ID3DXConstantTable *psconstanttable = NULL;
1468 char temp[MAX_INPUTLINE];
1469 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1471 qboolean debugshader = gl_paranoid.integer != 0;
1472 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1476 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1479 if ((!vsbin && vertstring) || (!psbin && fragstring))
1481 const char* dllnames_d3dx9 [] =
1505 dllhandle_t d3dx9_dll = NULL;
1506 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509 dllfunction_t d3dx9_dllfuncs[] =
1511 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1512 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1513 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1516 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1518 DWORD shaderflags = 0;
1520 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523 if (vertstring && vertstring[0])
1527 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1536 vsbinsize = vsbuffer->GetBufferSize();
1537 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539 vsbuffer->Release();
1543 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1548 if (fragstring && fragstring[0])
1552 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1561 psbinsize = psbuffer->GetBufferSize();
1562 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564 psbuffer->Release();
1568 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1573 Sys_UnloadLibrary(&d3dx9_dll);
1576 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1580 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581 if (FAILED(vsresult))
1582 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584 if (FAILED(psresult))
1585 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1587 // free the shader data
1588 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1595 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596 int vertstring_length = 0;
1597 int geomstring_length = 0;
1598 int fragstring_length = 0;
1600 char *vertexstring, *geometrystring, *fragmentstring;
1601 char *vertstring, *geomstring, *fragstring;
1602 char permutationname[256];
1603 char cachename[256];
1604 int vertstrings_count = 0;
1605 int geomstrings_count = 0;
1606 int fragstrings_count = 0;
1607 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1614 p->vertexshader = NULL;
1615 p->pixelshader = NULL;
1617 permutationname[0] = 0;
1619 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1623 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624 strlcat(cachename, "hlsl/", sizeof(cachename));
1626 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627 vertstrings_count = 0;
1628 geomstrings_count = 0;
1629 fragstrings_count = 0;
1630 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1634 // the first pretext is which type of shader to compile as
1635 // (later these will all be bound together as a program object)
1636 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1640 // the second pretext is the mode (for example a light source)
1641 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645 strlcat(cachename, modeinfo->name, sizeof(cachename));
1647 // now add all the permutation pretexts
1648 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1650 if (permutation & (1<<i))
1652 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1660 // keep line numbers correct
1661 vertstrings_list[vertstrings_count++] = "\n";
1662 geomstrings_list[geomstrings_count++] = "\n";
1663 fragstrings_list[fragstrings_count++] = "\n";
1668 R_CompileShader_AddStaticParms(mode, permutation);
1669 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 vertstrings_count += shaderstaticparms_count;
1671 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 geomstrings_count += shaderstaticparms_count;
1673 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674 fragstrings_count += shaderstaticparms_count;
1676 // replace spaces in the cachename with _ characters
1677 for (i = 0;cachename[i];i++)
1678 if (cachename[i] == ' ')
1681 // now append the shader text itself
1682 vertstrings_list[vertstrings_count++] = vertexstring;
1683 geomstrings_list[geomstrings_count++] = geometrystring;
1684 fragstrings_list[fragstrings_count++] = fragmentstring;
1686 // if any sources were NULL, clear the respective list
1688 vertstrings_count = 0;
1689 if (!geometrystring)
1690 geomstrings_count = 0;
1691 if (!fragmentstring)
1692 fragstrings_count = 0;
1694 vertstring_length = 0;
1695 for (i = 0;i < vertstrings_count;i++)
1696 vertstring_length += strlen(vertstrings_list[i]);
1697 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1701 geomstring_length = 0;
1702 for (i = 0;i < geomstrings_count;i++)
1703 geomstring_length += strlen(geomstrings_list[i]);
1704 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1708 fragstring_length = 0;
1709 for (i = 0;i < fragstrings_count;i++)
1710 fragstring_length += strlen(fragstrings_list[i]);
1711 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1715 // try to load the cached shader, or generate one
1716 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1718 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1721 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1725 Mem_Free(vertstring);
1727 Mem_Free(geomstring);
1729 Mem_Free(fragstring);
1731 Mem_Free(vertexstring);
1733 Mem_Free(geometrystring);
1735 Mem_Free(fragmentstring);
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1754 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755 if (r_hlsl_permutation != perm)
1757 r_hlsl_permutation = perm;
1758 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1760 if (!r_hlsl_permutation->compiled)
1761 R_HLSL_CompilePermutation(perm, mode, permutation);
1762 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1764 // remove features until we find a valid permutation
1766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1768 // reduce i more quickly whenever it would not remove any bits
1769 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770 if (!(permutation & j))
1773 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1779 if (i >= SHADERPERMUTATION_COUNT)
1781 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783 return; // no bit left to clear, entire mode is broken
1787 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1790 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1798 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1804 void R_GLSL_Restart_f(void)
1806 unsigned int i, limit;
1807 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808 Mem_Free(glslshaderstring);
1809 glslshaderstring = NULL;
1810 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811 Mem_Free(hlslshaderstring);
1812 hlslshaderstring = NULL;
1813 switch(vid.renderpath)
1815 case RENDERPATH_D3D9:
1818 r_hlsl_permutation_t *p;
1819 r_hlsl_permutation = NULL;
1820 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821 for (i = 0;i < limit;i++)
1823 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1825 if (p->vertexshader)
1826 IDirect3DVertexShader9_Release(p->vertexshader);
1828 IDirect3DPixelShader9_Release(p->pixelshader);
1829 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1832 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1836 case RENDERPATH_D3D10:
1837 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1839 case RENDERPATH_D3D11:
1840 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES2:
1845 r_glsl_permutation_t *p;
1846 r_glsl_permutation = NULL;
1847 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848 for (i = 0;i < limit;i++)
1850 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1852 GL_Backend_FreeProgram(p->program);
1853 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1856 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1859 case RENDERPATH_GL11:
1860 case RENDERPATH_GL13:
1861 case RENDERPATH_GLES1:
1863 case RENDERPATH_SOFT:
1868 static void R_GLSL_DumpShader_f(void)
1873 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, glslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinshaderstring);
1885 Con_Printf("glsl/default.glsl written\n");
1888 Con_Printf("failed to write to glsl/default.glsl\n");
1890 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1893 FS_Print(file, "/* The engine may define the following macros:\n");
1894 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895 for (i = 0;i < SHADERMODE_COUNT;i++)
1896 FS_Print(file, hlslshadermodeinfo[i].pretext);
1897 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898 FS_Print(file, shaderpermutationinfo[i].pretext);
1899 FS_Print(file, "*/\n");
1900 FS_Print(file, builtinhlslshaderstring);
1902 Con_Printf("hlsl/default.hlsl written\n");
1905 Con_Printf("failed to write to hlsl/default.hlsl\n");
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1910 unsigned int permutation = 0;
1911 if (r_trippy.integer && !notrippy)
1912 permutation |= SHADERPERMUTATION_TRIPPY;
1913 permutation |= SHADERPERMUTATION_VIEWTINT;
1915 permutation |= SHADERPERMUTATION_DIFFUSE;
1917 permutation |= SHADERPERMUTATION_SPECULAR;
1918 if (texturemode == GL_MODULATE)
1919 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926 if (suppresstexalpha)
1927 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1929 texturemode = GL_MODULATE;
1930 if (vid.allowalphatocoverage)
1931 GL_AlphaToCoverage(false);
1932 switch (vid.renderpath)
1934 case RENDERPATH_D3D9:
1936 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(GL20TU_FIRST , first );
1938 R_Mesh_TexBind(GL20TU_SECOND, second);
1939 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1943 case RENDERPATH_D3D10:
1944 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1946 case RENDERPATH_D3D11:
1947 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES2:
1951 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GLES1:
1959 R_Mesh_TexBind(0, first );
1960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961 R_Mesh_TexBind(1, second);
1963 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1965 case RENDERPATH_GL11:
1966 R_Mesh_TexBind(0, first );
1968 case RENDERPATH_SOFT:
1969 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970 R_Mesh_TexBind(GL20TU_FIRST , first );
1971 R_Mesh_TexBind(GL20TU_SECOND, second);
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1978 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1983 unsigned int permutation = 0;
1984 if (r_trippy.integer && !notrippy)
1985 permutation |= SHADERPERMUTATION_TRIPPY;
1987 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988 if (vid.allowalphatocoverage)
1989 GL_AlphaToCoverage(false);
1990 switch (vid.renderpath)
1992 case RENDERPATH_D3D9:
1994 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1997 case RENDERPATH_D3D10:
1998 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2000 case RENDERPATH_D3D11:
2001 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_GL20:
2004 case RENDERPATH_GLES2:
2005 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007 case RENDERPATH_GL13:
2008 case RENDERPATH_GLES1:
2009 R_Mesh_TexBind(0, 0);
2010 R_Mesh_TexBind(1, 0);
2012 case RENDERPATH_GL11:
2013 R_Mesh_TexBind(0, 0);
2015 case RENDERPATH_SOFT:
2016 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2023 int permutation = 0;
2024 if (r_trippy.integer && !notrippy)
2025 permutation |= SHADERPERMUTATION_TRIPPY;
2026 if (vid.allowalphatocoverage)
2027 GL_AlphaToCoverage(false);
2028 switch (vid.renderpath)
2030 case RENDERPATH_D3D9:
2032 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2035 case RENDERPATH_D3D10:
2036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2038 case RENDERPATH_D3D11:
2039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_GL20:
2042 case RENDERPATH_GLES2:
2043 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2045 case RENDERPATH_GL13:
2046 case RENDERPATH_GLES1:
2048 case RENDERPATH_GL11:
2050 case RENDERPATH_SOFT:
2051 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2077 #define BLENDFUNC_ALLOWS_COLORMOD 1
2078 #define BLENDFUNC_ALLOWS_FOG 2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2086 // a blendfunc allows colormod if:
2087 // a) it can never keep the destination pixel invariant, or
2088 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089 // this is to prevent unintended side effects from colormod
2091 // a blendfunc allows fog if:
2092 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093 // this is to prevent unintended side effects from fog
2095 // these checks are the output of fogeval.pl
2097 r |= BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2125 // select a permutation of the lighting shader appropriate to this
2126 // combination of texture, entity, light source, and fogging, only use the
2127 // minimum features necessary to avoid wasting rendering time in the
2128 // fragment shader on features that are not being used
2129 unsigned int permutation = 0;
2130 unsigned int mode = 0;
2132 static float dummy_colormod[3] = {1, 1, 1};
2133 float *colormod = rsurface.colormod;
2135 matrix4x4_t tempmatrix;
2136 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137 if (r_trippy.integer && !notrippy)
2138 permutation |= SHADERPERMUTATION_TRIPPY;
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143 if (rsurfacepass == RSURFPASS_BACKGROUND)
2145 // distorted background
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2148 mode = SHADERMODE_WATER;
2149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2150 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2151 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2153 // this is the right thing to do for wateralpha
2154 GL_BlendFunc(GL_ONE, GL_ZERO);
2155 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2159 // this is the right thing to do for entity alpha
2160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2164 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2166 mode = SHADERMODE_REFRACTION;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2168 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2169 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 mode = SHADERMODE_GENERIC;
2175 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2176 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2177 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2179 if (vid.allowalphatocoverage)
2180 GL_AlphaToCoverage(false);
2182 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2184 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2186 switch(rsurface.texture->offsetmapping)
2188 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2189 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2190 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2191 case OFFSETMAPPING_OFF: break;
2194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196 // normalmap (deferred prepass), may use alpha test on diffuse
2197 mode = SHADERMODE_DEFERREDGEOMETRY;
2198 GL_BlendFunc(GL_ONE, GL_ZERO);
2199 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2200 if (vid.allowalphatocoverage)
2201 GL_AlphaToCoverage(false);
2203 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2205 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2207 switch(rsurface.texture->offsetmapping)
2209 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2210 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2211 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2212 case OFFSETMAPPING_OFF: break;
2215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2216 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2218 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2220 mode = SHADERMODE_LIGHTSOURCE;
2221 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222 permutation |= SHADERPERMUTATION_CUBEFILTER;
2223 if (diffusescale > 0)
2224 permutation |= SHADERPERMUTATION_DIFFUSE;
2225 if (specularscale > 0)
2226 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2227 if (r_refdef.fogenabled)
2228 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2229 if (rsurface.texture->colormapping)
2230 permutation |= SHADERPERMUTATION_COLORMAPPING;
2231 if (r_shadow_usingshadowmap2d)
2233 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2234 if(r_shadow_shadowmapvsdct)
2235 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237 if (r_shadow_shadowmap2ddepthbuffer)
2238 permutation |= SHADERPERMUTATION_DEPTHRGB;
2240 if (rsurface.texture->reflectmasktexture)
2241 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2244 if (vid.allowalphatocoverage)
2245 GL_AlphaToCoverage(false);
2247 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2249 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2251 switch(rsurface.texture->offsetmapping)
2253 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2254 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2256 case OFFSETMAPPING_OFF: break;
2259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263 // unshaded geometry (fullbright or ambient model lighting)
2264 mode = SHADERMODE_FLATCOLOR;
2265 ambientscale = diffusescale = specularscale = 0;
2266 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2267 permutation |= SHADERPERMUTATION_GLOW;
2268 if (r_refdef.fogenabled)
2269 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2270 if (rsurface.texture->colormapping)
2271 permutation |= SHADERPERMUTATION_COLORMAPPING;
2272 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2274 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2275 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2277 if (r_shadow_shadowmap2ddepthbuffer)
2278 permutation |= SHADERPERMUTATION_DEPTHRGB;
2280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2281 permutation |= SHADERPERMUTATION_REFLECTION;
2282 if (rsurface.texture->reflectmasktexture)
2283 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2285 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2286 // when using alphatocoverage, we don't need alphakill
2287 if (vid.allowalphatocoverage)
2289 if (r_transparent_alphatocoverage.integer)
2291 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2292 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2295 GL_AlphaToCoverage(false);
2298 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2300 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2302 switch(rsurface.texture->offsetmapping)
2304 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2305 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2307 case OFFSETMAPPING_OFF: break;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2311 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2313 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314 // directional model lighting
2315 mode = SHADERMODE_LIGHTDIRECTION;
2316 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2317 permutation |= SHADERPERMUTATION_GLOW;
2318 permutation |= SHADERPERMUTATION_DIFFUSE;
2319 if (specularscale > 0)
2320 permutation |= SHADERPERMUTATION_SPECULAR;
2321 if (r_refdef.fogenabled)
2322 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323 if (rsurface.texture->colormapping)
2324 permutation |= SHADERPERMUTATION_COLORMAPPING;
2325 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2327 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2328 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2330 if (r_shadow_shadowmap2ddepthbuffer)
2331 permutation |= SHADERPERMUTATION_DEPTHRGB;
2333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2334 permutation |= SHADERPERMUTATION_REFLECTION;
2335 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2336 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2337 if (rsurface.texture->reflectmasktexture)
2338 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2339 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2341 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2342 if (r_shadow_bouncegriddirectional)
2343 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2345 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2347 // when using alphatocoverage, we don't need alphakill
2348 if (vid.allowalphatocoverage)
2350 if (r_transparent_alphatocoverage.integer)
2352 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2353 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2356 GL_AlphaToCoverage(false);
2359 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2361 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2363 switch(rsurface.texture->offsetmapping)
2365 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2366 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2368 case OFFSETMAPPING_OFF: break;
2371 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2372 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2374 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2375 // ambient model lighting
2376 mode = SHADERMODE_LIGHTDIRECTION;
2377 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2378 permutation |= SHADERPERMUTATION_GLOW;
2379 if (r_refdef.fogenabled)
2380 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2381 if (rsurface.texture->colormapping)
2382 permutation |= SHADERPERMUTATION_COLORMAPPING;
2383 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2385 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2388 if (r_shadow_shadowmap2ddepthbuffer)
2389 permutation |= SHADERPERMUTATION_DEPTHRGB;
2391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2392 permutation |= SHADERPERMUTATION_REFLECTION;
2393 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2394 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2395 if (rsurface.texture->reflectmasktexture)
2396 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2397 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2399 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2400 if (r_shadow_bouncegriddirectional)
2401 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2403 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2405 // when using alphatocoverage, we don't need alphakill
2406 if (vid.allowalphatocoverage)
2408 if (r_transparent_alphatocoverage.integer)
2410 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2411 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2414 GL_AlphaToCoverage(false);
2419 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2421 switch(rsurface.texture->offsetmapping)
2423 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2424 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2426 case OFFSETMAPPING_OFF: break;
2429 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2430 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2432 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2434 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2435 permutation |= SHADERPERMUTATION_GLOW;
2436 if (r_refdef.fogenabled)
2437 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2438 if (rsurface.texture->colormapping)
2439 permutation |= SHADERPERMUTATION_COLORMAPPING;
2440 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2442 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2443 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2445 if (r_shadow_shadowmap2ddepthbuffer)
2446 permutation |= SHADERPERMUTATION_DEPTHRGB;
2448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449 permutation |= SHADERPERMUTATION_REFLECTION;
2450 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452 if (rsurface.texture->reflectmasktexture)
2453 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454 if (FAKELIGHT_ENABLED)
2456 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457 mode = SHADERMODE_FAKELIGHT;
2458 permutation |= SHADERPERMUTATION_DIFFUSE;
2459 if (specularscale > 0)
2460 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2462 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2464 // deluxemapping (light direction texture)
2465 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2468 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 2)
2475 // fake deluxemapping (uniform light direction in tangentspace)
2476 if (rsurface.uselightmaptexture)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (rsurface.uselightmaptexture)
2486 // ordinary lightmapping (q1bsp, q3bsp)
2487 mode = SHADERMODE_LIGHTMAP;
2491 // ordinary vertex coloring (q3bsp)
2492 mode = SHADERMODE_VERTEXCOLOR;
2494 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2496 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497 if (r_shadow_bouncegriddirectional)
2498 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2500 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502 // when using alphatocoverage, we don't need alphakill
2503 if (vid.allowalphatocoverage)
2505 if (r_transparent_alphatocoverage.integer)
2507 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2511 GL_AlphaToCoverage(false);
2514 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515 colormod = dummy_colormod;
2516 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520 switch(vid.renderpath)
2522 case RENDERPATH_D3D9:
2524 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2525 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528 if (mode == SHADERMODE_LIGHTSOURCE)
2530 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2535 if (mode == SHADERMODE_LIGHTDIRECTION)
2537 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2546 if (mode == SHADERMODE_LIGHTSOURCE)
2548 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2554 // additive passes are only darkened by fog, not tinted
2555 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2560 if (mode == SHADERMODE_FLATCOLOR)
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2564 else if (mode == SHADERMODE_LIGHTDIRECTION)
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2569 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2571 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 // additive passes are only darkened by fog, not tinted
2583 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2589 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595 if (mode == SHADERMODE_WATER)
2596 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2598 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2602 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603 if (rsurface.texture->pantstexture)
2604 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607 if (rsurface.texture->shirttexture)
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2610 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2621 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2622 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2623 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2624 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2626 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2627 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2628 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2629 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2630 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2631 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2632 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2634 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2635 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2636 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2637 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2638 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2639 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2640 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2641 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2642 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2643 if (rsurfacepass == RSURFPASS_BACKGROUND)
2645 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2646 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2647 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2651 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2653 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2654 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2655 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2656 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2658 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2659 if (rsurface.rtlight)
2661 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2662 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2667 case RENDERPATH_D3D10:
2668 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2670 case RENDERPATH_D3D11:
2671 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 case RENDERPATH_GL20:
2674 case RENDERPATH_GLES2:
2675 if (!vid.useinterleavedarrays)
2677 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2678 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2679 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2680 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2681 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2682 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2683 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2684 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2688 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2689 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2691 R_SetupShader_SetPermutationGLSL(mode, permutation);
2692 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2693 if (mode == SHADERMODE_LIGHTSOURCE)
2695 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2696 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2697 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2698 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2699 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2700 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2702 // additive passes are only darkened by fog, not tinted
2703 if (r_glsl_permutation->loc_FogColor >= 0)
2704 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2705 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2709 if (mode == SHADERMODE_FLATCOLOR)
2711 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2713 else if (mode == SHADERMODE_LIGHTDIRECTION)
2715 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2716 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2717 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2720 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2726 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2727 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2728 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2729 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 // additive passes are only darkened by fog, not tinted
2732 if (r_glsl_permutation->loc_FogColor >= 0)
2734 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2737 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2740 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2741 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2746 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2747 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2749 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2750 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2751 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2752 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2753 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2755 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2756 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2757 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2758 if (r_glsl_permutation->loc_Color_Pants >= 0)
2760 if (rsurface.texture->pantstexture)
2761 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2763 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2765 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2767 if (rsurface.texture->shirttexture)
2768 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2770 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2772 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2773 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2774 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2775 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2776 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2777 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2778 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2782 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2783 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2784 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2785 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2786 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2787 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2789 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2790 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2791 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2792 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2793 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2794 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2795 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2796 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2800 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2801 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2802 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2803 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2804 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2805 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2806 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2807 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2808 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2809 if (rsurfacepass == RSURFPASS_BACKGROUND)
2811 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2812 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2817 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2819 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2820 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2821 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2822 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2824 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2825 if (rsurface.rtlight)
2827 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2828 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2831 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2834 case RENDERPATH_GL11:
2835 case RENDERPATH_GL13:
2836 case RENDERPATH_GLES1:
2838 case RENDERPATH_SOFT:
2839 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2840 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2841 R_SetupShader_SetPermutationSoft(mode, permutation);
2842 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2843 if (mode == SHADERMODE_LIGHTSOURCE)
2845 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2852 // additive passes are only darkened by fog, not tinted
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2854 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2858 if (mode == SHADERMODE_FLATCOLOR)
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2862 else if (mode == SHADERMODE_LIGHTDIRECTION)
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 // additive passes are only darkened by fog, not tinted
2881 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2885 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2886 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]);
2887 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]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2895 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2898 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2904 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2906 if (rsurface.texture->pantstexture)
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2911 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2913 if (rsurface.texture->shirttexture)
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2918 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2919 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2922 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2923 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2924 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2925 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2933 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2934 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2935 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2936 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2937 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2941 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2943 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2945 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2946 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2947 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2948 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2949 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2950 if (rsurfacepass == RSURFPASS_BACKGROUND)
2952 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2953 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2954 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2958 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2960 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2961 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2963 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2965 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2966 if (rsurface.rtlight)
2968 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2969 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2976 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2978 // select a permutation of the lighting shader appropriate to this
2979 // combination of texture, entity, light source, and fogging, only use the
2980 // minimum features necessary to avoid wasting rendering time in the
2981 // fragment shader on features that are not being used
2982 unsigned int permutation = 0;
2983 unsigned int mode = 0;
2984 const float *lightcolorbase = rtlight->currentcolor;
2985 float ambientscale = rtlight->ambientscale;
2986 float diffusescale = rtlight->diffusescale;
2987 float specularscale = rtlight->specularscale;
2988 // this is the location of the light in view space
2989 vec3_t viewlightorigin;
2990 // this transforms from view space (camera) to light space (cubemap)
2991 matrix4x4_t viewtolight;
2992 matrix4x4_t lighttoview;
2993 float viewtolight16f[16];
2995 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2996 if (rtlight->currentcubemap != r_texture_whitecube)
2997 permutation |= SHADERPERMUTATION_CUBEFILTER;
2998 if (diffusescale > 0)
2999 permutation |= SHADERPERMUTATION_DIFFUSE;
3000 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3001 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3002 if (r_shadow_usingshadowmap2d)
3004 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3005 if (r_shadow_shadowmapvsdct)
3006 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3008 if (r_shadow_shadowmap2ddepthbuffer)
3009 permutation |= SHADERPERMUTATION_DEPTHRGB;
