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.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qbool r_loadnormalmap;
48 static qbool r_loadgloss;
50 static qbool r_loaddds;
51 static qbool r_savedds;
52 static qbool r_gpuskeletal;
59 cvar_t r_motionblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CF_CLIENT | CF_ARCHIVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CF_CLIENT | CF_ARCHIVE, "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)"};
64 cvar_t r_motionblur_maxblur = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CF_CLIENT | CF_ARCHIVE, "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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CF_CLIENT | CF_ARCHIVE, "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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CF_CLIENT | CF_ARCHIVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CF_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CF_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CF_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CF_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CF_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CF_CLIENT, "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)"};
86 cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CF_CLIENT, "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"};
89 cvar_t r_showcollisionbrushes = {CF_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CF_CLIENT, "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 = {CF_CLIENT, "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 = {CF_CLIENT, "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_showspriteedges = {CF_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CF_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CF_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CF_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CF_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CF_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CF_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CF_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CF_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CF_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CF_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CF_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CF_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CF_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CF_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CF_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CF_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CF_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CF_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CF_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CF_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CF_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CF_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CF_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CF_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CF_CLIENT | CF_ARCHIVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CF_CLIENT | CF_ARCHIVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CF_CLIENT | CF_ARCHIVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CF_CLIENT | CF_ARCHIVE, "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."};
124 cvar_t r_shadows_darken = {CF_CLIENT | CF_ARCHIVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CF_CLIENT | CF_ARCHIVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CF_CLIENT | CF_ARCHIVE, "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."};
128 cvar_t r_shadows_castfrombmodels = {CF_CLIENT | CF_ARCHIVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CF_CLIENT | CF_ARCHIVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CF_CLIENT | CF_ARCHIVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CF_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CF_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CF_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CF_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CF_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CF_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CF_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CF_CLIENT | CF_ARCHIVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CF_CLIENT | CF_ARCHIVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CF_CLIENT | CF_ARCHIVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CF_CLIENT | CF_ARCHIVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CF_CLIENT | CF_ARCHIVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CF_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CF_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CF_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CF_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CF_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CF_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CF_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CF_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CF_CLIENT | CF_ARCHIVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CF_CLIENT | CF_ARCHIVE, "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"};
159 cvar_t r_usedepthtextures = {CF_CLIENT | CF_ARCHIVE, "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"};
160 cvar_t r_viewfbo = {CF_CLIENT | CF_ARCHIVE, "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; the default setting of 0 uses a framebuffer render when required, and renders directly to the screen otherwise"};
161 cvar_t r_rendertarget_debug = {CF_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
162 cvar_t r_viewscale = {CF_CLIENT | CF_ARCHIVE, "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"};
163 cvar_t r_viewscale_fpsscaling = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
164 cvar_t r_viewscale_fpsscaling_min = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
165 cvar_t r_viewscale_fpsscaling_multiply = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
166 cvar_t r_viewscale_fpsscaling_stepsize = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
167 cvar_t r_viewscale_fpsscaling_stepmax = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
168 cvar_t r_viewscale_fpsscaling_target = {CF_CLIENT | CF_ARCHIVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
170 cvar_t r_glsl_skeletal = {CF_CLIENT | CF_ARCHIVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
171 cvar_t r_glsl_deluxemapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
172 cvar_t r_glsl_offsetmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
173 cvar_t r_glsl_offsetmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
174 cvar_t r_glsl_offsetmapping_reliefmapping = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
175 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
176 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CF_CLIENT | CF_ARCHIVE, "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)"};
177 cvar_t r_glsl_offsetmapping_scale = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
178 cvar_t r_glsl_offsetmapping_lod = {CF_CLIENT | CF_ARCHIVE, "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"};
179 cvar_t r_glsl_offsetmapping_lod_distance = {CF_CLIENT | CF_ARCHIVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
180 cvar_t r_glsl_postprocess = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
181 cvar_t r_glsl_postprocess_uservec1 = {CF_CLIENT | CF_ARCHIVE, "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)"};
182 cvar_t r_glsl_postprocess_uservec2 = {CF_CLIENT | CF_ARCHIVE, "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)"};
183 cvar_t r_glsl_postprocess_uservec3 = {CF_CLIENT | CF_ARCHIVE, "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)"};
184 cvar_t r_glsl_postprocess_uservec4 = {CF_CLIENT | CF_ARCHIVE, "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)"};
185 cvar_t r_glsl_postprocess_uservec1_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4_enable = {CF_CLIENT | CF_ARCHIVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
189 cvar_t r_colorfringe = {CF_CLIENT | CF_ARCHIVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
190 cvar_t r_fxaa = {CF_CLIENT | CF_ARCHIVE, "r_fxaa", "0", "fast approximate anti aliasing"};
192 cvar_t r_water = {CF_CLIENT | CF_ARCHIVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
193 cvar_t r_water_cameraentitiesonly = {CF_CLIENT | CF_ARCHIVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
194 cvar_t r_water_clippingplanebias = {CF_CLIENT | CF_ARCHIVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
195 cvar_t r_water_resolutionmultiplier = {CF_CLIENT | CF_ARCHIVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
196 cvar_t r_water_refractdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
197 cvar_t r_water_reflectdistort = {CF_CLIENT | CF_ARCHIVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
198 cvar_t r_water_scissormode = {CF_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
199 cvar_t r_water_lowquality = {CF_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
200 cvar_t r_water_hideplayer = {CF_CLIENT | CF_ARCHIVE, "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"};
202 cvar_t r_lerpsprites = {CF_CLIENT | CF_ARCHIVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
203 cvar_t r_lerpmodels = {CF_CLIENT | CF_ARCHIVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
204 cvar_t r_nolerp_list = {CF_CLIENT | CF_ARCHIVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
205 cvar_t r_lerplightstyles = {CF_CLIENT | CF_ARCHIVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
206 cvar_t r_waterscroll = {CF_CLIENT | CF_ARCHIVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
208 cvar_t r_bloom = {CF_CLIENT | CF_ARCHIVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
209 cvar_t r_bloom_colorscale = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorscale", "1", "how bright the glow is"};
211 cvar_t r_bloom_brighten = {CF_CLIENT | CF_ARCHIVE, "r_bloom_brighten", "1", "how bright the glow is, after subtract/power"};
212 cvar_t r_bloom_blur = {CF_CLIENT | CF_ARCHIVE, "r_bloom_blur", "4", "how large the glow is"};
213 cvar_t r_bloom_resolution = {CF_CLIENT | CF_ARCHIVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
214 cvar_t r_bloom_colorexponent = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
215 cvar_t r_bloom_colorsubtract = {CF_CLIENT | CF_ARCHIVE, "r_bloom_colorsubtract", "0.1", "reduces bloom colors by a certain amount"};
216 cvar_t r_bloom_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
218 cvar_t r_hdr_scenebrightness = {CF_CLIENT | CF_ARCHIVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
219 cvar_t r_hdr_glowintensity = {CF_CLIENT | CF_ARCHIVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
220 cvar_t r_hdr_irisadaptation = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
221 cvar_t r_hdr_irisadaptation_multiplier = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
222 cvar_t r_hdr_irisadaptation_minvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
223 cvar_t r_hdr_irisadaptation_maxvalue = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
224 cvar_t r_hdr_irisadaptation_value = {CF_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
225 cvar_t r_hdr_irisadaptation_fade_up = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
226 cvar_t r_hdr_irisadaptation_fade_down = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
227 cvar_t r_hdr_irisadaptation_radius = {CF_CLIENT | CF_ARCHIVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
229 cvar_t r_smoothnormals_areaweighting = {CF_CLIENT, "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"};
231 cvar_t developer_texturelogging = {CF_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
233 cvar_t gl_lightmaps = {CF_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
235 cvar_t r_test = {CF_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
237 cvar_t r_batch_multidraw = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
238 cvar_t r_batch_multidraw_mintriangles = {CF_CLIENT | CF_ARCHIVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
239 cvar_t r_batch_debugdynamicvertexpath = {CF_CLIENT | CF_ARCHIVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
240 cvar_t r_batch_dynamicbuffer = {CF_CLIENT | CF_ARCHIVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
242 cvar_t r_glsl_saturation = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
243 cvar_t r_glsl_saturation_redcompensate = {CF_CLIENT | CF_ARCHIVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
245 cvar_t r_glsl_vertextextureblend_usebothalphas = {CF_CLIENT | CF_ARCHIVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
247 // FIXME: This cvar would grow to a ridiculous size after several launches and clean exits when used during surface sorting.
248 cvar_t r_framedatasize = {CF_CLIENT | CF_ARCHIVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
249 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
251 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
252 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
253 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
254 {CF_CLIENT | CF_ARCHIVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
257 cvar_t r_q1bsp_lightmap_updates_enabled = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_enabled", "1", "allow lightmaps to be updated on Q1BSP maps (don't turn this off except for debugging)"};
258 cvar_t r_q1bsp_lightmap_updates_combine = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_combine", "2", "combine lightmap texture updates to make fewer glTexSubImage2D calls, modes: 0 = immediately upload lightmaps (may be thousands of small 3x3 updates), 1 = combine to one call, 2 = combine to one full texture update (glTexImage2D) which tells the driver it does not need to lock the resource (faster on most drivers)"};
259 cvar_t r_q1bsp_lightmap_updates_hidden_surfaces = {CF_CLIENT | CF_ARCHIVE, "r_q1bsp_lightmap_updates_hidden_surfaces", "0", "update lightmaps on surfaces that are not visible, so that updates only occur on frames where lightstyles changed value (animation or light switches), only makes sense with combine = 2"};
261 extern cvar_t v_glslgamma_2d;
263 extern qbool v_flipped_state;
265 r_framebufferstate_t r_fb;
267 /// shadow volume bsp struct with automatically growing nodes buffer
270 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
272 rtexture_t *r_texture_blanknormalmap;
273 rtexture_t *r_texture_white;
274 rtexture_t *r_texture_grey128;
275 rtexture_t *r_texture_black;
276 rtexture_t *r_texture_notexture;
277 rtexture_t *r_texture_whitecube;
278 rtexture_t *r_texture_normalizationcube;
279 rtexture_t *r_texture_fogattenuation;
280 rtexture_t *r_texture_fogheighttexture;
281 rtexture_t *r_texture_gammaramps;
282 unsigned int r_texture_gammaramps_serial;
283 //rtexture_t *r_texture_fogintensity;
284 rtexture_t *r_texture_reflectcube;
286 // TODO: hash lookups?
287 typedef struct cubemapinfo_s
294 int r_texture_numcubemaps;
295 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
297 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
298 unsigned int r_numqueries;
299 unsigned int r_maxqueries;
301 typedef struct r_qwskincache_s
303 char name[MAX_QPATH];
304 skinframe_t *skinframe;
308 static r_qwskincache_t *r_qwskincache;
309 static int r_qwskincache_size;
311 /// vertex coordinates for a quad that covers the screen exactly
312 extern const float r_screenvertex3f[12];
313 const float r_screenvertex3f[12] =
321 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
324 for (i = 0;i < verts;i++)
335 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
338 for (i = 0;i < verts;i++)
348 // FIXME: move this to client?
351 if (gamemode == GAME_NEHAHRA)
353 Cvar_Set(&cvars_all, "gl_fogenable", "0");
354 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
355 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
356 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
357 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
359 r_refdef.fog_density = 0;
360 r_refdef.fog_red = 0;
361 r_refdef.fog_green = 0;
362 r_refdef.fog_blue = 0;
363 r_refdef.fog_alpha = 1;
364 r_refdef.fog_start = 0;
365 r_refdef.fog_end = 16384;
366 r_refdef.fog_height = 1<<30;
367 r_refdef.fog_fadedepth = 128;
368 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
371 static void R_BuildBlankTextures(void)
373 unsigned char data[4];
374 data[2] = 128; // normal X
375 data[1] = 128; // normal Y
376 data[0] = 255; // normal Z
377 data[3] = 255; // height
378 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
383 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
388 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 static void R_BuildNoTexture(void)
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, Image_GenerateNoTexture(), 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, 0);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1, 0);
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 // LadyHavoc: 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 *builtinshaderstrings[] =
598 #include "shader_glsl.h"
602 //=======================================================================================================================================================
604 typedef struct shaderpermutationinfo_s
609 shaderpermutationinfo_t;
611 typedef struct shadermodeinfo_s
613 const char *sourcebasename;
614 const char *extension;
615 const char **builtinshaderstrings;
624 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
625 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
627 {"#define USEDIFFUSE\n", " diffuse"},
628 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
629 {"#define USEVIEWTINT\n", " viewtint"},
630 {"#define USECOLORMAPPING\n", " colormapping"},
631 {"#define USESATURATION\n", " saturation"},
632 {"#define USEFOGINSIDE\n", " foginside"},
633 {"#define USEFOGOUTSIDE\n", " fogoutside"},
634 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
635 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
636 {"#define USEGAMMARAMPS\n", " gammaramps"},
637 {"#define USECUBEFILTER\n", " cubefilter"},
638 {"#define USEGLOW\n", " glow"},
639 {"#define USEBLOOM\n", " bloom"},
640 {"#define USESPECULAR\n", " specular"},
641 {"#define USEPOSTPROCESSING\n", " postprocessing"},
642 {"#define USEREFLECTION\n", " reflection"},
643 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
644 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
645 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
646 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
647 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
648 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
649 {"#define USEALPHAKILL\n", " alphakill"},
650 {"#define USEREFLECTCUBE\n", " reflectcube"},
651 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
652 {"#define USEBOUNCEGRID\n", " bouncegrid"},
653 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
654 {"#define USETRIPPY\n", " trippy"},
655 {"#define USEDEPTHRGB\n", " depthrgb"},
656 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
657 {"#define USESKELETAL\n", " skeletal"},
658 {"#define USEOCCLUDE\n", " occlude"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
664 // SHADERLANGUAGE_GLSL
666 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
667 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
673 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
674 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
675 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
676 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
677 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
680 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
681 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
682 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 struct r_glsl_permutation_s;
687 typedef struct r_glsl_permutation_s
690 struct r_glsl_permutation_s *hashnext;
692 uint64_t permutation;
694 /// indicates if we have tried compiling this permutation already
696 /// 0 if compilation failed
698 // texture units assigned to each detected uniform
699 int tex_Texture_First;
700 int tex_Texture_Second;
701 int tex_Texture_GammaRamps;
702 int tex_Texture_Normal;
703 int tex_Texture_Color;
704 int tex_Texture_Gloss;
705 int tex_Texture_Glow;
706 int tex_Texture_SecondaryNormal;
707 int tex_Texture_SecondaryColor;
708 int tex_Texture_SecondaryGloss;
709 int tex_Texture_SecondaryGlow;
710 int tex_Texture_Pants;
711 int tex_Texture_Shirt;
712 int tex_Texture_FogHeightTexture;
713 int tex_Texture_FogMask;
714 int tex_Texture_LightGrid;
715 int tex_Texture_Lightmap;
716 int tex_Texture_Deluxemap;
717 int tex_Texture_Attenuation;
718 int tex_Texture_Cube;
719 int tex_Texture_Refraction;
720 int tex_Texture_Reflection;
721 int tex_Texture_ShadowMap2D;
722 int tex_Texture_CubeProjection;
723 int tex_Texture_ScreenNormalMap;
724 int tex_Texture_ScreenDiffuse;
725 int tex_Texture_ScreenSpecular;
726 int tex_Texture_ReflectMask;
727 int tex_Texture_ReflectCube;
728 int tex_Texture_BounceGrid;
729 /// locations of detected uniforms in program object, or -1 if not found
730 int loc_Texture_First;
731 int loc_Texture_Second;
732 int loc_Texture_GammaRamps;
733 int loc_Texture_Normal;
734 int loc_Texture_Color;
735 int loc_Texture_Gloss;
736 int loc_Texture_Glow;
737 int loc_Texture_SecondaryNormal;
738 int loc_Texture_SecondaryColor;
739 int loc_Texture_SecondaryGloss;
740 int loc_Texture_SecondaryGlow;
741 int loc_Texture_Pants;
742 int loc_Texture_Shirt;
743 int loc_Texture_FogHeightTexture;
744 int loc_Texture_FogMask;
745 int loc_Texture_LightGrid;
746 int loc_Texture_Lightmap;
747 int loc_Texture_Deluxemap;
748 int loc_Texture_Attenuation;
749 int loc_Texture_Cube;
750 int loc_Texture_Refraction;
751 int loc_Texture_Reflection;
752 int loc_Texture_ShadowMap2D;
753 int loc_Texture_CubeProjection;
754 int loc_Texture_ScreenNormalMap;
755 int loc_Texture_ScreenDiffuse;
756 int loc_Texture_ScreenSpecular;
757 int loc_Texture_ReflectMask;
758 int loc_Texture_ReflectCube;
759 int loc_Texture_BounceGrid;
761 int loc_BloomBlur_Parameters;
763 int loc_Color_Ambient;
764 int loc_Color_Diffuse;
765 int loc_Color_Specular;
769 int loc_DeferredColor_Ambient;
770 int loc_DeferredColor_Diffuse;
771 int loc_DeferredColor_Specular;
772 int loc_DeferredMod_Diffuse;
773 int loc_DeferredMod_Specular;
774 int loc_DistortScaleRefractReflect;
777 int loc_FogHeightFade;
779 int loc_FogPlaneViewDist;
780 int loc_FogRangeRecip;
783 int loc_LightGridMatrix;
784 int loc_LightGridNormalMatrix;
785 int loc_LightPosition;
786 int loc_OffsetMapping_ScaleSteps;
787 int loc_OffsetMapping_LodDistance;
788 int loc_OffsetMapping_Bias;
790 int loc_ReflectColor;
791 int loc_ReflectFactor;
792 int loc_ReflectOffset;
793 int loc_RefractColor;
795 int loc_ScreenCenterRefractReflect;
796 int loc_ScreenScaleRefractReflect;
797 int loc_ScreenToDepth;
798 int loc_ShadowMap_Parameters;
799 int loc_ShadowMap_TextureScale;
800 int loc_SpecularPower;
801 int loc_Skeletal_Transform12;
807 int loc_ViewTintColor;
809 int loc_ModelToLight;
811 int loc_BackgroundTexMatrix;
812 int loc_ModelViewProjectionMatrix;
813 int loc_ModelViewMatrix;
814 int loc_PixelToScreenTexCoord;
815 int loc_ModelToReflectCube;
816 int loc_ShadowMapMatrix;
817 int loc_BloomColorSubtract;
818 int loc_NormalmapScrollBlend;
819 int loc_BounceGridMatrix;
820 int loc_BounceGridIntensity;
821 /// uniform block bindings
822 int ubibind_Skeletal_Transform12_UniformBlock;
823 /// uniform block indices
824 int ubiloc_Skeletal_Transform12_UniformBlock;
826 r_glsl_permutation_t;
828 #define SHADERPERMUTATION_HASHSIZE 256
831 // non-degradable "lightweight" shader parameters to keep the permutations simpler
832 // these can NOT degrade! only use for simple stuff
835 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
836 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
837 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
838 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
839 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
840 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
841 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
842 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
843 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
844 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
845 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
846 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
847 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
848 SHADERSTATICPARM_FXAA = 13, ///< fast approximate anti aliasing
849 SHADERSTATICPARM_COLORFRINGE = 14 ///< colorfringe (chromatic aberration)
851 #define SHADERSTATICPARMS_COUNT 15
853 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
854 static int shaderstaticparms_count = 0;
856 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
857 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
859 extern qbool r_shadow_shadowmapsampler;
860 extern int r_shadow_shadowmappcf;
861 qbool R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
887 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
890 if (r_shadow_shadowmapsampler)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
892 if (r_shadow_shadowmappcf > 1)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
894 else if (r_shadow_shadowmappcf)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
896 if (r_celshading.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
898 if (r_celoutlines.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
900 if (r_colorfringe.value)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_COLORFRINGE);
903 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
906 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
907 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
911 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
913 shaderstaticparms_count = 0;
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
925 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
926 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
928 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
929 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
930 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_COLORFRINGE, "USECOLORFRINGE");
933 /// information about each possible shader permutation
934 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
935 /// currently selected permutation
936 r_glsl_permutation_t *r_glsl_permutation;
937 /// storage for permutations linked in the hash table
938 memexpandablearray_t r_glsl_permutationarray;
940 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
942 //unsigned int hashdepth = 0;
943 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
944 r_glsl_permutation_t *p;
945 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
947 if (p->mode == mode && p->permutation == permutation)
949 //if (hashdepth > 10)
950 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
955 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
957 p->permutation = permutation;
958 p->hashnext = r_glsl_permutationhash[mode][hashindex];
959 r_glsl_permutationhash[mode][hashindex] = p;
960 //if (hashdepth > 10)
961 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
965 static char *R_ShaderStrCat(const char **strings)
968 const char **p = strings;
971 for (p = strings;(t = *p);p++)
974 s = string = (char *)Mem_Alloc(r_main_mempool, len);
976 for (p = strings;(t = *p);p++)
986 static char *R_ShaderStrCat(const char **strings);
987 static void R_InitShaderModeInfo(void)
990 shadermodeinfo_t *modeinfo;
991 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
992 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
994 for (i = 0; i < SHADERMODE_COUNT; i++)
996 char filename[MAX_QPATH];
997 modeinfo = &shadermodeinfo[language][i];
998 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
999 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1000 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1001 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1006 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qbool printfromdisknotice, qbool builtinonly)
1009 // if the mode has no filename we have to return the builtin string
1010 if (builtinonly || !modeinfo->filename)
1011 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1012 // note that FS_LoadFile appends a 0 byte to make it a valid string
1013 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1016 if (printfromdisknotice)
1017 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1018 return shaderstring;
1020 // fall back to builtinstring
1021 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1024 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1029 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1031 char permutationname[256];
1032 int vertstrings_count = 0;
1033 int geomstrings_count = 0;
1034 int fragstrings_count = 0;
1035 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1036 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1037 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1044 permutationname[0] = 0;
1045 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1047 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1049 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1050 if(vid.support.glshaderversion >= 140)
1052 vertstrings_list[vertstrings_count++] = "#version 140\n";
1053 geomstrings_list[geomstrings_count++] = "#version 140\n";
1054 fragstrings_list[fragstrings_count++] = "#version 140\n";
1055 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1056 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1057 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1059 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1060 else if(vid.support.glshaderversion >= 130)
1062 vertstrings_list[vertstrings_count++] = "#version 130\n";
1063 geomstrings_list[geomstrings_count++] = "#version 130\n";
1064 fragstrings_list[fragstrings_count++] = "#version 130\n";
1065 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1066 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1067 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1069 // if we can do #version 120, we should (this adds the invariant keyword)
1070 else if(vid.support.glshaderversion >= 120)
1072 vertstrings_list[vertstrings_count++] = "#version 120\n";
1073 geomstrings_list[geomstrings_count++] = "#version 120\n";
1074 fragstrings_list[fragstrings_count++] = "#version 120\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1079 // GLES also adds several things from GLSL120
1080 switch(vid.renderpath)
1082 case RENDERPATH_GLES2:
1083 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1084 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1085 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1091 // the first pretext is which type of shader to compile as
1092 // (later these will all be bound together as a program object)
1093 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1094 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1095 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1097 // the second pretext is the mode (for example a light source)
1098 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1099 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1100 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1101 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1103 // now add all the permutation pretexts
1104 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1106 if (permutation & (1ll<<i))
1108 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1109 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1110 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1111 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1115 // keep line numbers correct
1116 vertstrings_list[vertstrings_count++] = "\n";
1117 geomstrings_list[geomstrings_count++] = "\n";
1118 fragstrings_list[fragstrings_count++] = "\n";
1123 R_CompileShader_AddStaticParms(mode, permutation);
1124 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1125 vertstrings_count += shaderstaticparms_count;
1126 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1127 geomstrings_count += shaderstaticparms_count;
1128 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1129 fragstrings_count += shaderstaticparms_count;
1131 // now append the shader text itself
1132 vertstrings_list[vertstrings_count++] = sourcestring;
1133 geomstrings_list[geomstrings_count++] = sourcestring;
1134 fragstrings_list[fragstrings_count++] = sourcestring;
1136 // we don't currently use geometry shaders for anything, so just empty the list
1137 geomstrings_count = 0;
1139 // compile the shader program
1140 if (vertstrings_count + geomstrings_count + fragstrings_count)
1141 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1145 qglUseProgram(p->program);CHECKGLERROR
1146 // look up all the uniform variable names we care about, so we don't
1147 // have to look them up every time we set them
1152 GLint activeuniformindex = 0;
1153 GLint numactiveuniforms = 0;
1154 char uniformname[128];
1155 GLsizei uniformnamelength = 0;
1156 GLint uniformsize = 0;
1157 GLenum uniformtype = 0;
1158 memset(uniformname, 0, sizeof(uniformname));