3011 if (vid.allowalphatocoverage)
3012 GL_AlphaToCoverage(false);
3013 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017 switch(vid.renderpath)
3019 case RENDERPATH_D3D9:
3021 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3027 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029 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);
3030 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3034 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3035 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3036 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3037 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3040 case RENDERPATH_D3D10:
3041 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3043 case RENDERPATH_D3D11:
3044 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046 case RENDERPATH_GL20:
3047 case RENDERPATH_GLES2:
3048 R_SetupShader_SetPermutationGLSL(mode, permutation);
3049 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3050 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3051 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3052 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3053 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3054 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3055 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3056 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3057 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3058 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3060 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3061 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3062 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3063 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3064 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3066 case RENDERPATH_GL11:
3067 case RENDERPATH_GL13:
3068 case RENDERPATH_GLES1:
3070 case RENDERPATH_SOFT:
3071 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3074 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3077 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079 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);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3083 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3084 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3085 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3086 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3087 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3092 #define SKINFRAME_HASH 1024
3096 int loadsequence; // incremented each level change
3097 memexpandablearray_t array;
3098 skinframe_t *hash[SKINFRAME_HASH];
3101 r_skinframe_t r_skinframe;
3103 void R_SkinFrame_PrepareForPurge(void)
3105 r_skinframe.loadsequence++;
3106 // wrap it without hitting zero
3107 if (r_skinframe.loadsequence >= 200)
3108 r_skinframe.loadsequence = 1;
3111 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3115 // mark the skinframe as used for the purging code
3116 skinframe->loadsequence = r_skinframe.loadsequence;
3119 void R_SkinFrame_Purge(void)
3123 for (i = 0;i < SKINFRAME_HASH;i++)
3125 for (s = r_skinframe.hash[i];s;s = s->next)
3127 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3129 if (s->merged == s->base)
3131 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3132 R_PurgeTexture(s->stain );s->stain = NULL;
3133 R_PurgeTexture(s->merged);s->merged = NULL;
3134 R_PurgeTexture(s->base );s->base = NULL;
3135 R_PurgeTexture(s->pants );s->pants = NULL;
3136 R_PurgeTexture(s->shirt );s->shirt = NULL;
3137 R_PurgeTexture(s->nmap );s->nmap = NULL;
3138 R_PurgeTexture(s->gloss );s->gloss = NULL;
3139 R_PurgeTexture(s->glow );s->glow = NULL;
3140 R_PurgeTexture(s->fog );s->fog = NULL;
3141 R_PurgeTexture(s->reflect);s->reflect = NULL;
3142 s->loadsequence = 0;
3148 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3150 char basename[MAX_QPATH];
3152 Image_StripImageExtension(name, basename, sizeof(basename));
3154 if( last == NULL ) {
3156 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3157 item = r_skinframe.hash[hashindex];
3162 // linearly search through the hash bucket
3163 for( ; item ; item = item->next ) {
3164 if( !strcmp( item->basename, basename ) ) {
3171 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3175 char basename[MAX_QPATH];
3177 Image_StripImageExtension(name, basename, sizeof(basename));
3179 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3180 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3181 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3185 rtexture_t *dyntexture;
3186 // check whether its a dynamic texture
3187 dyntexture = CL_GetDynTexture( basename );
3188 if (!add && !dyntexture)
3190 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3191 memset(item, 0, sizeof(*item));
3192 strlcpy(item->basename, basename, sizeof(item->basename));
3193 item->base = dyntexture; // either NULL or dyntexture handle
3194 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3195 item->comparewidth = comparewidth;
3196 item->compareheight = compareheight;
3197 item->comparecrc = comparecrc;
3198 item->next = r_skinframe.hash[hashindex];
3199 r_skinframe.hash[hashindex] = item;
3201 else if (textureflags & TEXF_FORCE_RELOAD)
3203 rtexture_t *dyntexture;
3204 // check whether its a dynamic texture
3205 dyntexture = CL_GetDynTexture( basename );
3206 if (!add && !dyntexture)
3208 if (item->merged == item->base)
3209 item->merged = NULL;
3210 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3211 R_PurgeTexture(item->stain );item->stain = NULL;
3212 R_PurgeTexture(item->merged);item->merged = NULL;
3213 R_PurgeTexture(item->base );item->base = NULL;
3214 R_PurgeTexture(item->pants );item->pants = NULL;
3215 R_PurgeTexture(item->shirt );item->shirt = NULL;
3216 R_PurgeTexture(item->nmap );item->nmap = NULL;
3217 R_PurgeTexture(item->gloss );item->gloss = NULL;
3218 R_PurgeTexture(item->glow );item->glow = NULL;
3219 R_PurgeTexture(item->fog );item->fog = NULL;
3220 R_PurgeTexture(item->reflect);item->reflect = NULL;
3221 item->loadsequence = 0;
3223 else if( item->base == NULL )
3225 rtexture_t *dyntexture;
3226 // check whether its a dynamic texture
3227 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
3228 dyntexture = CL_GetDynTexture( basename );
3229 item->base = dyntexture; // either NULL or dyntexture handle
3232 R_SkinFrame_MarkUsed(item);
3236 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3238 unsigned long long avgcolor[5], wsum; \
3246 for(pix = 0; pix < cnt; ++pix) \
3249 for(comp = 0; comp < 3; ++comp) \
3251 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3254 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3256 for(comp = 0; comp < 3; ++comp) \
3257 avgcolor[comp] += getpixel * w; \
3260 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261 avgcolor[4] += getpixel; \
3263 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3265 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3266 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3271 extern cvar_t gl_picmip;
3272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3275 unsigned char *pixels;
3276 unsigned char *bumppixels;
3277 unsigned char *basepixels = NULL;
3278 int basepixels_width = 0;
3279 int basepixels_height = 0;
3280 skinframe_t *skinframe;
3281 rtexture_t *ddsbase = NULL;
3282 qboolean ddshasalpha = false;
3283 float ddsavgcolor[4];
3284 char basename[MAX_QPATH];
3285 int miplevel = R_PicmipForFlags(textureflags);
3286 int savemiplevel = miplevel;
3290 if (cls.state == ca_dedicated)
3293 // return an existing skinframe if already loaded
3294 // if loading of the first image fails, don't make a new skinframe as it
3295 // would cause all future lookups of this to be missing
3296 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3297 if (skinframe && skinframe->base)
3300 Image_StripImageExtension(name, basename, sizeof(basename));
3302 // check for DDS texture file first
3303 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3305 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3306 if (basepixels == NULL)
3310 // FIXME handle miplevel
3312 if (developer_loading.integer)
3313 Con_Printf("loading skin \"%s\"\n", name);
3315 // we've got some pixels to store, so really allocate this new texture now
3317 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3318 textureflags &= ~TEXF_FORCE_RELOAD;
3319 skinframe->stain = NULL;
3320 skinframe->merged = NULL;
3321 skinframe->base = NULL;
3322 skinframe->pants = NULL;
3323 skinframe->shirt = NULL;
3324 skinframe->nmap = NULL;
3325 skinframe->gloss = NULL;
3326 skinframe->glow = NULL;
3327 skinframe->fog = NULL;
3328 skinframe->reflect = NULL;
3329 skinframe->hasalpha = false;
3333 skinframe->base = ddsbase;
3334 skinframe->hasalpha = ddshasalpha;
3335 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3336 if (r_loadfog && skinframe->hasalpha)
3337 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3338 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3342 basepixels_width = image_width;
3343 basepixels_height = image_height;
3344 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3345 if (textureflags & TEXF_ALPHA)
3347 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3349 if (basepixels[j] < 255)
3351 skinframe->hasalpha = true;
3355 if (r_loadfog && skinframe->hasalpha)
3357 // has transparent pixels
3358 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3359 for (j = 0;j < image_width * image_height * 4;j += 4)
3364 pixels[j+3] = basepixels[j+3];
3366 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3370 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3372 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3373 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3374 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3376 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3382 mymiplevel = savemiplevel;
3383 if (r_loadnormalmap)
3384 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3385 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3387 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3388 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3389 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3390 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3393 // _norm is the name used by tenebrae and has been adopted as standard
3394 if (r_loadnormalmap && skinframe->nmap == NULL)
3396 mymiplevel = savemiplevel;
3397 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3399 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3403 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3406 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3407 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3409 Mem_Free(bumppixels);
3411 else if (r_shadow_bumpscale_basetexture.value > 0)
3413 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3414 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3415 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3419 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3420 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3424 // _luma is supported only for tenebrae compatibility
3425 // _glow is the preferred name
3426 mymiplevel = savemiplevel;
3427 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3429 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3431 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3432 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3434 Mem_Free(pixels);pixels = NULL;
3437 mymiplevel = savemiplevel;
3438 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3440 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3443 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3449 mymiplevel = savemiplevel;
3450 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3452 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3455 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3461 mymiplevel = savemiplevel;
3462 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3464 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3467 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3473 mymiplevel = savemiplevel;
3474 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3476 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3479 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 Mem_Free(basepixels);
3491 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3492 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3495 unsigned char *temp1, *temp2;
3496 skinframe_t *skinframe;
3499 if (cls.state == ca_dedicated)
3502 // if already loaded just return it, otherwise make a new skinframe
3503 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3504 if (skinframe && skinframe->base)
3506 textureflags &= ~TEXF_FORCE_RELOAD;
3508 skinframe->stain = NULL;
3509 skinframe->merged = NULL;
3510 skinframe->base = NULL;
3511 skinframe->pants = NULL;
3512 skinframe->shirt = NULL;
3513 skinframe->nmap = NULL;
3514 skinframe->gloss = NULL;
3515 skinframe->glow = NULL;
3516 skinframe->fog = NULL;
3517 skinframe->reflect = NULL;
3518 skinframe->hasalpha = false;
3520 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3524 if (developer_loading.integer)
3525 Con_Printf("loading 32bit skin \"%s\"\n", name);
3527 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3529 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3530 temp2 = temp1 + width * height * 4;
3531 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3532 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3535 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3536 if (textureflags & TEXF_ALPHA)
3538 for (i = 3;i < width * height * 4;i += 4)
3540 if (skindata[i] < 255)
3542 skinframe->hasalpha = true;
3546 if (r_loadfog && skinframe->hasalpha)
3548 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3549 memcpy(fogpixels, skindata, width * height * 4);
3550 for (i = 0;i < width * height * 4;i += 4)
3551 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3552 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3553 Mem_Free(fogpixels);
3557 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3558 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3567 skinframe_t *skinframe;
3569 if (cls.state == ca_dedicated)
3572 // if already loaded just return it, otherwise make a new skinframe
3573 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3574 if (skinframe && skinframe->base)
3576 textureflags &= ~TEXF_FORCE_RELOAD;
3578 skinframe->stain = NULL;
3579 skinframe->merged = NULL;
3580 skinframe->base = NULL;
3581 skinframe->pants = NULL;
3582 skinframe->shirt = NULL;
3583 skinframe->nmap = NULL;
3584 skinframe->gloss = NULL;
3585 skinframe->glow = NULL;
3586 skinframe->fog = NULL;
3587 skinframe->reflect = NULL;
3588 skinframe->hasalpha = false;
3590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3594 if (developer_loading.integer)
3595 Con_Printf("loading quake skin \"%s\"\n", name);
3597 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3598 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3599 memcpy(skinframe->qpixels, skindata, width*height);
3600 skinframe->qwidth = width;
3601 skinframe->qheight = height;
3604 for (i = 0;i < width * height;i++)
3605 featuresmask |= palette_featureflags[skindata[i]];
3607 skinframe->hasalpha = false;
3608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3610 skinframe->qgeneratemerged = true;
3611 skinframe->qgeneratebase = skinframe->qhascolormapping;
3612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3615 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3624 unsigned char *skindata;
3627 if (!skinframe->qpixels)
3630 if (!skinframe->qhascolormapping)
3631 colormapped = false;
3635 if (!skinframe->qgeneratebase)
3640 if (!skinframe->qgeneratemerged)
3644 width = skinframe->qwidth;
3645 height = skinframe->qheight;
3646 skindata = skinframe->qpixels;
3648 if (skinframe->qgeneratenmap)
3650 unsigned char *temp1, *temp2;
3651 skinframe->qgeneratenmap = false;
3652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653 temp2 = temp1 + width * height * 4;
3654 // use either a custom palette or the quake palette
3655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3661 if (skinframe->qgenerateglow)
3663 skinframe->qgenerateglow = false;
3664 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3669 skinframe->qgeneratebase = false;
3670 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3671 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3672 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3676 skinframe->qgeneratemerged = false;
3677 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3680 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682 Mem_Free(skinframe->qpixels);
3683 skinframe->qpixels = NULL;
3687 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3690 skinframe_t *skinframe;
3693 if (cls.state == ca_dedicated)
3696 // if already loaded just return it, otherwise make a new skinframe
3697 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698 if (skinframe && skinframe->base)
3700 textureflags &= ~TEXF_FORCE_RELOAD;
3702 skinframe->stain = NULL;
3703 skinframe->merged = NULL;
3704 skinframe->base = NULL;
3705 skinframe->pants = NULL;
3706 skinframe->shirt = NULL;
3707 skinframe->nmap = NULL;
3708 skinframe->gloss = NULL;
3709 skinframe->glow = NULL;
3710 skinframe->fog = NULL;
3711 skinframe->reflect = NULL;
3712 skinframe->hasalpha = false;
3714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3718 if (developer_loading.integer)
3719 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722 if (textureflags & TEXF_ALPHA)
3724 for (i = 0;i < width * height;i++)
3726 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3728 skinframe->hasalpha = true;
3732 if (r_loadfog && skinframe->hasalpha)
3733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3736 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3744 skinframe_t *skinframe;
3746 if (cls.state == ca_dedicated)
3749 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750 skinframe->stain = NULL;
3751 skinframe->merged = NULL;
3752 skinframe->base = NULL;
3753 skinframe->pants = NULL;
3754 skinframe->shirt = NULL;
3755 skinframe->nmap = NULL;
3756 skinframe->gloss = NULL;
3757 skinframe->glow = NULL;
3758 skinframe->fog = NULL;
3759 skinframe->reflect = NULL;
3760 skinframe->hasalpha = false;
3762 skinframe->avgcolor[0] = rand() / RAND_MAX;
3763 skinframe->avgcolor[1] = rand() / RAND_MAX;
3764 skinframe->avgcolor[2] = rand() / RAND_MAX;
3765 skinframe->avgcolor[3] = 1;
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3774 qboolean flipx, flipy, flipdiagonal;
3777 static suffixinfo_t suffix[3][6] =
3780 {"px", false, false, false},
3781 {"nx", false, false, false},
3782 {"py", false, false, false},
3783 {"ny", false, false, false},
3784 {"pz", false, false, false},
3785 {"nz", false, false, false}
3788 {"posx", false, false, false},
3789 {"negx", false, false, false},
3790 {"posy", false, false, false},
3791 {"negy", false, false, false},
3792 {"posz", false, false, false},
3793 {"negz", false, false, false}
3796 {"rt", true, false, true},
3797 {"lf", false, true, true},
3798 {"ft", true, true, false},
3799 {"bk", false, false, false},
3800 {"up", true, false, true},
3801 {"dn", true, false, true}
3805 static int componentorder[4] = {0, 1, 2, 3};
3807 static rtexture_t *R_LoadCubemap(const char *basename)
3809 int i, j, cubemapsize;
3810 unsigned char *cubemappixels, *image_buffer;
3811 rtexture_t *cubemaptexture;
3813 // must start 0 so the first loadimagepixels has no requested width/height
3815 cubemappixels = NULL;
3816 cubemaptexture = NULL;
3817 // keep trying different suffix groups (posx, px, rt) until one loads
3818 for (j = 0;j < 3 && !cubemappixels;j++)
3820 // load the 6 images in the suffix group
3821 for (i = 0;i < 6;i++)
3823 // generate an image name based on the base and and suffix
3824 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3826 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3828 // an image loaded, make sure width and height are equal
3829 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3831 // if this is the first image to load successfully, allocate the cubemap memory
3832 if (!cubemappixels && image_width >= 1)
3834 cubemapsize = image_width;
3835 // note this clears to black, so unavailable sides are black
3836 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3838 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3840 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3843 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3845 Mem_Free(image_buffer);
3849 // if a cubemap loaded, upload it
3852 if (developer_loading.integer)
3853 Con_Printf("loading cubemap \"%s\"\n", basename);
3855 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856 Mem_Free(cubemappixels);
3860 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861 if (developer_loading.integer)
3863 Con_Printf("(tried tried images ");
3864 for (j = 0;j < 3;j++)
3865 for (i = 0;i < 6;i++)
3866 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867 Con_Print(" and was unable to find any of them).\n");
3870 return cubemaptexture;
3873 rtexture_t *R_GetCubemap(const char *basename)
3876 for (i = 0;i < r_texture_numcubemaps;i++)
3877 if (r_texture_cubemaps[i] != NULL)
3878 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881 return r_texture_whitecube;
3882 r_texture_numcubemaps++;
3883 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886 return r_texture_cubemaps[i]->texture;
3889 static void R_Main_FreeViewCache(void)
3891 if (r_refdef.viewcache.entityvisible)
3892 Mem_Free(r_refdef.viewcache.entityvisible);
3893 if (r_refdef.viewcache.world_pvsbits)
3894 Mem_Free(r_refdef.viewcache.world_pvsbits);
3895 if (r_refdef.viewcache.world_leafvisible)
3896 Mem_Free(r_refdef.viewcache.world_leafvisible);
3897 if (r_refdef.viewcache.world_surfacevisible)
3898 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3899 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3902 static void R_Main_ResizeViewCache(void)
3904 int numentities = r_refdef.scene.numentities;
3905 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3906 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3907 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3908 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3909 if (r_refdef.viewcache.maxentities < numentities)
3911 r_refdef.viewcache.maxentities = numentities;
3912 if (r_refdef.viewcache.entityvisible)
3913 Mem_Free(r_refdef.viewcache.entityvisible);
3914 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3916 if (r_refdef.viewcache.world_numclusters != numclusters)
3918 r_refdef.viewcache.world_numclusters = numclusters;
3919 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3920 if (r_refdef.viewcache.world_pvsbits)
3921 Mem_Free(r_refdef.viewcache.world_pvsbits);
3922 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3924 if (r_refdef.viewcache.world_numleafs != numleafs)
3926 r_refdef.viewcache.world_numleafs = numleafs;
3927 if (r_refdef.viewcache.world_leafvisible)
3928 Mem_Free(r_refdef.viewcache.world_leafvisible);
3929 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3931 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3933 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3940 extern rtexture_t *loadingscreentexture;
3941 static void gl_main_start(void)
3943 loadingscreentexture = NULL;
3944 r_texture_blanknormalmap = NULL;
3945 r_texture_white = NULL;
3946 r_texture_grey128 = NULL;
3947 r_texture_black = NULL;
3948 r_texture_whitecube = NULL;
3949 r_texture_normalizationcube = NULL;
3950 r_texture_fogattenuation = NULL;
3951 r_texture_fogheighttexture = NULL;
3952 r_texture_gammaramps = NULL;
3953 r_texture_numcubemaps = 0;
3955 r_loaddds = r_texture_dds_load.integer != 0;
3956 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3958 switch(vid.renderpath)
3960 case RENDERPATH_GL20:
3961 case RENDERPATH_D3D9:
3962 case RENDERPATH_D3D10:
3963 case RENDERPATH_D3D11:
3964 case RENDERPATH_SOFT:
3965 case RENDERPATH_GLES2:
3966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3967 Cvar_SetValueQuick(&gl_combine, 1);
3968 Cvar_SetValueQuick(&r_glsl, 1);
3969 r_loadnormalmap = true;
3973 case RENDERPATH_GL13:
3974 case RENDERPATH_GLES1:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 1);
3977 Cvar_SetValueQuick(&r_glsl, 0);
3978 r_loadnormalmap = false;
3979 r_loadgloss = false;
3982 case RENDERPATH_GL11:
3983 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984 Cvar_SetValueQuick(&gl_combine, 0);
3985 Cvar_SetValueQuick(&r_glsl, 0);
3986 r_loadnormalmap = false;
3987 r_loadgloss = false;
3993 R_FrameData_Reset();
3997 memset(r_queries, 0, sizeof(r_queries));
3999 r_qwskincache = NULL;
4000 r_qwskincache_size = 0;
4002 // due to caching of texture_t references, the collision cache must be reset
4003 Collision_Cache_Reset(true);
4005 // set up r_skinframe loading system for textures
4006 memset(&r_skinframe, 0, sizeof(r_skinframe));
4007 r_skinframe.loadsequence = 1;
4008 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4010 r_main_texturepool = R_AllocTexturePool();
4011 R_BuildBlankTextures();
4013 if (vid.support.arb_texture_cube_map)
4016 R_BuildNormalizationCube();
4018 r_texture_fogattenuation = NULL;
4019 r_texture_fogheighttexture = NULL;
4020 r_texture_gammaramps = NULL;
4021 //r_texture_fogintensity = NULL;
4022 memset(&r_fb, 0, sizeof(r_fb));
4023 r_glsl_permutation = NULL;
4024 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4025 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4026 glslshaderstring = NULL;
4028 r_hlsl_permutation = NULL;
4029 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4030 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4032 hlslshaderstring = NULL;
4033 memset(&r_svbsp, 0, sizeof (r_svbsp));
4035 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4036 r_texture_numcubemaps = 0;
4038 r_refdef.fogmasktable_density = 0;
4041 static void gl_main_shutdown(void)
4044 R_FrameData_Reset();
4046 R_Main_FreeViewCache();
4048 switch(vid.renderpath)
4050 case RENDERPATH_GL11:
4051 case RENDERPATH_GL13:
4052 case RENDERPATH_GL20:
4053 case RENDERPATH_GLES1:
4054 case RENDERPATH_GLES2:
4055 #ifdef GL_SAMPLES_PASSED_ARB
4057 qglDeleteQueriesARB(r_maxqueries, r_queries);
4060 case RENDERPATH_D3D9:
4061 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4063 case RENDERPATH_D3D10:
4064 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4066 case RENDERPATH_D3D11:
4067 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4069 case RENDERPATH_SOFT:
4075 memset(r_queries, 0, sizeof(r_queries));
4077 r_qwskincache = NULL;
4078 r_qwskincache_size = 0;
4080 // clear out the r_skinframe state
4081 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4082 memset(&r_skinframe, 0, sizeof(r_skinframe));
4085 Mem_Free(r_svbsp.nodes);
4086 memset(&r_svbsp, 0, sizeof (r_svbsp));
4087 R_FreeTexturePool(&r_main_texturepool);
4088 loadingscreentexture = NULL;
4089 r_texture_blanknormalmap = NULL;
4090 r_texture_white = NULL;
4091 r_texture_grey128 = NULL;
4092 r_texture_black = NULL;
4093 r_texture_whitecube = NULL;
4094 r_texture_normalizationcube = NULL;
4095 r_texture_fogattenuation = NULL;
4096 r_texture_fogheighttexture = NULL;
4097 r_texture_gammaramps = NULL;
4098 r_texture_numcubemaps = 0;
4099 //r_texture_fogintensity = NULL;
4100 memset(&r_fb, 0, sizeof(r_fb));
4103 r_glsl_permutation = NULL;
4104 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4105 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4106 glslshaderstring = NULL;
4108 r_hlsl_permutation = NULL;
4109 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4110 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4112 hlslshaderstring = NULL;
4115 static void gl_main_newmap(void)
4117 // FIXME: move this code to client
4118 char *entities, entname[MAX_QPATH];
4120 Mem_Free(r_qwskincache);
4121 r_qwskincache = NULL;
4122 r_qwskincache_size = 0;
4125 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4126 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4128 CL_ParseEntityLump(entities);
4132 if (cl.worldmodel->brush.entities)
4133 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4135 R_Main_FreeViewCache();
4137 R_FrameData_Reset();
4140 void GL_Main_Init(void)
4142 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4144 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4145 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4146 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4147 if (gamemode == GAME_NEHAHRA)
4149 Cvar_RegisterVariable (&gl_fogenable);
4150 Cvar_RegisterVariable (&gl_fogdensity);
4151 Cvar_RegisterVariable (&gl_fogred);
4152 Cvar_RegisterVariable (&gl_foggreen);
4153 Cvar_RegisterVariable (&gl_fogblue);
4154 Cvar_RegisterVariable (&gl_fogstart);
4155 Cvar_RegisterVariable (&gl_fogend);
4156 Cvar_RegisterVariable (&gl_skyclip);
4158 Cvar_RegisterVariable(&r_motionblur);
4159 Cvar_RegisterVariable(&r_damageblur);
4160 Cvar_RegisterVariable(&r_motionblur_averaging);
4161 Cvar_RegisterVariable(&r_motionblur_randomize);
4162 Cvar_RegisterVariable(&r_motionblur_minblur);
4163 Cvar_RegisterVariable(&r_motionblur_maxblur);
4164 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4165 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4166 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4167 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4168 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4169 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4170 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4171 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4172 Cvar_RegisterVariable(&r_equalize_entities_by);
4173 Cvar_RegisterVariable(&r_equalize_entities_to);
4174 Cvar_RegisterVariable(&r_depthfirst);
4175 Cvar_RegisterVariable(&r_useinfinitefarclip);
4176 Cvar_RegisterVariable(&r_farclip_base);
4177 Cvar_RegisterVariable(&r_farclip_world);
4178 Cvar_RegisterVariable(&r_nearclip);
4179 Cvar_RegisterVariable(&r_deformvertexes);
4180 Cvar_RegisterVariable(&r_transparent);
4181 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4182 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4183 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4184 Cvar_RegisterVariable(&r_showoverdraw);
4185 Cvar_RegisterVariable(&r_showbboxes);
4186 Cvar_RegisterVariable(&r_showsurfaces);
4187 Cvar_RegisterVariable(&r_showtris);
4188 Cvar_RegisterVariable(&r_shownormals);
4189 Cvar_RegisterVariable(&r_showlighting);
4190 Cvar_RegisterVariable(&r_showshadowvolumes);
4191 Cvar_RegisterVariable(&r_showcollisionbrushes);
4192 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4193 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4194 Cvar_RegisterVariable(&r_showdisabledepthtest);
4195 Cvar_RegisterVariable(&r_drawportals);
4196 Cvar_RegisterVariable(&r_drawentities);
4197 Cvar_RegisterVariable(&r_draw2d);
4198 Cvar_RegisterVariable(&r_drawworld);
4199 Cvar_RegisterVariable(&r_cullentities_trace);
4200 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4201 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4202 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4203 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4204 Cvar_RegisterVariable(&r_sortentities);
4205 Cvar_RegisterVariable(&r_drawviewmodel);
4206 Cvar_RegisterVariable(&r_drawexteriormodel);
4207 Cvar_RegisterVariable(&r_speeds);
4208 Cvar_RegisterVariable(&r_fullbrights);
4209 Cvar_RegisterVariable(&r_wateralpha);
4210 Cvar_RegisterVariable(&r_dynamic);
4211 Cvar_RegisterVariable(&r_fakelight);
4212 Cvar_RegisterVariable(&r_fakelight_intensity);
4213 Cvar_RegisterVariable(&r_fullbright);
4214 Cvar_RegisterVariable(&r_shadows);
4215 Cvar_RegisterVariable(&r_shadows_darken);
4216 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4217 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4218 Cvar_RegisterVariable(&r_shadows_throwdistance);
4219 Cvar_RegisterVariable(&r_shadows_throwdirection);
4220 Cvar_RegisterVariable(&r_shadows_focus);
4221 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4222 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4223 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4224 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4225 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4226 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4227 Cvar_RegisterVariable(&r_fog_exp2);
4228 Cvar_RegisterVariable(&r_fog_clear);
4229 Cvar_RegisterVariable(&r_drawfog);
4230 Cvar_RegisterVariable(&r_transparentdepthmasking);
4231 Cvar_RegisterVariable(&r_transparent_sortmindist);
4232 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4233 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4234 Cvar_RegisterVariable(&r_texture_dds_load);
4235 Cvar_RegisterVariable(&r_texture_dds_save);
4236 Cvar_RegisterVariable(&r_textureunits);
4237 Cvar_RegisterVariable(&gl_combine);
4238 Cvar_RegisterVariable(&r_usedepthtextures);
4239 Cvar_RegisterVariable(&r_viewfbo);
4240 Cvar_RegisterVariable(&r_viewscale);
4241 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4242 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4247 Cvar_RegisterVariable(&r_glsl);
4248 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4257 Cvar_RegisterVariable(&r_glsl_postprocess);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4267 Cvar_RegisterVariable(&r_water);
4268 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4269 Cvar_RegisterVariable(&r_water_clippingplanebias);
4270 Cvar_RegisterVariable(&r_water_refractdistort);
4271 Cvar_RegisterVariable(&r_water_reflectdistort);
4272 Cvar_RegisterVariable(&r_water_scissormode);
4273 Cvar_RegisterVariable(&r_water_lowquality);
4274 Cvar_RegisterVariable(&r_water_hideplayer);
4275 Cvar_RegisterVariable(&r_water_fbo);
4277 Cvar_RegisterVariable(&r_lerpsprites);
4278 Cvar_RegisterVariable(&r_lerpmodels);
4279 Cvar_RegisterVariable(&r_lerplightstyles);
4280 Cvar_RegisterVariable(&r_waterscroll);
4281 Cvar_RegisterVariable(&r_bloom);
4282 Cvar_RegisterVariable(&r_bloom_colorscale);
4283 Cvar_RegisterVariable(&r_bloom_brighten);
4284 Cvar_RegisterVariable(&r_bloom_blur);
4285 Cvar_RegisterVariable(&r_bloom_resolution);
4286 Cvar_RegisterVariable(&r_bloom_colorexponent);
4287 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4288 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4289 Cvar_RegisterVariable(&r_hdr_glowintensity);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4298 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4299 Cvar_RegisterVariable(&developer_texturelogging);
4300 Cvar_RegisterVariable(&gl_lightmaps);
4301 Cvar_RegisterVariable(&r_test);
4302 Cvar_RegisterVariable(&r_glsl_saturation);
4303 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305 Cvar_RegisterVariable(&r_framedatasize);
4306 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307 Cvar_SetValue("r_fullbrights", 0);
4308 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4311 void Render_Init(void)
4324 R_LightningBeams_Init();
4334 extern char *ENGINE_EXTENSIONS;
4337 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339 gl_version = (const char *)qglGetString(GL_VERSION);
4340 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4344 if (!gl_platformextensions)
4345 gl_platformextensions = "";
4347 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349 Con_Printf("GL_VERSION: %s\n", gl_version);
4350 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4353 VID_CheckExtensions();
4355 // LordHavoc: report supported extensions
4356 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4358 // clear to black (loading plaque will be seen over this)
4359 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4367 if (r_trippy.integer)
4369 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4371 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4374 p = r_refdef.view.frustum + i;
4379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4419 if (r_trippy.integer)
4421 for (i = 0;i < numplanes;i++)
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 //==================================================================================
4466 // LordHavoc: this stores temporary data used within the same frame
4468 typedef struct r_framedata_mem_s
4470 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471 size_t size; // how much usable space
4472 size_t current; // how much space in use
4473 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474 size_t wantedsize; // how much space was allocated
4475 unsigned char *data; // start of real data (16byte aligned)
4479 static r_framedata_mem_t *r_framedata_mem;
4481 void R_FrameData_Reset(void)
4483 while (r_framedata_mem)
4485 r_framedata_mem_t *next = r_framedata_mem->purge;
4486 Mem_Free(r_framedata_mem);
4487 r_framedata_mem = next;
4491 static void R_FrameData_Resize(void)
4494 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4498 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499 newmem->wantedsize = wantedsize;
4500 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502 newmem->current = 0;
4504 newmem->purge = r_framedata_mem;
4505 r_framedata_mem = newmem;
4509 void R_FrameData_NewFrame(void)
4511 R_FrameData_Resize();
4512 if (!r_framedata_mem)
4514 // if we ran out of space on the last frame, free the old memory now
4515 while (r_framedata_mem->purge)
4517 // repeatedly remove the second item in the list, leaving only head
4518 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519 Mem_Free(r_framedata_mem->purge);
4520 r_framedata_mem->purge = next;
4522 // reset the current mem pointer
4523 r_framedata_mem->current = 0;
4524 r_framedata_mem->mark = 0;
4527 void *R_FrameData_Alloc(size_t size)
4531 // align to 16 byte boundary - the data pointer is already aligned, so we
4532 // only need to ensure the size of every allocation is also aligned
4533 size = (size + 15) & ~15;
4535 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4537 // emergency - we ran out of space, allocate more memory
4538 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539 R_FrameData_Resize();
4542 data = r_framedata_mem->data + r_framedata_mem->current;
4543 r_framedata_mem->current += size;
4545 // count the usage for stats
4546 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4549 return (void *)data;
4552 void *R_FrameData_Store(size_t size, void *data)
4554 void *d = R_FrameData_Alloc(size);
4556 memcpy(d, data, size);
4560 void R_FrameData_SetMark(void)
4562 if (!r_framedata_mem)
4564 r_framedata_mem->mark = r_framedata_mem->current;
4567 void R_FrameData_ReturnToMark(void)
4569 if (!r_framedata_mem)
4571 r_framedata_mem->current = r_framedata_mem->mark;
4574 //==================================================================================
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4579 * Animation cache prevents re-generating mesh data for an animated model
4580 * multiple times in one frame for lighting, shadowing, reflections, etc.