1159 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1160 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1161 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1163 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1164 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1169 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1170 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1171 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1172 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1173 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1174 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1175 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1176 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1177 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1178 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1179 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1180 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1181 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1182 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1183 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1184 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1185 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1186 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1187 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1188 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1189 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1190 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1191 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1192 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1193 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1194 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1195 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1196 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1197 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1198 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1199 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1200 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1201 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1202 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1203 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1204 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1205 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1206 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1207 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1208 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1209 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1210 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1211 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1212 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1213 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1214 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1215 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1216 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1217 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1218 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1219 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1220 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1221 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1222 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1223 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1224 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1225 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1226 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1227 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1228 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1229 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1230 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1231 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1232 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1233 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1234 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1235 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1236 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1237 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1238 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1239 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1240 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1241 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1242 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1243 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1244 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1245 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1246 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1247 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1248 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1249 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1250 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1251 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1252 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1253 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1254 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1255 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1256 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1257 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1258 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1259 // initialize the samplers to refer to the texture units we use
1260 p->tex_Texture_First = -1;
1261 p->tex_Texture_Second = -1;
1262 p->tex_Texture_GammaRamps = -1;
1263 p->tex_Texture_Normal = -1;
1264 p->tex_Texture_Color = -1;
1265 p->tex_Texture_Gloss = -1;
1266 p->tex_Texture_Glow = -1;
1267 p->tex_Texture_SecondaryNormal = -1;
1268 p->tex_Texture_SecondaryColor = -1;
1269 p->tex_Texture_SecondaryGloss = -1;
1270 p->tex_Texture_SecondaryGlow = -1;
1271 p->tex_Texture_Pants = -1;
1272 p->tex_Texture_Shirt = -1;
1273 p->tex_Texture_FogHeightTexture = -1;
1274 p->tex_Texture_FogMask = -1;
1275 p->tex_Texture_LightGrid = -1;
1276 p->tex_Texture_Lightmap = -1;
1277 p->tex_Texture_Deluxemap = -1;
1278 p->tex_Texture_Attenuation = -1;
1279 p->tex_Texture_Cube = -1;
1280 p->tex_Texture_Refraction = -1;
1281 p->tex_Texture_Reflection = -1;
1282 p->tex_Texture_ShadowMap2D = -1;
1283 p->tex_Texture_CubeProjection = -1;
1284 p->tex_Texture_ScreenNormalMap = -1;
1285 p->tex_Texture_ScreenDiffuse = -1;
1286 p->tex_Texture_ScreenSpecular = -1;
1287 p->tex_Texture_ReflectMask = -1;
1288 p->tex_Texture_ReflectCube = -1;
1289 p->tex_Texture_BounceGrid = -1;
1290 // bind the texture samplers in use
1292 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1293 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1294 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1295 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1296 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1297 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1298 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1299 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1300 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1301 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1302 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1303 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1304 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1305 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1306 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1307 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1308 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1309 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1310 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1311 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1312 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1313 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1314 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1315 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1316 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1317 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1318 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1319 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1320 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1321 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1322 // get the uniform block indices so we can bind them
1323 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1324 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1325 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1327 // clear the uniform block bindings
1328 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1329 // bind the uniform blocks in use
1331 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1332 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1334 // we're done compiling and setting up the shader, at least until it is used
1336 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1339 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1343 Mem_Free(sourcestring);
1346 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1348 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1349 if (r_glsl_permutation != perm)
1351 r_glsl_permutation = perm;
1352 if (!r_glsl_permutation->program)
1354 if (!r_glsl_permutation->compiled)
1356 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1357 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (!r_glsl_permutation->program)
1361 // remove features until we find a valid permutation
1363 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1365 // reduce i more quickly whenever it would not remove any bits
1366 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1367 if (!(permutation & j))
1370 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1371 if (!r_glsl_permutation->compiled)
1372 R_GLSL_CompilePermutation(perm, mode, permutation);
1373 if (r_glsl_permutation->program)
1376 if (i >= SHADERPERMUTATION_COUNT)
1378 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1379 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1380 qglUseProgram(0);CHECKGLERROR
1381 return; // no bit left to clear, entire mode is broken
1386 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1388 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1389 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1390 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1394 void R_GLSL_Restart_f(cmd_state_t *cmd)
1396 unsigned int i, limit;
1397 switch(vid.renderpath)
1399 case RENDERPATH_GL32:
1400 case RENDERPATH_GLES2:
1402 r_glsl_permutation_t *p;
1403 r_glsl_permutation = NULL;
1404 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1405 for (i = 0;i < limit;i++)
1407 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1409 GL_Backend_FreeProgram(p->program);
1410 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1413 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1419 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1421 int i, language, mode, dupe;
1423 shadermodeinfo_t *modeinfo;
1426 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1428 modeinfo = shadermodeinfo[language];
1429 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1431 // don't dump the same file multiple times (most or all shaders come from the same file)
1432 for (dupe = mode - 1;dupe >= 0;dupe--)
1433 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1437 text = modeinfo[mode].builtinstring;
1440 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1443 FS_Print(file, "/* The engine may define the following macros:\n");
1444 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1445 for (i = 0;i < SHADERMODE_COUNT;i++)
1446 FS_Print(file, modeinfo[i].pretext);
1447 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1448 FS_Print(file, shaderpermutationinfo[i].pretext);
1449 FS_Print(file, "*/\n");
1450 FS_Print(file, text);
1452 Con_Printf("%s written\n", modeinfo[mode].filename);
1455 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1460 void R_SetupShader_Generic(rtexture_t *t, qbool usegamma, qbool notrippy, qbool suppresstexalpha)
1462 uint64_t permutation = 0;
1463 if (r_trippy.integer && !notrippy)
1464 permutation |= SHADERPERMUTATION_TRIPPY;
1465 permutation |= SHADERPERMUTATION_VIEWTINT;
1467 permutation |= SHADERPERMUTATION_DIFFUSE;
1468 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1469 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1470 if (suppresstexalpha)
1471 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1472 if (vid.allowalphatocoverage)
1473 GL_AlphaToCoverage(false);
1474 switch (vid.renderpath)
1476 case RENDERPATH_GL32:
1477 case RENDERPATH_GLES2:
1478 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1479 if (r_glsl_permutation->tex_Texture_First >= 0)
1480 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1481 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1482 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1487 void R_SetupShader_Generic_NoTexture(qbool usegamma, qbool notrippy)
1489 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1492 void R_SetupShader_DepthOrShadow(qbool notrippy, qbool depthrgb, qbool skeletal)
1494 uint64_t permutation = 0;
1495 if (r_trippy.integer && !notrippy)
1496 permutation |= SHADERPERMUTATION_TRIPPY;
1498 permutation |= SHADERPERMUTATION_DEPTHRGB;
1500 permutation |= SHADERPERMUTATION_SKELETAL;
1502 if (vid.allowalphatocoverage)
1503 GL_AlphaToCoverage(false);
1504 switch (vid.renderpath)
1506 case RENDERPATH_GL32:
1507 case RENDERPATH_GLES2:
1508 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1509 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1510 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1516 #define BLENDFUNC_ALLOWS_COLORMOD 1
1517 #define BLENDFUNC_ALLOWS_FOG 2
1518 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1519 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1520 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1521 static int R_BlendFuncFlags(int src, int dst)
1525 // a blendfunc allows colormod if:
1526 // a) it can never keep the destination pixel invariant, or
1527 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1528 // this is to prevent unintended side effects from colormod
1530 // a blendfunc allows fog if:
1531 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1532 // this is to prevent unintended side effects from fog
1534 // these checks are the output of fogeval.pl
1536 r |= BLENDFUNC_ALLOWS_COLORMOD;
1537 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1538 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1539 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1540 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1541 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1542 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1543 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1544 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1545 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1546 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1547 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1548 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1549 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1550 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1551 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1552 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1562 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qbool notrippy, qbool ui)
1564 // select a permutation of the lighting shader appropriate to this
1565 // combination of texture, entity, light source, and fogging, only use the
1566 // minimum features necessary to avoid wasting rendering time in the
1567 // fragment shader on features that are not being used
1568 uint64_t permutation = 0;
1569 unsigned int mode = 0;
1571 texture_t *t = rsurface.texture;
1573 matrix4x4_t tempmatrix;
1574 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1575 if (r_trippy.integer && !notrippy)
1576 permutation |= SHADERPERMUTATION_TRIPPY;
1577 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1578 permutation |= SHADERPERMUTATION_ALPHAKILL;
1579 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1580 permutation |= SHADERPERMUTATION_OCCLUDE;
1581 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1582 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1583 if (rsurfacepass == RSURFPASS_BACKGROUND)
1585 // distorted background
1586 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1588 mode = SHADERMODE_WATER;
1589 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1590 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1591 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1593 // this is the right thing to do for wateralpha
1594 GL_BlendFunc(GL_ONE, GL_ZERO);
1595 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1599 // this is the right thing to do for entity alpha
1600 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1601 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1604 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1606 mode = SHADERMODE_REFRACTION;
1607 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1608 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1609 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1610 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1614 mode = SHADERMODE_GENERIC;
1615 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1619 if (vid.allowalphatocoverage)
1620 GL_AlphaToCoverage(false);
1622 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1624 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1626 switch(t->offsetmapping)
1628 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1629 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1630 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1631 case OFFSETMAPPING_OFF: break;
1634 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1635 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1636 // normalmap (deferred prepass), may use alpha test on diffuse
1637 mode = SHADERMODE_DEFERREDGEOMETRY;
1638 GL_BlendFunc(GL_ONE, GL_ZERO);
1639 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1640 if (vid.allowalphatocoverage)
1641 GL_AlphaToCoverage(false);
1643 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1645 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1647 switch(t->offsetmapping)
1649 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1650 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1651 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1652 case OFFSETMAPPING_OFF: break;
1655 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1656 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1657 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1658 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1660 mode = SHADERMODE_LIGHTSOURCE;
1661 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1662 permutation |= SHADERPERMUTATION_CUBEFILTER;
1663 if (VectorLength2(rtlightdiffuse) > 0)
1664 permutation |= SHADERPERMUTATION_DIFFUSE;
1665 if (VectorLength2(rtlightspecular) > 0)
1666 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1667 if (r_refdef.fogenabled)
1668 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1669 if (t->colormapping)
1670 permutation |= SHADERPERMUTATION_COLORMAPPING;
1671 if (r_shadow_usingshadowmap2d)
1673 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1674 if(r_shadow_shadowmapvsdct)
1675 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1677 if (r_shadow_shadowmap2ddepthbuffer)
1678 permutation |= SHADERPERMUTATION_DEPTHRGB;
1680 if (t->reflectmasktexture)
1681 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1682 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1683 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1684 if (vid.allowalphatocoverage)
1685 GL_AlphaToCoverage(false);
1687 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1689 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1691 switch(t->offsetmapping)
1693 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1694 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1695 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1696 case OFFSETMAPPING_OFF: break;
1699 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1700 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1701 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1702 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1703 // directional model lighting
1704 mode = SHADERMODE_LIGHTGRID;
1705 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1706 permutation |= SHADERPERMUTATION_GLOW;
1707 permutation |= SHADERPERMUTATION_DIFFUSE;
1708 if (t->glosstexture || t->backgroundglosstexture)
1709 permutation |= SHADERPERMUTATION_SPECULAR;
1710 if (r_refdef.fogenabled)
1711 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1712 if (t->colormapping)
1713 permutation |= SHADERPERMUTATION_COLORMAPPING;
1714 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1716 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1717 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1719 if (r_shadow_shadowmap2ddepthbuffer)
1720 permutation |= SHADERPERMUTATION_DEPTHRGB;
1722 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1723 permutation |= SHADERPERMUTATION_REFLECTION;
1724 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1725 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1726 if (t->reflectmasktexture)
1727 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1728 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1730 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1731 if (r_shadow_bouncegrid_state.directional)
1732 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1734 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1735 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1736 // when using alphatocoverage, we don't need alphakill
1737 if (vid.allowalphatocoverage)
1739 if (r_transparent_alphatocoverage.integer)
1741 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1742 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1745 GL_AlphaToCoverage(false);
1748 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1750 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1752 switch(t->offsetmapping)
1754 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1755 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1756 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1757 case OFFSETMAPPING_OFF: break;
1760 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1761 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1762 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1763 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1764 // directional model lighting
1765 mode = SHADERMODE_LIGHTDIRECTION;
1766 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1767 permutation |= SHADERPERMUTATION_GLOW;
1768 if (VectorLength2(t->render_modellight_diffuse))
1769 permutation |= SHADERPERMUTATION_DIFFUSE;
1770 if (VectorLength2(t->render_modellight_specular) > 0)
1771 permutation |= SHADERPERMUTATION_SPECULAR;
1772 if (r_refdef.fogenabled)
1773 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1774 if (t->colormapping)
1775 permutation |= SHADERPERMUTATION_COLORMAPPING;
1776 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1778 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1779 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1781 if (r_shadow_shadowmap2ddepthbuffer)
1782 permutation |= SHADERPERMUTATION_DEPTHRGB;
1784 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1785 permutation |= SHADERPERMUTATION_REFLECTION;
1786 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1787 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1788 if (t->reflectmasktexture)
1789 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1790 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1792 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1793 if (r_shadow_bouncegrid_state.directional)
1794 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1796 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1797 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1798 // when using alphatocoverage, we don't need alphakill
1799 if (vid.allowalphatocoverage)
1801 if (r_transparent_alphatocoverage.integer)
1803 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1804 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1807 GL_AlphaToCoverage(false);
1812 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1814 switch(t->offsetmapping)
1816 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1817 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1818 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1819 case OFFSETMAPPING_OFF: break;
1822 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1823 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1824 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1825 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1827 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1828 permutation |= SHADERPERMUTATION_GLOW;
1829 if (r_refdef.fogenabled && !ui)
1830 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1831 if (t->colormapping)
1832 permutation |= SHADERPERMUTATION_COLORMAPPING;
1833 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1835 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1836 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1838 if (r_shadow_shadowmap2ddepthbuffer)
1839 permutation |= SHADERPERMUTATION_DEPTHRGB;
1841 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1842 permutation |= SHADERPERMUTATION_REFLECTION;
1843 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1844 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1845 if (t->reflectmasktexture)
1846 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1847 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1849 // deluxemapping (light direction texture)
1850 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1851 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1853 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1854 permutation |= SHADERPERMUTATION_DIFFUSE;
1855 if (VectorLength2(t->render_lightmap_specular) > 0)
1856 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1858 else if (r_glsl_deluxemapping.integer >= 2)
1860 // fake deluxemapping (uniform light direction in tangentspace)
1861 if (rsurface.uselightmaptexture)
1862 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1864 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1865 permutation |= SHADERPERMUTATION_DIFFUSE;
1866 if (VectorLength2(t->render_lightmap_specular) > 0)
1867 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1869 else if (rsurface.uselightmaptexture)
1871 // ordinary lightmapping (q1bsp, q3bsp)
1872 mode = SHADERMODE_LIGHTMAP;
1876 // ordinary vertex coloring (q3bsp)
1877 mode = SHADERMODE_VERTEXCOLOR;
1879 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1881 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1882 if (r_shadow_bouncegrid_state.directional)
1883 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1885 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1886 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1887 // when using alphatocoverage, we don't need alphakill
1888 if (vid.allowalphatocoverage)
1890 if (r_transparent_alphatocoverage.integer)
1892 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1893 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1896 GL_AlphaToCoverage(false);
1899 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1900 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1901 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !ui)
1902 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1903 switch(vid.renderpath)
1905 case RENDERPATH_GL32:
1906 case RENDERPATH_GLES2:
1907 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1908 RSurf_UploadBuffersForBatch();
1909 // this has to be after RSurf_PrepareVerticesForBatch
1910 if (rsurface.batchskeletaltransform3x4buffer)
1911 permutation |= SHADERPERMUTATION_SKELETAL;
1912 R_SetupShader_SetPermutationGLSL(mode, permutation);
1913 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1914 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1916 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1917 if (mode == SHADERMODE_LIGHTSOURCE)
1919 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1920 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1921 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1922 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1923 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1924 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1926 // additive passes are only darkened by fog, not tinted
1927 if (r_glsl_permutation->loc_FogColor >= 0)
1928 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1929 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1933 if (mode == SHADERMODE_FLATCOLOR)
1935 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1937 else if (mode == SHADERMODE_LIGHTGRID)
1939 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1940 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1941 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1942 // other LightGrid uniforms handled below
1944 else if (mode == SHADERMODE_LIGHTDIRECTION)
1946 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1947 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1948 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1949 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1950 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1951 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1952 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1956 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1957 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1958 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1959 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1960 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1962 // additive passes are only darkened by fog, not tinted
1963 if (r_glsl_permutation->loc_FogColor >= 0 && !ui)
1965 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1966 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1968 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1970 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1971 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]);
1972 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]);
1973 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1974 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1975 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1976 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1977 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1978 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1980 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1981 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1982 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1983 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1985 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
1986 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
1990 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
1991 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
1994 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
1995 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
1996 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1997 if (r_glsl_permutation->loc_Color_Pants >= 0)
1999 if (t->pantstexture)
2000 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2002 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2004 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2006 if (t->shirttexture)
2007 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2009 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2011 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]);
2012 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2013 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2014 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2015 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2016 r_glsl_offsetmapping_scale.value*t->offsetscale,
2017 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2018 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2019 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2021 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);
2022 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2023 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]);
2024 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2025 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2026 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2027 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2030 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2031 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2032 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2033 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2034 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2035 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2036 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2037 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2038 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2041 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2042 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2043 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2044 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2045 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2046 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2047 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2048 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2049 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2050 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2051 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2052 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2053 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2054 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2055 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2056 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2057 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2058 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2059 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2060 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2061 if (rsurfacepass == RSURFPASS_BACKGROUND)