4583 void R_AnimCache_Free(void)
4587 void R_AnimCache_ClearCache(void)
4590 entity_render_t *ent;
4592 for (i = 0;i < r_refdef.scene.numentities;i++)
4594 ent = r_refdef.scene.entities[i];
4595 ent->animcache_vertex3f = NULL;
4596 ent->animcache_normal3f = NULL;
4597 ent->animcache_svector3f = NULL;
4598 ent->animcache_tvector3f = NULL;
4599 ent->animcache_vertexmesh = NULL;
4600 ent->animcache_vertex3fbuffer = NULL;
4601 ent->animcache_vertexmeshbuffer = NULL;
4605 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4609 // check if we need the meshbuffers
4610 if (!vid.useinterleavedarrays)
4613 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4614 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4615 // TODO: upload vertex3f buffer?
4616 if (ent->animcache_vertexmesh)
4618 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4619 for (i = 0;i < numvertices;i++)
4620 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4621 if (ent->animcache_svector3f)
4622 for (i = 0;i < numvertices;i++)
4623 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4624 if (ent->animcache_tvector3f)
4625 for (i = 0;i < numvertices;i++)
4626 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4627 if (ent->animcache_normal3f)
4628 for (i = 0;i < numvertices;i++)
4629 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4630 // TODO: upload vertexmeshbuffer?
4634 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4636 dp_model_t *model = ent->model;
4638 // see if it's already cached this frame
4639 if (ent->animcache_vertex3f)
4641 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4642 if (wantnormals || wanttangents)
4644 if (ent->animcache_normal3f)
4645 wantnormals = false;
4646 if (ent->animcache_svector3f)
4647 wanttangents = false;
4648 if (wantnormals || wanttangents)
4650 numvertices = model->surfmesh.num_vertices;
4652 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4655 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4659 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4665 // see if this ent is worth caching
4666 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4668 // get some memory for this entity and generate mesh data
4669 numvertices = model->surfmesh.num_vertices;
4670 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4675 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4679 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4684 void R_AnimCache_CacheVisibleEntities(void)
4687 qboolean wantnormals = true;
4688 qboolean wanttangents = !r_showsurfaces.integer;
4690 switch(vid.renderpath)
4692 case RENDERPATH_GL20:
4693 case RENDERPATH_D3D9:
4694 case RENDERPATH_D3D10:
4695 case RENDERPATH_D3D11:
4696 case RENDERPATH_GLES2:
4698 case RENDERPATH_GL11:
4699 case RENDERPATH_GL13:
4700 case RENDERPATH_GLES1:
4701 wanttangents = false;
4703 case RENDERPATH_SOFT:
4707 if (r_shownormals.integer)
4708 wanttangents = wantnormals = true;
4710 // TODO: thread this
4711 // NOTE: R_PrepareRTLights() also caches entities
4713 for (i = 0;i < r_refdef.scene.numentities;i++)
4714 if (r_refdef.viewcache.entityvisible[i])
4715 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4718 //==================================================================================
4720 extern cvar_t r_overheadsprites_pushback;
4722 static void R_View_UpdateEntityLighting (void)
4725 entity_render_t *ent;
4726 vec3_t tempdiffusenormal, avg;
4727 vec_t f, fa, fd, fdd;
4728 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4730 for (i = 0;i < r_refdef.scene.numentities;i++)
4732 ent = r_refdef.scene.entities[i];
4734 // skip unseen models
4735 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4739 if (ent->model && ent->model == cl.worldmodel)
4741 // TODO: use modellight for r_ambient settings on world?
4742 VectorSet(ent->modellight_ambient, 0, 0, 0);
4743 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4744 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4748 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4750 // aleady updated by CSQC
4751 // TODO: force modellight on BSP models in this case?
4752 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4756 // fetch the lighting from the worldmodel data
4757 VectorClear(ent->modellight_ambient);
4758 VectorClear(ent->modellight_diffuse);
4759 VectorClear(tempdiffusenormal);
4760 if (ent->flags & RENDER_LIGHT)
4763 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4765 // complete lightning for lit sprites
4766 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4767 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4769 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4770 org[2] = org[2] + r_overheadsprites_pushback.value;
4771 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4774 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4776 if(ent->flags & RENDER_EQUALIZE)
4778 // first fix up ambient lighting...
4779 if(r_equalize_entities_minambient.value > 0)
4781 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4784 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4785 if(fa < r_equalize_entities_minambient.value * fd)
4788 // fa'/fd' = minambient
4789 // fa'+0.25*fd' = fa+0.25*fd
4791 // fa' = fd' * minambient
4792 // fd'*(0.25+minambient) = fa+0.25*fd
4794 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4795 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4797 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4798 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4799 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4800 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4805 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4807 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4808 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4812 // adjust brightness and saturation to target
4813 avg[0] = avg[1] = avg[2] = fa / f;
4814 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4815 avg[0] = avg[1] = avg[2] = fd / f;
4816 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4822 VectorSet(ent->modellight_ambient, 1, 1, 1);
4825 // move the light direction into modelspace coordinates for lighting code
4826 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827 if(VectorLength2(ent->modellight_lightdir) == 0)
4828 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829 VectorNormalize(ent->modellight_lightdir);
4833 #define MAX_LINEOFSIGHTTRACES 64
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4838 vec3_t boxmins, boxmaxs;
4841 dp_model_t *model = r_refdef.scene.worldmodel;
4843 if (!model || !model->brush.TraceLineOfSight)
4846 // expand the box a little
4847 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4854 // return true if eye is inside enlarged box
4855 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4859 VectorCopy(eye, start);
4860 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861 if (model->brush.TraceLineOfSight(model, start, end))
4864 // try various random positions
4865 for (i = 0;i < numsamples;i++)
4867 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868 if (model->brush.TraceLineOfSight(model, start, end))
4876 static void R_View_UpdateEntityVisible (void)
4881 entity_render_t *ent;
4883 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4886 : RENDER_EXTERIORMODEL;
4887 if (!r_drawviewmodel.integer)
4888 renderimask |= RENDER_VIEWMODEL;
4889 if (!r_drawexteriormodel.integer)
4890 renderimask |= RENDER_EXTERIORMODEL;
4891 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4893 // worldmodel can check visibility
4894 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 if (!(ent->flags & renderimask))
4899 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4900 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4901 r_refdef.viewcache.entityvisible[i] = true;
4906 // no worldmodel or it can't check visibility
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4913 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4916 for (i = 0;i < r_refdef.scene.numentities;i++)
4918 if (!r_refdef.viewcache.entityvisible[i])
4920 ent = r_refdef.scene.entities[i];
4921 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4923 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4925 continue; // temp entities do pvs only
4926 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927 ent->last_trace_visibility = realtime;
4928 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929 r_refdef.viewcache.entityvisible[i] = 0;
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4939 entity_render_t *ent;
4942 for (i = 0;i < r_refdef.scene.numentities;i++)
4944 if (!r_refdef.viewcache.entityvisible[i])
4946 ent = r_refdef.scene.entities[i];
4947 if (!ent->model || !ent->model->DrawSky)
4949 ent->model->DrawSky(ent);
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4959 entity_render_t *ent;
4961 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (!r_refdef.viewcache.entityvisible[i])
4965 ent = r_refdef.scene.entities[i];
4966 r_refdef.stats.entities++;
4968 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4971 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972 Con_Printf("R_DrawModels\n");
4973 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4978 if (ent->model && ent->model->Draw != NULL)
4979 ent->model->Draw(ent);
4985 static void R_DrawModelsDepth(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDepth != NULL)
4996 ent->model->DrawDepth(ent);
5000 static void R_DrawModelsDebug(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawDebug != NULL)
5011 ent->model->DrawDebug(ent);
5015 static void R_DrawModelsAddWaterPlanes(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026 ent->model->DrawAddWaterPlanes(ent);
5030 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5034 if (r_hdr_irisadaptation.integer)
5039 vec3_t diffusenormal;
5041 vec_t brightness = 0.0f;
5046 VectorCopy(r_refdef.view.forward, forward);
5047 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5049 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053 d = DotProduct(forward, diffusenormal);
5054 brightness += VectorLength(ambient);
5056 brightness += d * VectorLength(diffuse);
5058 brightness *= 1.0f / c;
5059 brightness += 0.00001f; // make sure it's never zero
5060 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062 current = r_hdr_irisadaptation_value.value;
5064 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065 else if (current > goal)
5066 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5070 else if (r_hdr_irisadaptation_value.value != 1.0f)
5071 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5074 static void R_View_SetFrustum(const int *scissor)
5077 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078 vec3_t forward, left, up, origin, v;
5082 // flipped x coordinates (because x points left here)
5083 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5086 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087 switch(vid.renderpath)
5089 case RENDERPATH_D3D9:
5090 case RENDERPATH_D3D10:
5091 case RENDERPATH_D3D11:
5092 // non-flipped y coordinates
5093 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 case RENDERPATH_SOFT:
5097 case RENDERPATH_GL11:
5098 case RENDERPATH_GL13:
5099 case RENDERPATH_GL20:
5100 case RENDERPATH_GLES1:
5101 case RENDERPATH_GLES2:
5102 // non-flipped y coordinates
5103 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5109 // we can't trust r_refdef.view.forward and friends in reflected scenes
5110 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5113 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5128 zNear = r_refdef.nearclip;
5129 nudge = 1.0 - 1.0 / (1<<23);
5130 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5143 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146 r_refdef.view.frustum[0].dist = m[15] - m[12];
5148 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151 r_refdef.view.frustum[1].dist = m[15] + m[12];
5153 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156 r_refdef.view.frustum[2].dist = m[15] - m[13];
5158 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161 r_refdef.view.frustum[3].dist = m[15] + m[13];
5163 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166 r_refdef.view.frustum[4].dist = m[15] - m[14];
5168 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171 r_refdef.view.frustum[5].dist = m[15] + m[14];
5174 if (r_refdef.view.useperspective)
5176 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5178 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5179 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5180 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5182 // then the normals from the corners relative to origin
5183 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5188 // in a NORMAL view, forward cross left == up
5189 // in a REFLECTED view, forward cross left == down
5190 // so our cross products above need to be adjusted for a left handed coordinate system
5191 CrossProduct(forward, left, v);
5192 if(DotProduct(v, up) < 0)
5194 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5200 // Leaving those out was a mistake, those were in the old code, and they
5201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202 // I couldn't reproduce it after adding those normalizations. --blub
5203 VectorNormalize(r_refdef.view.frustum[0].normal);
5204 VectorNormalize(r_refdef.view.frustum[1].normal);
5205 VectorNormalize(r_refdef.view.frustum[2].normal);
5206 VectorNormalize(r_refdef.view.frustum[3].normal);
5208 // make the corners absolute
5209 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5225 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5236 r_refdef.view.numfrustumplanes = 5;
5238 if (r_refdef.view.useclipplane)
5240 r_refdef.view.numfrustumplanes = 6;
5241 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245 PlaneClassify(r_refdef.view.frustum + i);
5247 // LordHavoc: note to all quake engine coders, Quake had a special case
5248 // for 90 degrees which assumed a square view (wrong), so I removed it,
5249 // Quake2 has it disabled as well.
5251 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254 //PlaneClassify(&frustum[0]);
5256 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259 //PlaneClassify(&frustum[1]);
5261 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264 //PlaneClassify(&frustum[2]);
5266 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269 //PlaneClassify(&frustum[3]);
5272 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274 //PlaneClassify(&frustum[4]);
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5279 R_Main_ResizeViewCache();
5280 R_View_SetFrustum(myscissor);
5281 R_View_WorldVisibility(r_refdef.view.useclipplane);
5282 R_View_UpdateEntityVisible();
5283 R_View_UpdateEntityLighting();
5286 static void R_View_Update(void)
5288 R_Main_ResizeViewCache();
5289 R_View_SetFrustum(NULL);
5290 R_View_WorldVisibility(r_refdef.view.useclipplane);
5291 R_View_UpdateEntityVisible();
5292 R_View_UpdateEntityLighting();
5295 float viewscalefpsadjusted = 1.0f;
5297 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5299 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5300 scale = bound(0.03125f, scale, 1.0f);
5301 *outwidth = (int)ceil(width * scale);
5302 *outheight = (int)ceil(height * scale);
5305 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5307 const float *customclipplane = NULL;
5309 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5310 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5312 // LordHavoc: couldn't figure out how to make this approach the
5313 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5314 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5315 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5316 dist = r_refdef.view.clipplane.dist;
5317 plane[0] = r_refdef.view.clipplane.normal[0];
5318 plane[1] = r_refdef.view.clipplane.normal[1];
5319 plane[2] = r_refdef.view.clipplane.normal[2];
5321 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5324 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5325 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5327 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5328 if (!r_refdef.view.useperspective)
5329 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5330 else if (vid.stencil && r_useinfinitefarclip.integer)
5331 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5333 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5334 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5335 R_SetViewport(&r_refdef.view.viewport);
5336 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5338 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5339 float screenplane[4];
5340 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5341 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5342 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5343 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5344 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5348 void R_EntityMatrix(const matrix4x4_t *matrix)
5350 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5352 gl_modelmatrixchanged = false;
5353 gl_modelmatrix = *matrix;
5354 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5355 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5356 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5357 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5359 switch(vid.renderpath)
5361 case RENDERPATH_D3D9:
5363 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5364 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5367 case RENDERPATH_D3D10:
5368 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5370 case RENDERPATH_D3D11:
5371 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5373 case RENDERPATH_GL11:
5374 case RENDERPATH_GL13:
5375 case RENDERPATH_GLES1:
5376 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5378 case RENDERPATH_SOFT:
5379 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5380 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5382 case RENDERPATH_GL20:
5383 case RENDERPATH_GLES2:
5384 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5385 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5391 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5393 r_viewport_t viewport;
5397 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5398 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5399 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5400 R_SetViewport(&viewport);
5401 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5402 GL_Color(1, 1, 1, 1);
5403 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5404 GL_BlendFunc(GL_ONE, GL_ZERO);
5405 GL_ScissorTest(false);
5406 GL_DepthMask(false);
5407 GL_DepthRange(0, 1);
5408 GL_DepthTest(false);
5409 GL_DepthFunc(GL_LEQUAL);
5410 R_EntityMatrix(&identitymatrix);
5411 R_Mesh_ResetTextureState();
5412 GL_PolygonOffset(0, 0);
5413 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5414 switch(vid.renderpath)
5416 case RENDERPATH_GL11:
5417 case RENDERPATH_GL13:
5418 case RENDERPATH_GL20:
5419 case RENDERPATH_GLES1:
5420 case RENDERPATH_GLES2:
5421 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5423 case RENDERPATH_D3D9:
5424 case RENDERPATH_D3D10:
5425 case RENDERPATH_D3D11:
5426 case RENDERPATH_SOFT:
5429 GL_CullFace(GL_NONE);
5434 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5438 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5441 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5445 R_SetupView(true, fbo, depthtexture, colortexture);
5446 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5447 GL_Color(1, 1, 1, 1);
5448 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5449 GL_BlendFunc(GL_ONE, GL_ZERO);
5450 GL_ScissorTest(true);
5452 GL_DepthRange(0, 1);
5454 GL_DepthFunc(GL_LEQUAL);
5455 R_EntityMatrix(&identitymatrix);
5456 R_Mesh_ResetTextureState();
5457 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5458 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5459 switch(vid.renderpath)
5461 case RENDERPATH_GL11:
5462 case RENDERPATH_GL13:
5463 case RENDERPATH_GL20:
5464 case RENDERPATH_GLES1:
5465 case RENDERPATH_GLES2:
5466 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5468 case RENDERPATH_D3D9:
5469 case RENDERPATH_D3D10:
5470 case RENDERPATH_D3D11:
5471 case RENDERPATH_SOFT:
5474 GL_CullFace(r_refdef.view.cullface_back);
5479 R_RenderView_UpdateViewVectors
5482 void R_RenderView_UpdateViewVectors(void)
5484 // break apart the view matrix into vectors for various purposes
5485 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5486 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5487 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5488 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5489 // make an inverted copy of the view matrix for tracking sprites
5490 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5493 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5494 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 static void R_Water_StartFrame(void)
5499 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5500 r_waterstate_waterplane_t *p;
5501 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5503 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5506 switch(vid.renderpath)
5508 case RENDERPATH_GL20:
5509 case RENDERPATH_D3D9:
5510 case RENDERPATH_D3D10:
5511 case RENDERPATH_D3D11:
5512 case RENDERPATH_SOFT:
5513 case RENDERPATH_GLES2:
5515 case RENDERPATH_GL11:
5516 case RENDERPATH_GL13:
5517 case RENDERPATH_GLES1:
5521 // set waterwidth and waterheight to the water resolution that will be
5522 // used (often less than the screen resolution for faster rendering)
5523 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5525 // calculate desired texture sizes
5526 // can't use water if the card does not support the texture size
5527 if (!r_water.integer || r_showsurfaces.integer)
5528 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5529 else if (vid.support.arb_texture_non_power_of_two)
5531 texturewidth = waterwidth;
5532 textureheight = waterheight;
5533 camerawidth = waterwidth;
5534 cameraheight = waterheight;
5538 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5539 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5540 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5541 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5544 // allocate textures as needed
5545 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5547 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5548 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5550 if (p->texture_refraction)
5551 R_FreeTexture(p->texture_refraction);
5552 p->texture_refraction = NULL;
5553 if (p->fbo_refraction)
5554 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5555 p->fbo_refraction = 0;
5556 if (p->texture_reflection)
5557 R_FreeTexture(p->texture_reflection);
5558 p->texture_reflection = NULL;
5559 if (p->fbo_reflection)
5560 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5561 p->fbo_reflection = 0;
5562 if (p->texture_camera)
5563 R_FreeTexture(p->texture_camera);
5564 p->texture_camera = NULL;
5566 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5569 memset(&r_fb.water, 0, sizeof(r_fb.water));
5570 r_fb.water.texturewidth = texturewidth;
5571 r_fb.water.textureheight = textureheight;
5572 r_fb.water.camerawidth = camerawidth;
5573 r_fb.water.cameraheight = cameraheight;
5576 if (r_fb.water.texturewidth)
5578 int scaledwidth, scaledheight;
5580 r_fb.water.enabled = true;
5582 // water resolution is usually reduced
5583 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5584 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5585 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5587 // set up variables that will be used in shader setup
5588 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5589 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5590 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5594 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5595 r_fb.water.numwaterplanes = 0;
5598 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5600 int planeindex, bestplaneindex, vertexindex;
5601 vec3_t mins, maxs, normal, center, v, n;
5602 vec_t planescore, bestplanescore;
5604 r_waterstate_waterplane_t *p;
5605 texture_t *t = R_GetCurrentTexture(surface->texture);
5607 rsurface.texture = t;
5608 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5609 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5610 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5612 // average the vertex normals, find the surface bounds (after deformvertexes)
5613 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5614 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5615 VectorCopy(n, normal);
5616 VectorCopy(v, mins);
5617 VectorCopy(v, maxs);
5618 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5620 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5621 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5622 VectorAdd(normal, n, normal);
5623 mins[0] = min(mins[0], v[0]);
5624 mins[1] = min(mins[1], v[1]);
5625 mins[2] = min(mins[2], v[2]);
5626 maxs[0] = max(maxs[0], v[0]);
5627 maxs[1] = max(maxs[1], v[1]);
5628 maxs[2] = max(maxs[2], v[2]);
5630 VectorNormalize(normal);
5631 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5633 VectorCopy(normal, plane.normal);
5634 VectorNormalize(plane.normal);
5635 plane.dist = DotProduct(center, plane.normal);
5636 PlaneClassify(&plane);
5637 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5639 // skip backfaces (except if nocullface is set)
5640 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5642 VectorNegate(plane.normal, plane.normal);
5644 PlaneClassify(&plane);
5648 // find a matching plane if there is one
5649 bestplaneindex = -1;
5650 bestplanescore = 1048576.0f;
5651 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5653 if(p->camera_entity == t->camera_entity)
5655 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5656 if (bestplaneindex < 0 || bestplanescore > planescore)
5658 bestplaneindex = planeindex;
5659 bestplanescore = planescore;
5663 planeindex = bestplaneindex;
5664 p = r_fb.water.waterplanes + planeindex;
5666 // if this surface does not fit any known plane rendered this frame, add one
5667 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5669 // store the new plane
5670 planeindex = r_fb.water.numwaterplanes++;
5671 p = r_fb.water.waterplanes + planeindex;
5673 // clear materialflags and pvs
5674 p->materialflags = 0;
5675 p->pvsvalid = false;
5676 p->camera_entity = t->camera_entity;
5677 VectorCopy(mins, p->mins);
5678 VectorCopy(maxs, p->maxs);
5682 // merge mins/maxs when we're adding this surface to the plane
5683 p->mins[0] = min(p->mins[0], mins[0]);
5684 p->mins[1] = min(p->mins[1], mins[1]);
5685 p->mins[2] = min(p->mins[2], mins[2]);
5686 p->maxs[0] = max(p->maxs[0], maxs[0]);
5687 p->maxs[1] = max(p->maxs[1], maxs[1]);
5688 p->maxs[2] = max(p->maxs[2], maxs[2]);
5690 // merge this surface's materialflags into the waterplane
5691 p->materialflags |= t->currentmaterialflags;
5692 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5694 // merge this surface's PVS into the waterplane
5695 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5696 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5698 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5704 extern cvar_t r_drawparticles;
5705 extern cvar_t r_drawdecals;
5707 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5710 r_refdef_view_t originalview;
5711 r_refdef_view_t myview;
5712 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5713 r_waterstate_waterplane_t *p;
5715 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5718 originalview = r_refdef.view;
5720 // lowquality hack, temporarily shut down some cvars and restore afterwards
5721 qualityreduction = r_water_lowquality.integer;
5722 if (qualityreduction > 0)
5724 if (qualityreduction >= 1)
5726 old_r_shadows = r_shadows.integer;
5727 old_r_worldrtlight = r_shadow_realtime_world.integer;
5728 old_r_dlight = r_shadow_realtime_dlight.integer;
5729 Cvar_SetValueQuick(&r_shadows, 0);
5730 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5731 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5733 if (qualityreduction >= 2)
5735 old_r_dynamic = r_dynamic.integer;
5736 old_r_particles = r_drawparticles.integer;
5737 old_r_decals = r_drawdecals.integer;
5738 Cvar_SetValueQuick(&r_dynamic, 0);
5739 Cvar_SetValueQuick(&r_drawparticles, 0);
5740 Cvar_SetValueQuick(&r_drawdecals, 0);
5744 // make sure enough textures are allocated
5745 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5747 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5749 if (!p->texture_refraction)
5750 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5751 if (!p->texture_refraction)
5755 if (r_fb.water.depthtexture == NULL)
5756 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5757 if (p->fbo_refraction == 0)
5758 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5761 else if (p->materialflags & MATERIALFLAG_CAMERA)
5763 if (!p->texture_camera)
5764 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5765 if (!p->texture_camera)
5769 if (r_fb.water.depthtexture == NULL)
5770 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5771 if (p->fbo_camera == 0)
5772 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5776 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5778 if (!p->texture_reflection)
5779 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5780 if (!p->texture_reflection)
5784 if (r_fb.water.depthtexture == NULL)
5785 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5786 if (p->fbo_reflection == 0)
5787 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5793 r_refdef.view = originalview;
5794 r_refdef.view.showdebug = false;
5795 r_refdef.view.width = r_fb.water.waterwidth;
5796 r_refdef.view.height = r_fb.water.waterheight;
5797 r_refdef.view.useclipplane = true;
5798 myview = r_refdef.view;
5799 r_fb.water.renderingscene = true;
5800 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5802 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5804 r_refdef.view = myview;
5805 if(r_water_scissormode.integer)
5807 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5808 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5809 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5812 // render reflected scene and copy into texture
5813 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5814 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5815 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5816 r_refdef.view.clipplane = p->plane;
5817 // reverse the cullface settings for this render
5818 r_refdef.view.cullface_front = GL_FRONT;
5819 r_refdef.view.cullface_back = GL_BACK;
5820 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5822 r_refdef.view.usecustompvs = true;
5824 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5826 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5829 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5830 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5831 R_ClearScreen(r_refdef.fogenabled);
5832 if(r_water_scissormode.integer & 2)
5833 R_View_UpdateWithScissor(myscissor);
5836 R_AnimCache_CacheVisibleEntities();
5837 if(r_water_scissormode.integer & 1)
5838 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5839 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5841 if (!p->fbo_reflection)
5842 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5843 r_fb.water.hideplayer = false;
5846 // render the normal view scene and copy into texture
5847 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5848 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5850 r_refdef.view = myview;
5851 if(r_water_scissormode.integer)
5853 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5854 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5855 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5858 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5860 r_refdef.view.clipplane = p->plane;
5861 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5862 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5864 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5866 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5867 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5868 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5869 R_RenderView_UpdateViewVectors();
5870 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5872 r_refdef.view.usecustompvs = true;
5873 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5877 PlaneClassify(&r_refdef.view.clipplane);
5879 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5880 R_ClearScreen(r_refdef.fogenabled);
5881 if(r_water_scissormode.integer & 2)
5882 R_View_UpdateWithScissor(myscissor);
5885 R_AnimCache_CacheVisibleEntities();
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5890 if (!p->fbo_refraction)
5891 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892 r_fb.water.hideplayer = false;
5894 else if (p->materialflags & MATERIALFLAG_CAMERA)
5896 r_refdef.view = myview;
5898 r_refdef.view.clipplane = p->plane;
5899 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5902 r_refdef.view.width = r_fb.water.camerawidth;
5903 r_refdef.view.height = r_fb.water.cameraheight;
5904 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 r_fb.water.hideplayer = false;
5937 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938 R_ClearScreen(r_refdef.fogenabled);
5940 R_AnimCache_CacheVisibleEntities();
5941 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5944 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5945 r_fb.water.hideplayer = false;
5949 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5950 r_fb.water.renderingscene = false;
5951 r_refdef.view = originalview;
5952 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5953 if (!r_fb.water.depthtexture)
5954 R_ClearScreen(r_refdef.fogenabled);
5956 R_AnimCache_CacheVisibleEntities();
5959 r_refdef.view = originalview;
5960 r_fb.water.renderingscene = false;
5961 Cvar_SetValueQuick(&r_water, 0);
5962 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5964 // lowquality hack, restore cvars
5965 if (qualityreduction > 0)
5967 if (qualityreduction >= 1)
5969 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5970 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5971 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5973 if (qualityreduction >= 2)
5975 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5976 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5977 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5982 static void R_Bloom_StartFrame(void)
5985 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5986 int viewwidth, viewheight;
5987 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5988 textype_t textype = TEXTYPE_COLORBUFFER;
5990 switch (vid.renderpath)
5992 case RENDERPATH_GL20:
5993 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5994 if (vid.support.ext_framebuffer_object)
5996 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5997 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6000 case RENDERPATH_GL11:
6001 case RENDERPATH_GL13:
6002 case RENDERPATH_GLES1:
6003 case RENDERPATH_GLES2:
6004 case RENDERPATH_D3D9:
6005 case RENDERPATH_D3D10:
6006 case RENDERPATH_D3D11:
6007 r_fb.usedepthtextures = false;
6009 case RENDERPATH_SOFT:
6010 r_fb.usedepthtextures = true;
6014 if (r_viewscale_fpsscaling.integer)
6016 double actualframetime;
6017 double targetframetime;
6019 actualframetime = r_refdef.lastdrawscreentime;
6020 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6021 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6022 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6023 if (r_viewscale_fpsscaling_stepsize.value > 0)
6024 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6025 viewscalefpsadjusted += adjust;
6026 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6029 viewscalefpsadjusted = 1.0f;
6031 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6033 switch(vid.renderpath)
6035 case RENDERPATH_GL20:
6036 case RENDERPATH_D3D9:
6037 case RENDERPATH_D3D10:
6038 case RENDERPATH_D3D11:
6039 case RENDERPATH_SOFT:
6040 case RENDERPATH_GLES2:
6042 case RENDERPATH_GL11:
6043 case RENDERPATH_GL13:
6044 case RENDERPATH_GLES1:
6048 // set bloomwidth and bloomheight to the bloom resolution that will be
6049 // used (often less than the screen resolution for faster rendering)
6050 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6051 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6052 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6053 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6054 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6056 // calculate desired texture sizes
6057 if (vid.support.arb_texture_non_power_of_two)
6059 screentexturewidth = vid.width;
6060 screentextureheight = vid.height;
6061 bloomtexturewidth = r_fb.bloomwidth;
6062 bloomtextureheight = r_fb.bloomheight;
6066 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6067 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6068 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6069 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6072 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6074 Cvar_SetValueQuick(&r_bloom, 0);
6075 Cvar_SetValueQuick(&r_motionblur, 0);
6076 Cvar_SetValueQuick(&r_damageblur, 0);
6079 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6081 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6083 && r_viewscale.value == 1.0f
6084 && !r_viewscale_fpsscaling.integer)
6085 screentexturewidth = screentextureheight = 0;
6086 if (!r_bloom.integer)
6087 bloomtexturewidth = bloomtextureheight = 0;
6089 // allocate textures as needed
6090 if (r_fb.screentexturewidth != screentexturewidth
6091 || r_fb.screentextureheight != screentextureheight
6092 || r_fb.bloomtexturewidth != bloomtexturewidth
6093 || r_fb.bloomtextureheight != bloomtextureheight
6094 || r_fb.textype != textype
6095 || useviewfbo != (r_fb.fbo != 0))
6097 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6099 if (r_fb.bloomtexture[i])
6100 R_FreeTexture(r_fb.bloomtexture[i]);
6101 r_fb.bloomtexture[i] = NULL;
6103 if (r_fb.bloomfbo[i])
6104 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6105 r_fb.bloomfbo[i] = 0;
6109 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6112 if (r_fb.colortexture)
6113 R_FreeTexture(r_fb.colortexture);
6114 r_fb.colortexture = NULL;
6116 if (r_fb.depthtexture)
6117 R_FreeTexture(r_fb.depthtexture);
6118 r_fb.depthtexture = NULL;
6120 if (r_fb.ghosttexture)
6121 R_FreeTexture(r_fb.ghosttexture);
6122 r_fb.ghosttexture = NULL;
6124 r_fb.screentexturewidth = screentexturewidth;
6125 r_fb.screentextureheight = screentextureheight;
6126 r_fb.bloomtexturewidth = bloomtexturewidth;
6127 r_fb.bloomtextureheight = bloomtextureheight;
6128 r_fb.textype = textype;
6130 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6132 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6133 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6134 r_fb.ghosttexture_valid = false;
6135 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6138 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6139 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6140 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6144 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6146 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6148 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6150 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6155 // bloom texture is a different resolution
6156 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6157 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6158 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6159 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6160 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6162 // set up a texcoord array for the full resolution screen image
6163 // (we have to keep this around to copy back during final render)
6164 r_fb.screentexcoord2f[0] = 0;
6165 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6166 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6167 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6168 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6169 r_fb.screentexcoord2f[5] = 0;
6170 r_fb.screentexcoord2f[6] = 0;
6171 r_fb.screentexcoord2f[7] = 0;
6175 for (i = 1;i < 8;i += 2)
6177 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6181 // set up a texcoord array for the reduced resolution bloom image
6182 // (which will be additive blended over the screen image)
6183 r_fb.bloomtexcoord2f[0] = 0;
6184 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6185 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6186 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6187 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6188 r_fb.bloomtexcoord2f[5] = 0;
6189 r_fb.bloomtexcoord2f[6] = 0;
6190 r_fb.bloomtexcoord2f[7] = 0;
6192 switch(vid.renderpath)
6194 case RENDERPATH_GL11:
6195 case RENDERPATH_GL13:
6196 case RENDERPATH_GL20:
6197 case RENDERPATH_SOFT:
6198 case RENDERPATH_GLES1:
6199 case RENDERPATH_GLES2:
6201 case RENDERPATH_D3D9:
6202 case RENDERPATH_D3D10:
6203 case RENDERPATH_D3D11:
6204 for (i = 0;i < 4;i++)
6206 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6207 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6208 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6209 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6214 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6217 r_refdef.view.clear = true;
6220 static void R_Bloom_MakeTexture(void)
6223 float xoffset, yoffset, r, brighten;
6225 float colorscale = r_bloom_colorscale.value;
6227 r_refdef.stats.bloom++;
6230 // this copy is unnecessary since it happens in R_BlendView already
6233 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6234 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6238 // scale down screen texture to the bloom texture size
6240 r_fb.bloomindex = 0;
6241 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6242 R_SetViewport(&r_fb.bloomviewport);
6243 GL_DepthTest(false);
6244 GL_BlendFunc(GL_ONE, GL_ZERO);
6245 GL_Color(colorscale, colorscale, colorscale, 1);
6246 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6247 switch(vid.renderpath)
6249 case RENDERPATH_GL11:
6250 case RENDERPATH_GL13:
6251 case RENDERPATH_GL20:
6252 case RENDERPATH_GLES1:
6253 case RENDERPATH_GLES2:
6254 case RENDERPATH_SOFT:
6255 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6257 case RENDERPATH_D3D9:
6258 case RENDERPATH_D3D10:
6259 case RENDERPATH_D3D11:
6260 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6263 // TODO: do boxfilter scale-down in shader?
6264 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6265 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6266 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6268 // we now have a properly scaled bloom image
6269 if (!r_fb.bloomfbo[r_fb.bloomindex])
6271 // copy it into the bloom texture
6272 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6273 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6276 // multiply bloom image by itself as many times as desired
6277 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6279 intex = r_fb.bloomtexture[r_fb.bloomindex];
6280 r_fb.bloomindex ^= 1;
6281 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6283 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6284 if (!r_fb.bloomfbo[r_fb.bloomindex])
6286 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6287 GL_Color(r,r,r,1); // apply fix factor
6292 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6293 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6294 GL_Color(1,1,1,1); // no fix factor supported here
6296 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6297 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6298 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6299 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6301 if (!r_fb.bloomfbo[r_fb.bloomindex])
6303 // copy the darkened image to a texture
6304 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6305 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6309 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6310 brighten = r_bloom_brighten.value;
6311 brighten = sqrt(brighten);
6313 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6315 for (dir = 0;dir < 2;dir++)
6317 intex = r_fb.bloomtexture[r_fb.bloomindex];
6318 r_fb.bloomindex ^= 1;
6319 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6320 // blend on at multiple vertical offsets to achieve a vertical blur
6321 // TODO: do offset blends using GLSL
6322 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6323 GL_BlendFunc(GL_ONE, GL_ZERO);
6324 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6325 for (x = -range;x <= range;x++)
6327 if (!dir){xoffset = 0;yoffset = x;}
6328 else {xoffset = x;yoffset = 0;}
6329 xoffset /= (float)r_fb.bloomtexturewidth;
6330 yoffset /= (float)r_fb.bloomtextureheight;
6331 // compute a texcoord array with the specified x and y offset
6332 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6333 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6334 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6335 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6336 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6337 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6338 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6339 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6340 // this r value looks like a 'dot' particle, fading sharply to
6341 // black at the edges
6342 // (probably not realistic but looks good enough)
6343 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6344 //r = brighten/(range*2+1);
6345 r = brighten / (range * 2 + 1);
6347 r *= (1 - x*x/(float)(range*range));
6348 GL_Color(r, r, r, 1);
6349 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6350 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6351 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6352 GL_BlendFunc(GL_ONE, GL_ONE);
6355 if (!r_fb.bloomfbo[r_fb.bloomindex])
6357 // copy the vertically or horizontally blurred bloom view to a texture
6358 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6359 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6364 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6366 unsigned int permutation;
6367 float uservecs[4][4];
6369 switch (vid.renderpath)
6371 case RENDERPATH_GL20:
6372 case RENDERPATH_D3D9:
6373 case RENDERPATH_D3D10:
6374 case RENDERPATH_D3D11:
6375 case RENDERPATH_SOFT:
6376 case RENDERPATH_GLES2:
6378 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6379 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6380 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6381 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6382 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6384 if (r_fb.colortexture)
6388 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6389 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6392 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6394 // declare variables
6395 float blur_factor, blur_mouseaccel, blur_velocity;
6396 static float blur_average;
6397 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6399 // set a goal for the factoring
6400 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6401 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6402 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6403 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6404 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6405 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6407 // from the goal, pick an averaged value between goal and last value
6408 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6409 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6411 // enforce minimum amount of blur
6412 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6414 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6416 // calculate values into a standard alpha
6417 cl.motionbluralpha = 1 - exp(-
6419 (r_motionblur.value * blur_factor / 80)
6421 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6424 max(0.0001, cl.time - cl.oldtime) // fps independent
6427 // randomization for the blur value to combat persistent ghosting
6428 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6429 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6432 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6433 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6435 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6436 GL_Color(1, 1, 1, cl.motionbluralpha);
6437 switch(vid.renderpath)
6439 case RENDERPATH_GL11:
6440 case RENDERPATH_GL13:
6441 case RENDERPATH_GL20:
6442 case RENDERPATH_GLES1:
6443 case RENDERPATH_GLES2:
6444 case RENDERPATH_SOFT:
6445 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6447 case RENDERPATH_D3D9:
6448 case RENDERPATH_D3D10:
6449 case RENDERPATH_D3D11:
6450 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6453 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6454 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6455 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6458 // updates old view angles for next pass
6459 VectorCopy(cl.viewangles, blur_oldangles);
6461 // copy view into the ghost texture
6462 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6463 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6464 r_fb.ghosttexture_valid = true;
6469 // no r_fb.colortexture means we're rendering to the real fb
6470 // we may still have to do view tint...
6471 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6473 // apply a color tint to the whole view
6474 R_ResetViewRendering2D(0, NULL, NULL);
6475 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6476 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6477 R_SetupShader_Generic_NoTexture(false, true);
6478 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6479 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6481 break; // no screen processing, no bloom, skip it
6484 if (r_fb.bloomtexture[0])
6486 // make the bloom texture
6487 R_Bloom_MakeTexture();
6490 #if _MSC_VER >= 1400
6491 #define sscanf sscanf_s
6493 memset(uservecs, 0, sizeof(uservecs));
6494 if (r_glsl_postprocess_uservec1_enable.integer)
6495 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6496 if (r_glsl_postprocess_uservec2_enable.integer)
6497 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6498 if (r_glsl_postprocess_uservec3_enable.integer)
6499 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6500 if (r_glsl_postprocess_uservec4_enable.integer)
6501 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6503 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6504 GL_Color(1, 1, 1, 1);
6505 GL_BlendFunc(GL_ONE, GL_ZERO);
6507 switch(vid.renderpath)
6509 case RENDERPATH_GL20:
6510 case RENDERPATH_GLES2:
6511 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6512 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6513 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6514 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6515 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6516 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]);
6517 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6518 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]);
6519 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]);
6520 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]);
6521 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]);
6522 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6523 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6524 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);
6526 case RENDERPATH_D3D9:
6528 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6529 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6530 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6531 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6532 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6533 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6534 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6535 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6536 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6537 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6538 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6539 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6540 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6541 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6542 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6545 case RENDERPATH_D3D10:
6546 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6548 case RENDERPATH_D3D11:
6549 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6551 case RENDERPATH_SOFT:
6552 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6553 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6554 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6555 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6556 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6557 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6558 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6559 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6560 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6561 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6562 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6563 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6564 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6565 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6570 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6571 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6573 case RENDERPATH_GL11:
6574 case RENDERPATH_GL13:
6575 case RENDERPATH_GLES1:
6576 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6578 // apply a color tint to the whole view
6579 R_ResetViewRendering2D(0, NULL, NULL);
6580 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6581 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6582 R_SetupShader_Generic_NoTexture(false, true);
6583 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6584 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6590 matrix4x4_t r_waterscrollmatrix;
6592 void R_UpdateFog(void)
6595 if (gamemode == GAME_NEHAHRA)
6597 if (gl_fogenable.integer)
6599 r_refdef.oldgl_fogenable = true;
6600 r_refdef.fog_density = gl_fogdensity.value;
6601 r_refdef.fog_red = gl_fogred.value;
6602 r_refdef.fog_green = gl_foggreen.value;
6603 r_refdef.fog_blue = gl_fogblue.value;
6604 r_refdef.fog_alpha = 1;
6605 r_refdef.fog_start = 0;
6606 r_refdef.fog_end = gl_skyclip.value;
6607 r_refdef.fog_height = 1<<30;
6608 r_refdef.fog_fadedepth = 128;
6610 else if (r_refdef.oldgl_fogenable)
6612 r_refdef.oldgl_fogenable = false;
6613 r_refdef.fog_density = 0;
6614 r_refdef.fog_red = 0;
6615 r_refdef.fog_green = 0;
6616 r_refdef.fog_blue = 0;
6617 r_refdef.fog_alpha = 0;
6618 r_refdef.fog_start = 0;
6619 r_refdef.fog_end = 0;
6620 r_refdef.fog_height = 1<<30;
6621 r_refdef.fog_fadedepth = 128;
6626 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6627 r_refdef.fog_start = max(0, r_refdef.fog_start);
6628 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6630 if (r_refdef.fog_density && r_drawfog.integer)
6632 r_refdef.fogenabled = true;
6633 // this is the point where the fog reaches 0.9986 alpha, which we
6634 // consider a good enough cutoff point for the texture
6635 // (0.9986 * 256 == 255.6)
6636 if (r_fog_exp2.integer)
6637 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6639 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6640 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6641 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6642 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6643 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6644 R_BuildFogHeightTexture();
6645 // fog color was already set
6646 // update the fog texture
6647 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
6648 R_BuildFogTexture();
6649 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6650 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6653 r_refdef.fogenabled = false;
6656 if (r_refdef.fog_density)
6658 r_refdef.fogcolor[0] = r_refdef.fog_red;
6659 r_refdef.fogcolor[1] = r_refdef.fog_green;
6660 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6662 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6663 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6664 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6665 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6669 VectorCopy(r_refdef.fogcolor, fogvec);
6670 // color.rgb *= ContrastBoost * SceneBrightness;
6671 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6672 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6673 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6674 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6679 void R_UpdateVariables(void)
6683 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6685 r_refdef.farclip = r_farclip_base.value;
6686 if (r_refdef.scene.worldmodel)
6687 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6688 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6690 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6691 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6692 r_refdef.polygonfactor = 0;
6693 r_refdef.polygonoffset = 0;
6694 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6695 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6697 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6698 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6699 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6700 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6701 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6702 if (FAKELIGHT_ENABLED)
6704 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6706 else if (r_refdef.scene.worldmodel)
6708 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6710 if (r_showsurfaces.integer)
6712 r_refdef.scene.rtworld = false;
6713 r_refdef.scene.rtworldshadows = false;
6714 r_refdef.scene.rtdlight = false;
6715 r_refdef.scene.rtdlightshadows = false;
6716 r_refdef.lightmapintensity = 0;
6719 switch(vid.renderpath)
6721 case RENDERPATH_GL20:
6722 case RENDERPATH_D3D9:
6723 case RENDERPATH_D3D10:
6724 case RENDERPATH_D3D11:
6725 case RENDERPATH_SOFT:
6726 case RENDERPATH_GLES2:
6727 if(v_glslgamma.integer && !vid_gammatables_trivial)
6729 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6731 // build GLSL gamma texture
6732 #define RAMPWIDTH 256
6733 unsigned short ramp[RAMPWIDTH * 3];
6734 unsigned char rampbgr[RAMPWIDTH][4];
6737 r_texture_gammaramps_serial = vid_gammatables_serial;
6739 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6740 for(i = 0; i < RAMPWIDTH; ++i)
6742 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6743 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6744 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6747 if (r_texture_gammaramps)
6749 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6753 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6759 // remove GLSL gamma texture
6762 case RENDERPATH_GL11:
6763 case RENDERPATH_GL13:
6764 case RENDERPATH_GLES1:
6769 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6770 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6776 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6777 if( scenetype != r_currentscenetype ) {
6778 // store the old scenetype
6779 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6780 r_currentscenetype = scenetype;
6781 // move in the new scene
6782 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6791 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6793 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6794 if( scenetype == r_currentscenetype ) {
6795 return &r_refdef.scene;
6797 return &r_scenes_store[ scenetype ];
6801 static int R_SortEntities_Compare(const void *ap, const void *bp)
6803 const entity_render_t *a = *(const entity_render_t **)ap;
6804 const entity_render_t *b = *(const entity_render_t **)bp;
6807 if(a->model < b->model)
6809 if(a->model > b->model)
6813 // TODO possibly calculate the REAL skinnum here first using
6815 if(a->skinnum < b->skinnum)
6817 if(a->skinnum > b->skinnum)
6820 // everything we compared is equal
6823 static void R_SortEntities(void)
6825 // below or equal 2 ents, sorting never gains anything
6826 if(r_refdef.scene.numentities <= 2)
6829 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6837 int dpsoftrast_test;
6838 extern cvar_t r_shadow_bouncegrid;
6839 void R_RenderView(void)
6841 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6843 rtexture_t *depthtexture;
6844 rtexture_t *colortexture;
6846 dpsoftrast_test = r_test.integer;
6848 if (r_timereport_active)
6849 R_TimeReport("start");
6850 r_textureframe++; // used only by R_GetCurrentTexture
6851 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6853 if(R_CompileShader_CheckStaticParms())
6856 if (!r_drawentities.integer)
6857 r_refdef.scene.numentities = 0;
6858 else if (r_sortentities.integer)
6861 R_AnimCache_ClearCache();
6862 R_FrameData_NewFrame();
6864 /* adjust for stereo display */
6865 if(R_Stereo_Active())
6867 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6868 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6871 if (r_refdef.view.isoverlay)
6873 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6874 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6875 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6876 R_TimeReport("depthclear");
6878 r_refdef.view.showdebug = false;
6880 r_fb.water.enabled = false;
6881 r_fb.water.numwaterplanes = 0;
6883 R_RenderScene(0, NULL, NULL);
6885 r_refdef.view.matrix = originalmatrix;
6891 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6893 r_refdef.view.matrix = originalmatrix;
6897 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6899 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6900 // in sRGB fallback, behave similar to true sRGB: convert this
6901 // value from linear to sRGB
6902 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6904 R_RenderView_UpdateViewVectors();
6906 R_Shadow_UpdateWorldLightSelection();
6908 R_Bloom_StartFrame();
6909 R_Water_StartFrame();
6911 // now we probably have an fbo to render into
6913 depthtexture = r_fb.depthtexture;
6914 colortexture = r_fb.colortexture;
6917 if (r_timereport_active)
6918 R_TimeReport("viewsetup");
6920 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6922 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6924 R_ClearScreen(r_refdef.fogenabled);
6925 if (r_timereport_active)