2063 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2064 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2065 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2069 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2071 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2072 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2073 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2074 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2076 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2077 if (rsurface.rtlight)
2079 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2080 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2083 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2084 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2090 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2092 // select a permutation of the lighting shader appropriate to this
2093 // combination of texture, entity, light source, and fogging, only use the
2094 // minimum features necessary to avoid wasting rendering time in the
2095 // fragment shader on features that are not being used
2096 uint64_t permutation = 0;
2097 unsigned int mode = 0;
2098 const float *lightcolorbase = rtlight->currentcolor;
2099 float ambientscale = rtlight->ambientscale;
2100 float diffusescale = rtlight->diffusescale;
2101 float specularscale = rtlight->specularscale;
2102 // this is the location of the light in view space
2103 vec3_t viewlightorigin;
2104 // this transforms from view space (camera) to light space (cubemap)
2105 matrix4x4_t viewtolight;
2106 matrix4x4_t lighttoview;
2107 float viewtolight16f[16];
2109 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2110 if (rtlight->currentcubemap != r_texture_whitecube)
2111 permutation |= SHADERPERMUTATION_CUBEFILTER;
2112 if (diffusescale > 0)
2113 permutation |= SHADERPERMUTATION_DIFFUSE;
2114 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2115 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2116 if (r_shadow_usingshadowmap2d)
2118 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2119 if (r_shadow_shadowmapvsdct)
2120 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2122 if (r_shadow_shadowmap2ddepthbuffer)
2123 permutation |= SHADERPERMUTATION_DEPTHRGB;
2125 if (vid.allowalphatocoverage)
2126 GL_AlphaToCoverage(false);
2127 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2128 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2129 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2130 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2131 switch(vid.renderpath)
2133 case RENDERPATH_GL32:
2134 case RENDERPATH_GLES2:
2135 R_SetupShader_SetPermutationGLSL(mode, permutation);
2136 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2137 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2138 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2139 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2140 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2141 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2142 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2143 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);
2144 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]);
2145 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2147 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2148 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2149 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2150 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2151 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2156 #define SKINFRAME_HASH 1024
2160 unsigned int loadsequence; // incremented each level change
2161 memexpandablearray_t array;
2162 skinframe_t *hash[SKINFRAME_HASH];
2165 r_skinframe_t r_skinframe;
2167 void R_SkinFrame_PrepareForPurge(void)
2169 r_skinframe.loadsequence++;
2170 // wrap it without hitting zero
2171 if (r_skinframe.loadsequence >= 200)
2172 r_skinframe.loadsequence = 1;
2175 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2179 // mark the skinframe as used for the purging code
2180 skinframe->loadsequence = r_skinframe.loadsequence;
2183 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2187 if (s->merged == s->base)
2189 R_PurgeTexture(s->stain); s->stain = NULL;
2190 R_PurgeTexture(s->merged); s->merged = NULL;
2191 R_PurgeTexture(s->base); s->base = NULL;
2192 R_PurgeTexture(s->pants); s->pants = NULL;
2193 R_PurgeTexture(s->shirt); s->shirt = NULL;
2194 R_PurgeTexture(s->nmap); s->nmap = NULL;
2195 R_PurgeTexture(s->gloss); s->gloss = NULL;
2196 R_PurgeTexture(s->glow); s->glow = NULL;
2197 R_PurgeTexture(s->fog); s->fog = NULL;
2198 R_PurgeTexture(s->reflect); s->reflect = NULL;
2199 s->loadsequence = 0;
2202 void R_SkinFrame_Purge(void)
2206 for (i = 0;i < SKINFRAME_HASH;i++)
2208 for (s = r_skinframe.hash[i];s;s = s->next)
2210 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2211 R_SkinFrame_PurgeSkinFrame(s);
2216 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2218 char basename[MAX_QPATH];
2220 Image_StripImageExtension(name, basename, sizeof(basename));
2222 if( last == NULL ) {
2224 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2225 item = r_skinframe.hash[hashindex];
2230 // linearly search through the hash bucket
2231 for( ; item ; item = item->next ) {
2232 if( !strcmp( item->basename, basename ) ) {
2239 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qbool add)
2242 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2244 char basename[MAX_QPATH];
2246 Image_StripImageExtension(name, basename, sizeof(basename));
2248 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2249 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2250 if (!strcmp(item->basename, basename) &&
2251 item->textureflags == compareflags &&
2252 item->comparewidth == comparewidth &&
2253 item->compareheight == compareheight &&
2254 item->comparecrc == comparecrc)
2261 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2262 memset(item, 0, sizeof(*item));
2263 strlcpy(item->basename, basename, sizeof(item->basename));
2264 item->textureflags = compareflags;
2265 item->comparewidth = comparewidth;
2266 item->compareheight = compareheight;
2267 item->comparecrc = comparecrc;
2268 item->next = r_skinframe.hash[hashindex];
2269 r_skinframe.hash[hashindex] = item;
2271 else if (textureflags & TEXF_FORCE_RELOAD)
2272 R_SkinFrame_PurgeSkinFrame(item);
2274 R_SkinFrame_MarkUsed(item);
2278 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2280 unsigned long long avgcolor[5], wsum; \
2288 for(pix = 0; pix < cnt; ++pix) \
2291 for(comp = 0; comp < 3; ++comp) \
2293 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2296 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2298 for(comp = 0; comp < 3; ++comp) \
2299 avgcolor[comp] += getpixel * w; \
2302 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2303 avgcolor[4] += getpixel; \
2305 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2307 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2308 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2309 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2310 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2313 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2315 skinframe_t *skinframe;
2317 if (cls.state == ca_dedicated)
2320 // return an existing skinframe if already loaded
2321 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2322 if (skinframe && skinframe->base)
2325 // if the skinframe doesn't exist this will create it
2326 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2329 extern cvar_t gl_picmip;
2330 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qbool complain, qbool fallbacknotexture)
2333 unsigned char *pixels;
2334 unsigned char *bumppixels;
2335 unsigned char *basepixels = NULL;
2336 int basepixels_width = 0;
2337 int basepixels_height = 0;
2338 rtexture_t *ddsbase = NULL;
2339 qbool ddshasalpha = false;
2340 float ddsavgcolor[4];
2341 char basename[MAX_QPATH];
2342 int miplevel = R_PicmipForFlags(textureflags);
2343 int savemiplevel = miplevel;
2347 if (cls.state == ca_dedicated)
2350 Image_StripImageExtension(name, basename, sizeof(basename));
2352 // check for DDS texture file first
2353 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2355 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2356 if (basepixels == NULL && fallbacknotexture)
2357 basepixels = Image_GenerateNoTexture();
2358 if (basepixels == NULL)
2362 // FIXME handle miplevel
2364 if (developer_loading.integer)
2365 Con_Printf("loading skin \"%s\"\n", name);
2367 // we've got some pixels to store, so really allocate this new texture now
2369 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2370 textureflags &= ~TEXF_FORCE_RELOAD;
2371 skinframe->stain = NULL;
2372 skinframe->merged = NULL;
2373 skinframe->base = NULL;
2374 skinframe->pants = NULL;
2375 skinframe->shirt = NULL;
2376 skinframe->nmap = NULL;
2377 skinframe->gloss = NULL;
2378 skinframe->glow = NULL;
2379 skinframe->fog = NULL;
2380 skinframe->reflect = NULL;
2381 skinframe->hasalpha = false;
2382 // we could store the q2animname here too
2386 skinframe->base = ddsbase;
2387 skinframe->hasalpha = ddshasalpha;
2388 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2389 if (r_loadfog && skinframe->hasalpha)
2390 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);
2391 //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]);
2395 basepixels_width = image_width;
2396 basepixels_height = image_height;
2397 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);
2398 if (textureflags & TEXF_ALPHA)
2400 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2402 if (basepixels[j] < 255)
2404 skinframe->hasalpha = true;
2408 if (r_loadfog && skinframe->hasalpha)
2410 // has transparent pixels
2411 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2412 for (j = 0;j < image_width * image_height * 4;j += 4)
2417 pixels[j+3] = basepixels[j+3];
2419 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);
2423 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2425 //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]);
2426 if (r_savedds && skinframe->base)
2427 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2428 if (r_savedds && skinframe->fog)
2429 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2435 mymiplevel = savemiplevel;
2436 if (r_loadnormalmap)
2437 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);
2438 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2440 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2441 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2442 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2443 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2446 // _norm is the name used by tenebrae and has been adopted as standard
2447 if (r_loadnormalmap && skinframe->nmap == NULL)
2449 mymiplevel = savemiplevel;
2450 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2452 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);
2456 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2458 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2459 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2460 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);
2462 Mem_Free(bumppixels);
2464 else if (r_shadow_bumpscale_basetexture.value > 0)
2466 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2467 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2468 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);
2472 if (r_savedds && skinframe->nmap)
2473 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2477 // _luma is supported only for tenebrae compatibility
2478 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2479 // _glow is the preferred name
2480 mymiplevel = savemiplevel;
2481 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.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2483 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);
2485 if (r_savedds && skinframe->glow)
2486 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2488 Mem_Free(pixels);pixels = NULL;
2491 mymiplevel = savemiplevel;
2492 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2494 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);
2496 if (r_savedds && skinframe->gloss)
2497 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2503 mymiplevel = savemiplevel;
2504 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2506 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);
2508 if (r_savedds && skinframe->pants)
2509 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2515 mymiplevel = savemiplevel;
2516 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2518 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);
2520 if (r_savedds && skinframe->shirt)
2521 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2527 mymiplevel = savemiplevel;
2528 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2530 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);
2532 if (r_savedds && skinframe->reflect)
2533 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2540 Mem_Free(basepixels);
2545 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qbool sRGB)
2548 skinframe_t *skinframe;
2551 if (cls.state == ca_dedicated)
2554 // if already loaded just return it, otherwise make a new skinframe
2555 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2556 if (skinframe->base)
2558 textureflags &= ~TEXF_FORCE_RELOAD;
2560 skinframe->stain = NULL;
2561 skinframe->merged = NULL;
2562 skinframe->base = NULL;
2563 skinframe->pants = NULL;
2564 skinframe->shirt = NULL;
2565 skinframe->nmap = NULL;
2566 skinframe->gloss = NULL;
2567 skinframe->glow = NULL;
2568 skinframe->fog = NULL;
2569 skinframe->reflect = NULL;
2570 skinframe->hasalpha = false;
2572 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2576 if (developer_loading.integer)
2577 Con_Printf("loading 32bit skin \"%s\"\n", name);
2579 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2581 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2582 unsigned char *b = a + width * height * 4;
2583 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2584 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2587 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2588 if (textureflags & TEXF_ALPHA)
2590 for (i = 3;i < width * height * 4;i += 4)
2592 if (skindata[i] < 255)
2594 skinframe->hasalpha = true;
2598 if (r_loadfog && skinframe->hasalpha)
2600 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2601 memcpy(fogpixels, skindata, width * height * 4);
2602 for (i = 0;i < width * height * 4;i += 4)
2603 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2604 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2605 Mem_Free(fogpixels);
2609 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2610 //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]);
2615 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2619 skinframe_t *skinframe;
2621 if (cls.state == ca_dedicated)
2624 // if already loaded just return it, otherwise make a new skinframe
2625 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2626 if (skinframe->base)
2628 //textureflags &= ~TEXF_FORCE_RELOAD;
2630 skinframe->stain = NULL;
2631 skinframe->merged = NULL;
2632 skinframe->base = NULL;
2633 skinframe->pants = NULL;
2634 skinframe->shirt = NULL;
2635 skinframe->nmap = NULL;
2636 skinframe->gloss = NULL;
2637 skinframe->glow = NULL;
2638 skinframe->fog = NULL;
2639 skinframe->reflect = NULL;
2640 skinframe->hasalpha = false;
2642 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2646 if (developer_loading.integer)
2647 Con_Printf("loading quake skin \"%s\"\n", name);
2649 // 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)
2650 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2651 memcpy(skinframe->qpixels, skindata, width*height);
2652 skinframe->qwidth = width;
2653 skinframe->qheight = height;
2656 for (i = 0;i < width * height;i++)
2657 featuresmask |= palette_featureflags[skindata[i]];
2659 skinframe->hasalpha = false;
2662 skinframe->hasalpha = true;
2663 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2664 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2665 skinframe->qgeneratemerged = true;
2666 skinframe->qgeneratebase = skinframe->qhascolormapping;
2667 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2669 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2670 //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]);
2675 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qbool colormapped)
2679 unsigned char *skindata;
2682 if (!skinframe->qpixels)
2685 if (!skinframe->qhascolormapping)
2686 colormapped = false;
2690 if (!skinframe->qgeneratebase)
2695 if (!skinframe->qgeneratemerged)
2699 width = skinframe->qwidth;
2700 height = skinframe->qheight;
2701 skindata = skinframe->qpixels;
2703 if (skinframe->qgeneratenmap)
2705 unsigned char *a, *b;
2706 skinframe->qgeneratenmap = false;
2707 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2708 b = a + width * height * 4;
2709 // use either a custom palette or the quake palette
2710 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2711 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2712 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2716 if (skinframe->qgenerateglow)
2718 skinframe->qgenerateglow = false;
2719 if (skinframe->hasalpha) // fence textures
2720 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 | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2722 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
2727 skinframe->qgeneratebase = false;
2728 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);
2729 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);
2730 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);
2734 skinframe->qgeneratemerged = false;
2735 if (skinframe->hasalpha) // fence textures
2736 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2738 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);
2741 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2743 Mem_Free(skinframe->qpixels);
2744 skinframe->qpixels = NULL;
2748 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)
2751 skinframe_t *skinframe;
2754 if (cls.state == ca_dedicated)
2757 // if already loaded just return it, otherwise make a new skinframe
2758 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2759 if (skinframe->base)
2761 textureflags &= ~TEXF_FORCE_RELOAD;
2763 skinframe->stain = NULL;
2764 skinframe->merged = NULL;
2765 skinframe->base = NULL;
2766 skinframe->pants = NULL;
2767 skinframe->shirt = NULL;
2768 skinframe->nmap = NULL;
2769 skinframe->gloss = NULL;
2770 skinframe->glow = NULL;
2771 skinframe->fog = NULL;
2772 skinframe->reflect = NULL;
2773 skinframe->hasalpha = false;
2775 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2779 if (developer_loading.integer)
2780 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2782 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2783 if ((textureflags & TEXF_ALPHA) && alphapalette)
2785 for (i = 0;i < width * height;i++)
2787 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2789 skinframe->hasalpha = true;
2793 if (r_loadfog && skinframe->hasalpha)
2794 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2797 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2798 //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]);
2803 skinframe_t *R_SkinFrame_LoadMissing(void)
2805 skinframe_t *skinframe;
2807 if (cls.state == ca_dedicated)
2810 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2811 skinframe->stain = NULL;
2812 skinframe->merged = NULL;
2813 skinframe->base = NULL;
2814 skinframe->pants = NULL;
2815 skinframe->shirt = NULL;
2816 skinframe->nmap = NULL;
2817 skinframe->gloss = NULL;
2818 skinframe->glow = NULL;
2819 skinframe->fog = NULL;
2820 skinframe->reflect = NULL;
2821 skinframe->hasalpha = false;
2823 skinframe->avgcolor[0] = rand() / RAND_MAX;
2824 skinframe->avgcolor[1] = rand() / RAND_MAX;
2825 skinframe->avgcolor[2] = rand() / RAND_MAX;
2826 skinframe->avgcolor[3] = 1;
2831 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2833 if (cls.state == ca_dedicated)
2836 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, Image_GenerateNoTexture(), 16, 16, 0, 0, 0, false);
2839 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qbool sRGB)
2841 skinframe_t *skinframe;
2842 if (cls.state == ca_dedicated)
2844 // if already loaded just return it, otherwise make a new skinframe
2845 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2846 if (skinframe->base)
2848 textureflags &= ~TEXF_FORCE_RELOAD;
2849 skinframe->stain = NULL;
2850 skinframe->merged = NULL;
2851 skinframe->base = NULL;
2852 skinframe->pants = NULL;
2853 skinframe->shirt = NULL;
2854 skinframe->nmap = NULL;
2855 skinframe->gloss = NULL;
2856 skinframe->glow = NULL;
2857 skinframe->fog = NULL;
2858 skinframe->reflect = NULL;
2859 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2860 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2863 if (developer_loading.integer)
2864 Con_Printf("loading 32bit skin \"%s\"\n", name);
2865 skinframe->base = skinframe->merged = tex;
2866 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2870 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2871 typedef struct suffixinfo_s
2874 qbool flipx, flipy, flipdiagonal;
2877 static suffixinfo_t suffix[3][6] =
2880 {"px", false, false, false},
2881 {"nx", false, false, false},
2882 {"py", false, false, false},
2883 {"ny", false, false, false},
2884 {"pz", false, false, false},
2885 {"nz", false, false, false}
2888 {"posx", false, false, false},
2889 {"negx", false, false, false},
2890 {"posy", false, false, false},
2891 {"negy", false, false, false},
2892 {"posz", false, false, false},
2893 {"negz", false, false, false}
2896 {"rt", true, false, true},
2897 {"lf", false, true, true},
2898 {"ft", true, true, false},
2899 {"bk", false, false, false},
2900 {"up", true, false, true},
2901 {"dn", true, false, true}
2905 static int componentorder[4] = {0, 1, 2, 3};
2907 static rtexture_t *R_LoadCubemap(const char *basename)
2909 int i, j, cubemapsize, forcefilter;
2910 unsigned char *cubemappixels, *image_buffer;
2911 rtexture_t *cubemaptexture;
2914 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2915 forcefilter = TEXF_FORCELINEAR;
2916 if (basename && basename[0] == '!')
2919 forcefilter = TEXF_FORCENEAREST;
2921 // must start 0 so the first loadimagepixels has no requested width/height
2923 cubemappixels = NULL;
2924 cubemaptexture = NULL;
2925 // keep trying different suffix groups (posx, px, rt) until one loads
2926 for (j = 0;j < 3 && !cubemappixels;j++)
2928 // load the 6 images in the suffix group
2929 for (i = 0;i < 6;i++)
2931 // generate an image name based on the base and and suffix
2932 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2934 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2936 // an image loaded, make sure width and height are equal
2937 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2939 // if this is the first image to load successfully, allocate the cubemap memory
2940 if (!cubemappixels && image_width >= 1)
2942 cubemapsize = image_width;
2943 // note this clears to black, so unavailable sides are black
2944 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2946 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2948 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);
2951 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2953 Mem_Free(image_buffer);
2957 // if a cubemap loaded, upload it
2960 if (developer_loading.integer)
2961 Con_Printf("loading cubemap \"%s\"\n", basename);
2963 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) | forcefilter | TEXF_CLAMP, -1, NULL);
2964 Mem_Free(cubemappixels);
2968 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2969 if (developer_loading.integer)
2971 Con_Printf("(tried tried images ");
2972 for (j = 0;j < 3;j++)
2973 for (i = 0;i < 6;i++)
2974 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2975 Con_Print(" and was unable to find any of them).\n");
2978 return cubemaptexture;
2981 rtexture_t *R_GetCubemap(const char *basename)
2984 for (i = 0;i < r_texture_numcubemaps;i++)
2985 if (r_texture_cubemaps[i] != NULL)
2986 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2987 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2988 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2989 return r_texture_whitecube;
2990 r_texture_numcubemaps++;
2991 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2992 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2993 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2994 return r_texture_cubemaps[i]->texture;
2997 static void R_Main_FreeViewCache(void)
2999 if (r_refdef.viewcache.entityvisible)
3000 Mem_Free(r_refdef.viewcache.entityvisible);
3001 if (r_refdef.viewcache.world_pvsbits)
3002 Mem_Free(r_refdef.viewcache.world_pvsbits);
3003 if (r_refdef.viewcache.world_leafvisible)
3004 Mem_Free(r_refdef.viewcache.world_leafvisible);
3005 if (r_refdef.viewcache.world_surfacevisible)
3006 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3007 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3010 static void R_Main_ResizeViewCache(void)
3012 int numentities = r_refdef.scene.numentities;
3013 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3014 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3015 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3016 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3017 if (r_refdef.viewcache.maxentities < numentities)
3019 r_refdef.viewcache.maxentities = numentities;
3020 if (r_refdef.viewcache.entityvisible)
3021 Mem_Free(r_refdef.viewcache.entityvisible);
3022 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3024 if (r_refdef.viewcache.world_numclusters != numclusters)
3026 r_refdef.viewcache.world_numclusters = numclusters;
3027 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3028 if (r_refdef.viewcache.world_pvsbits)
3029 Mem_Free(r_refdef.viewcache.world_pvsbits);
3030 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3032 if (r_refdef.viewcache.world_numleafs != numleafs)
3034 r_refdef.viewcache.world_numleafs = numleafs;
3035 if (r_refdef.viewcache.world_leafvisible)
3036 Mem_Free(r_refdef.viewcache.world_leafvisible);
3037 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3039 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3041 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3042 if (r_refdef.viewcache.world_surfacevisible)
3043 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3044 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3048 extern rtexture_t *loadingscreentexture;
3049 static void gl_main_start(void)
3051 loadingscreentexture = NULL;
3052 r_texture_blanknormalmap = NULL;
3053 r_texture_white = NULL;
3054 r_texture_grey128 = NULL;
3055 r_texture_black = NULL;
3056 r_texture_whitecube = NULL;
3057 r_texture_normalizationcube = NULL;
3058 r_texture_fogattenuation = NULL;
3059 r_texture_fogheighttexture = NULL;
3060 r_texture_gammaramps = NULL;
3061 r_texture_numcubemaps = 0;
3062 r_uniformbufferalignment = 32;
3064 r_loaddds = r_texture_dds_load.integer != 0;
3065 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3067 switch(vid.renderpath)
3069 case RENDERPATH_GL32:
3070 case RENDERPATH_GLES2:
3071 r_loadnormalmap = true;
3074 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3075 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3081 R_FrameData_Reset();
3082 R_BufferData_Reset();
3086 memset(r_queries, 0, sizeof(r_queries));
3088 r_qwskincache = NULL;
3089 r_qwskincache_size = 0;
3091 // due to caching of texture_t references, the collision cache must be reset
3092 Collision_Cache_Reset(true);
3094 // set up r_skinframe loading system for textures
3095 memset(&r_skinframe, 0, sizeof(r_skinframe));
3096 r_skinframe.loadsequence = 1;
3097 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3099 r_main_texturepool = R_AllocTexturePool();
3100 R_BuildBlankTextures();
3104 R_BuildNormalizationCube();
3106 r_texture_fogattenuation = NULL;
3107 r_texture_fogheighttexture = NULL;
3108 r_texture_gammaramps = NULL;
3109 //r_texture_fogintensity = NULL;
3110 memset(&r_fb, 0, sizeof(r_fb));
3111 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3112 r_glsl_permutation = NULL;
3113 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3114 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3115 memset(&r_svbsp, 0, sizeof (r_svbsp));
3117 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3118 r_texture_numcubemaps = 0;
3120 r_refdef.fogmasktable_density = 0;
3123 // For Steelstorm Android
3124 // FIXME CACHE the program and reload
3125 // FIXME see possible combinations for SS:BR android
3126 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3127 R_SetupShader_SetPermutationGLSL(0, 12);
3128 R_SetupShader_SetPermutationGLSL(0, 13);
3129 R_SetupShader_SetPermutationGLSL(0, 8388621);
3130 R_SetupShader_SetPermutationGLSL(3, 0);
3131 R_SetupShader_SetPermutationGLSL(3, 2048);
3132 R_SetupShader_SetPermutationGLSL(5, 0);
3133 R_SetupShader_SetPermutationGLSL(5, 2);
3134 R_SetupShader_SetPermutationGLSL(5, 2048);
3135 R_SetupShader_SetPermutationGLSL(5, 8388608);
3136 R_SetupShader_SetPermutationGLSL(11, 1);
3137 R_SetupShader_SetPermutationGLSL(11, 2049);
3138 R_SetupShader_SetPermutationGLSL(11, 8193);
3139 R_SetupShader_SetPermutationGLSL(11, 10241);
3140 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3144 extern unsigned int r_shadow_occlusion_buf;
3146 static void gl_main_shutdown(void)
3148 R_RenderTarget_FreeUnused(true);
3149 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3151 R_FrameData_Reset();
3152 R_BufferData_Reset();
3154 R_Main_FreeViewCache();
3156 switch(vid.renderpath)
3158 case RENDERPATH_GL32:
3159 case RENDERPATH_GLES2:
3160 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3162 qglDeleteQueries(r_maxqueries, r_queries);
3166 r_shadow_occlusion_buf = 0;
3169 memset(r_queries, 0, sizeof(r_queries));
3171 r_qwskincache = NULL;
3172 r_qwskincache_size = 0;
3174 // clear out the r_skinframe state
3175 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3176 memset(&r_skinframe, 0, sizeof(r_skinframe));
3179 Mem_Free(r_svbsp.nodes);
3180 memset(&r_svbsp, 0, sizeof (r_svbsp));
3181 R_FreeTexturePool(&r_main_texturepool);
3182 loadingscreentexture = NULL;
3183 r_texture_blanknormalmap = NULL;
3184 r_texture_white = NULL;
3185 r_texture_grey128 = NULL;
3186 r_texture_black = NULL;
3187 r_texture_whitecube = NULL;
3188 r_texture_normalizationcube = NULL;
3189 r_texture_fogattenuation = NULL;
3190 r_texture_fogheighttexture = NULL;
3191 r_texture_gammaramps = NULL;
3192 r_texture_numcubemaps = 0;
3193 //r_texture_fogintensity = NULL;
3194 memset(&r_fb, 0, sizeof(r_fb));
3195 R_GLSL_Restart_f(cmd_local);
3197 r_glsl_permutation = NULL;
3198 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3199 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3202 static void gl_main_newmap(void)
3204 // FIXME: move this code to client
3205 char *entities, entname[MAX_QPATH];
3207 Mem_Free(r_qwskincache);
3208 r_qwskincache = NULL;
3209 r_qwskincache_size = 0;
3212 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3213 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3215 CL_ParseEntityLump(entities);
3219 if (cl.worldmodel->brush.entities)
3220 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3222 R_Main_FreeViewCache();
3224 R_FrameData_Reset();
3225 R_BufferData_Reset();
3228 void GL_Main_Init(void)
3231 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3232 R_InitShaderModeInfo();
3234 Cmd_AddCommand(CF_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3235 Cmd_AddCommand(CF_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3236 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3237 if (gamemode == GAME_NEHAHRA)
3239 Cvar_RegisterVariable (&gl_fogenable);
3240 Cvar_RegisterVariable (&gl_fogdensity);
3241 Cvar_RegisterVariable (&gl_fogred);
3242 Cvar_RegisterVariable (&gl_foggreen);
3243 Cvar_RegisterVariable (&gl_fogblue);
3244 Cvar_RegisterVariable (&gl_fogstart);
3245 Cvar_RegisterVariable (&gl_fogend);
3246 Cvar_RegisterVariable (&gl_skyclip);
3248 Cvar_RegisterVariable(&r_motionblur);
3249 Cvar_RegisterVariable(&r_damageblur);
3250 Cvar_RegisterVariable(&r_motionblur_averaging);
3251 Cvar_RegisterVariable(&r_motionblur_randomize);
3252 Cvar_RegisterVariable(&r_motionblur_minblur);
3253 Cvar_RegisterVariable(&r_motionblur_maxblur);
3254 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3255 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3256 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3257 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3258 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3259 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3260 Cvar_RegisterVariable(&r_depthfirst);
3261 Cvar_RegisterVariable(&r_useinfinitefarclip);
3262 Cvar_RegisterVariable(&r_farclip_base);
3263 Cvar_RegisterVariable(&r_farclip_world);
3264 Cvar_RegisterVariable(&r_nearclip);
3265 Cvar_RegisterVariable(&r_deformvertexes);
3266 Cvar_RegisterVariable(&r_transparent);
3267 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3268 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3269 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3270 Cvar_RegisterVariable(&r_showoverdraw);
3271 Cvar_RegisterVariable(&r_showbboxes);
3272 Cvar_RegisterVariable(&r_showbboxes_client);
3273 Cvar_RegisterVariable(&r_showsurfaces);
3274 Cvar_RegisterVariable(&r_showtris);
3275 Cvar_RegisterVariable(&r_shownormals);
3276 Cvar_RegisterVariable(&r_showlighting);
3277 Cvar_RegisterVariable(&r_showcollisionbrushes);
3278 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3279 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3280 Cvar_RegisterVariable(&r_showdisabledepthtest);
3281 Cvar_RegisterVariable(&r_showspriteedges);
3282 Cvar_RegisterVariable(&r_showparticleedges);
3283 Cvar_RegisterVariable(&r_drawportals);
3284 Cvar_RegisterVariable(&r_drawentities);
3285 Cvar_RegisterVariable(&r_draw2d);
3286 Cvar_RegisterVariable(&r_drawworld);
3287 Cvar_RegisterVariable(&r_cullentities_trace);