6926 R_TimeReport("viewclear");
6928 r_refdef.view.clear = true;
6930 r_refdef.view.showdebug = true;
6933 if (r_timereport_active)
6934 R_TimeReport("visibility");
6936 R_AnimCache_CacheVisibleEntities();
6937 if (r_timereport_active)
6938 R_TimeReport("animcache");
6940 R_Shadow_UpdateBounceGridTexture();
6941 if (r_timereport_active && r_shadow_bouncegrid.integer)
6942 R_TimeReport("bouncegrid");
6944 r_fb.water.numwaterplanes = 0;
6945 if (r_fb.water.enabled)
6946 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6948 R_RenderScene(fbo, depthtexture, colortexture);
6949 r_fb.water.numwaterplanes = 0;
6951 R_BlendView(fbo, depthtexture, colortexture);
6952 if (r_timereport_active)
6953 R_TimeReport("blendview");
6955 GL_Scissor(0, 0, vid.width, vid.height);
6956 GL_ScissorTest(false);
6958 r_refdef.view.matrix = originalmatrix;
6963 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6965 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6967 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6968 if (r_timereport_active)
6969 R_TimeReport("waterworld");
6972 // don't let sound skip if going slow
6973 if (r_refdef.scene.extraupdate)
6976 R_DrawModelsAddWaterPlanes();
6977 if (r_timereport_active)
6978 R_TimeReport("watermodels");
6980 if (r_fb.water.numwaterplanes)
6982 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6983 if (r_timereport_active)
6984 R_TimeReport("waterscenes");
6988 extern cvar_t cl_locs_show;
6989 static void R_DrawLocs(void);
6990 static void R_DrawEntityBBoxes(void);
6991 static void R_DrawModelDecals(void);
6992 extern cvar_t cl_decals_newsystem;
6993 extern qboolean r_shadow_usingdeferredprepass;
6994 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6996 qboolean shadowmapping = false;
6998 if (r_timereport_active)
6999 R_TimeReport("beginscene");
7001 r_refdef.stats.renders++;
7005 // don't let sound skip if going slow
7006 if (r_refdef.scene.extraupdate)
7009 R_MeshQueue_BeginScene();
7013 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
7015 if (r_timereport_active)
7016 R_TimeReport("skystartframe");
7018 if (cl.csqc_vidvars.drawworld)
7020 // don't let sound skip if going slow
7021 if (r_refdef.scene.extraupdate)
7024 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7026 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7027 if (r_timereport_active)
7028 R_TimeReport("worldsky");
7031 if (R_DrawBrushModelsSky() && r_timereport_active)
7032 R_TimeReport("bmodelsky");
7034 if (skyrendermasked && skyrenderlater)
7036 // we have to force off the water clipping plane while rendering sky
7037 R_SetupView(false, fbo, depthtexture, colortexture);
7039 R_SetupView(true, fbo, depthtexture, colortexture);
7040 if (r_timereport_active)
7041 R_TimeReport("sky");
7045 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7046 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7047 R_Shadow_PrepareModelShadows();
7048 if (r_timereport_active)
7049 R_TimeReport("preparelights");
7051 if (R_Shadow_ShadowMappingEnabled())
7052 shadowmapping = true;
7054 if (r_shadow_usingdeferredprepass)
7055 R_Shadow_DrawPrepass();
7057 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7059 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7060 if (r_timereport_active)
7061 R_TimeReport("worlddepth");
7063 if (r_depthfirst.integer >= 2)
7065 R_DrawModelsDepth();
7066 if (r_timereport_active)
7067 R_TimeReport("modeldepth");
7070 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7072 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7073 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7074 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7075 // don't let sound skip if going slow
7076 if (r_refdef.scene.extraupdate)
7080 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7082 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7083 if (r_timereport_active)
7084 R_TimeReport("world");
7087 // don't let sound skip if going slow
7088 if (r_refdef.scene.extraupdate)
7092 if (r_timereport_active)
7093 R_TimeReport("models");
7095 // don't let sound skip if going slow
7096 if (r_refdef.scene.extraupdate)
7099 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7101 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7102 R_DrawModelShadows(fbo, depthtexture, colortexture);
7103 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7104 // don't let sound skip if going slow
7105 if (r_refdef.scene.extraupdate)
7109 if (!r_shadow_usingdeferredprepass)
7111 R_Shadow_DrawLights();
7112 if (r_timereport_active)
7113 R_TimeReport("rtlights");
7116 // don't let sound skip if going slow
7117 if (r_refdef.scene.extraupdate)
7120 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7122 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7123 R_DrawModelShadows(fbo, depthtexture, colortexture);
7124 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7125 // don't let sound skip if going slow
7126 if (r_refdef.scene.extraupdate)
7130 if (cl.csqc_vidvars.drawworld)
7132 if (cl_decals_newsystem.integer)
7134 R_DrawModelDecals();
7135 if (r_timereport_active)
7136 R_TimeReport("modeldecals");
7141 if (r_timereport_active)
7142 R_TimeReport("decals");
7146 if (r_timereport_active)
7147 R_TimeReport("particles");
7150 if (r_timereport_active)
7151 R_TimeReport("explosions");
7153 R_DrawLightningBeams();
7154 if (r_timereport_active)
7155 R_TimeReport("lightning");
7159 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7161 if (r_refdef.view.showdebug)
7163 if (cl_locs_show.integer)
7166 if (r_timereport_active)
7167 R_TimeReport("showlocs");
7170 if (r_drawportals.integer)
7173 if (r_timereport_active)
7174 R_TimeReport("portals");
7177 if (r_showbboxes.value > 0)
7179 R_DrawEntityBBoxes();
7180 if (r_timereport_active)
7181 R_TimeReport("bboxes");
7185 if (r_transparent.integer)
7187 R_MeshQueue_RenderTransparent();
7188 if (r_timereport_active)
7189 R_TimeReport("drawtrans");
7192 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7194 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7195 if (r_timereport_active)
7196 R_TimeReport("worlddebug");
7197 R_DrawModelsDebug();
7198 if (r_timereport_active)
7199 R_TimeReport("modeldebug");
7202 if (cl.csqc_vidvars.drawworld)
7204 R_Shadow_DrawCoronas();
7205 if (r_timereport_active)
7206 R_TimeReport("coronas");
7211 GL_DepthTest(false);
7212 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7213 GL_Color(1, 1, 1, 1);
7214 qglBegin(GL_POLYGON);
7215 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7216 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7217 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7218 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7220 qglBegin(GL_POLYGON);
7221 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]);
7222 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]);
7223 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]);
7224 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]);
7226 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7230 // don't let sound skip if going slow
7231 if (r_refdef.scene.extraupdate)
7235 static const unsigned short bboxelements[36] =
7245 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7248 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7250 RSurf_ActiveWorldEntity();
7252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7253 GL_DepthMask(false);
7254 GL_DepthRange(0, 1);
7255 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7256 // R_Mesh_ResetTextureState();
7258 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7259 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7260 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7261 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7262 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7263 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7264 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7265 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7266 R_FillColors(color4f, 8, cr, cg, cb, ca);
7267 if (r_refdef.fogenabled)
7269 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7271 f1 = RSurf_FogVertex(v);
7273 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7274 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7275 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7278 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7279 R_Mesh_ResetTextureState();
7280 R_SetupShader_Generic_NoTexture(false, false);
7281 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7284 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7286 prvm_prog_t *prog = SVVM_prog;
7289 prvm_edict_t *edict;
7291 // this function draws bounding boxes of server entities
7295 GL_CullFace(GL_NONE);
7296 R_SetupShader_Generic_NoTexture(false, false);
7298 for (i = 0;i < numsurfaces;i++)
7300 edict = PRVM_EDICT_NUM(surfacelist[i]);
7301 switch ((int)PRVM_serveredictfloat(edict, solid))
7303 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7304 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7305 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7306 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7307 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7308 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7309 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7311 color[3] *= r_showbboxes.value;
7312 color[3] = bound(0, color[3], 1);
7313 GL_DepthTest(!r_showdisabledepthtest.integer);
7314 GL_CullFace(r_refdef.view.cullface_front);
7315 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7319 static void R_DrawEntityBBoxes(void)
7322 prvm_edict_t *edict;
7324 prvm_prog_t *prog = SVVM_prog;
7326 // this function draws bounding boxes of server entities
7330 for (i = 0;i < prog->num_edicts;i++)
7332 edict = PRVM_EDICT_NUM(i);
7333 if (edict->priv.server->free)
7335 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7336 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7338 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7340 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7341 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7345 static const int nomodelelement3i[24] =
7357 static const unsigned short nomodelelement3s[24] =
7369 static const float nomodelvertex3f[6*3] =
7379 static const float nomodelcolor4f[6*4] =
7381 0.0f, 0.0f, 0.5f, 1.0f,
7382 0.0f, 0.0f, 0.5f, 1.0f,
7383 0.0f, 0.5f, 0.0f, 1.0f,
7384 0.0f, 0.5f, 0.0f, 1.0f,
7385 0.5f, 0.0f, 0.0f, 1.0f,
7386 0.5f, 0.0f, 0.0f, 1.0f
7389 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7395 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7397 // this is only called once per entity so numsurfaces is always 1, and
7398 // surfacelist is always {0}, so this code does not handle batches
7400 if (rsurface.ent_flags & RENDER_ADDITIVE)
7402 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7403 GL_DepthMask(false);
7405 else if (rsurface.colormod[3] < 1)
7407 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7408 GL_DepthMask(false);
7412 GL_BlendFunc(GL_ONE, GL_ZERO);
7415 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7416 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7417 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7418 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7419 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7420 for (i = 0, c = color4f;i < 6;i++, c += 4)
7422 c[0] *= rsurface.colormod[0];
7423 c[1] *= rsurface.colormod[1];
7424 c[2] *= rsurface.colormod[2];
7425 c[3] *= rsurface.colormod[3];
7427 if (r_refdef.fogenabled)
7429 for (i = 0, c = color4f;i < 6;i++, c += 4)
7431 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7433 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7434 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7435 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7438 // R_Mesh_ResetTextureState();
7439 R_SetupShader_Generic_NoTexture(false, false);
7440 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7441 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7444 void R_DrawNoModel(entity_render_t *ent)
7447 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7448 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7449 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7451 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7454 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7456 vec3_t right1, right2, diff, normal;
7458 VectorSubtract (org2, org1, normal);
7460 // calculate 'right' vector for start
7461 VectorSubtract (r_refdef.view.origin, org1, diff);
7462 CrossProduct (normal, diff, right1);
7463 VectorNormalize (right1);
7465 // calculate 'right' vector for end
7466 VectorSubtract (r_refdef.view.origin, org2, diff);
7467 CrossProduct (normal, diff, right2);
7468 VectorNormalize (right2);
7470 vert[ 0] = org1[0] + width * right1[0];
7471 vert[ 1] = org1[1] + width * right1[1];
7472 vert[ 2] = org1[2] + width * right1[2];
7473 vert[ 3] = org1[0] - width * right1[0];
7474 vert[ 4] = org1[1] - width * right1[1];
7475 vert[ 5] = org1[2] - width * right1[2];
7476 vert[ 6] = org2[0] - width * right2[0];
7477 vert[ 7] = org2[1] - width * right2[1];
7478 vert[ 8] = org2[2] - width * right2[2];
7479 vert[ 9] = org2[0] + width * right2[0];
7480 vert[10] = org2[1] + width * right2[1];
7481 vert[11] = org2[2] + width * right2[2];
7484 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7486 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7487 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7488 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7489 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7490 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7491 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7492 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7493 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7494 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7495 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7496 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7497 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7500 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7505 VectorSet(v, x, y, z);
7506 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7507 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7509 if (i == mesh->numvertices)
7511 if (mesh->numvertices < mesh->maxvertices)
7513 VectorCopy(v, vertex3f);
7514 mesh->numvertices++;
7516 return mesh->numvertices;
7522 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7526 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7527 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7528 e = mesh->element3i + mesh->numtriangles * 3;
7529 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7531 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7532 if (mesh->numtriangles < mesh->maxtriangles)
7537 mesh->numtriangles++;
7539 element[1] = element[2];
7543 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7547 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7548 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7549 e = mesh->element3i + mesh->numtriangles * 3;
7550 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7552 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7553 if (mesh->numtriangles < mesh->maxtriangles)
7558 mesh->numtriangles++;
7560 element[1] = element[2];
7564 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7565 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7567 int planenum, planenum2;
7570 mplane_t *plane, *plane2;
7572 double temppoints[2][256*3];
7573 // figure out how large a bounding box we need to properly compute this brush
7575 for (w = 0;w < numplanes;w++)
7576 maxdist = max(maxdist, fabs(planes[w].dist));
7577 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7578 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7579 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7583 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7584 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7586 if (planenum2 == planenum)
7588 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
7591 if (tempnumpoints < 3)
7593 // generate elements forming a triangle fan for this polygon
7594 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7598 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
7600 texturelayer_t *layer;
7601 layer = t->currentlayers + t->currentnumlayers++;
7603 layer->depthmask = depthmask;
7604 layer->blendfunc1 = blendfunc1;
7605 layer->blendfunc2 = blendfunc2;
7606 layer->texture = texture;
7607 layer->texmatrix = *matrix;
7608 layer->color[0] = r;
7609 layer->color[1] = g;
7610 layer->color[2] = b;
7611 layer->color[3] = a;
7614 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7616 if(parms[0] == 0 && parms[1] == 0)
7618 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7619 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7624 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7627 index = parms[2] + rsurface.shadertime * parms[3];
7628 index -= floor(index);
7629 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7632 case Q3WAVEFUNC_NONE:
7633 case Q3WAVEFUNC_NOISE:
7634 case Q3WAVEFUNC_COUNT:
7637 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7638 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7639 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7640 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7641 case Q3WAVEFUNC_TRIANGLE:
7643 f = index - floor(index);
7656 f = parms[0] + parms[1] * f;
7657 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7658 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7662 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7668 matrix4x4_t matrix, temp;
7669 switch(tcmod->tcmod)
7673 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7674 matrix = r_waterscrollmatrix;
7676 matrix = identitymatrix;
7678 case Q3TCMOD_ENTITYTRANSLATE:
7679 // this is used in Q3 to allow the gamecode to control texcoord
7680 // scrolling on the entity, which is not supported in darkplaces yet.
7681 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7683 case Q3TCMOD_ROTATE:
7684 f = tcmod->parms[0] * rsurface.shadertime;
7685 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7686 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7687 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7690 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7692 case Q3TCMOD_SCROLL:
7693 // extra care is needed because of precision breakdown with large values of time
7694 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7695 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7696 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7698 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7699 w = (int) tcmod->parms[0];
7700 h = (int) tcmod->parms[1];
7701 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7703 idx = (int) floor(f * w * h);
7704 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7706 case Q3TCMOD_STRETCH:
7707 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7708 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7710 case Q3TCMOD_TRANSFORM:
7711 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7712 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7713 VectorSet(tcmat + 6, 0 , 0 , 1);
7714 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7715 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7717 case Q3TCMOD_TURBULENT:
7718 // this is handled in the RSurf_PrepareVertices function
7719 matrix = identitymatrix;
7723 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7726 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7728 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7729 char name[MAX_QPATH];
7730 skinframe_t *skinframe;
7731 unsigned char pixels[296*194];
7732 strlcpy(cache->name, skinname, sizeof(cache->name));
7733 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7734 if (developer_loading.integer)
7735 Con_Printf("loading %s\n", name);
7736 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7737 if (!skinframe || !skinframe->base)
7740 fs_offset_t filesize;
7742 f = FS_LoadFile(name, tempmempool, true, &filesize);
7745 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7746 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7750 cache->skinframe = skinframe;
7753 texture_t *R_GetCurrentTexture(texture_t *t)
7756 const entity_render_t *ent = rsurface.entity;
7757 dp_model_t *model = ent->model;
7758 q3shaderinfo_layer_tcmod_t *tcmod;
7760 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7761 return t->currentframe;
7762 t->update_lastrenderframe = r_textureframe;
7763 t->update_lastrenderentity = (void *)ent;
7765 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7766 t->camera_entity = ent->entitynumber;
7768 t->camera_entity = 0;
7770 // switch to an alternate material if this is a q1bsp animated material
7772 texture_t *texture = t;
7773 int s = rsurface.ent_skinnum;
7774 if ((unsigned int)s >= (unsigned int)model->numskins)
7776 if (model->skinscenes)
7778 if (model->skinscenes[s].framecount > 1)
7779 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7781 s = model->skinscenes[s].firstframe;
7784 t = t + s * model->num_surfaces;
7787 // use an alternate animation if the entity's frame is not 0,
7788 // and only if the texture has an alternate animation
7789 if (rsurface.ent_alttextures && t->anim_total[1])
7790 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7792 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7794 texture->currentframe = t;
7797 // update currentskinframe to be a qw skin or animation frame
7798 if (rsurface.ent_qwskin >= 0)
7800 i = rsurface.ent_qwskin;
7801 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7803 r_qwskincache_size = cl.maxclients;
7805 Mem_Free(r_qwskincache);
7806 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7808 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7809 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7810 t->currentskinframe = r_qwskincache[i].skinframe;
7811 if (t->currentskinframe == NULL)
7812 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7814 else if (t->numskinframes >= 2)
7815 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7816 if (t->backgroundnumskinframes >= 2)
7817 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7819 t->currentmaterialflags = t->basematerialflags;
7820 t->currentalpha = rsurface.colormod[3];
7821 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7822 t->currentalpha *= r_wateralpha.value;
7823 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7824 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7825 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7826 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7827 if (!(rsurface.ent_flags & RENDER_LIGHT))
7828 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7829 else if (FAKELIGHT_ENABLED)
7831 // no modellight if using fakelight for the map
7833 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7835 // pick a model lighting mode
7836 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7837 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7839 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7841 if (rsurface.ent_flags & RENDER_ADDITIVE)
7842 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7843 else if (t->currentalpha < 1)
7844 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7845 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7846 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7847 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7848 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7849 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7850 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7851 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7852 if (t->backgroundnumskinframes)
7853 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7854 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7856 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7857 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7860 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7861 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7863 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7864 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7866 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7867 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7869 // there is no tcmod
7870 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7872 t->currenttexmatrix = r_waterscrollmatrix;
7873 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7875 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7877 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7878 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7881 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7882 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7883 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7884 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7886 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7887 if (t->currentskinframe->qpixels)
7888 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7889 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7890 if (!t->basetexture)
7891 t->basetexture = r_texture_notexture;
7892 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7893 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7894 t->nmaptexture = t->currentskinframe->nmap;
7895 if (!t->nmaptexture)
7896 t->nmaptexture = r_texture_blanknormalmap;
7897 t->glosstexture = r_texture_black;
7898 t->glowtexture = t->currentskinframe->glow;
7899 t->fogtexture = t->currentskinframe->fog;
7900 t->reflectmasktexture = t->currentskinframe->reflect;
7901 if (t->backgroundnumskinframes)
7903 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7904 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7905 t->backgroundglosstexture = r_texture_black;
7906 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7907 if (!t->backgroundnmaptexture)
7908 t->backgroundnmaptexture = r_texture_blanknormalmap;
7909 // make sure that if glow is going to be used, both textures are not NULL
7910 if (!t->backgroundglowtexture && t->glowtexture)
7911 t->backgroundglowtexture = r_texture_black;
7912 if (!t->glowtexture && t->backgroundglowtexture)
7913 t->glowtexture = r_texture_black;
7917 t->backgroundbasetexture = r_texture_white;
7918 t->backgroundnmaptexture = r_texture_blanknormalmap;
7919 t->backgroundglosstexture = r_texture_black;
7920 t->backgroundglowtexture = NULL;
7922 t->specularpower = r_shadow_glossexponent.value;
7923 // TODO: store reference values for these in the texture?
7924 t->specularscale = 0;
7925 if (r_shadow_gloss.integer > 0)
7927 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7929 if (r_shadow_glossintensity.value > 0)
7931 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7932 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7933 t->specularscale = r_shadow_glossintensity.value;
7936 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7938 t->glosstexture = r_texture_white;
7939 t->backgroundglosstexture = r_texture_white;
7940 t->specularscale = r_shadow_gloss2intensity.value;
7941 t->specularpower = r_shadow_gloss2exponent.value;
7944 t->specularscale *= t->specularscalemod;
7945 t->specularpower *= t->specularpowermod;
7946 t->rtlightambient = 0;
7948 // lightmaps mode looks bad with dlights using actual texturing, so turn
7949 // off the colormap and glossmap, but leave the normalmap on as it still
7950 // accurately represents the shading involved
7951 if (gl_lightmaps.integer)
7953 t->basetexture = r_texture_grey128;
7954 t->pantstexture = r_texture_black;
7955 t->shirttexture = r_texture_black;
7956 t->nmaptexture = r_texture_blanknormalmap;
7957 t->glosstexture = r_texture_black;
7958 t->glowtexture = NULL;
7959 t->fogtexture = NULL;
7960 t->reflectmasktexture = NULL;
7961 t->backgroundbasetexture = NULL;
7962 t->backgroundnmaptexture = r_texture_blanknormalmap;
7963 t->backgroundglosstexture = r_texture_black;
7964 t->backgroundglowtexture = NULL;
7965 t->specularscale = 0;
7966 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7969 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7970 VectorClear(t->dlightcolor);
7971 t->currentnumlayers = 0;
7972 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7974 int blendfunc1, blendfunc2;
7976 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7978 blendfunc1 = GL_SRC_ALPHA;
7979 blendfunc2 = GL_ONE;
7981 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7983 blendfunc1 = GL_SRC_ALPHA;
7984 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7986 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7988 blendfunc1 = t->customblendfunc[0];
7989 blendfunc2 = t->customblendfunc[1];
7993 blendfunc1 = GL_ONE;
7994 blendfunc2 = GL_ZERO;
7996 // don't colormod evilblend textures
7997 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
7998 VectorSet(t->lightmapcolor, 1, 1, 1);
7999 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8000 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8002 // fullbright is not affected by r_refdef.lightmapintensity
8003 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8004 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8005 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8006 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8007 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8011 vec3_t ambientcolor;
8013 // set the color tint used for lights affecting this surface
8014 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8016 // q3bsp has no lightmap updates, so the lightstylevalue that
8017 // would normally be baked into the lightmap must be
8018 // applied to the color
8019 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8020 if (model->type == mod_brushq3)
8021 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8022 colorscale *= r_refdef.lightmapintensity;
8023 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8024 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8025 // basic lit geometry
8026 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8027 // add pants/shirt if needed
8028 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8029 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8030 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8031 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8032 // now add ambient passes if needed
8033 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8035 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8036 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8037 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8038 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8039 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8042 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8043 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8044 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8046 // if this is opaque use alpha blend which will darken the earlier
8049 // if this is an alpha blended material, all the earlier passes
8050 // were darkened by fog already, so we only need to add the fog
8051 // color ontop through the fog mask texture
8053 // if this is an additive blended material, all the earlier passes
8054 // were darkened by fog already, and we should not add fog color
8055 // (because the background was not darkened, there is no fog color
8056 // that was lost behind it).