3288 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3289 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3290 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3291 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3292 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3293 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3294 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3295 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3296 Cvar_RegisterVariable(&r_sortentities);
3297 Cvar_RegisterVariable(&r_drawviewmodel);
3298 Cvar_RegisterVariable(&r_drawexteriormodel);
3299 Cvar_RegisterVariable(&r_speeds);
3300 Cvar_RegisterVariable(&r_fullbrights);
3301 Cvar_RegisterVariable(&r_wateralpha);
3302 Cvar_RegisterVariable(&r_dynamic);
3303 Cvar_RegisterVariable(&r_fullbright_directed);
3304 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3305 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3306 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3307 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3308 Cvar_RegisterVariable(&r_fullbright);
3309 Cvar_RegisterVariable(&r_shadows);
3310 Cvar_RegisterVariable(&r_shadows_darken);
3311 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3312 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3313 Cvar_RegisterVariable(&r_shadows_throwdistance);
3314 Cvar_RegisterVariable(&r_shadows_throwdirection);
3315 Cvar_RegisterVariable(&r_shadows_focus);
3316 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3317 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3318 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3319 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3320 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3321 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3322 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3323 Cvar_RegisterVariable(&r_fog_exp2);
3324 Cvar_RegisterVariable(&r_fog_clear);
3325 Cvar_RegisterVariable(&r_drawfog);
3326 Cvar_RegisterVariable(&r_transparentdepthmasking);
3327 Cvar_RegisterVariable(&r_transparent_sortmindist);
3328 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3329 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3330 Cvar_RegisterVariable(&r_texture_dds_load);
3331 Cvar_RegisterVariable(&r_texture_dds_save);
3332 Cvar_RegisterVariable(&r_usedepthtextures);
3333 Cvar_RegisterVariable(&r_viewfbo);
3334 Cvar_RegisterVariable(&r_rendertarget_debug);
3335 Cvar_RegisterVariable(&r_viewscale);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3341 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3342 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3343 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3344 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3345 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3346 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3347 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3348 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3349 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3350 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3351 Cvar_RegisterVariable(&r_glsl_postprocess);
3352 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3353 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3354 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3355 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3356 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3357 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3358 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3359 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3360 Cvar_RegisterVariable(&r_celshading);
3361 Cvar_RegisterVariable(&r_celoutlines);
3362 Cvar_RegisterVariable(&r_fxaa);
3364 Cvar_RegisterVariable(&r_water);
3365 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3366 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3367 Cvar_RegisterVariable(&r_water_clippingplanebias);
3368 Cvar_RegisterVariable(&r_water_refractdistort);
3369 Cvar_RegisterVariable(&r_water_reflectdistort);
3370 Cvar_RegisterVariable(&r_water_scissormode);
3371 Cvar_RegisterVariable(&r_water_lowquality);
3372 Cvar_RegisterVariable(&r_water_hideplayer);
3374 Cvar_RegisterVariable(&r_lerpsprites);
3375 Cvar_RegisterVariable(&r_lerpmodels);
3376 Cvar_RegisterVariable(&r_nolerp_list);
3377 Cvar_RegisterVariable(&r_lerplightstyles);
3378 Cvar_RegisterVariable(&r_waterscroll);
3379 Cvar_RegisterVariable(&r_bloom);
3380 Cvar_RegisterVariable(&r_colorfringe);
3381 Cvar_RegisterVariable(&r_bloom_colorscale);
3382 Cvar_RegisterVariable(&r_bloom_brighten);
3383 Cvar_RegisterVariable(&r_bloom_blur);
3384 Cvar_RegisterVariable(&r_bloom_resolution);
3385 Cvar_RegisterVariable(&r_bloom_colorexponent);
3386 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3387 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3388 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3389 Cvar_RegisterVariable(&r_hdr_glowintensity);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3395 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3396 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3397 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3398 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3399 Cvar_RegisterVariable(&developer_texturelogging);
3400 Cvar_RegisterVariable(&gl_lightmaps);
3401 Cvar_RegisterVariable(&r_test);
3402 Cvar_RegisterVariable(&r_batch_multidraw);
3403 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3404 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3405 Cvar_RegisterVariable(&r_glsl_skeletal);
3406 Cvar_RegisterVariable(&r_glsl_saturation);
3407 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3408 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3409 Cvar_RegisterVariable(&r_framedatasize);
3410 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3411 Cvar_RegisterVariable(&r_buffermegs[i]);
3412 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3413 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_enabled);
3414 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_combine);
3415 Cvar_RegisterVariable(&r_q1bsp_lightmap_updates_hidden_surfaces);
3416 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3417 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3418 #ifdef DP_MOBILETOUCH
3419 // GLES devices have terrible depth precision in general, so...
3420 Cvar_SetValueQuick(&r_nearclip, 4);
3421 Cvar_SetValueQuick(&r_farclip_base, 4096);
3422 Cvar_SetValueQuick(&r_farclip_world, 0);
3423 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3425 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3428 void Render_Init(void)
3441 R_LightningBeams_Init();
3442 CL_MeshEntities_Init();
3446 static void R_GetCornerOfBox(vec3_t out, const vec3_t mins, const vec3_t maxs, int signbits)
3448 out[0] = ((signbits & 1) ? mins : maxs)[0];
3449 out[1] = ((signbits & 2) ? mins : maxs)[1];
3450 out[2] = ((signbits & 4) ? mins : maxs)[2];
3453 static qbool _R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes, int ignore)
3458 if (r_trippy.integer)
3460 for (i = 0;i < numplanes;i++)
3465 R_GetCornerOfBox(corner, mins, maxs, p->signbits);
3466 if (DotProduct(p->normal, corner) < p->dist)
3472 qbool R_CullFrustum(const vec3_t mins, const vec3_t maxs)
3474 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3475 return _R_CullBox(mins, maxs, r_refdef.view.numfrustumplanes, r_refdef.view.frustum, 4);
3478 qbool R_CullBox(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3480 // nothing to ignore
3481 return _R_CullBox(mins, maxs, numplanes, planes, -1);
3484 //==================================================================================
3486 // LadyHavoc: this stores temporary data used within the same frame
3488 typedef struct r_framedata_mem_s
3490 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3491 size_t size; // how much usable space
3492 size_t current; // how much space in use
3493 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3494 size_t wantedsize; // how much space was allocated
3495 unsigned char *data; // start of real data (16byte aligned)
3499 static r_framedata_mem_t *r_framedata_mem;
3501 void R_FrameData_Reset(void)
3503 while (r_framedata_mem)
3505 r_framedata_mem_t *next = r_framedata_mem->purge;
3506 Mem_Free(r_framedata_mem);
3507 r_framedata_mem = next;
3511 static void R_FrameData_Resize(qbool mustgrow)
3514 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3515 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3516 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3518 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3519 newmem->wantedsize = wantedsize;
3520 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3521 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3522 newmem->current = 0;
3524 newmem->purge = r_framedata_mem;
3525 r_framedata_mem = newmem;
3529 void R_FrameData_NewFrame(void)
3531 R_FrameData_Resize(false);
3532 if (!r_framedata_mem)
3534 // if we ran out of space on the last frame, free the old memory now
3535 while (r_framedata_mem->purge)
3537 // repeatedly remove the second item in the list, leaving only head
3538 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3539 Mem_Free(r_framedata_mem->purge);
3540 r_framedata_mem->purge = next;
3542 // reset the current mem pointer
3543 r_framedata_mem->current = 0;
3544 r_framedata_mem->mark = 0;
3547 void *R_FrameData_Alloc(size_t size)
3552 // align to 16 byte boundary - the data pointer is already aligned, so we
3553 // only need to ensure the size of every allocation is also aligned
3554 size = (size + 15) & ~15;
3556 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3558 // emergency - we ran out of space, allocate more memory
3559 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3560 newvalue = r_framedatasize.value * 2.0f;
3561 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3562 if (sizeof(size_t) >= 8)
3563 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3565 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3566 // this might not be a growing it, but we'll allocate another buffer every time
3567 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3568 R_FrameData_Resize(true);
3571 data = r_framedata_mem->data + r_framedata_mem->current;
3572 r_framedata_mem->current += size;
3574 // count the usage for stats
3575 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3576 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3578 return (void *)data;
3581 void *R_FrameData_Store(size_t size, void *data)
3583 void *d = R_FrameData_Alloc(size);
3585 memcpy(d, data, size);
3589 void R_FrameData_SetMark(void)
3591 if (!r_framedata_mem)
3593 r_framedata_mem->mark = r_framedata_mem->current;
3596 void R_FrameData_ReturnToMark(void)
3598 if (!r_framedata_mem)
3600 r_framedata_mem->current = r_framedata_mem->mark;
3603 //==================================================================================
3605 // avoid reusing the same buffer objects on consecutive frames
3606 #define R_BUFFERDATA_CYCLE 3
3608 typedef struct r_bufferdata_buffer_s
3610 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3611 size_t size; // how much usable space
3612 size_t current; // how much space in use
3613 r_meshbuffer_t *buffer; // the buffer itself
3615 r_bufferdata_buffer_t;
3617 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3618 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3620 /// frees all dynamic buffers
3621 void R_BufferData_Reset(void)
3624 r_bufferdata_buffer_t **p, *mem;
3625 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3627 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3630 p = &r_bufferdata_buffer[cycle][type];
3636 R_Mesh_DestroyMeshBuffer(mem->buffer);
3643 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3644 static void R_BufferData_Resize(r_bufferdata_type_t type, qbool mustgrow, size_t minsize)
3646 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3648 float newvalue = r_buffermegs[type].value;
3650 // increase the cvar if we have to (but only if we already have a mem)
3651 if (mustgrow && mem)
3653 newvalue = bound(0.25f, newvalue, 256.0f);
3654 while (newvalue * 1024*1024 < minsize)
3657 // clamp the cvar to valid range
3658 newvalue = bound(0.25f, newvalue, 256.0f);
3659 if (r_buffermegs[type].value != newvalue)
3660 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3662 // calculate size in bytes
3663 size = (size_t)(newvalue * 1024*1024);
3664 size = bound(131072, size, 256*1024*1024);
3666 // allocate a new buffer if the size is different (purge old one later)
3667 // or if we were told we must grow the buffer
3668 if (!mem || mem->size != size || mustgrow)
3670 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3673 if (type == R_BUFFERDATA_VERTEX)
3674 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3675 else if (type == R_BUFFERDATA_INDEX16)
3676 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3677 else if (type == R_BUFFERDATA_INDEX32)
3678 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3679 else if (type == R_BUFFERDATA_UNIFORM)
3680 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3681 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3682 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3686 void R_BufferData_NewFrame(void)
3689 r_bufferdata_buffer_t **p, *mem;
3690 // cycle to the next frame's buffers
3691 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3692 // if we ran out of space on the last time we used these buffers, free the old memory now
3693 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3695 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3697 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3698 // free all but the head buffer, this is how we recycle obsolete
3699 // buffers after they are no longer in use
3700 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3706 R_Mesh_DestroyMeshBuffer(mem->buffer);
3709 // reset the current offset
3710 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3715 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3717 r_bufferdata_buffer_t *mem;
3721 *returnbufferoffset = 0;
3723 // align size to a byte boundary appropriate for the buffer type, this
3724 // makes all allocations have aligned start offsets
3725 if (type == R_BUFFERDATA_UNIFORM)
3726 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3728 padsize = (datasize + 15) & ~15;
3730 // if we ran out of space in this buffer we must allocate a new one
3731 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3732 R_BufferData_Resize(type, true, padsize);
3734 // if the resize did not give us enough memory, fail
3735 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3736 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3738 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3739 offset = (int)mem->current;
3740 mem->current += padsize;
3742 // upload the data to the buffer at the chosen offset
3744 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3745 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3747 // count the usage for stats
3748 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3749 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3751 // return the buffer offset
3752 *returnbufferoffset = offset;
3757 //==================================================================================
3759 // LadyHavoc: animcache originally written by Echon, rewritten since then
3762 * Animation cache prevents re-generating mesh data for an animated model
3763 * multiple times in one frame for lighting, shadowing, reflections, etc.
3766 void R_AnimCache_Free(void)
3770 void R_AnimCache_ClearCache(void)
3773 entity_render_t *ent;
3775 for (i = 0;i < r_refdef.scene.numentities;i++)
3777 ent = r_refdef.scene.entities[i];
3778 ent->animcache_vertex3f = NULL;
3779 ent->animcache_vertex3f_vertexbuffer = NULL;
3780 ent->animcache_vertex3f_bufferoffset = 0;
3781 ent->animcache_normal3f = NULL;
3782 ent->animcache_normal3f_vertexbuffer = NULL;
3783 ent->animcache_normal3f_bufferoffset = 0;
3784 ent->animcache_svector3f = NULL;
3785 ent->animcache_svector3f_vertexbuffer = NULL;
3786 ent->animcache_svector3f_bufferoffset = 0;
3787 ent->animcache_tvector3f = NULL;
3788 ent->animcache_tvector3f_vertexbuffer = NULL;
3789 ent->animcache_tvector3f_bufferoffset = 0;
3790 ent->animcache_skeletaltransform3x4 = NULL;
3791 ent->animcache_skeletaltransform3x4buffer = NULL;
3792 ent->animcache_skeletaltransform3x4offset = 0;
3793 ent->animcache_skeletaltransform3x4size = 0;
3797 qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wanttangents)
3799 model_t *model = ent->model;
3802 // see if this ent is worth caching
3803 if (!model || !model->Draw || !model->AnimateVertices)
3805 // nothing to cache if it contains no animations and has no skeleton
3806 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3808 // see if it is already cached for gpuskeletal
3809 if (ent->animcache_skeletaltransform3x4)
3811 // see if it is already cached as a mesh
3812 if (ent->animcache_vertex3f)
3814 // check if we need to add normals or tangents
3815 if (ent->animcache_normal3f)
3816 wantnormals = false;
3817 if (ent->animcache_svector3f)
3818 wanttangents = false;
3819 if (!wantnormals && !wanttangents)
3823 // check which kind of cache we need to generate
3824 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3826 // cache the skeleton so the vertex shader can use it
3827 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3828 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3829 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3830 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3831 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3832 // note: this can fail if the buffer is at the grow limit
3833 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3834 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3836 else if (ent->animcache_vertex3f)
3838 // mesh was already cached but we may need to add normals/tangents
3839 // (this only happens with multiple views, reflections, cameras, etc)
3840 if (wantnormals || wanttangents)
3842 numvertices = model->surfmesh.num_vertices;
3844 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3847 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3848 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3850 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3851 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3852 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3853 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3858 // generate mesh cache
3859 numvertices = model->surfmesh.num_vertices;
3860 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3862 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3865 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3866 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3868 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3869 if (wantnormals || wanttangents)
3871 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3872 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3873 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3875 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3876 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3877 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3882 void R_AnimCache_CacheVisibleEntities(void)
3886 // TODO: thread this
3887 // NOTE: R_PrepareRTLights() also caches entities
3889 for (i = 0;i < r_refdef.scene.numentities;i++)
3890 if (r_refdef.viewcache.entityvisible[i])
3891 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3894 //==================================================================================
3896 qbool R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3898 long unsigned int i;
3900 vec3_t eyemins, eyemaxs;
3901 vec3_t boxmins, boxmaxs;
3902 vec3_t padmins, padmaxs;
3905 model_t *model = r_refdef.scene.worldmodel;
3906 static vec3_t positions[] = {
3907 { 0.5f, 0.5f, 0.5f },
3908 { 0.0f, 0.0f, 0.0f },
3909 { 0.0f, 0.0f, 1.0f },
3910 { 0.0f, 1.0f, 0.0f },
3911 { 0.0f, 1.0f, 1.0f },
3912 { 1.0f, 0.0f, 0.0f },
3913 { 1.0f, 0.0f, 1.0f },
3914 { 1.0f, 1.0f, 0.0f },
3915 { 1.0f, 1.0f, 1.0f },
3918 // sample count can be set to -1 to skip this logic, for flicker-prone objects
3922 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
3923 if (!r_refdef.view.usevieworiginculling)
3926 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
3929 // expand the eye box a little
3930 eyemins[0] = eye[0] - eyejitter;
3931 eyemaxs[0] = eye[0] + eyejitter;
3932 eyemins[1] = eye[1] - eyejitter;
3933 eyemaxs[1] = eye[1] + eyejitter;
3934 eyemins[2] = eye[2] - eyejitter;
3935 eyemaxs[2] = eye[2] + eyejitter;
3936 // expand the box a little
3937 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
3938 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
3939 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
3940 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
3941 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
3942 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
3943 // make an even larger box for the acceptable area
3944 padmins[0] = boxmins[0] - pad;
3945 padmaxs[0] = boxmaxs[0] + pad;
3946 padmins[1] = boxmins[1] - pad;
3947 padmaxs[1] = boxmaxs[1] + pad;
3948 padmins[2] = boxmins[2] - pad;
3949 padmaxs[2] = boxmaxs[2] + pad;
3951 // return true if eye overlaps enlarged box
3952 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
3955 VectorCopy(eye, start);
3956 // try specific positions in the box first - note that these can be cached
3957 if (r_cullentities_trace_entityocclusion.integer)
3959 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
3962 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
3963 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
3964 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
3965 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3966 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
3967 // not picky - if the trace ended anywhere in the box we're good
3968 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3975 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3976 if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
3980 // try various random positions
3981 for (j = 0; j < numsamples; j++)
3983 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
3984 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3985 if (r_cullentities_trace_entityocclusion.integer)
3987 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
3988 // not picky - if the trace ended anywhere in the box we're good
3989 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
3992 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4000 static void R_View_UpdateEntityVisible (void)
4005 entity_render_t *ent;
4007 if (r_refdef.envmap || r_fb.water.hideplayer)
4008 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4009 else if (chase_active.integer || r_fb.water.renderingscene)
4010 renderimask = RENDER_VIEWMODEL;
4012 renderimask = RENDER_EXTERIORMODEL;
4013 if (!r_drawviewmodel.integer)
4014 renderimask |= RENDER_VIEWMODEL;
4015 if (!r_drawexteriormodel.integer)
4016 renderimask |= RENDER_EXTERIORMODEL;
4017 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4018 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4020 // worldmodel can check visibility
4021 for (i = 0;i < r_refdef.scene.numentities;i++)
4023 ent = r_refdef.scene.entities[i];
4024 if (r_refdef.viewcache.world_novis && !(ent->flags & RENDER_VIEWMODEL))
4026 r_refdef.viewcache.entityvisible[i] = false;
4029 if (!(ent->flags & renderimask))
4030 if (!R_CullFrustum(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)))
4031 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))
4032 r_refdef.viewcache.entityvisible[i] = true;
4037 // no worldmodel or it can't check visibility
4038 for (i = 0;i < r_refdef.scene.numentities;i++)
4040 ent = r_refdef.scene.entities[i];
4041 if (!(ent->flags & renderimask))
4042 if (!R_CullFrustum(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)))
4043 r_refdef.viewcache.entityvisible[i] = true;
4046 if (r_cullentities_trace.integer)
4048 for (i = 0;i < r_refdef.scene.numentities;i++)
4050 if (!r_refdef.viewcache.entityvisible[i])
4052 ent = r_refdef.scene.entities[i];
4053 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4055 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4056 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4057 ent->last_trace_visibility = host.realtime;
4058 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4059 r_refdef.viewcache.entityvisible[i] = 0;
4065 /// only used if skyrendermasked, and normally returns false
4066 static int R_DrawBrushModelsSky (void)
4069 entity_render_t *ent;
4072 for (i = 0;i < r_refdef.scene.numentities;i++)
4074 if (!r_refdef.viewcache.entityvisible[i])
4076 ent = r_refdef.scene.entities[i];
4077 if (!ent->model || !ent->model->DrawSky)
4079 ent->model->DrawSky(ent);
4085 static void R_DrawNoModel(entity_render_t *ent);
4086 static void R_DrawModels(void)
4089 entity_render_t *ent;
4091 for (i = 0;i < r_refdef.scene.numentities;i++)
4093 if (!r_refdef.viewcache.entityvisible[i])
4095 ent = r_refdef.scene.entities[i];
4096 r_refdef.stats[r_stat_entities]++;
4098 if (ent->model && ent->model->Draw != NULL)
4099 ent->model->Draw(ent);
4105 static void R_DrawModelsDepth(void)
4108 entity_render_t *ent;
4110 for (i = 0;i < r_refdef.scene.numentities;i++)
4112 if (!r_refdef.viewcache.entityvisible[i])
4114 ent = r_refdef.scene.entities[i];
4115 if (ent->model && ent->model->DrawDepth != NULL)
4116 ent->model->DrawDepth(ent);
4120 static void R_DrawModelsDebug(void)
4123 entity_render_t *ent;
4125 for (i = 0;i < r_refdef.scene.numentities;i++)
4127 if (!r_refdef.viewcache.entityvisible[i])
4129 ent = r_refdef.scene.entities[i];
4130 if (ent->model && ent->model->DrawDebug != NULL)
4131 ent->model->DrawDebug(ent);
4135 static void R_DrawModelsAddWaterPlanes(void)
4138 entity_render_t *ent;
4140 for (i = 0;i < r_refdef.scene.numentities;i++)
4142 if (!r_refdef.viewcache.entityvisible[i])
4144 ent = r_refdef.scene.entities[i];
4145 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4146 ent->model->DrawAddWaterPlanes(ent);
4150 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}};
4152 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4154 if (r_hdr_irisadaptation.integer)
4159 vec3_t diffusenormal;
4161 vec_t brightness = 0.0f;
4166 VectorCopy(r_refdef.view.forward, forward);
4167 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4169 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4170 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4171 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4172 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4173 d = DotProduct(forward, diffusenormal);
4174 brightness += VectorLength(ambient);
4176 brightness += d * VectorLength(diffuse);
4178 brightness *= 1.0f / c;
4179 brightness += 0.00001f; // make sure it's never zero
4180 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4181 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4182 current = r_hdr_irisadaptation_value.value;
4184 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4185 else if (current > goal)
4186 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4187 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4188 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4190 else if (r_hdr_irisadaptation_value.value != 1.0f)
4191 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4194 extern cvar_t r_lockvisibility;
4195 extern cvar_t r_lockpvs;
4197 static void R_View_SetFrustum(const int *scissor)
4200 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4201 vec3_t forward, left, up, origin, v;
4202 if(r_lockvisibility.integer)
4206 // flipped x coordinates (because x points left here)
4207 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4208 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4209 // non-flipped y coordinates
4210 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4211 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4214 // we can't trust r_refdef.view.forward and friends in reflected scenes
4215 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4218 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4219 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4220 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4221 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4222 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4223 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4224 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4225 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4226 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4227 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4228 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4229 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4233 zNear = r_refdef.nearclip;
4234 nudge = 1.0 - 1.0 / (1<<23);
4235 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4236 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4237 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4238 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4239 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4240 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4241 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4242 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4248 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4249 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4250 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4251 r_refdef.view.frustum[0].dist = m[15] - m[12];
4253 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4254 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4255 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4256 r_refdef.view.frustum[1].dist = m[15] + m[12];
4258 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4259 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4260 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4261 r_refdef.view.frustum[2].dist = m[15] - m[13];
4263 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4264 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4265 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4266 r_refdef.view.frustum[3].dist = m[15] + m[13];
4268 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4269 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4270 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4271 r_refdef.view.frustum[4].dist = m[15] - m[14];
4273 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4274 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4275 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4276 r_refdef.view.frustum[5].dist = m[15] + m[14];
4279 if (r_refdef.view.useperspective)
4281 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4282 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]);
4283 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]);
4284 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]);
4285 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]);
4287 // then the normals from the corners relative to origin
4288 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4289 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4290 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4291 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4293 // in a NORMAL view, forward cross left == up
4294 // in a REFLECTED view, forward cross left == down
4295 // so our cross products above need to be adjusted for a left handed coordinate system
4296 CrossProduct(forward, left, v);
4297 if(DotProduct(v, up) < 0)
4299 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4300 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4301 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4302 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4305 // Leaving those out was a mistake, those were in the old code, and they
4306 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4307 // I couldn't reproduce it after adding those normalizations. --blub
4308 VectorNormalize(r_refdef.view.frustum[0].normal);
4309 VectorNormalize(r_refdef.view.frustum[1].normal);
4310 VectorNormalize(r_refdef.view.frustum[2].normal);
4311 VectorNormalize(r_refdef.view.frustum[3].normal);
4313 // make the corners absolute
4314 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4315 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4316 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4317 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4320 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4322 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4323 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4324 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4325 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4326 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4330 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4331 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4332 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4333 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4334 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4335 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4336 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4337 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4338 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4339 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4341 r_refdef.view.numfrustumplanes = 5;
4343 if (r_refdef.view.useclipplane)
4345 r_refdef.view.numfrustumplanes = 6;
4346 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4349 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4350 PlaneClassify(r_refdef.view.frustum + i);
4352 // LadyHavoc: note to all quake engine coders, Quake had a special case
4353 // for 90 degrees which assumed a square view (wrong), so I removed it,
4354 // Quake2 has it disabled as well.
4356 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4357 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4358 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4359 //PlaneClassify(&frustum[0]);
4361 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4362 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4363 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4364 //PlaneClassify(&frustum[1]);
4366 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4367 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4368 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4369 //PlaneClassify(&frustum[2]);
4371 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4372 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4373 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4374 //PlaneClassify(&frustum[3]);
4377 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4378 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4379 //PlaneClassify(&frustum[4]);
4382 static void R_View_UpdateWithScissor(const int *myscissor)
4384 R_Main_ResizeViewCache();
4385 R_View_SetFrustum(myscissor);
4386 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4387 R_View_UpdateEntityVisible();
4390 static void R_View_Update(void)
4392 R_Main_ResizeViewCache();
4393 R_View_SetFrustum(NULL);
4394 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4395 R_View_UpdateEntityVisible();
4398 float viewscalefpsadjusted = 1.0f;
4400 void R_SetupView(qbool allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4402 const float *customclipplane = NULL;
4405 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4407 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4408 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4409 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4410 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4411 dist = r_refdef.view.clipplane.dist;
4412 plane[0] = r_refdef.view.clipplane.normal[0];
4413 plane[1] = r_refdef.view.clipplane.normal[1];
4414 plane[2] = r_refdef.view.clipplane.normal[2];
4416 customclipplane = plane;
4419 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4420 // Unless the render target is a FBO...
4421 viewy_adjusted = viewfbo ? viewy : vid.height - viewheight - viewy;
4423 if (!r_refdef.view.useperspective)
4424 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4425 else if (vid.stencil && r_useinfinitefarclip.integer)
4426 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4428 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, viewy_adjusted, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4429 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4430 R_SetViewport(&r_refdef.view.viewport);
4433 void R_EntityMatrix(const matrix4x4_t *matrix)
4435 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4437 gl_modelmatrixchanged = false;
4438 gl_modelmatrix = *matrix;
4439 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4440 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4441 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4442 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4444 switch(vid.renderpath)
4446 case RENDERPATH_GL32:
4447 case RENDERPATH_GLES2:
4448 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4449 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4455 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4457 r_viewport_t viewport;
4462 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom.
4463 // Unless the render target is a FBO...
4464 viewy_adjusted = viewfbo ? viewy : vid.height - viewheight - viewy;
4466 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, viewy_adjusted, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4467 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4468 R_SetViewport(&viewport);
4469 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4470 GL_Color(1, 1, 1, 1);
4471 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4472 GL_BlendFunc(GL_ONE, GL_ZERO);
4473 GL_ScissorTest(false);
4474 GL_DepthMask(false);
4475 GL_DepthRange(0, 1);
4476 GL_DepthTest(false);
4477 GL_DepthFunc(GL_LEQUAL);
4478 R_EntityMatrix(&identitymatrix);
4479 R_Mesh_ResetTextureState();
4480 GL_PolygonOffset(0, 0);
4481 switch(vid.renderpath)
4483 case RENDERPATH_GL32:
4484 case RENDERPATH_GLES2:
4485 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4488 GL_CullFace(GL_NONE);
4493 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4495 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4498 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4500 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4501 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4502 GL_Color(1, 1, 1, 1);
4503 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4504 GL_BlendFunc(GL_ONE, GL_ZERO);
4505 GL_ScissorTest(true);
4507 GL_DepthRange(0, 1);
4509 GL_DepthFunc(GL_LEQUAL);
4510 R_EntityMatrix(&identitymatrix);
4511 R_Mesh_ResetTextureState();
4512 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4513 switch(vid.renderpath)
4515 case RENDERPATH_GL32:
4516 case RENDERPATH_GLES2:
4517 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4520 GL_CullFace(r_refdef.view.cullface_back);
4525 R_RenderView_UpdateViewVectors
4528 void R_RenderView_UpdateViewVectors(void)
4530 // break apart the view matrix into vectors for various purposes
4531 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4532 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4533 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4534 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4535 // make an inverted copy of the view matrix for tracking sprites
4536 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4539 void R_RenderTarget_FreeUnused(qbool force)
4541 unsigned int i, j, end;
4542 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4543 for (i = 0; i < end; i++)
4545 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4546 // free resources for rendertargets that have not been used for a while
4547 // (note: this check is run after the frame render, so any targets used
4548 // this frame will not be affected even at low framerates)
4549 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4552 R_Mesh_DestroyFramebufferObject(r->fbo);
4553 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4554 if (r->colortexture[j])
4555 R_FreeTexture(r->colortexture[j]);
4556 if (r->depthtexture)
4557 R_FreeTexture(r->depthtexture);
4558 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4563 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4565 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4569 y2 = (th - y - h) * ih;
4580 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qbool depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4582 unsigned int i, j, end;
4583 r_rendertarget_t *r = NULL;
4585 // first try to reuse an existing slot if possible
4586 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4587 for (i = 0; i < end; i++)
4589 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4590 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4595 // no unused exact match found, so we have to make one in the first unused slot
4596 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4597 r->texturewidth = texturewidth;
4598 r->textureheight = textureheight;
4599 r->colortextype[0] = colortextype0;
4600 r->colortextype[1] = colortextype1;
4601 r->colortextype[2] = colortextype2;
4602 r->colortextype[3] = colortextype3;
4603 r->depthtextype = depthtextype;
4604 r->depthisrenderbuffer = depthisrenderbuffer;
4605 for (j = 0; j < 4; j++)
4606 if (r->colortextype[j])
4607 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4608 if (r->depthtextype)
4610 if (r->depthisrenderbuffer)
4611 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4613 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4615 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4617 r_refdef.stats[r_stat_rendertargets_used]++;
4618 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4619 r->lastusetime = host.realtime;
4620 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4624 static void R_Water_StartFrame(int viewwidth, int viewheight)
4626 int waterwidth, waterheight;
4628 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4631 // set waterwidth and waterheight to the water resolution that will be
4632 // used (often less than the screen resolution for faster rendering)
4633 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4634 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4636 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4637 waterwidth = waterheight = 0;
4639 // set up variables that will be used in shader setup
4640 r_fb.water.waterwidth = waterwidth;
4641 r_fb.water.waterheight = waterheight;
4642 r_fb.water.texturewidth = waterwidth;
4643 r_fb.water.textureheight = waterheight;
4644 r_fb.water.camerawidth = waterwidth;
4645 r_fb.water.cameraheight = waterheight;
4646 r_fb.water.screenscale[0] = 0.5f;
4647 r_fb.water.screenscale[1] = 0.5f;
4648 r_fb.water.screencenter[0] = 0.5f;
4649 r_fb.water.screencenter[1] = 0.5f;
4650 r_fb.water.enabled = waterwidth != 0;
4652 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4653 r_fb.water.numwaterplanes = 0;
4656 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4658 int planeindex, bestplaneindex, vertexindex;
4659 vec3_t mins, maxs, normal, center, v, n;
4660 vec_t planescore, bestplanescore;
4662 r_waterstate_waterplane_t *p;
4663 texture_t *t = R_GetCurrentTexture(surface->texture);
4665 rsurface.texture = t;
4666 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4667 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4668 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4670 // average the vertex normals, find the surface bounds (after deformvertexes)
4671 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4672 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4673 VectorCopy(n, normal);
4674 VectorCopy(v, mins);
4675 VectorCopy(v, maxs);
4676 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4678 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4679 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4680 VectorAdd(normal, n, normal);
4681 mins[0] = min(mins[0], v[0]);
4682 mins[1] = min(mins[1], v[1]);
4683 mins[2] = min(mins[2], v[2]);
4684 maxs[0] = max(maxs[0], v[0]);
4685 maxs[1] = max(maxs[1], v[1]);
4686 maxs[2] = max(maxs[2], v[2]);
4688 VectorNormalize(normal);
4689 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4691 VectorCopy(normal, plane.normal);
4692 VectorNormalize(plane.normal);
4693 plane.dist = DotProduct(center, plane.normal);
4694 PlaneClassify(&plane);
4695 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4697 // skip backfaces (except if nocullface is set)
4698 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4700 VectorNegate(plane.normal, plane.normal);
4702 PlaneClassify(&plane);
4706 // find a matching plane if there is one
4707 bestplaneindex = -1;
4708 bestplanescore = 1048576.0f;
4709 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4711 if(p->camera_entity == t->camera_entity)
4713 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4714 if (bestplaneindex < 0 || bestplanescore > planescore)
4716 bestplaneindex = planeindex;
4717 bestplanescore = planescore;
4721 planeindex = bestplaneindex;
4723 // if this surface does not fit any known plane rendered this frame, add one
4724 if (planeindex < 0 || bestplanescore > 0.001f)
4726 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4728 // store the new plane
4729 planeindex = r_fb.water.numwaterplanes++;
4730 p = r_fb.water.waterplanes + planeindex;
4732 // clear materialflags and pvs
4733 p->materialflags = 0;
4734 p->pvsvalid = false;
4735 p->camera_entity = t->camera_entity;
4736 VectorCopy(mins, p->mins);
4737 VectorCopy(maxs, p->maxs);
4741 // We're totally screwed.
4747 // merge mins/maxs when we're adding this surface to the plane
4748 p = r_fb.water.waterplanes + planeindex;
4749 p->mins[0] = min(p->mins[0], mins[0]);
4750 p->mins[1] = min(p->mins[1], mins[1]);
4751 p->mins[2] = min(p->mins[2], mins[2]);
4752 p->maxs[0] = max(p->maxs[0], maxs[0]);
4753 p->maxs[1] = max(p->maxs[1], maxs[1]);
4754 p->maxs[2] = max(p->maxs[2], maxs[2]);
4756 // merge this surface's materialflags into the waterplane
4757 p->materialflags |= t->currentmaterialflags;
4758 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4760 // merge this surface's PVS into the waterplane
4761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4762 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4764 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4770 extern cvar_t r_drawparticles;
4771 extern cvar_t r_drawdecals;
4773 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4776 r_refdef_view_t originalview;
4777 r_refdef_view_t myview;
4778 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;
4779 r_waterstate_waterplane_t *p;
4781 r_rendertarget_t *rt;
4783 originalview = r_refdef.view;
4785 // lowquality hack, temporarily shut down some cvars and restore afterwards
4786 qualityreduction = r_water_lowquality.integer;
4787 if (qualityreduction > 0)
4789 if (qualityreduction >= 1)
4791 old_r_shadows = r_shadows.integer;
4792 old_r_worldrtlight = r_shadow_realtime_world.integer;
4793 old_r_dlight = r_shadow_realtime_dlight.integer;
4794 Cvar_SetValueQuick(&r_shadows, 0);
4795 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4796 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4798 if (qualityreduction >= 2)
4800 old_r_dynamic = r_dynamic.integer;
4801 old_r_particles = r_drawparticles.integer;
4802 old_r_decals = r_drawdecals.integer;
4803 Cvar_SetValueQuick(&r_dynamic, 0);
4804 Cvar_SetValueQuick(&r_drawparticles, 0);
4805 Cvar_SetValueQuick(&r_drawdecals, 0);
4809 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4811 p->rt_reflection = NULL;
4812 p->rt_refraction = NULL;
4813 p->rt_camera = NULL;
4817 r_refdef.view = originalview;
4818 r_refdef.view.showdebug = false;
4819 r_refdef.view.width = r_fb.water.waterwidth;
4820 r_refdef.view.height = r_fb.water.waterheight;
4821 r_refdef.view.useclipplane = true;
4822 myview = r_refdef.view;
4823 r_fb.water.renderingscene = true;
4824 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4826 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4829 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4831 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4832 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4834 r_refdef.view = myview;
4835 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4836 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4837 if(r_water_scissormode.integer)
4839 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4840 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4842 p->rt_reflection = NULL;
4843 p->rt_refraction = NULL;
4844 p->rt_camera = NULL;
4849 r_refdef.view.clipplane = p->plane;
4850 // reflected view origin may be in solid, so don't cull with it
4851 r_refdef.view.usevieworiginculling = false;
4852 // reverse the cullface settings for this render
4853 r_refdef.view.cullface_front = GL_FRONT;
4854 r_refdef.view.cullface_back = GL_BACK;
4855 // combined pvs (based on what can be seen from each surface center)
4856 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4858 r_refdef.view.usecustompvs = true;
4860 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4862 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4865 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4866 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4867 GL_ScissorTest(false);
4868 R_ClearScreen(r_refdef.fogenabled);
4869 GL_ScissorTest(true);
4870 if(r_water_scissormode.integer & 2)
4871 R_View_UpdateWithScissor(myscissor);
4874 R_AnimCache_CacheVisibleEntities();
4875 if(r_water_scissormode.integer & 1)
4876 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4877 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4879 r_fb.water.hideplayer = false;
4880 p->rt_reflection = rt;
4883 // render the normal view scene and copy into texture
4884 // (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)
4885 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4887 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4888 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4890 r_refdef.view = myview;
4891 if(r_water_scissormode.integer)
4893 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4894 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4896 p->rt_reflection = NULL;
4897 p->rt_refraction = NULL;
4898 p->rt_camera = NULL;
4903 // combined pvs (based on what can be seen from each surface center)
4904 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4906 r_refdef.view.usecustompvs = true;
4908 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4910 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4913 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
4915 r_refdef.view.clipplane = p->plane;
4916 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4917 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4919 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
4921 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4922 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
4923 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4924 R_RenderView_UpdateViewVectors();
4925 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4927 r_refdef.view.usecustompvs = true;
4928 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);
4932 PlaneClassify(&r_refdef.view.clipplane);
4934 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4935 GL_ScissorTest(false);
4936 R_ClearScreen(r_refdef.fogenabled);
4937 GL_ScissorTest(true);
4938 if(r_water_scissormode.integer & 2)
4939 R_View_UpdateWithScissor(myscissor);
4942 R_AnimCache_CacheVisibleEntities();
4943 if(r_water_scissormode.integer & 1)
4944 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4945 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4947 r_fb.water.hideplayer = false;
4948 p->rt_refraction = rt;
4950 else if (p->materialflags & MATERIALFLAG_CAMERA)
4952 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4953 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4955 r_refdef.view = myview;
4957 r_refdef.view.clipplane = p->plane;
4958 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4959 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4961 r_refdef.view.width = r_fb.water.camerawidth;
4962 r_refdef.view.height = r_fb.water.cameraheight;
4963 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
4964 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
4965 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
4966 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
4968 if(p->camera_entity)
4970 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
4971 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
4974 // note: all of the view is used for displaying... so
4975 // there is no use in scissoring
4977 // reverse the cullface settings for this render
4978 r_refdef.view.cullface_front = GL_FRONT;
4979 r_refdef.view.cullface_back = GL_BACK;
4980 // also reverse the view matrix
4981 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
4982 R_RenderView_UpdateViewVectors();
4983 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
4985 r_refdef.view.usecustompvs = true;
4986 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);
4989 // camera needs no clipplane
4990 r_refdef.view.useclipplane = false;
4991 // TODO: is the camera origin always valid? if so we don't need to clear this
4992 r_refdef.view.usevieworiginculling = false;
4994 PlaneClassify(&r_refdef.view.clipplane);
4996 r_fb.water.hideplayer = false;
4998 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4999 GL_ScissorTest(false);
5000 R_ClearScreen(r_refdef.fogenabled);
5001 GL_ScissorTest(true);
5003 R_AnimCache_CacheVisibleEntities();
5004 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5006 r_fb.water.hideplayer = false;
5011 r_fb.water.renderingscene = false;
5012 r_refdef.view = originalview;
5013 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5015 R_AnimCache_CacheVisibleEntities();
5018 r_refdef.view = originalview;
5019 r_fb.water.renderingscene = false;
5020 Cvar_SetValueQuick(&r_water, 0);
5021 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5023 // lowquality hack, restore cvars
5024 if (qualityreduction > 0)
5026 if (qualityreduction >= 1)
5028 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5029 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5030 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5032 if (qualityreduction >= 2)
5034 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5035 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5036 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5041 static void R_Bloom_StartFrame(void)
5043 int screentexturewidth, screentextureheight;
5044 textype_t textype = TEXTYPE_COLORBUFFER;
5047 // clear the pointers to rendertargets from last frame as they're stale
5048 r_fb.rt_screen = NULL;
5049 r_fb.rt_bloom = NULL;
5051 switch (vid.renderpath)
5053 case RENDERPATH_GL32:
5054 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5055 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5056 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5058 case RENDERPATH_GLES2:
5059 r_fb.usedepthtextures = false;
5063 if (r_viewscale_fpsscaling.integer)
5065 double actualframetime;
5066 double targetframetime;
5068 actualframetime = r_refdef.lastdrawscreentime;
5069 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5070 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5071 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5072 if (r_viewscale_fpsscaling_stepsize.value > 0)
5075 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5077 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5079 viewscalefpsadjusted += adjust;
5080 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5083 viewscalefpsadjusted = 1.0f;
5085 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5087 scale *= sqrt(vid.samples); // supersampling
5088 scale = bound(0.03125f, scale, 4.0f);
5089 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5090 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5091 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5092 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5094 // set bloomwidth and bloomheight to the bloom resolution that will be
5095 // used (often less than the screen resolution for faster rendering)
5096 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5097 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5098 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5099 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5100 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5102 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))
5104 Cvar_SetValueQuick(&r_bloom, 0);
5105 Cvar_SetValueQuick(&r_motionblur, 0);
5106 Cvar_SetValueQuick(&r_damageblur, 0);
5108 if (!r_bloom.integer)
5109 r_fb.bloomwidth = r_fb.bloomheight = 0;
5111 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5112 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5114 if (r_fb.ghosttexture)
5115 R_FreeTexture(r_fb.ghosttexture);
5116 r_fb.ghosttexture = NULL;
5118 r_fb.screentexturewidth = screentexturewidth;
5119 r_fb.screentextureheight = screentextureheight;
5120 r_fb.textype = textype;
5122 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5124 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5125 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);
5126 r_fb.ghosttexture_valid = false;
5130 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5132 r_refdef.view.clear = true;
5135 static void R_Bloom_MakeTexture(void)
5138 float xoffset, yoffset, r, brighten;
5139 float colorscale = r_bloom_colorscale.value;
5140 r_viewport_t bloomviewport;
5141 r_rendertarget_t *prev, *cur;
5142 textype_t textype = r_fb.rt_screen->colortextype[0];
5144 r_refdef.stats[r_stat_bloom]++;
5146 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5148 // scale down screen texture to the bloom texture size
5150 prev = r_fb.rt_screen;
5151 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5152 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5153 R_SetViewport(&bloomviewport);
5154 GL_CullFace(GL_NONE);
5155 GL_DepthTest(false);
5156 GL_BlendFunc(GL_ONE, GL_ZERO);
5157 GL_Color(colorscale, colorscale, colorscale, 1);
5158 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5159 // TODO: do boxfilter scale-down in shader?