8057 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8061 return t->currentframe;
8064 rsurfacestate_t rsurface;
8066 void RSurf_ActiveWorldEntity(void)
8068 dp_model_t *model = r_refdef.scene.worldmodel;
8069 //if (rsurface.entity == r_refdef.scene.worldentity)
8071 rsurface.entity = r_refdef.scene.worldentity;
8072 rsurface.skeleton = NULL;
8073 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8074 rsurface.ent_skinnum = 0;
8075 rsurface.ent_qwskin = -1;
8076 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8077 rsurface.shadertime = r_refdef.scene.time;
8078 rsurface.matrix = identitymatrix;
8079 rsurface.inversematrix = identitymatrix;
8080 rsurface.matrixscale = 1;
8081 rsurface.inversematrixscale = 1;
8082 R_EntityMatrix(&identitymatrix);
8083 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8084 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8085 rsurface.fograngerecip = r_refdef.fograngerecip;
8086 rsurface.fogheightfade = r_refdef.fogheightfade;
8087 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8088 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8089 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8090 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8091 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8092 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8093 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8094 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8095 rsurface.colormod[3] = 1;
8096 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8097 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8098 rsurface.frameblend[0].lerp = 1;
8099 rsurface.ent_alttextures = false;
8100 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8101 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8102 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8103 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8104 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8105 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8106 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8107 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8108 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8109 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8110 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8111 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8112 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8113 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8114 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8115 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8116 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8117 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8118 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8119 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8120 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8121 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8122 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8123 rsurface.modelelement3i = model->surfmesh.data_element3i;
8124 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8125 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8126 rsurface.modelelement3s = model->surfmesh.data_element3s;
8127 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8128 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8129 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8130 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8131 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8132 rsurface.modelsurfaces = model->data_surfaces;
8133 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8134 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8135 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8136 rsurface.modelgeneratedvertex = false;
8137 rsurface.batchgeneratedvertex = false;
8138 rsurface.batchfirstvertex = 0;
8139 rsurface.batchnumvertices = 0;
8140 rsurface.batchfirsttriangle = 0;
8141 rsurface.batchnumtriangles = 0;
8142 rsurface.batchvertex3f = NULL;
8143 rsurface.batchvertex3f_vertexbuffer = NULL;
8144 rsurface.batchvertex3f_bufferoffset = 0;
8145 rsurface.batchsvector3f = NULL;
8146 rsurface.batchsvector3f_vertexbuffer = NULL;
8147 rsurface.batchsvector3f_bufferoffset = 0;
8148 rsurface.batchtvector3f = NULL;
8149 rsurface.batchtvector3f_vertexbuffer = NULL;
8150 rsurface.batchtvector3f_bufferoffset = 0;
8151 rsurface.batchnormal3f = NULL;
8152 rsurface.batchnormal3f_vertexbuffer = NULL;
8153 rsurface.batchnormal3f_bufferoffset = 0;
8154 rsurface.batchlightmapcolor4f = NULL;
8155 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8156 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8157 rsurface.batchtexcoordtexture2f = NULL;
8158 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8159 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8160 rsurface.batchtexcoordlightmap2f = NULL;
8161 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8162 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8163 rsurface.batchvertexmesh = NULL;
8164 rsurface.batchvertexmeshbuffer = NULL;
8165 rsurface.batchvertex3fbuffer = NULL;
8166 rsurface.batchelement3i = NULL;
8167 rsurface.batchelement3i_indexbuffer = NULL;
8168 rsurface.batchelement3i_bufferoffset = 0;
8169 rsurface.batchelement3s = NULL;
8170 rsurface.batchelement3s_indexbuffer = NULL;
8171 rsurface.batchelement3s_bufferoffset = 0;
8172 rsurface.passcolor4f = NULL;
8173 rsurface.passcolor4f_vertexbuffer = NULL;
8174 rsurface.passcolor4f_bufferoffset = 0;
8175 rsurface.forcecurrenttextureupdate = false;
8178 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8180 dp_model_t *model = ent->model;
8181 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8183 rsurface.entity = (entity_render_t *)ent;
8184 rsurface.skeleton = ent->skeleton;
8185 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8186 rsurface.ent_skinnum = ent->skinnum;
8187 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8188 rsurface.ent_flags = ent->flags;
8189 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8190 rsurface.matrix = ent->matrix;
8191 rsurface.inversematrix = ent->inversematrix;
8192 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8193 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8194 R_EntityMatrix(&rsurface.matrix);
8195 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8196 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8197 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8198 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8199 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8200 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8201 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8202 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8203 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8204 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8205 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8206 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8207 rsurface.colormod[3] = ent->alpha;
8208 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8209 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8210 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8211 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8212 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8213 if (ent->model->brush.submodel && !prepass)
8215 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8216 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8218 if (model->surfmesh.isanimated && model->AnimateVertices)
8220 if (ent->animcache_vertex3f)
8222 rsurface.modelvertex3f = ent->animcache_vertex3f;
8223 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8224 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8225 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8226 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8227 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8228 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8230 else if (wanttangents)
8232 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8233 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8234 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8235 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8236 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8237 rsurface.modelvertexmesh = NULL;
8238 rsurface.modelvertexmeshbuffer = NULL;
8239 rsurface.modelvertex3fbuffer = NULL;
8241 else if (wantnormals)
8243 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8244 rsurface.modelsvector3f = NULL;
8245 rsurface.modeltvector3f = NULL;
8246 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8247 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8248 rsurface.modelvertexmesh = NULL;
8249 rsurface.modelvertexmeshbuffer = NULL;
8250 rsurface.modelvertex3fbuffer = NULL;
8254 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8255 rsurface.modelsvector3f = NULL;
8256 rsurface.modeltvector3f = NULL;
8257 rsurface.modelnormal3f = NULL;
8258 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8259 rsurface.modelvertexmesh = NULL;
8260 rsurface.modelvertexmeshbuffer = NULL;
8261 rsurface.modelvertex3fbuffer = NULL;
8263 rsurface.modelvertex3f_vertexbuffer = 0;
8264 rsurface.modelvertex3f_bufferoffset = 0;
8265 rsurface.modelsvector3f_vertexbuffer = 0;
8266 rsurface.modelsvector3f_bufferoffset = 0;
8267 rsurface.modeltvector3f_vertexbuffer = 0;
8268 rsurface.modeltvector3f_bufferoffset = 0;
8269 rsurface.modelnormal3f_vertexbuffer = 0;
8270 rsurface.modelnormal3f_bufferoffset = 0;
8271 rsurface.modelgeneratedvertex = true;
8275 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8276 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8277 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8278 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8279 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8280 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8281 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8282 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8283 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8284 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8285 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8287 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8288 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8289 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8290 rsurface.modelgeneratedvertex = false;
8292 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8293 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8294 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8295 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8296 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8297 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8298 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8299 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8300 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8301 rsurface.modelelement3i = model->surfmesh.data_element3i;
8302 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8303 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8304 rsurface.modelelement3s = model->surfmesh.data_element3s;
8305 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8306 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8307 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8308 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8309 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8310 rsurface.modelsurfaces = model->data_surfaces;
8311 rsurface.batchgeneratedvertex = false;
8312 rsurface.batchfirstvertex = 0;
8313 rsurface.batchnumvertices = 0;
8314 rsurface.batchfirsttriangle = 0;
8315 rsurface.batchnumtriangles = 0;
8316 rsurface.batchvertex3f = NULL;
8317 rsurface.batchvertex3f_vertexbuffer = NULL;
8318 rsurface.batchvertex3f_bufferoffset = 0;
8319 rsurface.batchsvector3f = NULL;
8320 rsurface.batchsvector3f_vertexbuffer = NULL;
8321 rsurface.batchsvector3f_bufferoffset = 0;
8322 rsurface.batchtvector3f = NULL;
8323 rsurface.batchtvector3f_vertexbuffer = NULL;
8324 rsurface.batchtvector3f_bufferoffset = 0;
8325 rsurface.batchnormal3f = NULL;
8326 rsurface.batchnormal3f_vertexbuffer = NULL;
8327 rsurface.batchnormal3f_bufferoffset = 0;
8328 rsurface.batchlightmapcolor4f = NULL;
8329 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8330 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8331 rsurface.batchtexcoordtexture2f = NULL;
8332 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8333 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8334 rsurface.batchtexcoordlightmap2f = NULL;
8335 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8336 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8337 rsurface.batchvertexmesh = NULL;
8338 rsurface.batchvertexmeshbuffer = NULL;
8339 rsurface.batchvertex3fbuffer = NULL;
8340 rsurface.batchelement3i = NULL;
8341 rsurface.batchelement3i_indexbuffer = NULL;
8342 rsurface.batchelement3i_bufferoffset = 0;
8343 rsurface.batchelement3s = NULL;
8344 rsurface.batchelement3s_indexbuffer = NULL;
8345 rsurface.batchelement3s_bufferoffset = 0;
8346 rsurface.passcolor4f = NULL;
8347 rsurface.passcolor4f_vertexbuffer = NULL;
8348 rsurface.passcolor4f_bufferoffset = 0;
8349 rsurface.forcecurrenttextureupdate = false;
8352 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8354 rsurface.entity = r_refdef.scene.worldentity;
8355 rsurface.skeleton = NULL;
8356 rsurface.ent_skinnum = 0;
8357 rsurface.ent_qwskin = -1;
8358 rsurface.ent_flags = entflags;
8359 rsurface.shadertime = r_refdef.scene.time - shadertime;
8360 rsurface.modelnumvertices = numvertices;
8361 rsurface.modelnumtriangles = numtriangles;
8362 rsurface.matrix = *matrix;
8363 rsurface.inversematrix = *inversematrix;
8364 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8365 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8366 R_EntityMatrix(&rsurface.matrix);
8367 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8368 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8369 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8370 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8371 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8372 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8373 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8374 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8375 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8376 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8377 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8378 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8379 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8380 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8381 rsurface.frameblend[0].lerp = 1;
8382 rsurface.ent_alttextures = false;
8383 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8384 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8387 rsurface.modelvertex3f = (float *)vertex3f;
8388 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8389 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8390 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8392 else if (wantnormals)
8394 rsurface.modelvertex3f = (float *)vertex3f;
8395 rsurface.modelsvector3f = NULL;
8396 rsurface.modeltvector3f = NULL;
8397 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8401 rsurface.modelvertex3f = (float *)vertex3f;
8402 rsurface.modelsvector3f = NULL;
8403 rsurface.modeltvector3f = NULL;
8404 rsurface.modelnormal3f = NULL;
8406 rsurface.modelvertexmesh = NULL;
8407 rsurface.modelvertexmeshbuffer = NULL;
8408 rsurface.modelvertex3fbuffer = NULL;
8409 rsurface.modelvertex3f_vertexbuffer = 0;
8410 rsurface.modelvertex3f_bufferoffset = 0;
8411 rsurface.modelsvector3f_vertexbuffer = 0;
8412 rsurface.modelsvector3f_bufferoffset = 0;
8413 rsurface.modeltvector3f_vertexbuffer = 0;
8414 rsurface.modeltvector3f_bufferoffset = 0;
8415 rsurface.modelnormal3f_vertexbuffer = 0;
8416 rsurface.modelnormal3f_bufferoffset = 0;
8417 rsurface.modelgeneratedvertex = true;
8418 rsurface.modellightmapcolor4f = (float *)color4f;
8419 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8420 rsurface.modellightmapcolor4f_bufferoffset = 0;
8421 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8422 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8423 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8424 rsurface.modeltexcoordlightmap2f = NULL;
8425 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8426 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8427 rsurface.modelelement3i = (int *)element3i;
8428 rsurface.modelelement3i_indexbuffer = NULL;
8429 rsurface.modelelement3i_bufferoffset = 0;
8430 rsurface.modelelement3s = (unsigned short *)element3s;
8431 rsurface.modelelement3s_indexbuffer = NULL;
8432 rsurface.modelelement3s_bufferoffset = 0;
8433 rsurface.modellightmapoffsets = NULL;
8434 rsurface.modelsurfaces = NULL;
8435 rsurface.batchgeneratedvertex = false;
8436 rsurface.batchfirstvertex = 0;
8437 rsurface.batchnumvertices = 0;
8438 rsurface.batchfirsttriangle = 0;
8439 rsurface.batchnumtriangles = 0;
8440 rsurface.batchvertex3f = NULL;
8441 rsurface.batchvertex3f_vertexbuffer = NULL;
8442 rsurface.batchvertex3f_bufferoffset = 0;
8443 rsurface.batchsvector3f = NULL;
8444 rsurface.batchsvector3f_vertexbuffer = NULL;
8445 rsurface.batchsvector3f_bufferoffset = 0;
8446 rsurface.batchtvector3f = NULL;
8447 rsurface.batchtvector3f_vertexbuffer = NULL;
8448 rsurface.batchtvector3f_bufferoffset = 0;
8449 rsurface.batchnormal3f = NULL;
8450 rsurface.batchnormal3f_vertexbuffer = NULL;
8451 rsurface.batchnormal3f_bufferoffset = 0;
8452 rsurface.batchlightmapcolor4f = NULL;
8453 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8454 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8455 rsurface.batchtexcoordtexture2f = NULL;
8456 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8457 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8458 rsurface.batchtexcoordlightmap2f = NULL;
8459 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8460 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8461 rsurface.batchvertexmesh = NULL;
8462 rsurface.batchvertexmeshbuffer = NULL;
8463 rsurface.batchvertex3fbuffer = NULL;
8464 rsurface.batchelement3i = NULL;
8465 rsurface.batchelement3i_indexbuffer = NULL;
8466 rsurface.batchelement3i_bufferoffset = 0;
8467 rsurface.batchelement3s = NULL;
8468 rsurface.batchelement3s_indexbuffer = NULL;
8469 rsurface.batchelement3s_bufferoffset = 0;
8470 rsurface.passcolor4f = NULL;
8471 rsurface.passcolor4f_vertexbuffer = NULL;
8472 rsurface.passcolor4f_bufferoffset = 0;
8473 rsurface.forcecurrenttextureupdate = true;
8475 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8477 if ((wantnormals || wanttangents) && !normal3f)
8479 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8480 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8482 if (wanttangents && !svector3f)
8484 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8485 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8486 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8491 float RSurf_FogPoint(const float *v)
8493 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8494 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8495 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8496 float FogHeightFade = r_refdef.fogheightfade;
8498 unsigned int fogmasktableindex;
8499 if (r_refdef.fogplaneviewabove)
8500 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8502 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8503 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8504 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8507 float RSurf_FogVertex(const float *v)
8509 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8510 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8511 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8512 float FogHeightFade = rsurface.fogheightfade;
8514 unsigned int fogmasktableindex;
8515 if (r_refdef.fogplaneviewabove)
8516 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8518 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8519 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8520 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8523 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8526 for (i = 0;i < numelements;i++)
8527 outelement3i[i] = inelement3i[i] + adjust;
8530 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8531 extern cvar_t gl_vbo;
8532 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8540 int surfacefirsttriangle;
8541 int surfacenumtriangles;
8542 int surfacefirstvertex;
8543 int surfaceendvertex;
8544 int surfacenumvertices;
8545 int batchnumvertices;
8546 int batchnumtriangles;
8550 qboolean dynamicvertex;
8554 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8556 q3shaderinfo_deform_t *deform;
8557 const msurface_t *surface, *firstsurface;
8558 r_vertexmesh_t *vertexmesh;
8559 if (!texturenumsurfaces)
8561 // find vertex range of this surface batch
8563 firstsurface = texturesurfacelist[0];
8564 firsttriangle = firstsurface->num_firsttriangle;
8565 batchnumvertices = 0;
8566 batchnumtriangles = 0;
8567 firstvertex = endvertex = firstsurface->num_firstvertex;
8568 for (i = 0;i < texturenumsurfaces;i++)
8570 surface = texturesurfacelist[i];
8571 if (surface != firstsurface + i)
8573 surfacefirstvertex = surface->num_firstvertex;
8574 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8575 surfacenumvertices = surface->num_vertices;
8576 surfacenumtriangles = surface->num_triangles;
8577 if (firstvertex > surfacefirstvertex)
8578 firstvertex = surfacefirstvertex;
8579 if (endvertex < surfaceendvertex)
8580 endvertex = surfaceendvertex;
8581 batchnumvertices += surfacenumvertices;
8582 batchnumtriangles += surfacenumtriangles;
8585 // we now know the vertex range used, and if there are any gaps in it
8586 rsurface.batchfirstvertex = firstvertex;
8587 rsurface.batchnumvertices = endvertex - firstvertex;
8588 rsurface.batchfirsttriangle = firsttriangle;
8589 rsurface.batchnumtriangles = batchnumtriangles;
8591 // this variable holds flags for which properties have been updated that
8592 // may require regenerating vertexmesh array...
8595 // check if any dynamic vertex processing must occur
8596 dynamicvertex = false;
8598 // if there is a chance of animated vertex colors, it's a dynamic batch
8599 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8601 dynamicvertex = true;
8602 batchneed |= BATCHNEED_NOGAPS;
8603 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8606 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8608 switch (deform->deform)
8611 case Q3DEFORM_PROJECTIONSHADOW:
8612 case Q3DEFORM_TEXT0:
8613 case Q3DEFORM_TEXT1:
8614 case Q3DEFORM_TEXT2:
8615 case Q3DEFORM_TEXT3:
8616 case Q3DEFORM_TEXT4:
8617 case Q3DEFORM_TEXT5:
8618 case Q3DEFORM_TEXT6:
8619 case Q3DEFORM_TEXT7:
8622 case Q3DEFORM_AUTOSPRITE:
8623 dynamicvertex = true;
8624 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8625 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8627 case Q3DEFORM_AUTOSPRITE2:
8628 dynamicvertex = true;
8629 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8630 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8632 case Q3DEFORM_NORMAL:
8633 dynamicvertex = true;
8634 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8635 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8638 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8639 break; // if wavefunc is a nop, ignore this transform
8640 dynamicvertex = true;
8641 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8642 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8644 case Q3DEFORM_BULGE:
8645 dynamicvertex = true;
8646 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8647 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8650 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8651 break; // if wavefunc is a nop, ignore this transform
8652 dynamicvertex = true;
8653 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8654 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8658 switch(rsurface.texture->tcgen.tcgen)
8661 case Q3TCGEN_TEXTURE:
8663 case Q3TCGEN_LIGHTMAP:
8664 dynamicvertex = true;
8665 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8666 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8668 case Q3TCGEN_VECTOR:
8669 dynamicvertex = true;
8670 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8671 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8673 case Q3TCGEN_ENVIRONMENT:
8674 dynamicvertex = true;
8675 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8676 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8679 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8681 dynamicvertex = true;
8682 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8683 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8686 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8688 dynamicvertex = true;
8689 batchneed |= BATCHNEED_NOGAPS;
8690 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8693 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8695 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8696 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8697 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8698 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8699 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8700 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8701 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8704 // when the model data has no vertex buffer (dynamic mesh), we need to
8706 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8707 batchneed |= BATCHNEED_NOGAPS;
8709 // if needsupdate, we have to do a dynamic vertex batch for sure
8710 if (needsupdate & batchneed)
8711 dynamicvertex = true;
8713 // see if we need to build vertexmesh from arrays
8714 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8715 dynamicvertex = true;
8717 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8718 // also some drivers strongly dislike firstvertex
8719 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8720 dynamicvertex = true;
8722 rsurface.batchvertex3f = rsurface.modelvertex3f;
8723 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8724 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8725 rsurface.batchsvector3f = rsurface.modelsvector3f;
8726 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8727 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8728 rsurface.batchtvector3f = rsurface.modeltvector3f;
8729 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8730 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8731 rsurface.batchnormal3f = rsurface.modelnormal3f;
8732 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8733 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8734 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8735 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8736 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8737 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8738 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8739 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8740 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8741 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8742 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8743 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8744 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8745 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8746 rsurface.batchelement3i = rsurface.modelelement3i;
8747 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8748 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8749 rsurface.batchelement3s = rsurface.modelelement3s;
8750 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8751 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8753 // if any dynamic vertex processing has to occur in software, we copy the
8754 // entire surface list together before processing to rebase the vertices
8755 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8757 // if any gaps exist and we do not have a static vertex buffer, we have to
8758 // copy the surface list together to avoid wasting upload bandwidth on the
8759 // vertices in the gaps.
8761 // if gaps exist and we have a static vertex buffer, we still have to
8762 // combine the index buffer ranges into one dynamic index buffer.
8764 // in all cases we end up with data that can be drawn in one call.
8768 // static vertex data, just set pointers...
8769 rsurface.batchgeneratedvertex = false;
8770 // if there are gaps, we want to build a combined index buffer,
8771 // otherwise use the original static buffer with an appropriate offset
8774 // build a new triangle elements array for this batch
8775 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8776 rsurface.batchfirsttriangle = 0;
8778 for (i = 0;i < texturenumsurfaces;i++)
8780 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8781 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8782 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8783 numtriangles += surfacenumtriangles;
8785 rsurface.batchelement3i_indexbuffer = NULL;
8786 rsurface.batchelement3i_bufferoffset = 0;
8787 rsurface.batchelement3s = NULL;
8788 rsurface.batchelement3s_indexbuffer = NULL;
8789 rsurface.batchelement3s_bufferoffset = 0;
8790 if (endvertex <= 65536)
8792 // make a 16bit (unsigned short) index array if possible
8793 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8794 for (i = 0;i < numtriangles*3;i++)
8795 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8801 // something needs software processing, do it for real...
8802 // we only directly handle separate array data in this case and then
8803 // generate interleaved data if needed...
8804 rsurface.batchgeneratedvertex = true;
8806 // now copy the vertex data into a combined array and make an index array
8807 // (this is what Quake3 does all the time)
8808 //if (gaps || rsurface.batchfirstvertex)
8810 rsurface.batchvertex3fbuffer = NULL;
8811 rsurface.batchvertexmesh = NULL;
8812 rsurface.batchvertexmeshbuffer = NULL;
8813 rsurface.batchvertex3f = NULL;
8814 rsurface.batchvertex3f_vertexbuffer = NULL;
8815 rsurface.batchvertex3f_bufferoffset = 0;
8816 rsurface.batchsvector3f = NULL;
8817 rsurface.batchsvector3f_vertexbuffer = NULL;
8818 rsurface.batchsvector3f_bufferoffset = 0;
8819 rsurface.batchtvector3f = NULL;
8820 rsurface.batchtvector3f_vertexbuffer = NULL;
8821 rsurface.batchtvector3f_bufferoffset = 0;
8822 rsurface.batchnormal3f = NULL;
8823 rsurface.batchnormal3f_vertexbuffer = NULL;
8824 rsurface.batchnormal3f_bufferoffset = 0;
8825 rsurface.batchlightmapcolor4f = NULL;
8826 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8827 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8828 rsurface.batchtexcoordtexture2f = NULL;
8829 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8830 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8831 rsurface.batchtexcoordlightmap2f = NULL;
8832 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8833 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8834 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8835 rsurface.batchelement3i_indexbuffer = NULL;
8836 rsurface.batchelement3i_bufferoffset = 0;
8837 rsurface.batchelement3s = NULL;
8838 rsurface.batchelement3s_indexbuffer = NULL;
8839 rsurface.batchelement3s_bufferoffset = 0;
8840 // we'll only be setting up certain arrays as needed
8841 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8842 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8843 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8844 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8845 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8846 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8847 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8849 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8850 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8852 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8853 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8854 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8855 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8856 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8857 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8860 for (i = 0;i < texturenumsurfaces;i++)
8862 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8863 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8864 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8865 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8866 // copy only the data requested
8867 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8868 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8869 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8871 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8873 if (rsurface.batchvertex3f)
8874 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8876 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8878 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8880 if (rsurface.modelnormal3f)
8881 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8883 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8885 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8887 if (rsurface.modelsvector3f)
8889 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8890 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8894 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8895 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8898 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8900 if (rsurface.modellightmapcolor4f)
8901 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8903 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8905 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8907 if (rsurface.modeltexcoordtexture2f)
8908 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8910 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8912 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8914 if (rsurface.modeltexcoordlightmap2f)
8915 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8917 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8920 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8921 numvertices += surfacenumvertices;
8922 numtriangles += surfacenumtriangles;
8925 // generate a 16bit index array as well if possible
8926 // (in general, dynamic batches fit)
8927 if (numvertices <= 65536)
8929 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8930 for (i = 0;i < numtriangles*3;i++)
8931 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8934 // since we've copied everything, the batch now starts at 0
8935 rsurface.batchfirstvertex = 0;
8936 rsurface.batchnumvertices = batchnumvertices;
8937 rsurface.batchfirsttriangle = 0;
8938 rsurface.batchnumtriangles = batchnumtriangles;
8941 // q1bsp surfaces rendered in vertex color mode have to have colors
8942 // calculated based on lightstyles
8943 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8945 // generate color arrays for the surfaces in this list
8950 const unsigned char *lm;
8951 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8952 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8953 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8955 for (i = 0;i < texturenumsurfaces;i++)
8957 surface = texturesurfacelist[i];
8958 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8959 surfacenumvertices = surface->num_vertices;
8960 if (surface->lightmapinfo->samples)
8962 for (j = 0;j < surfacenumvertices;j++)
8964 lm = surface->lightmapinfo->samples + offsets[j];
8965 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8966 VectorScale(lm, scale, c);
8967 if (surface->lightmapinfo->styles[1] != 255)
8969 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8971 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8972 VectorMA(c, scale, lm, c);
8973 if (surface->lightmapinfo->styles[2] != 255)
8976 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8977 VectorMA(c, scale, lm, c);
8978 if (surface->lightmapinfo->styles[3] != 255)
8981 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8982 VectorMA(c, scale, lm, c);
8989 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8995 for (j = 0;j < surfacenumvertices;j++)
8997 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9004 // if vertices are deformed (sprite flares and things in maps, possibly
9005 // water waves, bulges and other deformations), modify the copied vertices
9007 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9009 switch (deform->deform)
9012 case Q3DEFORM_PROJECTIONSHADOW:
9013 case Q3DEFORM_TEXT0:
9014 case Q3DEFORM_TEXT1:
9015 case Q3DEFORM_TEXT2:
9016 case Q3DEFORM_TEXT3:
9017 case Q3DEFORM_TEXT4:
9018 case Q3DEFORM_TEXT5:
9019 case Q3DEFORM_TEXT6:
9020 case Q3DEFORM_TEXT7:
9023 case Q3DEFORM_AUTOSPRITE:
9024 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9025 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9026 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9027 VectorNormalize(newforward);
9028 VectorNormalize(newright);
9029 VectorNormalize(newup);
9030 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9031 // rsurface.batchvertex3f_vertexbuffer = NULL;
9032 // rsurface.batchvertex3f_bufferoffset = 0;
9033 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9034 // rsurface.batchsvector3f_vertexbuffer = NULL;
9035 // rsurface.batchsvector3f_bufferoffset = 0;
9036 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9037 // rsurface.batchtvector3f_vertexbuffer = NULL;
9038 // rsurface.batchtvector3f_bufferoffset = 0;
9039 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9040 // rsurface.batchnormal3f_vertexbuffer = NULL;
9041 // rsurface.batchnormal3f_bufferoffset = 0;
9042 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9043 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9044 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9045 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9046 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9047 // a single autosprite surface can contain multiple sprites...
9048 for (j = 0;j < batchnumvertices - 3;j += 4)
9050 VectorClear(center);
9051 for (i = 0;i < 4;i++)
9052 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9053 VectorScale(center, 0.25f, center);
9054 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9055 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9056 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9057 for (i = 0;i < 4;i++)
9059 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9060 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9063 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9064 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9065 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9067 case Q3DEFORM_AUTOSPRITE2:
9068 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9069 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9070 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9071 VectorNormalize(newforward);
9072 VectorNormalize(newright);
9073 VectorNormalize(newup);
9074 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9075 // rsurface.batchvertex3f_vertexbuffer = NULL;
9076 // rsurface.batchvertex3f_bufferoffset = 0;
9078 const float *v1, *v2;
9088 memset(shortest, 0, sizeof(shortest));
9089 // a single autosprite surface can contain multiple sprites...
9090 for (j = 0;j < batchnumvertices - 3;j += 4)
9092 VectorClear(center);
9093 for (i = 0;i < 4;i++)
9094 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9095 VectorScale(center, 0.25f, center);
9096 // find the two shortest edges, then use them to define the
9097 // axis vectors for rotating around the central axis
9098 for (i = 0;i < 6;i++)
9100 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9101 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9102 l = VectorDistance2(v1, v2);
9103 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9105 l += (1.0f / 1024.0f);
9106 if (shortest[0].length2 > l || i == 0)
9108 shortest[1] = shortest[0];
9109 shortest[0].length2 = l;
9110 shortest[0].v1 = v1;
9111 shortest[0].v2 = v2;
9113 else if (shortest[1].length2 > l || i == 1)
9115 shortest[1].length2 = l;
9116 shortest[1].v1 = v1;
9117 shortest[1].v2 = v2;
9120 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9121 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9122 // this calculates the right vector from the shortest edge
9123 // and the up vector from the edge midpoints
9124 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9125 VectorNormalize(right);
9126 VectorSubtract(end, start, up);
9127 VectorNormalize(up);
9128 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9129 VectorSubtract(rsurface.localvieworigin, center, forward);
9130 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9131 VectorNegate(forward, forward);
9132 VectorReflect(forward, 0, up, forward);
9133 VectorNormalize(forward);
9134 CrossProduct(up, forward, newright);
9135 VectorNormalize(newright);
9136 // rotate the quad around the up axis vector, this is made
9137 // especially easy by the fact we know the quad is flat,
9138 // so we only have to subtract the center position and
9139 // measure distance along the right vector, and then
9140 // multiply that by the newright vector and add back the
9142 // we also need to subtract the old position to undo the
9143 // displacement from the center, which we do with a
9144 // DotProduct, the subtraction/addition of center is also
9145 // optimized into DotProducts here
9146 l = DotProduct(right, center);
9147 for (i = 0;i < 4;i++)
9149 v1 = rsurface.batchvertex3f + 3*(j+i);
9150 f = DotProduct(right, v1) - l;
9151 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9155 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9157 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9158 // rsurface.batchnormal3f_vertexbuffer = NULL;
9159 // rsurface.batchnormal3f_bufferoffset = 0;
9160 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9162 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9164 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9165 // rsurface.batchsvector3f_vertexbuffer = NULL;
9166 // rsurface.batchsvector3f_bufferoffset = 0;
9167 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9168 // rsurface.batchtvector3f_vertexbuffer = NULL;
9169 // rsurface.batchtvector3f_bufferoffset = 0;
9170 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9173 case Q3DEFORM_NORMAL:
9174 // deform the normals to make reflections wavey
9175 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9176 rsurface.batchnormal3f_vertexbuffer = NULL;
9177 rsurface.batchnormal3f_bufferoffset = 0;
9178 for (j = 0;j < batchnumvertices;j++)
9181 float *normal = rsurface.batchnormal3f + 3*j;
9182 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9183 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9184 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9185 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9186 VectorNormalize(normal);
9188 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9190 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9191 // rsurface.batchsvector3f_vertexbuffer = NULL;
9192 // rsurface.batchsvector3f_bufferoffset = 0;
9193 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9194 // rsurface.batchtvector3f_vertexbuffer = NULL;
9195 // rsurface.batchtvector3f_bufferoffset = 0;
9196 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9200 // deform vertex array to make wavey water and flags and such
9201 waveparms[0] = deform->waveparms[0];
9202 waveparms[1] = deform->waveparms[1];
9203 waveparms[2] = deform->waveparms[2];
9204 waveparms[3] = deform->waveparms[3];
9205 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9206 break; // if wavefunc is a nop, don't make a dynamic vertex array
9207 // this is how a divisor of vertex influence on deformation
9208 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9209 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9210 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9211 // rsurface.batchvertex3f_vertexbuffer = NULL;
9212 // rsurface.batchvertex3f_bufferoffset = 0;
9213 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9214 // rsurface.batchnormal3f_vertexbuffer = NULL;
9215 // rsurface.batchnormal3f_bufferoffset = 0;
9216 for (j = 0;j < batchnumvertices;j++)
9218 // if the wavefunc depends on time, evaluate it per-vertex
9221 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9222 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9224 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9226 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9227 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9228 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9230 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9231 // rsurface.batchsvector3f_vertexbuffer = NULL;
9232 // rsurface.batchsvector3f_bufferoffset = 0;
9233 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9234 // rsurface.batchtvector3f_vertexbuffer = NULL;
9235 // rsurface.batchtvector3f_bufferoffset = 0;
9236 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9239 case Q3DEFORM_BULGE:
9240 // deform vertex array to make the surface have moving bulges
9241 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9242 // rsurface.batchvertex3f_vertexbuffer = NULL;
9243 // rsurface.batchvertex3f_bufferoffset = 0;
9244 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9245 // rsurface.batchnormal3f_vertexbuffer = NULL;
9246 // rsurface.batchnormal3f_bufferoffset = 0;
9247 for (j = 0;j < batchnumvertices;j++)
9249 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9250 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9252 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9253 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9254 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9256 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9257 // rsurface.batchsvector3f_vertexbuffer = NULL;
9258 // rsurface.batchsvector3f_bufferoffset = 0;
9259 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9260 // rsurface.batchtvector3f_vertexbuffer = NULL;
9261 // rsurface.batchtvector3f_bufferoffset = 0;
9262 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9266 // deform vertex array
9267 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9268 break; // if wavefunc is a nop, don't make a dynamic vertex array
9269 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9270 VectorScale(deform->parms, scale, waveparms);
9271 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9272 // rsurface.batchvertex3f_vertexbuffer = NULL;
9273 // rsurface.batchvertex3f_bufferoffset = 0;
9274 for (j = 0;j < batchnumvertices;j++)
9275 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9280 // generate texcoords based on the chosen texcoord source
9281 switch(rsurface.texture->tcgen.tcgen)
9284 case Q3TCGEN_TEXTURE:
9286 case Q3TCGEN_LIGHTMAP:
9287 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9288 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9289 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9290 if (rsurface.batchtexcoordlightmap2f)
9291 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9293 case Q3TCGEN_VECTOR:
9294 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9295 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9296 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9297 for (j = 0;j < batchnumvertices;j++)
9299 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9300 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9303 case Q3TCGEN_ENVIRONMENT:
9304 // make environment reflections using a spheremap
9305 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9306 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9307 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9308 for (j = 0;j < batchnumvertices;j++)
9310 // identical to Q3A's method, but executed in worldspace so
9311 // carried models can be shiny too
9313 float viewer[3], d, reflected[3], worldreflected[3];
9315 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9316 // VectorNormalize(viewer);
9318 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9320 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9321 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9322 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9323 // note: this is proportinal to viewer, so we can normalize later
9325 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9326 VectorNormalize(worldreflected);
9328 // note: this sphere map only uses world x and z!
9329 // so positive and negative y will LOOK THE SAME.
9330 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9331 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9335 // the only tcmod that needs software vertex processing is turbulent, so
9336 // check for it here and apply the changes if needed
9337 // and we only support that as the first one
9338 // (handling a mixture of turbulent and other tcmods would be problematic
9339 // without punting it entirely to a software path)
9340 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9342 amplitude = rsurface.texture->tcmods[0].parms[1];
9343 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9344 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9345 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9346 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9347 for (j = 0;j < batchnumvertices;j++)
9349 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9350 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9354 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9356 // convert the modified arrays to vertex structs
9357 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9358 // rsurface.batchvertexmeshbuffer = NULL;
9359 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9360 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9361 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9362 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9363 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9364 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9365 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9367 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9369 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9370 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9373 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9374 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9375 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9376 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9377 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9378 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9379 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9380 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9381 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9385 void RSurf_DrawBatch(void)
9387 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9388 // through the pipeline, killing it earlier in the pipeline would have
9389 // per-surface overhead rather than per-batch overhead, so it's best to
9390 // reject it here, before it hits glDraw.
9391 if (rsurface.batchnumtriangles == 0)
9394 // batch debugging code
9395 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9401 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9402 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9405 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9407 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9409 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9410 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9417 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9420 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9422 // pick the closest matching water plane
9423 int planeindex, vertexindex, bestplaneindex = -1;
9427 r_waterstate_waterplane_t *p;
9428 qboolean prepared = false;
9430 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9432 if(p->camera_entity != rsurface.texture->camera_entity)
9437 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9439 if(rsurface.batchnumvertices == 0)
9442 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9444 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9445 d += fabs(PlaneDiff(vert, &p->plane));
9447 if (bestd > d || bestplaneindex < 0)
9450 bestplaneindex = planeindex;
9453 return bestplaneindex;
9454 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9455 // this situation though, as it might be better to render single larger
9456 // batches with useless stuff (backface culled for example) than to
9457 // render multiple smaller batches
9460 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9463 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9464 rsurface.passcolor4f_vertexbuffer = 0;
9465 rsurface.passcolor4f_bufferoffset = 0;
9466 for (i = 0;i < rsurface.batchnumvertices;i++)
9467 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9470 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9477 if (rsurface.passcolor4f)
9479 // generate color arrays
9480 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9481 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9482 rsurface.passcolor4f_vertexbuffer = 0;
9483 rsurface.passcolor4f_bufferoffset = 0;
9484 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9486 f = RSurf_FogVertex(v);
9495 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9496 rsurface.passcolor4f_vertexbuffer = 0;
9497 rsurface.passcolor4f_bufferoffset = 0;
9498 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9500 f = RSurf_FogVertex(v);
9509 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9516 if (!rsurface.passcolor4f)
9518 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9519 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9520 rsurface.passcolor4f_vertexbuffer = 0;
9521 rsurface.passcolor4f_bufferoffset = 0;
9522 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)
9524 f = RSurf_FogVertex(v);
9525 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9526 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9527 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9532 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9537 if (!rsurface.passcolor4f)
9539 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9540 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9541 rsurface.passcolor4f_vertexbuffer = 0;
9542 rsurface.passcolor4f_bufferoffset = 0;
9543 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9552 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9557 if (!rsurface.passcolor4f)
9559 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9560 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9561 rsurface.passcolor4f_vertexbuffer = 0;
9562 rsurface.passcolor4f_bufferoffset = 0;
9563 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9565 c2[0] = c[0] + r_refdef.scene.ambient;
9566 c2[1] = c[1] + r_refdef.scene.ambient;
9567 c2[2] = c[2] + r_refdef.scene.ambient;
9572 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9575 rsurface.passcolor4f = NULL;
9576 rsurface.passcolor4f_vertexbuffer = 0;
9577 rsurface.passcolor4f_bufferoffset = 0;
9578 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9579 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9580 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9581 GL_Color(r, g, b, a);
9582 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9586 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9588 // TODO: optimize applyfog && applycolor case
9589 // just apply fog if necessary, and tint the fog color array if necessary
9590 rsurface.passcolor4f = NULL;
9591 rsurface.passcolor4f_vertexbuffer = 0;
9592 rsurface.passcolor4f_bufferoffset = 0;
9593 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9594 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9595 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9596 GL_Color(r, g, b, a);
9600 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9603 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9604 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9605 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9606 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9607 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9608 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9609 GL_Color(r, g, b, a);
9613 static void RSurf_DrawBatch_GL11_ClampColor(void)
9618 if (!rsurface.passcolor4f)
9620 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9622 c2[0] = bound(0.0f, c1[0], 1.0f);
9623 c2[1] = bound(0.0f, c1[1], 1.0f);
9624 c2[2] = bound(0.0f, c1[2], 1.0f);
9625 c2[3] = bound(0.0f, c1[3], 1.0f);
9629 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9639 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9640 rsurface.passcolor4f_vertexbuffer = 0;
9641 rsurface.passcolor4f_bufferoffset = 0;
9642 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)
9644 f = -DotProduct(r_refdef.view.forward, n);
9646 f = f * 0.85 + 0.15; // work around so stuff won't get black
9647 f *= r_refdef.lightmapintensity;
9648 Vector4Set(c, f, f, f, 1);
9652 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9654 RSurf_DrawBatch_GL11_ApplyFakeLight();
9655 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9656 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9657 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9658 GL_Color(r, g, b, a);
9662 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9670 vec3_t ambientcolor;
9671 vec3_t diffusecolor;
9675 VectorCopy(rsurface.modellight_lightdir, lightdir);
9676 f = 0.5f * r_refdef.lightmapintensity;
9677 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9678 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9679 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9680 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9681 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9682 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9684 if (VectorLength2(diffusecolor) > 0)
9686 // q3-style directional shading
9687 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9688 rsurface.passcolor4f_vertexbuffer = 0;
9689 rsurface.passcolor4f_bufferoffset = 0;
9690 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)
9692 if ((f = DotProduct(n, lightdir)) > 0)
9693 VectorMA(ambientcolor, f, diffusecolor, c);
9695 VectorCopy(ambientcolor, c);
9702 *applycolor = false;
9706 *r = ambientcolor[0];
9707 *g = ambientcolor[1];
9708 *b = ambientcolor[2];
9709 rsurface.passcolor4f = NULL;
9710 rsurface.passcolor4f_vertexbuffer = 0;
9711 rsurface.passcolor4f_bufferoffset = 0;
9715 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9717 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9718 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9719 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9720 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9721 GL_Color(r, g, b, a);
9725 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9733 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9734 rsurface.passcolor4f_vertexbuffer = 0;
9735 rsurface.passcolor4f_bufferoffset = 0;
9737 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9739 f = 1 - RSurf_FogVertex(v);
9747 void RSurf_SetupDepthAndCulling(void)
9749 // submodels are biased to avoid z-fighting with world surfaces that they
9750 // may be exactly overlapping (avoids z-fighting artifacts on certain
9751 // doors and things in Quake maps)
9752 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9753 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9754 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9755 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9758 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9760 // transparent sky would be ridiculous
9761 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9763 R_SetupShader_Generic_NoTexture(false, false);
9764 skyrenderlater = true;
9765 RSurf_SetupDepthAndCulling();
9767 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9768 // skymasking on them, and Quake3 never did sky masking (unlike
9769 // software Quake and software Quake2), so disable the sky masking
9770 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9771 // and skymasking also looks very bad when noclipping outside the
9772 // level, so don't use it then either.
9773 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9775 R_Mesh_ResetTextureState();
9776 if (skyrendermasked)
9778 R_SetupShader_DepthOrShadow(false, false);
9779 // depth-only (masking)
9780 GL_ColorMask(0,0,0,0);
9781 // just to make sure that braindead drivers don't draw
9782 // anything despite that colormask...
9783 GL_BlendFunc(GL_ZERO, GL_ONE);
9784 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9785 if (rsurface.batchvertex3fbuffer)
9786 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9788 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9792 R_SetupShader_Generic_NoTexture(false, false);
9794 GL_BlendFunc(GL_ONE, GL_ZERO);
9795 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9796 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9797 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9800 if (skyrendermasked)
9801 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9803 R_Mesh_ResetTextureState();
9804 GL_Color(1, 1, 1, 1);
9807 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9808 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9809 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9811 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9815 // render screenspace normalmap to texture
9817 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9822 // bind lightmap texture
9824 // water/refraction/reflection/camera surfaces have to be handled specially
9825 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9827 int start, end, startplaneindex;
9828 for (start = 0;start < texturenumsurfaces;start = end)
9830 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9831 if(startplaneindex < 0)
9833 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9834 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9838 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9840 // now that we have a batch using the same planeindex, render it
9841 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9843 // render water or distortion background
9845 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9847 // blend surface on top
9848 GL_DepthMask(false);
9849 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9852 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9854 // render surface with reflection texture as input
9855 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9856 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9863 // render surface batch normally
9864 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9865 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9869 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9871 // OpenGL 1.3 path - anything not completely ancient
9872 qboolean applycolor;
9875 const texturelayer_t *layer;
9876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9877 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9879 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9882 int layertexrgbscale;
9883 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9885 if (layerindex == 0)
9889 GL_AlphaTest(false);
9890 GL_DepthFunc(GL_EQUAL);
9893 GL_DepthMask(layer->depthmask && writedepth);
9894 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9895 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9897 layertexrgbscale = 4;
9898 VectorScale(layer->color, 0.25f, layercolor);
9900 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9902 layertexrgbscale = 2;
9903 VectorScale(layer->color, 0.5f, layercolor);
9907 layertexrgbscale = 1;
9908 VectorScale(layer->color, 1.0f, layercolor);
9910 layercolor[3] = layer->color[3];
9911 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9912 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9913 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9914 switch (layer->type)
9916 case TEXTURELAYERTYPE_LITTEXTURE:
9917 // single-pass lightmapped texture with 2x rgbscale
9918 R_Mesh_TexBind(0, r_texture_white);
9919 R_Mesh_TexMatrix(0, NULL);
9920 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9921 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9922 R_Mesh_TexBind(1, layer->texture);
9923 R_Mesh_TexMatrix(1, &layer->texmatrix);
9924 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9925 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9926 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9927 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9928 else if (FAKELIGHT_ENABLED)
9929 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9930 else if (rsurface.uselightmaptexture)
9931 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9933 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935 case TEXTURELAYERTYPE_TEXTURE:
9936 // singletexture unlit texture with transparency support
9937 R_Mesh_TexBind(0, layer->texture);
9938 R_Mesh_TexMatrix(0, &layer->texmatrix);
9939 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9940 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9941 R_Mesh_TexBind(1, 0);
9942 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9943 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9945 case TEXTURELAYERTYPE_FOG:
9946 // singletexture fogging
9949 R_Mesh_TexBind(0, layer->texture);
9950 R_Mesh_TexMatrix(0, &layer->texmatrix);
9951 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9952 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9956 R_Mesh_TexBind(0, 0);
9957 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9959 R_Mesh_TexBind(1, 0);
9960 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9961 // generate a color array for the fog pass
9962 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9963 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9967 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9970 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9972 GL_DepthFunc(GL_LEQUAL);
9973 GL_AlphaTest(false);
9977 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9979 // OpenGL 1.1 - crusty old voodoo path
9982 const texturelayer_t *layer;
9983 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9984 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9986 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9988 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9990 if (layerindex == 0)
9994 GL_AlphaTest(false);
9995 GL_DepthFunc(GL_EQUAL);
9998 GL_DepthMask(layer->depthmask && writedepth);
9999 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10000 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10001 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10002 switch (layer->type)
10004 case TEXTURELAYERTYPE_LITTEXTURE:
10005 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
10007 // two-pass lit texture with 2x rgbscale
10008 // first the lightmap pass
10009 R_Mesh_TexBind(0, r_texture_white);
10010 R_Mesh_TexMatrix(0, NULL);
10011 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10012 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10014 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10015 else if (FAKELIGHT_ENABLED)
10016 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10017 else if (rsurface.uselightmaptexture)
10018 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10020 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10021 // then apply the texture to it
10022 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10023 R_Mesh_TexBind(0, layer->texture);
10024 R_Mesh_TexMatrix(0, &layer->texmatrix);
10025 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10026 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10027 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);
10031 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10032 R_Mesh_TexBind(0, layer->texture);
10033 R_Mesh_TexMatrix(0, &layer->texmatrix);
10034 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10035 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10036 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10037 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);
10039 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);
10042 case TEXTURELAYERTYPE_TEXTURE:
10043 // singletexture unlit texture with transparency support
10044 R_Mesh_TexBind(0, layer->texture);
10045 R_Mesh_TexMatrix(0, &layer->texmatrix);
10046 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10048 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);
10050 case TEXTURELAYERTYPE_FOG:
10051 // singletexture fogging
10052 if (layer->texture)
10054 R_Mesh_TexBind(0, layer->texture);
10055 R_Mesh_TexMatrix(0, &layer->texmatrix);
10056 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10057 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10061 R_Mesh_TexBind(0, 0);
10062 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10064 // generate a color array for the fog pass
10065 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10066 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10070 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10073 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10075 GL_DepthFunc(GL_LEQUAL);
10076 GL_AlphaTest(false);
10080 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10084 r_vertexgeneric_t *batchvertex;
10087 // R_Mesh_ResetTextureState();
10088 R_SetupShader_Generic_NoTexture(false, false);
10090 if(rsurface.texture && rsurface.texture->currentskinframe)
10092 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10093 c[3] *= rsurface.texture->currentalpha;
10103 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10105 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10106 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10107 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10110 // brighten it up (as texture value 127 means "unlit")
10111 c[0] *= 2 * r_refdef.view.colorscale;
10112 c[1] *= 2 * r_refdef.view.colorscale;
10113 c[2] *= 2 * r_refdef.view.colorscale;
10115 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10116 c[3] *= r_wateralpha.value;
10118 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10120 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10121 GL_DepthMask(false);
10123 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10125 GL_BlendFunc(GL_ONE, GL_ONE);
10126 GL_DepthMask(false);
10128 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10130 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10131 GL_DepthMask(false);
10133 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10135 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10136 GL_DepthMask(false);
10140 GL_BlendFunc(GL_ONE, GL_ZERO);
10141 GL_DepthMask(writedepth);
10144 if (r_showsurfaces.integer == 3)
10146 rsurface.passcolor4f = NULL;
10148 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10150 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10152 rsurface.passcolor4f = NULL;
10153 rsurface.passcolor4f_vertexbuffer = 0;
10154 rsurface.passcolor4f_bufferoffset = 0;
10156 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10158 qboolean applycolor = true;
10161 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10163 r_refdef.lightmapintensity = 1;
10164 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10165 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10167 else if (FAKELIGHT_ENABLED)
10169 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10171 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10172 RSurf_DrawBatch_GL11_ApplyFakeLight();
10173 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10177 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10179 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10180 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10181 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10184 if(!rsurface.passcolor4f)
10185 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10187 RSurf_DrawBatch_GL11_ApplyAmbient();
10188 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10189 if(r_refdef.fogenabled)
10190 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10191 RSurf_DrawBatch_GL11_ClampColor();
10193 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10194 R_SetupShader_Generic_NoTexture(false, false);
10197 else if (!r_refdef.view.showdebug)
10199 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10200 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10201 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10203 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10204 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10206 R_Mesh_PrepareVertices_Generic_Unlock();
10209 else if (r_showsurfaces.integer == 4)
10211 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10212 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10213 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10215 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10216 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10217 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10219 R_Mesh_PrepareVertices_Generic_Unlock();
10222 else if (r_showsurfaces.integer == 2)
10225 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10226 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10227 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10229 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10230 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10231 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10232 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10233 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10234 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10235 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10237 R_Mesh_PrepareVertices_Generic_Unlock();
10238 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10242 int texturesurfaceindex;
10244 const msurface_t *surface;
10245 float surfacecolor4f[4];
10246 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10247 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10249 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10251 surface = texturesurfacelist[texturesurfaceindex];
10252 k = (int)(((size_t)surface) / sizeof(msurface_t));
10253 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10254 for (j = 0;j < surface->num_vertices;j++)
10256 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10257 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10261 R_Mesh_PrepareVertices_Generic_Unlock();
10266 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10269 RSurf_SetupDepthAndCulling();
10270 if (r_showsurfaces.integer)
10272 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10275 switch (vid.renderpath)
10277 case RENDERPATH_GL20:
10278 case RENDERPATH_D3D9:
10279 case RENDERPATH_D3D10:
10280 case RENDERPATH_D3D11:
10281 case RENDERPATH_SOFT:
10282 case RENDERPATH_GLES2:
10283 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10285 case RENDERPATH_GL13:
10286 case RENDERPATH_GLES1:
10287 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10289 case RENDERPATH_GL11:
10290 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10296 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10299 RSurf_SetupDepthAndCulling();
10300 if (r_showsurfaces.integer)
10302 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10305 switch (vid.renderpath)
10307 case RENDERPATH_GL20:
10308 case RENDERPATH_D3D9:
10309 case RENDERPATH_D3D10:
10310 case RENDERPATH_D3D11:
10311 case RENDERPATH_SOFT:
10312 case RENDERPATH_GLES2:
10313 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10315 case RENDERPATH_GL13:
10316 case RENDERPATH_GLES1:
10317 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10319 case RENDERPATH_GL11:
10320 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10326 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10329 int texturenumsurfaces, endsurface;
10330 texture_t *texture;
10331 const msurface_t *surface;
10332 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10334 // if the model is static it doesn't matter what value we give for
10335 // wantnormals and wanttangents, so this logic uses only rules applicable
10336 // to a model, knowing that they are meaningless otherwise
10337 if (ent == r_refdef.scene.worldentity)
10338 RSurf_ActiveWorldEntity();
10339 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10340 RSurf_ActiveModelEntity(ent, false, false, false);
10343 switch (vid.renderpath)
10345 case RENDERPATH_GL20:
10346 case RENDERPATH_D3D9:
10347 case RENDERPATH_D3D10:
10348 case RENDERPATH_D3D11:
10349 case RENDERPATH_SOFT:
10350 case RENDERPATH_GLES2:
10351 RSurf_ActiveModelEntity(ent, true, true, false);
10353 case RENDERPATH_GL11:
10354 case RENDERPATH_GL13:
10355 case RENDERPATH_GLES1:
10356 RSurf_ActiveModelEntity(ent, true, false, false);
10361 if (r_transparentdepthmasking.integer)
10363 qboolean setup = false;
10364 for (i = 0;i < numsurfaces;i = j)
10367 surface = rsurface.modelsurfaces + surfacelist[i];
10368 texture = surface->texture;
10369 rsurface.texture = R_GetCurrentTexture(texture);
10370 rsurface.lightmaptexture = NULL;
10371 rsurface.deluxemaptexture = NULL;
10372 rsurface.uselightmaptexture = false;
10373 // scan ahead until we find a different texture
10374 endsurface = min(i + 1024, numsurfaces);
10375 texturenumsurfaces = 0;
10376 texturesurfacelist[texturenumsurfaces++] = surface;
10377 for (;j < endsurface;j++)
10379 surface = rsurface.modelsurfaces + surfacelist[j];
10380 if (texture != surface->texture)
10382 texturesurfacelist[texturenumsurfaces++] = surface;
10384 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10386 // render the range of surfaces as depth
10390 GL_ColorMask(0,0,0,0);
10392 GL_DepthTest(true);
10393 GL_BlendFunc(GL_ONE, GL_ZERO);
10394 GL_DepthMask(true);
10395 // R_Mesh_ResetTextureState();
10396 R_SetupShader_DepthOrShadow(false, false);
10398 RSurf_SetupDepthAndCulling();
10399 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10400 if (rsurface.batchvertex3fbuffer)
10401 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10403 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10407 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10410 for (i = 0;i < numsurfaces;i = j)
10413 surface = rsurface.modelsurfaces + surfacelist[i];
10414 texture = surface->texture;
10415 rsurface.texture = R_GetCurrentTexture(texture);
10416 // scan ahead until we find a different texture
10417 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10418 texturenumsurfaces = 0;
10419 texturesurfacelist[texturenumsurfaces++] = surface;
10420 if(FAKELIGHT_ENABLED)
10422 rsurface.lightmaptexture = NULL;
10423 rsurface.deluxemaptexture = NULL;
10424 rsurface.uselightmaptexture = false;
10425 for (;j < endsurface;j++)
10427 surface = rsurface.modelsurfaces + surfacelist[j];
10428 if (texture != surface->texture)
10430 texturesurfacelist[texturenumsurfaces++] = surface;
10435 rsurface.lightmaptexture = surface->lightmaptexture;
10436 rsurface.deluxemaptexture = surface->deluxemaptexture;
10437 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10438 for (;j < endsurface;j++)
10440 surface = rsurface.modelsurfaces + surfacelist[j];
10441 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10443 texturesurfacelist[texturenumsurfaces++] = surface;
10446 // render the range of surfaces
10447 if (ent == r_refdef.scene.worldentity)
10448 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10450 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10452 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10455 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10457 // transparent surfaces get pushed off into the transparent queue
10458 int surfacelistindex;
10459 const msurface_t *surface;
10460 vec3_t tempcenter, center;
10461 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10463 surface = texturesurfacelist[surfacelistindex];
10464 if (r_transparent_sortsurfacesbynearest.integer)
10466 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10467 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10468 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10472 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10473 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10474 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10476 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10477 if (rsurface.entity->transparent_offset) // transparent offset
10479 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10480 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10481 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10483 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10487 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10489 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10491 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10493 RSurf_SetupDepthAndCulling();
10494 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10495 if (rsurface.batchvertex3fbuffer)
10496 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10498 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10502 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10506 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10509 if (!rsurface.texture->currentnumlayers)
10511 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10512 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10514 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10516 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10517 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10518 else if (!rsurface.texture->currentnumlayers)
10520 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10522 // in the deferred case, transparent surfaces were queued during prepass
10523 if (!r_shadow_usingdeferredprepass)
10524 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10528 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10529 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10534 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10537 texture_t *texture;
10538 R_FrameData_SetMark();
10539 // break the surface list down into batches by texture and use of lightmapping
10540 for (i = 0;i < numsurfaces;i = j)
10543 // texture is the base texture pointer, rsurface.texture is the
10544 // current frame/skin the texture is directing us to use (for example
10545 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10546 // use skin 1 instead)
10547 texture = surfacelist[i]->texture;
10548 rsurface.texture = R_GetCurrentTexture(texture);
10549 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10551 // if this texture is not the kind we want, skip ahead to the next one
10552 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10556 if(FAKELIGHT_ENABLED || depthonly || prepass)
10558 rsurface.lightmaptexture = NULL;
10559 rsurface.deluxemaptexture = NULL;
10560 rsurface.uselightmaptexture = false;
10561 // simply scan ahead until we find a different texture or lightmap state
10562 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10567 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10568 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10569 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10570 // simply scan ahead until we find a different texture or lightmap state
10571 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10574 // render the range of surfaces
10575 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10577 R_FrameData_ReturnToMark();
10580 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10584 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10587 if (!rsurface.texture->currentnumlayers)
10589 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10590 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10592 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10594 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10595 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10596 else if (!rsurface.texture->currentnumlayers)
10598 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10600 // in the deferred case, transparent surfaces were queued during prepass
10601 if (!r_shadow_usingdeferredprepass)
10602 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10606 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10607 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10612 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10615 texture_t *texture;
10616 R_FrameData_SetMark();
10617 // break the surface list down into batches by texture and use of lightmapping
10618 for (i = 0;i < numsurfaces;i = j)
10621 // texture is the base texture pointer, rsurface.texture is the
10622 // current frame/skin the texture is directing us to use (for example
10623 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10624 // use skin 1 instead)
10625 texture = surfacelist[i]->texture;
10626 rsurface.texture = R_GetCurrentTexture(texture);
10627 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10629 // if this texture is not the kind we want, skip ahead to the next one
10630 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10634 if(FAKELIGHT_ENABLED || depthonly || prepass)
10636 rsurface.lightmaptexture = NULL;
10637 rsurface.deluxemaptexture = NULL;
10638 rsurface.uselightmaptexture = false;
10639 // simply scan ahead until we find a different texture or lightmap state
10640 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10645 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10646 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10647 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10648 // simply scan ahead until we find a different texture or lightmap state
10649 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10652 // render the range of surfaces
10653 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10655 R_FrameData_ReturnToMark();
10658 float locboxvertex3f[6*4*3] =
10660 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10661 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10662 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10663 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10664 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10665 1,0,0, 0,0,0, 0,1,0, 1,1,0
10668 unsigned short locboxelements[6*2*3] =
10673 12,13,14, 12,14,15,
10674 16,17,18, 16,18,19,
10678 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10681 cl_locnode_t *loc = (cl_locnode_t *)ent;
10683 float vertex3f[6*4*3];
10685 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10686 GL_DepthMask(false);
10687 GL_DepthRange(0, 1);
10688 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10689 GL_DepthTest(true);
10690 GL_CullFace(GL_NONE);
10691 R_EntityMatrix(&identitymatrix);
10693 // R_Mesh_ResetTextureState();
10695 i = surfacelist[0];
10696 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10697 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10698 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10699 surfacelist[0] < 0 ? 0.5f : 0.125f);
10701 if (VectorCompare(loc->mins, loc->maxs))
10703 VectorSet(size, 2, 2, 2);
10704 VectorMA(loc->mins, -0.5f, size, mins);
10708 VectorCopy(loc->mins, mins);
10709 VectorSubtract(loc->maxs, loc->mins, size);
10712 for (i = 0;i < 6*4*3;)
10713 for (j = 0;j < 3;j++, i++)
10714 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10716 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10717 R_SetupShader_Generic_NoTexture(false, false);
10718 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10721 void R_DrawLocs(void)
10724 cl_locnode_t *loc, *nearestloc;
10726 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10727 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10729 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10730 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10734 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10736 if (decalsystem->decals)
10737 Mem_Free(decalsystem->decals);
10738 memset(decalsystem, 0, sizeof(*decalsystem));
10741 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10744 tridecal_t *decals;
10747 // expand or initialize the system
10748 if (decalsystem->maxdecals <= decalsystem->numdecals)
10750 decalsystem_t old = *decalsystem;
10751 qboolean useshortelements;
10752 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10753 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10754 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10755 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10756 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10757 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10758 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10759 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10760 if (decalsystem->numdecals)
10761 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10763 Mem_Free(old.decals);
10764 for (i = 0;i < decalsystem->maxdecals*3;i++)
10765 decalsystem->element3i[i] = i;
10766 if (useshortelements)
10767 for (i = 0;i < decalsystem->maxdecals*3;i++)
10768 decalsystem->element3s[i] = i;
10771 // grab a decal and search for another free slot for the next one
10772 decals = decalsystem->decals;
10773 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10774 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10776 decalsystem->freedecal = i;
10777 if (decalsystem->numdecals <= i)
10778 decalsystem->numdecals = i + 1;
10780 // initialize the decal
10782 decal->triangleindex = triangleindex;
10783 decal->surfaceindex = surfaceindex;
10784 decal->decalsequence = decalsequence;
10785 decal->color4f[0][0] = c0[0];
10786 decal->color4f[0][1] = c0[1];
10787 decal->color4f[0][2] = c0[2];
10788 decal->color4f[0][3] = 1;
10789 decal->color4f[1][0] = c1[0];
10790 decal->color4f[1][1] = c1[1];
10791 decal->color4f[1][2] = c1[2];
10792 decal->color4f[1][3] = 1;
10793 decal->color4f[2][0] = c2[0];
10794 decal->color4f[2][1] = c2[1];
10795 decal->color4f[2][2] = c2[2];
10796 decal->color4f[2][3] = 1;
10797 decal->vertex3f[0][0] = v0[0];
10798 decal->vertex3f[0][1] = v0[1];
10799 decal->vertex3f[0][2] = v0[2];
10800 decal->vertex3f[1][0] = v1[0];
10801 decal->vertex3f[1][1] = v1[1];
10802 decal->vertex3f[1][2] = v1[2];
10803 decal->vertex3f[2][0] = v2[0];
10804 decal->vertex3f[2][1] = v2[1];
10805 decal->vertex3f[2][2] = v2[2];
10806 decal->texcoord2f[0][0] = t0[0];
10807 decal->texcoord2f[0][1] = t0[1];
10808 decal->texcoord2f[1][0] = t1[0];
10809 decal->texcoord2f[1][1] = t1[1];
10810 decal->texcoord2f[2][0] = t2[0];
10811 decal->texcoord2f[2][1] = t2[1];
10812 TriangleNormal(v0, v1, v2, decal->plane);
10813 VectorNormalize(decal->plane);
10814 decal->plane[3] = DotProduct(v0, decal->plane);
10817 extern cvar_t cl_decals_bias;
10818 extern cvar_t cl_decals_models;
10819 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10820 // baseparms, parms, temps
10821 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10826 const float *vertex3f;
10827 const float *normal3f;
10829 float points[2][9][3];
10836 e = rsurface.modelelement3i + 3*triangleindex;
10838 vertex3f = rsurface.modelvertex3f;
10839 normal3f = rsurface.modelnormal3f;
10843 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10845 index = 3*e[cornerindex];
10846 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10851 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10853 index = 3*e[cornerindex];
10854 VectorCopy(vertex3f + index, v[cornerindex]);
10859 //TriangleNormal(v[0], v[1], v[2], normal);
10860 //if (DotProduct(normal, localnormal) < 0.0f)
10862 // clip by each of the box planes formed from the projection matrix
10863 // if anything survives, we emit the decal
10864 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10867 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10870 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10873 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10876 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10879 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10882 // some part of the triangle survived, so we have to accept it...