5160 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5161 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5162 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5163 // we now have a properly scaled bloom image
5165 // multiply bloom image by itself as many times as desired to darken it
5166 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5167 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5170 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5171 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5173 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5175 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5176 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5177 GL_Color(1,1,1,1); // no fix factor supported here
5178 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5179 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5180 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5181 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5185 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5186 brighten = r_bloom_brighten.value;
5187 brighten = sqrt(brighten);
5189 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5191 for (dir = 0;dir < 2;dir++)
5194 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5195 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5196 // blend on at multiple vertical offsets to achieve a vertical blur
5197 // TODO: do offset blends using GLSL
5198 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5200 GL_BlendFunc(GL_ONE, GL_ZERO);
5202 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5204 for (x = -range;x <= range;x++)
5206 if (!dir){xoffset = 0;yoffset = x;}
5207 else {xoffset = x;yoffset = 0;}
5208 xoffset /= (float)prev->texturewidth;
5209 yoffset /= (float)prev->textureheight;
5210 // compute a texcoord array with the specified x and y offset
5211 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5212 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5213 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5214 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5215 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5216 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5217 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5218 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5219 // this r value looks like a 'dot' particle, fading sharply to
5220 // black at the edges
5221 // (probably not realistic but looks good enough)
5222 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5223 //r = brighten/(range*2+1);
5224 r = brighten / (range * 2 + 1);
5226 r *= (1 - x*x/(float)((range+1)*(range+1)));
5230 GL_Color(r, r, r, 1);
5232 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5234 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5235 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5237 GL_BlendFunc(GL_ONE, GL_ONE);
5242 // now we have the bloom image, so keep track of it
5243 r_fb.rt_bloom = cur;
5246 static qbool R_BlendView_IsTrivial(int viewx, int viewy, int viewwidth, int viewheight, int x, int y, int width, int height)
5248 // Shifting requested?
5249 // (It should be possible to work around this otherwise)
5250 if (viewx != x || viewy != y)
5252 // Scaling requested?
5253 if (viewwidth != width || viewheight != height)
5255 // Higher bit depth or explicit FBO requested?
5256 if (r_viewfbo.integer)
5259 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || (r_damageblur.value > 0 && cl.cshifts[CSHIFT_DAMAGE].percent != 0)) && r_fb.ghosttexture)
5261 // Non-trivial postprocessing shader permutation?
5263 || r_refdef.viewblend[3] > 0
5264 || !vid_gammatables_trivial
5265 || r_glsl_postprocess.integer
5266 || ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1)))
5268 // Other reasons for a non-trivial default postprocessing shader?
5269 // (See R_CompileShader_CheckStaticParms but only those relevant for MODE_POSTPROCESS in shader_glsl.h)
5270 // Skip: if (r_glsl_saturation_redcompensate.integer) (already covered by saturation above).
5271 // Skip: if (r_glsl_postprocess.integer) (already covered by r_glsl_postprocess above).
5272 // Skip: if (r_glsl_postprocess_uservec1_enable.integer) (already covered by r_glsl_postprocessing above).
5275 if (r_colorfringe.value)
5280 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5282 uint64_t permutation;
5283 float uservecs[4][4];
5284 rtexture_t *viewtexture;
5285 rtexture_t *bloomtexture;
5287 R_EntityMatrix(&identitymatrix);
5289 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || (r_damageblur.value > 0 && cl.cshifts[CSHIFT_DAMAGE].percent != 0)) && r_fb.ghosttexture)
5291 // declare variables
5292 float blur_factor, blur_mouseaccel, blur_velocity;
5293 static float blur_average;
5294 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5296 // set a goal for the factoring
5297 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5298 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5299 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5300 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5301 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5302 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5304 // from the goal, pick an averaged value between goal and last value
5305 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5306 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5308 // enforce minimum amount of blur
5309 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5311 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5313 // calculate values into a standard alpha
5314 cl.motionbluralpha = 1 - exp(-
5316 (r_motionblur.value * blur_factor / 80)
5318 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5321 max(0.0001, cl.time - cl.oldtime) // fps independent
5324 // randomization for the blur value to combat persistent ghosting
5325 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5326 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5328 // apply the blur on top of the current view
5329 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5330 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5332 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5333 GL_Color(1, 1, 1, cl.motionbluralpha);
5334 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5335 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5336 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5337 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5338 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5341 // updates old view angles for next pass
5342 VectorCopy(cl.viewangles, blur_oldangles);
5344 // copy view into the ghost texture
5345 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5346 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5347 r_fb.ghosttexture_valid = true;
5350 if (r_fb.bloomwidth)
5352 // make the bloom texture
5353 R_Bloom_MakeTexture();
5356 #if _MSC_VER >= 1400
5357 #define sscanf sscanf_s
5359 memset(uservecs, 0, sizeof(uservecs));
5360 if (r_glsl_postprocess_uservec1_enable.integer)
5361 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5362 if (r_glsl_postprocess_uservec2_enable.integer)
5363 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5364 if (r_glsl_postprocess_uservec3_enable.integer)
5365 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5366 if (r_glsl_postprocess_uservec4_enable.integer)
5367 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5369 // render to the screen fbo
5370 R_ResetViewRendering2D(fbo, depthtexture, colortexture, x, y, width, height);
5371 GL_Color(1, 1, 1, 1);
5372 GL_BlendFunc(GL_ONE, GL_ZERO);
5374 viewtexture = viewcolortexture;
5375 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5377 if (r_rendertarget_debug.integer >= 0)
5379 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5380 if (rt && rt->colortexture[0])
5382 viewtexture = rt->colortexture[0];
5383 bloomtexture = NULL;
5387 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5388 switch(vid.renderpath)
5390 case RENDERPATH_GL32:
5391 case RENDERPATH_GLES2:
5393 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5394 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5395 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5396 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5397 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5398 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5399 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5400 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5401 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5402 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]);
5403 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5404 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]);
5405 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]);
5406 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]);
5407 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]);
5408 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5409 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5410 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);
5411 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5414 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5415 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5418 matrix4x4_t r_waterscrollmatrix;
5420 void R_UpdateFog(void)
5423 if (gamemode == GAME_NEHAHRA)
5425 if (gl_fogenable.integer)
5427 r_refdef.oldgl_fogenable = true;
5428 r_refdef.fog_density = gl_fogdensity.value;
5429 r_refdef.fog_red = gl_fogred.value;
5430 r_refdef.fog_green = gl_foggreen.value;
5431 r_refdef.fog_blue = gl_fogblue.value;
5432 r_refdef.fog_alpha = 1;
5433 r_refdef.fog_start = 0;
5434 r_refdef.fog_end = gl_skyclip.value;
5435 r_refdef.fog_height = 1<<30;
5436 r_refdef.fog_fadedepth = 128;
5438 else if (r_refdef.oldgl_fogenable)
5440 r_refdef.oldgl_fogenable = false;
5441 r_refdef.fog_density = 0;
5442 r_refdef.fog_red = 0;
5443 r_refdef.fog_green = 0;
5444 r_refdef.fog_blue = 0;
5445 r_refdef.fog_alpha = 0;
5446 r_refdef.fog_start = 0;
5447 r_refdef.fog_end = 0;
5448 r_refdef.fog_height = 1<<30;
5449 r_refdef.fog_fadedepth = 128;
5454 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5455 r_refdef.fog_start = max(0, r_refdef.fog_start);
5456 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5458 if (r_refdef.fog_density && r_drawfog.integer)
5460 r_refdef.fogenabled = true;
5461 // this is the point where the fog reaches 0.9986 alpha, which we
5462 // consider a good enough cutoff point for the texture
5463 // (0.9986 * 256 == 255.6)
5464 if (r_fog_exp2.integer)
5465 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5467 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5468 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5469 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5470 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5471 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5472 R_BuildFogHeightTexture();
5473 // fog color was already set
5474 // update the fog texture
5475 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)
5476 R_BuildFogTexture();
5477 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5478 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5481 r_refdef.fogenabled = false;
5484 if (r_refdef.fog_density)
5486 r_refdef.fogcolor[0] = r_refdef.fog_red;
5487 r_refdef.fogcolor[1] = r_refdef.fog_green;
5488 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5490 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5491 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5492 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5493 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5497 VectorCopy(r_refdef.fogcolor, fogvec);
5498 // color.rgb *= ContrastBoost * SceneBrightness;
5499 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5500 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5501 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5502 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5507 void R_UpdateVariables(void)
5511 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5513 r_refdef.farclip = r_farclip_base.value;
5514 if (r_refdef.scene.worldmodel)
5515 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5516 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5518 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5519 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5520 r_refdef.polygonfactor = 0;
5521 r_refdef.polygonoffset = 0;
5523 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5524 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5525 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5526 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5527 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5528 if (r_refdef.scene.worldmodel)
5530 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5532 // Apply the default lightstyle to the lightmap even on q3bsp
5533 if (cl.worldmodel && cl.worldmodel->type == mod_brushq3) {
5534 r_refdef.scene.lightmapintensity *= r_refdef.scene.rtlightstylevalue[0];
5537 if (r_showsurfaces.integer)
5539 r_refdef.scene.rtworld = false;
5540 r_refdef.scene.rtworldshadows = false;
5541 r_refdef.scene.rtdlight = false;
5542 r_refdef.scene.rtdlightshadows = false;
5543 r_refdef.scene.lightmapintensity = 0;
5546 r_gpuskeletal = false;
5547 switch(vid.renderpath)
5549 case RENDERPATH_GL32:
5550 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5551 case RENDERPATH_GLES2:
5552 if(!vid_gammatables_trivial)
5554 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5556 // build GLSL gamma texture
5557 #define RAMPWIDTH 256
5558 unsigned short ramp[RAMPWIDTH * 3];
5559 unsigned char rampbgr[RAMPWIDTH][4];
5562 r_texture_gammaramps_serial = vid_gammatables_serial;
5564 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5565 for(i = 0; i < RAMPWIDTH; ++i)
5567 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5568 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5569 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5572 if (r_texture_gammaramps)
5574 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1, 0);
5578 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5584 // remove GLSL gamma texture
5590 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5591 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5597 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5598 if( scenetype != r_currentscenetype ) {
5599 // store the old scenetype
5600 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5601 r_currentscenetype = scenetype;
5602 // move in the new scene
5603 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5612 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5614 // of course, we could also add a qbool that provides a lock state and a ReleaseScenePointer function..
5615 if( scenetype == r_currentscenetype ) {
5616 return &r_refdef.scene;
5618 return &r_scenes_store[ scenetype ];
5622 static int R_SortEntities_Compare(const void *ap, const void *bp)
5624 const entity_render_t *a = *(const entity_render_t **)ap;
5625 const entity_render_t *b = *(const entity_render_t **)bp;
5628 if(a->model < b->model)
5630 if(a->model > b->model)
5634 // TODO possibly calculate the REAL skinnum here first using
5636 if(a->skinnum < b->skinnum)
5638 if(a->skinnum > b->skinnum)
5641 // everything we compared is equal
5644 static void R_SortEntities(void)
5646 // below or equal 2 ents, sorting never gains anything
5647 if(r_refdef.scene.numentities <= 2)
5650 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5658 extern cvar_t r_shadow_bouncegrid;
5659 extern cvar_t v_isometric;
5660 extern void V_MakeViewIsometric(void);
5661 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5663 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5665 rtexture_t *viewdepthtexture = NULL;
5666 rtexture_t *viewcolortexture = NULL;
5667 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5670 // finish any 2D rendering that was queued
5673 if (r_timereport_active)
5674 R_TimeReport("start");
5675 r_textureframe++; // used only by R_GetCurrentTexture
5676 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5678 if(R_CompileShader_CheckStaticParms())
5679 R_GLSL_Restart_f(cmd_local);
5681 if (!r_drawentities.integer)
5682 r_refdef.scene.numentities = 0;
5683 else if (r_sortentities.integer)
5686 R_AnimCache_ClearCache();
5688 /* adjust for stereo display */
5689 if(R_Stereo_Active())
5691 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);
5692 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5695 if (r_refdef.view.isoverlay)
5697 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5698 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5699 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5700 R_TimeReport("depthclear");
5702 r_refdef.view.showdebug = false;
5704 r_fb.water.enabled = false;
5705 r_fb.water.numwaterplanes = 0;
5707 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5709 r_refdef.view.matrix = originalmatrix;
5715 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5717 r_refdef.view.matrix = originalmatrix;
5721 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5722 if (v_isometric.integer && r_refdef.view.ismain)
5723 V_MakeViewIsometric();
5725 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5727 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5728 // in sRGB fallback, behave similar to true sRGB: convert this
5729 // value from linear to sRGB
5730 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5732 R_RenderView_UpdateViewVectors();
5734 R_Shadow_UpdateWorldLightSelection();
5736 // this will set up r_fb.rt_screen
5737 R_Bloom_StartFrame();
5739 // apply bloom brightness offset
5741 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5743 skipblend = R_BlendView_IsTrivial(0, 0, r_fb.rt_screen->texturewidth, r_fb.rt_screen->textureheight, x, y, width, height);
5746 // Render to the screen right away.
5748 viewdepthtexture = depthtexture;
5749 viewcolortexture = colortexture;
5753 viewheight = height;
5755 else if (r_fb.rt_screen)
5757 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5758 viewfbo = r_fb.rt_screen->fbo;
5759 viewdepthtexture = r_fb.rt_screen->depthtexture;
5760 viewcolortexture = r_fb.rt_screen->colortexture[0];
5763 viewwidth = r_fb.rt_screen->texturewidth;
5764 viewheight = r_fb.rt_screen->textureheight;
5767 R_Water_StartFrame(viewwidth, viewheight);
5770 if (r_timereport_active)
5771 R_TimeReport("viewsetup");
5773 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5775 // clear the whole fbo every frame - otherwise the driver will consider
5776 // it to be an inter-frame texture and stall in multi-gpu configurations
5778 GL_ScissorTest(false);
5779 R_ClearScreen(r_refdef.fogenabled);
5780 if (r_timereport_active)
5781 R_TimeReport("viewclear");
5783 r_refdef.view.clear = true;
5785 r_refdef.view.showdebug = true;
5788 if (r_timereport_active)
5789 R_TimeReport("visibility");
5791 R_AnimCache_CacheVisibleEntities();
5792 if (r_timereport_active)
5793 R_TimeReport("animcache");
5795 R_Shadow_UpdateBounceGridTexture();
5796 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5798 r_fb.water.numwaterplanes = 0;
5799 if (r_fb.water.enabled)
5800 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5802 // for the actual view render we use scissoring a fair amount, so scissor
5803 // test needs to be on
5805 GL_ScissorTest(true);
5806 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5807 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5808 r_fb.water.numwaterplanes = 0;
5810 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5811 GL_ScissorTest(false);
5814 R_BlendView(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, fbo, depthtexture, colortexture, x, y, width, height);
5815 if (r_timereport_active)
5816 R_TimeReport("blendview");
5818 r_refdef.view.matrix = originalmatrix;
5822 // go back to 2d rendering
5826 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5828 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5830 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5831 if (r_timereport_active)
5832 R_TimeReport("waterworld");
5835 // don't let sound skip if going slow
5836 if (r_refdef.scene.extraupdate)
5839 R_DrawModelsAddWaterPlanes();
5840 if (r_timereport_active)
5841 R_TimeReport("watermodels");
5843 if (r_fb.water.numwaterplanes)
5845 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5846 if (r_timereport_active)
5847 R_TimeReport("waterscenes");
5851 extern cvar_t cl_locs_show;
5852 static void R_DrawLocs(void);
5853 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5854 static void R_DrawModelDecals(void);
5855 extern qbool r_shadow_usingdeferredprepass;
5856 extern int r_shadow_shadowmapatlas_modelshadows_size;
5857 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5859 qbool shadowmapping = false;
5861 if (r_timereport_active)
5862 R_TimeReport("beginscene");
5864 r_refdef.stats[r_stat_renders]++;
5868 // don't let sound skip if going slow
5869 if (r_refdef.scene.extraupdate)
5872 R_MeshQueue_BeginScene();
5876 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);
5878 if (r_timereport_active)
5879 R_TimeReport("skystartframe");
5881 if (cl.csqc_vidvars.drawworld)
5883 // don't let sound skip if going slow
5884 if (r_refdef.scene.extraupdate)
5887 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5889 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5890 if (r_timereport_active)
5891 R_TimeReport("worldsky");
5894 if (R_DrawBrushModelsSky() && r_timereport_active)
5895 R_TimeReport("bmodelsky");
5897 if (skyrendermasked && skyrenderlater)
5899 // we have to force off the water clipping plane while rendering sky
5900 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5902 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5903 if (r_timereport_active)
5904 R_TimeReport("sky");
5908 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5909 r_shadow_viewfbo = viewfbo;
5910 r_shadow_viewdepthtexture = viewdepthtexture;
5911 r_shadow_viewcolortexture = viewcolortexture;
5912 r_shadow_viewx = viewx;
5913 r_shadow_viewy = viewy;
5914 r_shadow_viewwidth = viewwidth;
5915 r_shadow_viewheight = viewheight;
5917 R_Shadow_PrepareModelShadows();
5918 R_Shadow_PrepareLights();
5919 if (r_timereport_active)
5920 R_TimeReport("preparelights");
5922 // render all the shadowmaps that will be used for this view
5923 shadowmapping = R_Shadow_ShadowMappingEnabled();
5924 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5926 R_Shadow_DrawShadowMaps();
5927 if (r_timereport_active)
5928 R_TimeReport("shadowmaps");
5931 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5932 if (r_shadow_usingdeferredprepass)
5933 R_Shadow_DrawPrepass();
5935 // now we begin the forward pass of the view render
5936 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5938 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5939 if (r_timereport_active)
5940 R_TimeReport("worlddepth");
5942 if (r_depthfirst.integer >= 2)
5944 R_DrawModelsDepth();
5945 if (r_timereport_active)
5946 R_TimeReport("modeldepth");
5949 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5951 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5952 if (r_timereport_active)
5953 R_TimeReport("world");
5956 // don't let sound skip if going slow
5957 if (r_refdef.scene.extraupdate)
5961 if (r_timereport_active)
5962 R_TimeReport("models");
5964 // don't let sound skip if going slow
5965 if (r_refdef.scene.extraupdate)
5968 if (!r_shadow_usingdeferredprepass)
5970 R_Shadow_DrawLights();
5971 if (r_timereport_active)
5972 R_TimeReport("rtlights");
5975 // don't let sound skip if going slow
5976 if (r_refdef.scene.extraupdate)
5979 if (cl.csqc_vidvars.drawworld)
5981 R_DrawModelDecals();
5982 if (r_timereport_active)
5983 R_TimeReport("modeldecals");
5986 if (r_timereport_active)
5987 R_TimeReport("particles");
5990 if (r_timereport_active)
5991 R_TimeReport("explosions");
5994 if (r_refdef.view.showdebug)
5996 if (cl_locs_show.integer)
5999 if (r_timereport_active)
6000 R_TimeReport("showlocs");
6003 if (r_drawportals.integer)
6006 if (r_timereport_active)
6007 R_TimeReport("portals");
6010 if (r_showbboxes_client.value > 0)
6012 R_DrawEntityBBoxes(CLVM_prog);
6013 if (r_timereport_active)
6014 R_TimeReport("clbboxes");
6016 if (r_showbboxes.value > 0)
6018 R_DrawEntityBBoxes(SVVM_prog);
6019 if (r_timereport_active)
6020 R_TimeReport("svbboxes");
6024 if (r_transparent.integer)
6026 R_MeshQueue_RenderTransparent();
6027 if (r_timereport_active)
6028 R_TimeReport("drawtrans");
6031 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))
6033 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6034 if (r_timereport_active)
6035 R_TimeReport("worlddebug");
6036 R_DrawModelsDebug();
6037 if (r_timereport_active)
6038 R_TimeReport("modeldebug");
6041 if (cl.csqc_vidvars.drawworld)
6043 R_Shadow_DrawCoronas();
6044 if (r_timereport_active)
6045 R_TimeReport("coronas");
6048 // don't let sound skip if going slow
6049 if (r_refdef.scene.extraupdate)
6053 static const unsigned short bboxelements[36] =
6063 #define BBOXEDGES 13
6064 static const float bboxedges[BBOXEDGES][6] =
6067 { 0, 0, 0, 1, 1, 1 },
6069 { 0, 0, 0, 0, 1, 0 },
6070 { 0, 0, 0, 1, 0, 0 },
6071 { 0, 1, 0, 1, 1, 0 },
6072 { 1, 0, 0, 1, 1, 0 },
6074 { 0, 0, 1, 0, 1, 1 },
6075 { 0, 0, 1, 1, 0, 1 },
6076 { 0, 1, 1, 1, 1, 1 },
6077 { 1, 0, 1, 1, 1, 1 },
6079 { 0, 0, 0, 0, 0, 1 },
6080 { 1, 0, 0, 1, 0, 1 },
6081 { 0, 1, 0, 0, 1, 1 },
6082 { 1, 1, 0, 1, 1, 1 },
6085 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6087 int numvertices = BBOXEDGES * 8;
6088 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6089 int numtriangles = BBOXEDGES * 12;
6090 unsigned short elements[BBOXEDGES * 36];
6092 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6094 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6096 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6097 GL_DepthMask(false);
6098 GL_DepthRange(0, 1);
6099 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6101 for (edge = 0; edge < BBOXEDGES; edge++)
6103 for (i = 0; i < 3; i++)
6105 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6106 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6108 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6109 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6110 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6111 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6112 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6113 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6114 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6115 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6116 for (i = 0; i < 36; i++)
6117 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6119 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6120 if (r_refdef.fogenabled)
6122 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6124 f1 = RSurf_FogVertex(v);
6126 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6127 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6128 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6131 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6132 R_Mesh_ResetTextureState();
6133 R_SetupShader_Generic_NoTexture(false, false);
6134 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6137 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6139 // hacky overloading of the parameters
6140 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6143 prvm_edict_t *edict;
6145 GL_CullFace(GL_NONE);
6146 R_SetupShader_Generic_NoTexture(false, false);
6148 for (i = 0;i < numsurfaces;i++)
6150 edict = PRVM_EDICT_NUM(surfacelist[i]);
6151 switch ((int)PRVM_serveredictfloat(edict, solid))
6153 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6154 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6155 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6156 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6157 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6158 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6159 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6161 if (prog == CLVM_prog)
6162 color[3] *= r_showbboxes_client.value;
6164 color[3] *= r_showbboxes.value;
6165 color[3] = bound(0, color[3], 1);
6166 GL_DepthTest(!r_showdisabledepthtest.integer);
6167 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6171 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6174 prvm_edict_t *edict;
6180 for (i = 0; i < prog->num_edicts; i++)
6182 edict = PRVM_EDICT_NUM(i);
6185 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6186 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6188 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6190 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6191 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6195 static const int nomodelelement3i[24] =
6207 static const unsigned short nomodelelement3s[24] =
6219 static const float nomodelvertex3f[6*3] =
6229 static const float nomodelcolor4f[6*4] =
6231 0.0f, 0.0f, 0.5f, 1.0f,
6232 0.0f, 0.0f, 0.5f, 1.0f,
6233 0.0f, 0.5f, 0.0f, 1.0f,
6234 0.0f, 0.5f, 0.0f, 1.0f,
6235 0.5f, 0.0f, 0.0f, 1.0f,
6236 0.5f, 0.0f, 0.0f, 1.0f
6239 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6245 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);
6247 // this is only called once per entity so numsurfaces is always 1, and
6248 // surfacelist is always {0}, so this code does not handle batches
6250 if (rsurface.ent_flags & RENDER_ADDITIVE)
6252 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6253 GL_DepthMask(false);
6255 else if (ent->alpha < 1)
6257 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6258 GL_DepthMask(false);
6262 GL_BlendFunc(GL_ONE, GL_ZERO);
6265 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6266 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6267 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6268 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6269 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6270 for (i = 0, c = color4f;i < 6;i++, c += 4)
6272 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6273 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6274 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6277 if (r_refdef.fogenabled)
6279 for (i = 0, c = color4f;i < 6;i++, c += 4)
6281 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6283 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6284 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6285 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6288 // R_Mesh_ResetTextureState();
6289 R_SetupShader_Generic_NoTexture(false, false);
6290 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6291 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6294 void R_DrawNoModel(entity_render_t *ent)
6297 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6298 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6299 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6301 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6304 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6306 vec3_t right1, right2, diff, normal;
6308 VectorSubtract (org2, org1, normal);
6310 // calculate 'right' vector for start
6311 VectorSubtract (r_refdef.view.origin, org1, diff);
6312 CrossProduct (normal, diff, right1);
6313 VectorNormalize (right1);
6315 // calculate 'right' vector for end
6316 VectorSubtract (r_refdef.view.origin, org2, diff);
6317 CrossProduct (normal, diff, right2);
6318 VectorNormalize (right2);
6320 vert[ 0] = org1[0] + width * right1[0];
6321 vert[ 1] = org1[1] + width * right1[1];
6322 vert[ 2] = org1[2] + width * right1[2];
6323 vert[ 3] = org1[0] - width * right1[0];
6324 vert[ 4] = org1[1] - width * right1[1];
6325 vert[ 5] = org1[2] - width * right1[2];
6326 vert[ 6] = org2[0] - width * right2[0];
6327 vert[ 7] = org2[1] - width * right2[1];
6328 vert[ 8] = org2[2] - width * right2[2];
6329 vert[ 9] = org2[0] + width * right2[0];
6330 vert[10] = org2[1] + width * right2[1];
6331 vert[11] = org2[2] + width * right2[2];
6334 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)
6336 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6337 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6338 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6339 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6340 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6341 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6342 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6343 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6344 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6345 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6346 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6347 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6350 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6355 VectorSet(v, x, y, z);
6356 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6357 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6359 if (i == mesh->numvertices)
6361 if (mesh->numvertices < mesh->maxvertices)
6363 VectorCopy(v, vertex3f);
6364 mesh->numvertices++;
6366 return mesh->numvertices;
6372 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6376 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6377 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6378 e = mesh->element3i + mesh->numtriangles * 3;
6379 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6381 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6382 if (mesh->numtriangles < mesh->maxtriangles)
6387 mesh->numtriangles++;
6389 element[1] = element[2];
6393 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6397 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6398 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6399 e = mesh->element3i + mesh->numtriangles * 3;
6400 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6402 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6403 if (mesh->numtriangles < mesh->maxtriangles)
6408 mesh->numtriangles++;
6410 element[1] = element[2];
6414 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6415 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6417 int planenum, planenum2;
6420 mplane_t *plane, *plane2;
6422 double temppoints[2][256*3];
6423 // figure out how large a bounding box we need to properly compute this brush
6425 for (w = 0;w < numplanes;w++)
6426 maxdist = max(maxdist, fabs(planes[w].dist));
6427 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6428 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6429 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6433 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6434 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6436 if (planenum2 == planenum)
6438 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);
6441 if (tempnumpoints < 3)
6443 // generate elements forming a triangle fan for this polygon
6444 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6448 static qbool R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6450 if(parms[0] == 0 && parms[1] == 0)
6452 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6453 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6458 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6461 index = parms[2] + rsurface.shadertime * parms[3];
6462 index -= floor(index);
6463 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6466 case Q3WAVEFUNC_NONE:
6467 case Q3WAVEFUNC_NOISE:
6468 case Q3WAVEFUNC_COUNT:
6471 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6472 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6473 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6474 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6475 case Q3WAVEFUNC_TRIANGLE:
6477 f = index - floor(index);
6490 f = parms[0] + parms[1] * f;
6491 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6492 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6496 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6503 matrix4x4_t matrix, temp;
6504 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6505 // it's better to have one huge fixup every 9 hours than gradual
6506 // degradation over time which looks consistently bad after many hours.
6508 // tcmod scroll in particular suffers from this degradation which can't be
6509 // effectively worked around even with floor() tricks because we don't
6510 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6511 // a workaround involving floor() would be incorrect anyway...
6512 shadertime = rsurface.shadertime;
6513 if (shadertime >= 32768.0f)
6514 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6515 switch(tcmod->tcmod)
6519 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6520 matrix = r_waterscrollmatrix;
6522 matrix = identitymatrix;
6524 case Q3TCMOD_ENTITYTRANSLATE:
6525 // this is used in Q3 to allow the gamecode to control texcoord
6526 // scrolling on the entity, which is not supported in darkplaces yet.
6527 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6529 case Q3TCMOD_ROTATE:
6530 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6531 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6532 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6535 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6537 case Q3TCMOD_SCROLL:
6538 // this particular tcmod is a "bug for bug" compatible one with regards to
6539 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6540 // specifically did the wrapping and so we must mimic that...
6541 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6542 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6543 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6545 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6546 w = (int) tcmod->parms[0];
6547 h = (int) tcmod->parms[1];
6548 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6550 idx = (int) floor(f * w * h);
6551 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6553 case Q3TCMOD_STRETCH:
6554 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6555 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6557 case Q3TCMOD_TRANSFORM:
6558 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6559 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6560 VectorSet(tcmat + 6, 0 , 0 , 1);
6561 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6562 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6564 case Q3TCMOD_TURBULENT:
6565 // this is handled in the RSurf_PrepareVertices function
6566 matrix = identitymatrix;
6570 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6573 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6575 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6576 char name[MAX_QPATH];
6577 skinframe_t *skinframe;
6578 unsigned char pixels[296*194];
6579 strlcpy(cache->name, skinname, sizeof(cache->name));
6580 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6581 if (developer_loading.integer)
6582 Con_Printf("loading %s\n", name);
6583 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6584 if (!skinframe || !skinframe->base)
6587 fs_offset_t filesize;
6589 f = FS_LoadFile(name, tempmempool, true, &filesize);
6592 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6593 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6597 cache->skinframe = skinframe;
6600 texture_t *R_GetCurrentTexture(texture_t *t)
6603 const entity_render_t *ent = rsurface.entity;
6604 model_t *model = ent->model; // when calling this, ent must not be NULL
6605 q3shaderinfo_layer_tcmod_t *tcmod;
6606 float specularscale = 0.0f;
6608 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6609 return t->currentframe;
6610 t->update_lastrenderframe = r_textureframe;
6611 t->update_lastrenderentity = (void *)ent;
6613 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6614 t->camera_entity = ent->entitynumber;
6616 t->camera_entity = 0;
6618 // switch to an alternate material if this is a q1bsp animated material
6620 texture_t *texture = t;
6621 int s = rsurface.ent_skinnum;
6622 if ((unsigned int)s >= (unsigned int)model->numskins)
6624 if (model->skinscenes)
6626 if (model->skinscenes[s].framecount > 1)
6627 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6629 s = model->skinscenes[s].firstframe;
6632 t = t + s * model->num_surfaces;
6635 // use an alternate animation if the entity's frame is not 0,
6636 // and only if the texture has an alternate animation
6637 if (t->animated == 2) // q2bsp
6638 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6639 else if (rsurface.ent_alttextures && t->anim_total[1])
6640 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6642 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6644 texture->currentframe = t;
6647 // update currentskinframe to be a qw skin or animation frame
6648 if (rsurface.ent_qwskin >= 0)
6650 i = rsurface.ent_qwskin;
6651 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6653 r_qwskincache_size = cl.maxclients;
6655 Mem_Free(r_qwskincache);
6656 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6658 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6659 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6660 t->currentskinframe = r_qwskincache[i].skinframe;
6661 if (t->materialshaderpass && t->currentskinframe == NULL)
6662 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6664 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6665 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6666 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6667 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6669 t->currentmaterialflags = t->basematerialflags;
6670 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6671 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6672 t->currentalpha *= r_wateralpha.value;
6673 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6674 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6675 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6676 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6678 // decide on which type of lighting to use for this surface
6679 if (rsurface.entity->render_modellight_forced)
6680 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6681 if (rsurface.entity->render_rtlight_disabled)
6682 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6683 if (rsurface.entity->render_lightgrid)
6684 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6685 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6687 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6688 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6689 for (q = 0; q < 3; q++)
6691 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6692 t->render_modellight_lightdir_world[q] = q == 2;
6693 t->render_modellight_lightdir_local[q] = q == 2;
6694 t->render_modellight_ambient[q] = 1;
6695 t->render_modellight_diffuse[q] = 0;
6696 t->render_modellight_specular[q] = 0;
6697 t->render_lightmap_ambient[q] = 0;
6698 t->render_lightmap_diffuse[q] = 0;
6699 t->render_lightmap_specular[q] = 0;
6700 t->render_rtlight_diffuse[q] = 0;
6701 t->render_rtlight_specular[q] = 0;
6704 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6706 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6707 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6708 for (q = 0; q < 3; q++)
6710 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6711 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6712 t->render_modellight_lightdir_world[q] = q == 2;
6713 t->render_modellight_lightdir_local[q] = q == 2;
6714 t->render_modellight_diffuse[q] = 0;
6715 t->render_modellight_specular[q] = 0;
6716 t->render_lightmap_ambient[q] = 0;
6717 t->render_lightmap_diffuse[q] = 0;
6718 t->render_lightmap_specular[q] = 0;
6719 t->render_rtlight_diffuse[q] = 0;
6720 t->render_rtlight_specular[q] = 0;
6723 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6725 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6726 for (q = 0; q < 3; q++)
6728 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6729 t->render_modellight_lightdir_world[q] = q == 2;
6730 t->render_modellight_lightdir_local[q] = q == 2;
6731 t->render_modellight_ambient[q] = 0;
6732 t->render_modellight_diffuse[q] = 0;
6733 t->render_modellight_specular[q] = 0;
6734 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6735 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6736 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6737 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6738 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6741 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6743 // ambient + single direction light (modellight)
6744 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6745 for (q = 0; q < 3; q++)
6747 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6748 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6749 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6750 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6751 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6752 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6753 t->render_lightmap_ambient[q] = 0;
6754 t->render_lightmap_diffuse[q] = 0;
6755 t->render_lightmap_specular[q] = 0;
6756 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6757 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6762 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6763 for (q = 0; q < 3; q++)
6765 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6766 t->render_modellight_lightdir_world[q] = q == 2;
6767 t->render_modellight_lightdir_local[q] = q == 2;
6768 t->render_modellight_ambient[q] = 0;
6769 t->render_modellight_diffuse[q] = 0;
6770 t->render_modellight_specular[q] = 0;
6771 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6772 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6773 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6774 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6775 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6779 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6781 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6782 // attribute, we punt it to the lightmap path and hope for the best,
6783 // but lighting doesn't work.
6785 // FIXME: this is fine for effects but CSQC polygons should be subject
6787 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6788 for (q = 0; q < 3; q++)
6790 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6791 t->render_modellight_lightdir_world[q] = q == 2;
6792 t->render_modellight_lightdir_local[q] = q == 2;
6793 t->render_modellight_ambient[q] = 0;
6794 t->render_modellight_diffuse[q] = 0;
6795 t->render_modellight_specular[q] = 0;
6796 t->render_lightmap_ambient[q] = 0;
6797 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6798 t->render_lightmap_specular[q] = 0;
6799 t->render_rtlight_diffuse[q] = 0;
6800 t->render_rtlight_specular[q] = 0;
6804 for (q = 0; q < 3; q++)
6806 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6807 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6810 if (rsurface.ent_flags & RENDER_ADDITIVE)
6811 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6812 else if (t->currentalpha < 1)
6813 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6814 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6815 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6816 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6817 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6818 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6819 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6820 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6821 if (t->backgroundshaderpass)
6822 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6823 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6825 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6826 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6829 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6830 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6832 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6833 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6835 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6836 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6838 // there is no tcmod
6839 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6841 t->currenttexmatrix = r_waterscrollmatrix;
6842 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6844 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6846 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6847 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6850 if (t->materialshaderpass)
6851 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6852 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6854 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6855 if (t->currentskinframe->qpixels)
6856 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6857 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6858 if (!t->basetexture)
6859 t->basetexture = r_texture_notexture;
6860 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6861 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6862 t->nmaptexture = t->currentskinframe->nmap;
6863 if (!t->nmaptexture)
6864 t->nmaptexture = r_texture_blanknormalmap;
6865 t->glosstexture = r_texture_black;
6866 t->glowtexture = t->currentskinframe->glow;
6867 t->fogtexture = t->currentskinframe->fog;
6868 t->reflectmasktexture = t->currentskinframe->reflect;
6869 if (t->backgroundshaderpass)
6871 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6872 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6873 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6874 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6875 t->backgroundglosstexture = r_texture_black;
6876 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6877 if (!t->backgroundnmaptexture)
6878 t->backgroundnmaptexture = r_texture_blanknormalmap;
6879 // make sure that if glow is going to be used, both textures are not NULL
6880 if (!t->backgroundglowtexture && t->glowtexture)
6881 t->backgroundglowtexture = r_texture_black;
6882 if (!t->glowtexture && t->backgroundglowtexture)
6883 t->glowtexture = r_texture_black;
6887 t->backgroundbasetexture = r_texture_white;
6888 t->backgroundnmaptexture = r_texture_blanknormalmap;
6889 t->backgroundglosstexture = r_texture_black;
6890 t->backgroundglowtexture = NULL;
6892 t->specularpower = r_shadow_glossexponent.value;
6893 // TODO: store reference values for these in the texture?
6894 if (r_shadow_gloss.integer > 0)
6896 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6898 if (r_shadow_glossintensity.value > 0)
6900 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6901 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6902 specularscale = r_shadow_glossintensity.value;
6905 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6907 t->glosstexture = r_texture_white;
6908 t->backgroundglosstexture = r_texture_white;
6909 specularscale = r_shadow_gloss2intensity.value;
6910 t->specularpower = r_shadow_gloss2exponent.value;
6913 specularscale *= t->specularscalemod;
6914 t->specularpower *= t->specularpowermod;
6916 // lightmaps mode looks bad with dlights using actual texturing, so turn
6917 // off the colormap and glossmap, but leave the normalmap on as it still
6918 // accurately represents the shading involved
6919 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6921 t->basetexture = r_texture_grey128;
6922 t->pantstexture = r_texture_black;
6923 t->shirttexture = r_texture_black;
6924 if (gl_lightmaps.integer < 2)
6925 t->nmaptexture = r_texture_blanknormalmap;
6926 t->glosstexture = r_texture_black;
6927 t->glowtexture = NULL;
6928 t->fogtexture = NULL;
6929 t->reflectmasktexture = NULL;
6930 t->backgroundbasetexture = NULL;
6931 if (gl_lightmaps.integer < 2)
6932 t->backgroundnmaptexture = r_texture_blanknormalmap;
6933 t->backgroundglosstexture = r_texture_black;
6934 t->backgroundglowtexture = NULL;
6936 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6939 if (specularscale != 1.0f)
6941 for (q = 0; q < 3; q++)
6943 t->render_modellight_specular[q] *= specularscale;
6944 t->render_lightmap_specular[q] *= specularscale;
6945 t->render_rtlight_specular[q] *= specularscale;
6949 t->currentblendfunc[0] = GL_ONE;
6950 t->currentblendfunc[1] = GL_ZERO;
6951 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6953 t->currentblendfunc[0] = GL_SRC_ALPHA;
6954 t->currentblendfunc[1] = GL_ONE;
6956 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6958 t->currentblendfunc[0] = GL_SRC_ALPHA;
6959 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6961 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6963 t->currentblendfunc[0] = t->customblendfunc[0];
6964 t->currentblendfunc[1] = t->customblendfunc[1];
6970 rsurfacestate_t rsurface;
6972 void RSurf_ActiveModelEntity(const entity_render_t *ent, qbool wantnormals, qbool wanttangents, qbool prepass)
6974 model_t *model = ent->model;
6975 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6977 rsurface.entity = (entity_render_t *)ent;
6978 rsurface.skeleton = ent->skeleton;
6979 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
6980 rsurface.ent_skinnum = ent->skinnum;
6981 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;
6982 rsurface.ent_flags = ent->flags;
6983 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
6984 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
6985 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
6986 rsurface.matrix = ent->matrix;
6987 rsurface.inversematrix = ent->inversematrix;
6988 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6989 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6990 R_EntityMatrix(&rsurface.matrix);
6991 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6992 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6993 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
6994 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6995 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6996 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6997 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6998 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6999 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7000 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7001 if (ent->model->brush.submodel && !prepass)
7003 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7004 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7006 // if the animcache code decided it should use the shader path, skip the deform step
7007 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7008 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7009 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7010 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7011 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7012 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7014 if (ent->animcache_vertex3f)
7016 r_refdef.stats[r_stat_batch_entitycache_count]++;
7017 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7018 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7019 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7020 rsurface.modelvertex3f = ent->animcache_vertex3f;
7021 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7022 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7023 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7024 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7025 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7026 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7027 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7028 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7029 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7030 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7031 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7033 else if (wanttangents)
7035 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7036 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7037 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7038 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7039 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7040 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7041 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7042 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7043 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7044 rsurface.modelvertex3f_vertexbuffer = NULL;
7045 rsurface.modelvertex3f_bufferoffset = 0;
7046 rsurface.modelvertex3f_vertexbuffer = 0;
7047 rsurface.modelvertex3f_bufferoffset = 0;
7048 rsurface.modelsvector3f_vertexbuffer = 0;
7049 rsurface.modelsvector3f_bufferoffset = 0;
7050 rsurface.modeltvector3f_vertexbuffer = 0;
7051 rsurface.modeltvector3f_bufferoffset = 0;
7052 rsurface.modelnormal3f_vertexbuffer = 0;
7053 rsurface.modelnormal3f_bufferoffset = 0;
7055 else if (wantnormals)
7057 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7058 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7059 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7060 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7061 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7062 rsurface.modelsvector3f = NULL;
7063 rsurface.modeltvector3f = NULL;
7064 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7065 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7066 rsurface.modelvertex3f_vertexbuffer = NULL;
7067 rsurface.modelvertex3f_bufferoffset = 0;
7068 rsurface.modelvertex3f_vertexbuffer = 0;
7069 rsurface.modelvertex3f_bufferoffset = 0;
7070 rsurface.modelsvector3f_vertexbuffer = 0;
7071 rsurface.modelsvector3f_bufferoffset = 0;
7072 rsurface.modeltvector3f_vertexbuffer = 0;
7073 rsurface.modeltvector3f_bufferoffset = 0;
7074 rsurface.modelnormal3f_vertexbuffer = 0;
7075 rsurface.modelnormal3f_bufferoffset = 0;
7079 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7080 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7081 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7082 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7083 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7084 rsurface.modelsvector3f = NULL;
7085 rsurface.modeltvector3f = NULL;
7086 rsurface.modelnormal3f = NULL;
7087 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7088 rsurface.modelvertex3f_vertexbuffer = NULL;
7089 rsurface.modelvertex3f_bufferoffset = 0;
7090 rsurface.modelvertex3f_vertexbuffer = 0;
7091 rsurface.modelvertex3f_bufferoffset = 0;
7092 rsurface.modelsvector3f_vertexbuffer = 0;
7093 rsurface.modelsvector3f_bufferoffset = 0;
7094 rsurface.modeltvector3f_vertexbuffer = 0;
7095 rsurface.modeltvector3f_bufferoffset = 0;
7096 rsurface.modelnormal3f_vertexbuffer = 0;
7097 rsurface.modelnormal3f_bufferoffset = 0;
7099 rsurface.modelgeneratedvertex = true;
7103 if (rsurface.entityskeletaltransform3x4)
7105 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7106 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7107 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7108 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7112 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7113 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7114 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7115 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7117 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7118 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7119 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7120 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7121 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7122 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7123 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7124 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7125 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7126 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7127 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7128 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7129 rsurface.modelgeneratedvertex = false;
7131 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7132 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7133 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7134 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7135 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7136 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7137 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7138 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7139 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7140 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7141 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7142 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7143 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7144 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7145 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7146 rsurface.modelelement3i = model->surfmesh.data_element3i;
7147 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7148 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7149 rsurface.modelelement3s = model->surfmesh.data_element3s;
7150 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7151 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7152 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7153 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7154 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7155 rsurface.modelsurfaces = model->data_surfaces;
7156 rsurface.batchgeneratedvertex = false;
7157 rsurface.batchfirstvertex = 0;
7158 rsurface.batchnumvertices = 0;
7159 rsurface.batchfirsttriangle = 0;
7160 rsurface.batchnumtriangles = 0;
7161 rsurface.batchvertex3f = NULL;
7162 rsurface.batchvertex3f_vertexbuffer = NULL;
7163 rsurface.batchvertex3f_bufferoffset = 0;
7164 rsurface.batchsvector3f = NULL;
7165 rsurface.batchsvector3f_vertexbuffer = NULL;
7166 rsurface.batchsvector3f_bufferoffset = 0;
7167 rsurface.batchtvector3f = NULL;
7168 rsurface.batchtvector3f_vertexbuffer = NULL;
7169 rsurface.batchtvector3f_bufferoffset = 0;
7170 rsurface.batchnormal3f = NULL;
7171 rsurface.batchnormal3f_vertexbuffer = NULL;
7172 rsurface.batchnormal3f_bufferoffset = 0;
7173 rsurface.batchlightmapcolor4f = NULL;
7174 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7175 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7176 rsurface.batchtexcoordtexture2f = NULL;
7177 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7178 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7179 rsurface.batchtexcoordlightmap2f = NULL;
7180 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7181 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7182 rsurface.batchskeletalindex4ub = NULL;
7183 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7184 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7185 rsurface.batchskeletalweight4ub = NULL;
7186 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7187 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7188 rsurface.batchelement3i = NULL;
7189 rsurface.batchelement3i_indexbuffer = NULL;
7190 rsurface.batchelement3i_bufferoffset = 0;
7191 rsurface.batchelement3s = NULL;
7192 rsurface.batchelement3s_indexbuffer = NULL;
7193 rsurface.batchelement3s_bufferoffset = 0;
7194 rsurface.forcecurrenttextureupdate = false;
7197 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, qbool wantnormals, qbool wanttangents)
7199 rsurface.entity = r_refdef.scene.worldentity;
7200 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7201 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7202 // A better approach could be making this copy only once per frame.