10885 // dynamic always uses the original triangle
10887 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10889 index = 3*e[cornerindex];
10890 VectorCopy(vertex3f + index, v[cornerindex]);
10893 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10895 // convert vertex positions to texcoords
10896 Matrix4x4_Transform(projection, v[cornerindex], temp);
10897 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10898 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10899 // calculate distance fade from the projection origin
10900 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10901 f = bound(0.0f, f, 1.0f);
10902 c[cornerindex][0] = r * f;
10903 c[cornerindex][1] = g * f;
10904 c[cornerindex][2] = b * f;
10905 c[cornerindex][3] = 1.0f;
10906 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10909 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10911 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10912 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10914 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10916 matrix4x4_t projection;
10917 decalsystem_t *decalsystem;
10920 const msurface_t *surface;
10921 const msurface_t *surfaces;
10922 const int *surfacelist;
10923 const texture_t *texture;
10925 int numsurfacelist;
10926 int surfacelistindex;
10929 float localorigin[3];
10930 float localnormal[3];
10931 float localmins[3];
10932 float localmaxs[3];
10935 float planes[6][4];
10938 int bih_triangles_count;
10939 int bih_triangles[256];
10940 int bih_surfaces[256];
10942 decalsystem = &ent->decalsystem;
10943 model = ent->model;
10944 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10946 R_DecalSystem_Reset(&ent->decalsystem);
10950 if (!model->brush.data_leafs && !cl_decals_models.integer)
10952 if (decalsystem->model)
10953 R_DecalSystem_Reset(decalsystem);
10957 if (decalsystem->model != model)
10958 R_DecalSystem_Reset(decalsystem);
10959 decalsystem->model = model;
10961 RSurf_ActiveModelEntity(ent, true, false, false);
10963 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10964 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10965 VectorNormalize(localnormal);
10966 localsize = worldsize*rsurface.inversematrixscale;
10967 localmins[0] = localorigin[0] - localsize;
10968 localmins[1] = localorigin[1] - localsize;
10969 localmins[2] = localorigin[2] - localsize;
10970 localmaxs[0] = localorigin[0] + localsize;
10971 localmaxs[1] = localorigin[1] + localsize;
10972 localmaxs[2] = localorigin[2] + localsize;
10974 //VectorCopy(localnormal, planes[4]);
10975 //VectorVectors(planes[4], planes[2], planes[0]);
10976 AnglesFromVectors(angles, localnormal, NULL, false);
10977 AngleVectors(angles, planes[0], planes[2], planes[4]);
10978 VectorNegate(planes[0], planes[1]);
10979 VectorNegate(planes[2], planes[3]);
10980 VectorNegate(planes[4], planes[5]);
10981 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10982 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10983 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10984 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10985 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10986 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10991 matrix4x4_t forwardprojection;
10992 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10993 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10998 float projectionvector[4][3];
10999 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11000 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11001 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11002 projectionvector[0][0] = planes[0][0] * ilocalsize;
11003 projectionvector[0][1] = planes[1][0] * ilocalsize;
11004 projectionvector[0][2] = planes[2][0] * ilocalsize;
11005 projectionvector[1][0] = planes[0][1] * ilocalsize;
11006 projectionvector[1][1] = planes[1][1] * ilocalsize;
11007 projectionvector[1][2] = planes[2][1] * ilocalsize;
11008 projectionvector[2][0] = planes[0][2] * ilocalsize;
11009 projectionvector[2][1] = planes[1][2] * ilocalsize;
11010 projectionvector[2][2] = planes[2][2] * ilocalsize;
11011 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11012 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11013 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11014 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11018 dynamic = model->surfmesh.isanimated;
11019 numsurfacelist = model->nummodelsurfaces;
11020 surfacelist = model->sortedmodelsurfaces;
11021 surfaces = model->data_surfaces;
11024 bih_triangles_count = -1;
11027 if(model->render_bih.numleafs)
11028 bih = &model->render_bih;
11029 else if(model->collision_bih.numleafs)
11030 bih = &model->collision_bih;
11033 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11034 if(bih_triangles_count == 0)
11036 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11038 if(bih_triangles_count > 0)
11040 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11042 surfaceindex = bih_surfaces[triangleindex];
11043 surface = surfaces + surfaceindex;
11044 texture = surface->texture;
11045 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11047 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11049 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11054 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11056 surfaceindex = surfacelist[surfacelistindex];
11057 surface = surfaces + surfaceindex;
11058 // check cull box first because it rejects more than any other check
11059 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11061 // skip transparent surfaces
11062 texture = surface->texture;
11063 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11065 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11067 numtriangles = surface->num_triangles;
11068 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11069 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11074 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11075 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11077 int renderentityindex;
11078 float worldmins[3];
11079 float worldmaxs[3];
11080 entity_render_t *ent;
11082 if (!cl_decals_newsystem.integer)
11085 worldmins[0] = worldorigin[0] - worldsize;
11086 worldmins[1] = worldorigin[1] - worldsize;
11087 worldmins[2] = worldorigin[2] - worldsize;
11088 worldmaxs[0] = worldorigin[0] + worldsize;
11089 worldmaxs[1] = worldorigin[1] + worldsize;
11090 worldmaxs[2] = worldorigin[2] + worldsize;
11092 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11094 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11096 ent = r_refdef.scene.entities[renderentityindex];
11097 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11100 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11104 typedef struct r_decalsystem_splatqueue_s
11106 vec3_t worldorigin;
11107 vec3_t worldnormal;
11113 r_decalsystem_splatqueue_t;
11115 int r_decalsystem_numqueued = 0;
11116 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11118 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11120 r_decalsystem_splatqueue_t *queue;
11122 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11125 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11126 VectorCopy(worldorigin, queue->worldorigin);
11127 VectorCopy(worldnormal, queue->worldnormal);
11128 Vector4Set(queue->color, r, g, b, a);
11129 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11130 queue->worldsize = worldsize;
11131 queue->decalsequence = cl.decalsequence++;
11134 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11137 r_decalsystem_splatqueue_t *queue;
11139 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11140 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11141 r_decalsystem_numqueued = 0;
11144 extern cvar_t cl_decals_max;
11145 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11148 decalsystem_t *decalsystem = &ent->decalsystem;
11155 if (!decalsystem->numdecals)
11158 if (r_showsurfaces.integer)
11161 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11163 R_DecalSystem_Reset(decalsystem);
11167 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11168 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11170 if (decalsystem->lastupdatetime)
11171 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11174 decalsystem->lastupdatetime = r_refdef.scene.time;
11175 decal = decalsystem->decals;
11176 numdecals = decalsystem->numdecals;
11178 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11180 if (decal->color4f[0][3])
11182 decal->lived += frametime;
11183 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11185 memset(decal, 0, sizeof(*decal));
11186 if (decalsystem->freedecal > i)
11187 decalsystem->freedecal = i;
11191 decal = decalsystem->decals;
11192 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11195 // collapse the array by shuffling the tail decals into the gaps
11198 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11199 decalsystem->freedecal++;
11200 if (decalsystem->freedecal == numdecals)
11202 decal[decalsystem->freedecal] = decal[--numdecals];
11205 decalsystem->numdecals = numdecals;
11207 if (numdecals <= 0)
11209 // if there are no decals left, reset decalsystem
11210 R_DecalSystem_Reset(decalsystem);
11214 extern skinframe_t *decalskinframe;
11215 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11218 decalsystem_t *decalsystem = &ent->decalsystem;
11227 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11230 numdecals = decalsystem->numdecals;
11234 if (r_showsurfaces.integer)
11237 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11239 R_DecalSystem_Reset(decalsystem);
11243 // if the model is static it doesn't matter what value we give for
11244 // wantnormals and wanttangents, so this logic uses only rules applicable
11245 // to a model, knowing that they are meaningless otherwise
11246 if (ent == r_refdef.scene.worldentity)
11247 RSurf_ActiveWorldEntity();
11249 RSurf_ActiveModelEntity(ent, false, false, false);
11251 decalsystem->lastupdatetime = r_refdef.scene.time;
11252 decal = decalsystem->decals;
11254 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11256 // update vertex positions for animated models
11257 v3f = decalsystem->vertex3f;
11258 c4f = decalsystem->color4f;
11259 t2f = decalsystem->texcoord2f;
11260 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11262 if (!decal->color4f[0][3])
11265 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11269 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11272 // update color values for fading decals
11273 if (decal->lived >= cl_decals_time.value)
11274 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11278 c4f[ 0] = decal->color4f[0][0] * alpha;
11279 c4f[ 1] = decal->color4f[0][1] * alpha;
11280 c4f[ 2] = decal->color4f[0][2] * alpha;
11282 c4f[ 4] = decal->color4f[1][0] * alpha;
11283 c4f[ 5] = decal->color4f[1][1] * alpha;
11284 c4f[ 6] = decal->color4f[1][2] * alpha;
11286 c4f[ 8] = decal->color4f[2][0] * alpha;
11287 c4f[ 9] = decal->color4f[2][1] * alpha;
11288 c4f[10] = decal->color4f[2][2] * alpha;
11291 t2f[0] = decal->texcoord2f[0][0];
11292 t2f[1] = decal->texcoord2f[0][1];
11293 t2f[2] = decal->texcoord2f[1][0];
11294 t2f[3] = decal->texcoord2f[1][1];
11295 t2f[4] = decal->texcoord2f[2][0];
11296 t2f[5] = decal->texcoord2f[2][1];
11298 // update vertex positions for animated models
11299 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11301 e = rsurface.modelelement3i + 3*decal->triangleindex;
11302 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11303 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11304 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11308 VectorCopy(decal->vertex3f[0], v3f);
11309 VectorCopy(decal->vertex3f[1], v3f + 3);
11310 VectorCopy(decal->vertex3f[2], v3f + 6);
11313 if (r_refdef.fogenabled)
11315 alpha = RSurf_FogVertex(v3f);
11316 VectorScale(c4f, alpha, c4f);
11317 alpha = RSurf_FogVertex(v3f + 3);
11318 VectorScale(c4f + 4, alpha, c4f + 4);
11319 alpha = RSurf_FogVertex(v3f + 6);
11320 VectorScale(c4f + 8, alpha, c4f + 8);
11331 r_refdef.stats.drawndecals += numtris;
11333 // now render the decals all at once
11334 // (this assumes they all use one particle font texture!)
11335 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11336 // R_Mesh_ResetTextureState();
11337 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11338 GL_DepthMask(false);
11339 GL_DepthRange(0, 1);
11340 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11341 GL_DepthTest(true);
11342 GL_CullFace(GL_NONE);
11343 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11344 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11345 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11349 static void R_DrawModelDecals(void)
11353 // fade faster when there are too many decals
11354 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11355 for (i = 0;i < r_refdef.scene.numentities;i++)
11356 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11358 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11359 for (i = 0;i < r_refdef.scene.numentities;i++)
11360 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11361 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11363 R_DecalSystem_ApplySplatEntitiesQueue();
11365 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11366 for (i = 0;i < r_refdef.scene.numentities;i++)
11367 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11369 r_refdef.stats.totaldecals += numdecals;
11371 if (r_showsurfaces.integer)
11374 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11376 for (i = 0;i < r_refdef.scene.numentities;i++)
11378 if (!r_refdef.viewcache.entityvisible[i])
11380 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11381 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11385 extern cvar_t mod_collision_bih;
11386 static void R_DrawDebugModel(void)
11388 entity_render_t *ent = rsurface.entity;
11389 int i, j, k, l, flagsmask;
11390 const msurface_t *surface;
11391 dp_model_t *model = ent->model;
11394 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11397 if (r_showoverdraw.value > 0)
11399 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11400 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11401 R_SetupShader_Generic_NoTexture(false, false);
11402 GL_DepthTest(false);
11403 GL_DepthMask(false);
11404 GL_DepthRange(0, 1);
11405 GL_BlendFunc(GL_ONE, GL_ONE);
11406 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11408 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11410 rsurface.texture = R_GetCurrentTexture(surface->texture);
11411 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11413 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11414 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11415 if (!rsurface.texture->currentlayers->depthmask)
11416 GL_Color(c, 0, 0, 1.0f);
11417 else if (ent == r_refdef.scene.worldentity)
11418 GL_Color(c, c, c, 1.0f);
11420 GL_Color(0, c, 0, 1.0f);
11421 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11425 rsurface.texture = NULL;
11428 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11430 // R_Mesh_ResetTextureState();
11431 R_SetupShader_Generic_NoTexture(false, false);
11432 GL_DepthRange(0, 1);
11433 GL_DepthTest(!r_showdisabledepthtest.integer);
11434 GL_DepthMask(false);
11435 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11437 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11441 qboolean cullbox = ent == r_refdef.scene.worldentity;
11442 const q3mbrush_t *brush;
11443 const bih_t *bih = &model->collision_bih;
11444 const bih_leaf_t *bihleaf;
11445 float vertex3f[3][3];
11446 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11448 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11450 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11452 switch (bihleaf->type)
11455 brush = model->brush.data_brushes + bihleaf->itemindex;
11456 if (brush->colbrushf && brush->colbrushf->numtriangles)
11458 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11459 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11460 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11463 case BIH_COLLISIONTRIANGLE:
11464 triangleindex = bihleaf->itemindex;
11465 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11466 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11467 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11468 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11469 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11470 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11472 case BIH_RENDERTRIANGLE:
11473 triangleindex = bihleaf->itemindex;
11474 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11475 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11476 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11477 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11478 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11479 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11485 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11488 if (r_showtris.integer && qglPolygonMode)
11490 if (r_showdisabledepthtest.integer)
11492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11493 GL_DepthMask(false);
11497 GL_BlendFunc(GL_ONE, GL_ZERO);
11498 GL_DepthMask(true);
11500 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11501 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11503 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11505 rsurface.texture = R_GetCurrentTexture(surface->texture);
11506 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11508 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11509 if (!rsurface.texture->currentlayers->depthmask)
11510 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11511 else if (ent == r_refdef.scene.worldentity)
11512 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11514 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11515 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11519 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11520 rsurface.texture = NULL;
11523 if (r_shownormals.value != 0 && qglBegin)
11525 if (r_showdisabledepthtest.integer)
11527 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11528 GL_DepthMask(false);
11532 GL_BlendFunc(GL_ONE, GL_ZERO);
11533 GL_DepthMask(true);
11535 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11537 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11539 rsurface.texture = R_GetCurrentTexture(surface->texture);
11540 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11542 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11543 qglBegin(GL_LINES);
11544 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11546 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11548 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11549 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11550 qglVertex3f(v[0], v[1], v[2]);
11551 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11552 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11553 qglVertex3f(v[0], v[1], v[2]);
11556 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11558 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11560 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11561 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11562 qglVertex3f(v[0], v[1], v[2]);
11563 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11564 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11565 qglVertex3f(v[0], v[1], v[2]);
11568 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11570 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11572 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11573 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11574 qglVertex3f(v[0], v[1], v[2]);
11575 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11576 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11577 qglVertex3f(v[0], v[1], v[2]);
11580 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11582 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11584 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11585 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11586 qglVertex3f(v[0], v[1], v[2]);
11587 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11588 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11589 qglVertex3f(v[0], v[1], v[2]);
11596 rsurface.texture = NULL;
11601 int r_maxsurfacelist = 0;
11602 const msurface_t **r_surfacelist = NULL;
11603 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11605 int i, j, endj, flagsmask;
11606 dp_model_t *model = r_refdef.scene.worldmodel;
11607 msurface_t *surfaces;
11608 unsigned char *update;
11609 int numsurfacelist = 0;
11613 if (r_maxsurfacelist < model->num_surfaces)
11615 r_maxsurfacelist = model->num_surfaces;
11617 Mem_Free((msurface_t**)r_surfacelist);
11618 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11621 RSurf_ActiveWorldEntity();
11623 surfaces = model->data_surfaces;
11624 update = model->brushq1.lightmapupdateflags;
11626 // update light styles on this submodel
11627 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11629 model_brush_lightstyleinfo_t *style;
11630 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11632 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11634 int *list = style->surfacelist;
11635 style->value = r_refdef.scene.lightstylevalue[style->style];
11636 for (j = 0;j < style->numsurfaces;j++)
11637 update[list[j]] = true;
11642 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11646 R_DrawDebugModel();
11647 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11651 rsurface.lightmaptexture = NULL;
11652 rsurface.deluxemaptexture = NULL;
11653 rsurface.uselightmaptexture = false;
11654 rsurface.texture = NULL;
11655 rsurface.rtlight = NULL;
11656 numsurfacelist = 0;
11657 // add visible surfaces to draw list
11658 for (i = 0;i < model->nummodelsurfaces;i++)
11660 j = model->sortedmodelsurfaces[i];
11661 if (r_refdef.viewcache.world_surfacevisible[j])
11662 r_surfacelist[numsurfacelist++] = surfaces + j;
11664 // update lightmaps if needed
11665 if (model->brushq1.firstrender)
11667 model->brushq1.firstrender = false;
11668 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11670 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11674 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11675 if (r_refdef.viewcache.world_surfacevisible[j])
11677 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11679 // don't do anything if there were no surfaces
11680 if (!numsurfacelist)
11682 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11685 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11687 // add to stats if desired
11688 if (r_speeds.integer && !skysurfaces && !depthonly)
11690 r_refdef.stats.world_surfaces += numsurfacelist;
11691 for (j = 0;j < numsurfacelist;j++)
11692 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11695 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11698 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11700 int i, j, endj, flagsmask;
11701 dp_model_t *model = ent->model;
11702 msurface_t *surfaces;
11703 unsigned char *update;
11704 int numsurfacelist = 0;
11708 if (r_maxsurfacelist < model->num_surfaces)
11710 r_maxsurfacelist = model->num_surfaces;
11712 Mem_Free((msurface_t **)r_surfacelist);
11713 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11716 // if the model is static it doesn't matter what value we give for
11717 // wantnormals and wanttangents, so this logic uses only rules applicable
11718 // to a model, knowing that they are meaningless otherwise
11719 if (ent == r_refdef.scene.worldentity)
11720 RSurf_ActiveWorldEntity();
11721 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11722 RSurf_ActiveModelEntity(ent, false, false, false);
11724 RSurf_ActiveModelEntity(ent, true, true, true);
11725 else if (depthonly)
11727 switch (vid.renderpath)
11729 case RENDERPATH_GL20:
11730 case RENDERPATH_D3D9:
11731 case RENDERPATH_D3D10:
11732 case RENDERPATH_D3D11:
11733 case RENDERPATH_SOFT:
11734 case RENDERPATH_GLES2:
11735 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11737 case RENDERPATH_GL11:
11738 case RENDERPATH_GL13:
11739 case RENDERPATH_GLES1:
11740 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11746 switch (vid.renderpath)
11748 case RENDERPATH_GL20:
11749 case RENDERPATH_D3D9:
11750 case RENDERPATH_D3D10:
11751 case RENDERPATH_D3D11:
11752 case RENDERPATH_SOFT:
11753 case RENDERPATH_GLES2:
11754 RSurf_ActiveModelEntity(ent, true, true, false);
11756 case RENDERPATH_GL11:
11757 case RENDERPATH_GL13:
11758 case RENDERPATH_GLES1:
11759 RSurf_ActiveModelEntity(ent, true, false, false);
11764 surfaces = model->data_surfaces;
11765 update = model->brushq1.lightmapupdateflags;
11767 // update light styles
11768 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11770 model_brush_lightstyleinfo_t *style;
11771 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11773 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11775 int *list = style->surfacelist;
11776 style->value = r_refdef.scene.lightstylevalue[style->style];
11777 for (j = 0;j < style->numsurfaces;j++)
11778 update[list[j]] = true;
11783 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11787 R_DrawDebugModel();
11788 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11792 rsurface.lightmaptexture = NULL;
11793 rsurface.deluxemaptexture = NULL;
11794 rsurface.uselightmaptexture = false;
11795 rsurface.texture = NULL;
11796 rsurface.rtlight = NULL;
11797 numsurfacelist = 0;
11798 // add visible surfaces to draw list
11799 for (i = 0;i < model->nummodelsurfaces;i++)
11800 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11801 // don't do anything if there were no surfaces
11802 if (!numsurfacelist)
11804 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11807 // update lightmaps if needed
11811 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11816 R_BuildLightMap(ent, surfaces + j);
11821 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11823 // add to stats if desired
11824 if (r_speeds.integer && !skysurfaces && !depthonly)
11826 r_refdef.stats.entities_surfaces += numsurfacelist;
11827 for (j = 0;j < numsurfacelist;j++)
11828 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11831 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11834 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11836 static texture_t texture;
11837 static msurface_t surface;
11838 const msurface_t *surfacelist = &surface;
11840 // fake enough texture and surface state to render this geometry
11842 texture.update_lastrenderframe = -1; // regenerate this texture
11843 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11844 texture.currentskinframe = skinframe;
11845 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11846 texture.offsetmapping = OFFSETMAPPING_OFF;
11847 texture.offsetscale = 1;
11848 texture.specularscalemod = 1;
11849 texture.specularpowermod = 1;
11851 surface.texture = &texture;
11852 surface.num_triangles = numtriangles;
11853 surface.num_firsttriangle = firsttriangle;
11854 surface.num_vertices = numvertices;
11855 surface.num_firstvertex = firstvertex;
11858 rsurface.texture = R_GetCurrentTexture(surface.texture);
11859 rsurface.lightmaptexture = NULL;
11860 rsurface.deluxemaptexture = NULL;
11861 rsurface.uselightmaptexture = false;
11862 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11865 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11867 static msurface_t surface;
11868 const msurface_t *surfacelist = &surface;
11870 // fake enough texture and surface state to render this geometry
11871 surface.texture = texture;
11872 surface.num_triangles = numtriangles;
11873 surface.num_firsttriangle = firsttriangle;
11874 surface.num_vertices = numvertices;
11875 surface.num_firstvertex = firstvertex;
11878 rsurface.texture = R_GetCurrentTexture(surface.texture);
11879 rsurface.lightmaptexture = NULL;
11880 rsurface.deluxemaptexture = NULL;
11881 rsurface.uselightmaptexture = false;
11882 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);