7203 static entity_render_t custom_entity;
7205 custom_entity = *rsurface.entity;
7206 for (q = 0; q < 3; ++q) {
7207 float colormod = q == 0 ? r : q == 1 ? g : b;
7208 custom_entity.render_fullbright[q] *= colormod;
7209 custom_entity.render_modellight_ambient[q] *= colormod;
7210 custom_entity.render_modellight_diffuse[q] *= colormod;
7211 custom_entity.render_lightmap_ambient[q] *= colormod;
7212 custom_entity.render_lightmap_diffuse[q] *= colormod;
7213 custom_entity.render_rtlight_diffuse[q] *= colormod;
7215 custom_entity.alpha *= a;
7216 rsurface.entity = &custom_entity;
7218 rsurface.skeleton = NULL;
7219 rsurface.ent_skinnum = 0;
7220 rsurface.ent_qwskin = -1;
7221 rsurface.ent_flags = entflags;
7222 rsurface.shadertime = r_refdef.scene.time - shadertime;
7223 rsurface.modelnumvertices = numvertices;
7224 rsurface.modelnumtriangles = numtriangles;
7225 rsurface.matrix = *matrix;
7226 rsurface.inversematrix = *inversematrix;
7227 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7228 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7229 R_EntityMatrix(&rsurface.matrix);
7230 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7231 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7232 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7233 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7234 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7235 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7236 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7237 rsurface.frameblend[0].lerp = 1;
7238 rsurface.ent_alttextures = false;
7239 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7240 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7241 rsurface.entityskeletaltransform3x4 = NULL;
7242 rsurface.entityskeletaltransform3x4buffer = NULL;
7243 rsurface.entityskeletaltransform3x4offset = 0;
7244 rsurface.entityskeletaltransform3x4size = 0;
7245 rsurface.entityskeletalnumtransforms = 0;
7246 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7247 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7248 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7249 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7252 rsurface.modelvertex3f = (float *)vertex3f;
7253 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7254 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7255 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7257 else if (wantnormals)
7259 rsurface.modelvertex3f = (float *)vertex3f;
7260 rsurface.modelsvector3f = NULL;
7261 rsurface.modeltvector3f = NULL;
7262 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7266 rsurface.modelvertex3f = (float *)vertex3f;
7267 rsurface.modelsvector3f = NULL;
7268 rsurface.modeltvector3f = NULL;
7269 rsurface.modelnormal3f = NULL;
7271 rsurface.modelvertex3f_vertexbuffer = 0;
7272 rsurface.modelvertex3f_bufferoffset = 0;
7273 rsurface.modelsvector3f_vertexbuffer = 0;
7274 rsurface.modelsvector3f_bufferoffset = 0;
7275 rsurface.modeltvector3f_vertexbuffer = 0;
7276 rsurface.modeltvector3f_bufferoffset = 0;
7277 rsurface.modelnormal3f_vertexbuffer = 0;
7278 rsurface.modelnormal3f_bufferoffset = 0;
7279 rsurface.modelgeneratedvertex = true;
7280 rsurface.modellightmapcolor4f = (float *)color4f;
7281 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7282 rsurface.modellightmapcolor4f_bufferoffset = 0;
7283 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7284 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7285 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7286 rsurface.modeltexcoordlightmap2f = NULL;
7287 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7288 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7289 rsurface.modelskeletalindex4ub = NULL;
7290 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7291 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7292 rsurface.modelskeletalweight4ub = NULL;
7293 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7294 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7295 rsurface.modelelement3i = (int *)element3i;
7296 rsurface.modelelement3i_indexbuffer = NULL;
7297 rsurface.modelelement3i_bufferoffset = 0;
7298 rsurface.modelelement3s = (unsigned short *)element3s;
7299 rsurface.modelelement3s_indexbuffer = NULL;
7300 rsurface.modelelement3s_bufferoffset = 0;
7301 rsurface.modellightmapoffsets = NULL;
7302 rsurface.modelsurfaces = NULL;
7303 rsurface.batchgeneratedvertex = false;
7304 rsurface.batchfirstvertex = 0;
7305 rsurface.batchnumvertices = 0;
7306 rsurface.batchfirsttriangle = 0;
7307 rsurface.batchnumtriangles = 0;
7308 rsurface.batchvertex3f = NULL;
7309 rsurface.batchvertex3f_vertexbuffer = NULL;
7310 rsurface.batchvertex3f_bufferoffset = 0;
7311 rsurface.batchsvector3f = NULL;
7312 rsurface.batchsvector3f_vertexbuffer = NULL;
7313 rsurface.batchsvector3f_bufferoffset = 0;
7314 rsurface.batchtvector3f = NULL;
7315 rsurface.batchtvector3f_vertexbuffer = NULL;
7316 rsurface.batchtvector3f_bufferoffset = 0;
7317 rsurface.batchnormal3f = NULL;
7318 rsurface.batchnormal3f_vertexbuffer = NULL;
7319 rsurface.batchnormal3f_bufferoffset = 0;
7320 rsurface.batchlightmapcolor4f = NULL;
7321 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7322 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7323 rsurface.batchtexcoordtexture2f = NULL;
7324 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7325 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7326 rsurface.batchtexcoordlightmap2f = NULL;
7327 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7328 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7329 rsurface.batchskeletalindex4ub = NULL;
7330 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7331 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7332 rsurface.batchskeletalweight4ub = NULL;
7333 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7334 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7335 rsurface.batchelement3i = NULL;
7336 rsurface.batchelement3i_indexbuffer = NULL;
7337 rsurface.batchelement3i_bufferoffset = 0;
7338 rsurface.batchelement3s = NULL;
7339 rsurface.batchelement3s_indexbuffer = NULL;
7340 rsurface.batchelement3s_bufferoffset = 0;
7341 rsurface.forcecurrenttextureupdate = true;
7343 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7345 if ((wantnormals || wanttangents) && !normal3f)
7347 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7348 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7350 if (wanttangents && !svector3f)
7352 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7353 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7354 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7359 float RSurf_FogPoint(const float *v)
7361 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7362 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7363 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7364 float FogHeightFade = r_refdef.fogheightfade;
7366 unsigned int fogmasktableindex;
7367 if (r_refdef.fogplaneviewabove)
7368 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7370 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7371 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7372 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7375 float RSurf_FogVertex(const float *v)
7377 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7378 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7379 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7380 float FogHeightFade = rsurface.fogheightfade;
7382 unsigned int fogmasktableindex;
7383 if (r_refdef.fogplaneviewabove)
7384 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7386 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7387 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7388 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7391 void RSurf_UploadBuffersForBatch(void)
7393 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7394 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7395 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7396 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7397 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7398 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7399 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7400 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7401 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7402 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7403 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7404 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7405 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7406 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7407 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7408 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7409 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7410 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7411 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7412 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7414 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7415 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7416 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7417 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7419 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7420 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7421 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7422 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7423 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7424 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7425 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7426 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7427 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7428 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7431 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7434 for (i = 0;i < numelements;i++)
7435 outelement3i[i] = inelement3i[i] + adjust;
7438 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7439 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7447 int surfacefirsttriangle;
7448 int surfacenumtriangles;
7449 int surfacefirstvertex;
7450 int surfaceendvertex;
7451 int surfacenumvertices;
7452 int batchnumsurfaces = texturenumsurfaces;
7453 int batchnumvertices;
7454 int batchnumtriangles;
7457 qbool dynamicvertex;
7460 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7463 q3shaderinfo_deform_t *deform;
7464 const msurface_t *surface, *firstsurface;
7465 if (!texturenumsurfaces)
7467 // find vertex range of this surface batch
7469 firstsurface = texturesurfacelist[0];
7470 firsttriangle = firstsurface->num_firsttriangle;
7471 batchnumvertices = 0;
7472 batchnumtriangles = 0;
7473 firstvertex = endvertex = firstsurface->num_firstvertex;
7474 for (i = 0;i < texturenumsurfaces;i++)
7476 surface = texturesurfacelist[i];
7477 if (surface != firstsurface + i)
7479 surfacefirstvertex = surface->num_firstvertex;
7480 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7481 surfacenumvertices = surface->num_vertices;
7482 surfacenumtriangles = surface->num_triangles;
7483 if (firstvertex > surfacefirstvertex)
7484 firstvertex = surfacefirstvertex;
7485 if (endvertex < surfaceendvertex)
7486 endvertex = surfaceendvertex;
7487 batchnumvertices += surfacenumvertices;
7488 batchnumtriangles += surfacenumtriangles;
7491 r_refdef.stats[r_stat_batch_batches]++;
7493 r_refdef.stats[r_stat_batch_withgaps]++;
7494 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7495 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7496 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7498 // we now know the vertex range used, and if there are any gaps in it
7499 rsurface.batchfirstvertex = firstvertex;
7500 rsurface.batchnumvertices = endvertex - firstvertex;
7501 rsurface.batchfirsttriangle = firsttriangle;
7502 rsurface.batchnumtriangles = batchnumtriangles;
7504 // check if any dynamic vertex processing must occur
7505 dynamicvertex = false;
7507 // we must use vertexbuffers for rendering, we can upload vertex buffers
7508 // easily enough but if the basevertex is non-zero it becomes more
7509 // difficult, so force dynamicvertex path in that case - it's suboptimal
7510 // but the most optimal case is to have the geometry sources provide their
7512 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7513 dynamicvertex = true;
7515 // a cvar to force the dynamic vertex path to be taken, for debugging
7516 if (r_batch_debugdynamicvertexpath.integer)
7520 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7521 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7522 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7523 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7525 dynamicvertex = true;
7528 // if there is a chance of animated vertex colors, it's a dynamic batch
7529 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7533 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7534 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7535 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7536 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7538 dynamicvertex = true;
7541 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7543 switch (deform->deform)
7546 case Q3DEFORM_PROJECTIONSHADOW:
7547 case Q3DEFORM_TEXT0:
7548 case Q3DEFORM_TEXT1:
7549 case Q3DEFORM_TEXT2:
7550 case Q3DEFORM_TEXT3:
7551 case Q3DEFORM_TEXT4:
7552 case Q3DEFORM_TEXT5:
7553 case Q3DEFORM_TEXT6:
7554 case Q3DEFORM_TEXT7:
7557 case Q3DEFORM_AUTOSPRITE:
7560 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7561 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7562 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7563 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7565 dynamicvertex = true;
7566 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7568 case Q3DEFORM_AUTOSPRITE2:
7571 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7572 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7573 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7574 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7576 dynamicvertex = true;
7577 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7579 case Q3DEFORM_NORMAL:
7582 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7583 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7584 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7585 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7587 dynamicvertex = true;
7588 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7591 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7592 break; // if wavefunc is a nop, ignore this transform
7595 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7596 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7597 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7598 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7600 dynamicvertex = true;
7601 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7603 case Q3DEFORM_BULGE:
7606 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7607 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7608 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7609 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7611 dynamicvertex = true;
7612 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7615 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7616 break; // if wavefunc is a nop, ignore this transform
7619 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7620 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7621 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7622 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7624 dynamicvertex = true;
7625 batchneed |= BATCHNEED_ARRAY_VERTEX;
7629 if (rsurface.texture->materialshaderpass)
7631 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7634 case Q3TCGEN_TEXTURE:
7636 case Q3TCGEN_LIGHTMAP:
7639 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7640 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7641 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7642 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7644 dynamicvertex = true;
7645 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7647 case Q3TCGEN_VECTOR:
7650 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7651 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7652 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7653 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7655 dynamicvertex = true;
7656 batchneed |= BATCHNEED_ARRAY_VERTEX;
7658 case Q3TCGEN_ENVIRONMENT:
7661 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7662 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7663 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7664 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7666 dynamicvertex = true;
7667 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7670 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7674 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7675 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7676 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7677 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7679 dynamicvertex = true;
7680 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7684 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7685 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7686 // we ensure this by treating the vertex batch as dynamic...
7687 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7691 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7692 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7693 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7694 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7696 dynamicvertex = true;
7699 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7700 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7701 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7703 rsurface.batchvertex3f = rsurface.modelvertex3f;
7704 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7705 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7706 rsurface.batchsvector3f = rsurface.modelsvector3f;
7707 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7708 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7709 rsurface.batchtvector3f = rsurface.modeltvector3f;
7710 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7711 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7712 rsurface.batchnormal3f = rsurface.modelnormal3f;
7713 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7714 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7715 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7716 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7717 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7718 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7719 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7720 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7721 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7722 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7723 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7724 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7725 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7726 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7727 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7728 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7729 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7730 rsurface.batchelement3i = rsurface.modelelement3i;
7731 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7732 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7733 rsurface.batchelement3s = rsurface.modelelement3s;
7734 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7735 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7736 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7737 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7738 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7739 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7740 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7742 // if any dynamic vertex processing has to occur in software, we copy the
7743 // entire surface list together before processing to rebase the vertices
7744 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7746 // if any gaps exist and we do not have a static vertex buffer, we have to
7747 // copy the surface list together to avoid wasting upload bandwidth on the
7748 // vertices in the gaps.
7750 // if gaps exist and we have a static vertex buffer, we can choose whether
7751 // to combine the index buffer ranges into one dynamic index buffer or
7752 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7754 // in many cases the batch is reduced to one draw call.
7756 rsurface.batchmultidraw = false;
7757 rsurface.batchmultidrawnumsurfaces = 0;
7758 rsurface.batchmultidrawsurfacelist = NULL;
7762 // static vertex data, just set pointers...
7763 rsurface.batchgeneratedvertex = false;
7764 // if there are gaps, we want to build a combined index buffer,
7765 // otherwise use the original static buffer with an appropriate offset
7768 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7769 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7770 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7771 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7772 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7774 rsurface.batchmultidraw = true;
7775 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7776 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7779 // build a new triangle elements array for this batch
7780 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7781 rsurface.batchfirsttriangle = 0;
7783 for (i = 0;i < texturenumsurfaces;i++)
7785 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7786 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7787 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7788 numtriangles += surfacenumtriangles;
7790 rsurface.batchelement3i_indexbuffer = NULL;
7791 rsurface.batchelement3i_bufferoffset = 0;
7792 rsurface.batchelement3s = NULL;
7793 rsurface.batchelement3s_indexbuffer = NULL;
7794 rsurface.batchelement3s_bufferoffset = 0;
7795 if (endvertex <= 65536)
7797 // make a 16bit (unsigned short) index array if possible
7798 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7799 for (i = 0;i < numtriangles*3;i++)
7800 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7805 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7806 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7807 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7808 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7813 // something needs software processing, do it for real...
7814 // we only directly handle separate array data in this case and then
7815 // generate interleaved data if needed...
7816 rsurface.batchgeneratedvertex = true;
7817 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7818 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7819 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7820 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7822 // now copy the vertex data into a combined array and make an index array
7823 // (this is what Quake3 does all the time)
7824 // we also apply any skeletal animation here that would have been done in
7825 // the vertex shader, because most of the dynamic vertex animation cases
7826 // need actual vertex positions and normals
7827 //if (dynamicvertex)
7829 rsurface.batchvertex3f = NULL;
7830 rsurface.batchvertex3f_vertexbuffer = NULL;
7831 rsurface.batchvertex3f_bufferoffset = 0;
7832 rsurface.batchsvector3f = NULL;
7833 rsurface.batchsvector3f_vertexbuffer = NULL;
7834 rsurface.batchsvector3f_bufferoffset = 0;
7835 rsurface.batchtvector3f = NULL;
7836 rsurface.batchtvector3f_vertexbuffer = NULL;
7837 rsurface.batchtvector3f_bufferoffset = 0;
7838 rsurface.batchnormal3f = NULL;
7839 rsurface.batchnormal3f_vertexbuffer = NULL;
7840 rsurface.batchnormal3f_bufferoffset = 0;
7841 rsurface.batchlightmapcolor4f = NULL;
7842 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7843 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7844 rsurface.batchtexcoordtexture2f = NULL;
7845 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7846 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7847 rsurface.batchtexcoordlightmap2f = NULL;
7848 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7849 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7850 rsurface.batchskeletalindex4ub = NULL;
7851 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7852 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7853 rsurface.batchskeletalweight4ub = NULL;
7854 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7855 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7856 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7857 rsurface.batchelement3i_indexbuffer = NULL;
7858 rsurface.batchelement3i_bufferoffset = 0;
7859 rsurface.batchelement3s = NULL;
7860 rsurface.batchelement3s_indexbuffer = NULL;
7861 rsurface.batchelement3s_bufferoffset = 0;
7862 rsurface.batchskeletaltransform3x4buffer = NULL;
7863 rsurface.batchskeletaltransform3x4offset = 0;
7864 rsurface.batchskeletaltransform3x4size = 0;
7865 // we'll only be setting up certain arrays as needed
7866 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7867 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7868 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7869 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7870 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7872 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7873 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7875 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7876 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7877 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7878 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7879 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7880 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7881 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7883 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7884 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7888 for (i = 0;i < texturenumsurfaces;i++)
7890 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7891 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7892 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7893 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7894 // copy only the data requested
7895 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7897 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7899 if (rsurface.batchvertex3f)
7900 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7902 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7904 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7906 if (rsurface.modelnormal3f)
7907 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7909 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7911 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7913 if (rsurface.modelsvector3f)
7915 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7916 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7920 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7921 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7924 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7926 if (rsurface.modellightmapcolor4f)
7927 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7929 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7931 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7933 if (rsurface.modeltexcoordtexture2f)
7934 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7936 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7938 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7940 if (rsurface.modeltexcoordlightmap2f)
7941 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7943 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7945 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7947 if (rsurface.modelskeletalindex4ub)
7949 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7950 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7954 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7955 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7956 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7957 for (j = 0;j < surfacenumvertices;j++)
7962 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7963 numvertices += surfacenumvertices;
7964 numtriangles += surfacenumtriangles;
7967 // generate a 16bit index array as well if possible
7968 // (in general, dynamic batches fit)
7969 if (numvertices <= 65536)
7971 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7972 for (i = 0;i < numtriangles*3;i++)
7973 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7976 // since we've copied everything, the batch now starts at 0
7977 rsurface.batchfirstvertex = 0;
7978 rsurface.batchnumvertices = batchnumvertices;
7979 rsurface.batchfirsttriangle = 0;
7980 rsurface.batchnumtriangles = batchnumtriangles;
7983 // apply skeletal animation that would have been done in the vertex shader
7984 if (rsurface.batchskeletaltransform3x4)
7986 const unsigned char *si;
7987 const unsigned char *sw;
7989 const float *b = rsurface.batchskeletaltransform3x4;
7990 float *vp, *vs, *vt, *vn;
7992 float m[3][4], n[3][4];
7993 float tp[3], ts[3], tt[3], tn[3];
7994 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
7995 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
7996 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
7997 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
7998 si = rsurface.batchskeletalindex4ub;
7999 sw = rsurface.batchskeletalweight4ub;
8000 vp = rsurface.batchvertex3f;
8001 vs = rsurface.batchsvector3f;
8002 vt = rsurface.batchtvector3f;
8003 vn = rsurface.batchnormal3f;
8004 memset(m[0], 0, sizeof(m));
8005 memset(n[0], 0, sizeof(n));
8006 for (i = 0;i < batchnumvertices;i++)
8008 t[0] = b + si[0]*12;
8011 // common case - only one matrix
8025 else if (sw[2] + sw[3])
8028 t[1] = b + si[1]*12;
8029 t[2] = b + si[2]*12;
8030 t[3] = b + si[3]*12;
8031 w[0] = sw[0] * (1.0f / 255.0f);
8032 w[1] = sw[1] * (1.0f / 255.0f);
8033 w[2] = sw[2] * (1.0f / 255.0f);
8034 w[3] = sw[3] * (1.0f / 255.0f);
8035 // blend the matrices
8036 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8037 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8038 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8039 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8040 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8041 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8042 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8043 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8044 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8045 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8046 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8047 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8052 t[1] = b + si[1]*12;
8053 w[0] = sw[0] * (1.0f / 255.0f);
8054 w[1] = sw[1] * (1.0f / 255.0f);
8055 // blend the matrices
8056 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8057 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8058 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8059 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8060 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8061 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8062 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8063 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8064 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8065 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8066 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8067 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8071 // modify the vertex
8073 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8074 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8075 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8079 // the normal transformation matrix is a set of cross products...
8080 CrossProduct(m[1], m[2], n[0]);
8081 CrossProduct(m[2], m[0], n[1]);
8082 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8084 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8085 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8086 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8087 VectorNormalize(vn);
8092 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8093 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8094 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8095 VectorNormalize(vs);
8098 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8099 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8100 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8101 VectorNormalize(vt);
8106 rsurface.batchskeletaltransform3x4 = NULL;
8107 rsurface.batchskeletalnumtransforms = 0;
8110 // q1bsp surfaces rendered in vertex color mode have to have colors
8111 // calculated based on lightstyles
8112 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8114 // generate color arrays for the surfaces in this list
8119 const unsigned char *lm;
8120 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8121 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8122 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8124 for (i = 0;i < texturenumsurfaces;i++)
8126 surface = texturesurfacelist[i];
8127 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8128 surfacenumvertices = surface->num_vertices;
8129 if (surface->lightmapinfo->samples)
8131 for (j = 0;j < surfacenumvertices;j++)
8133 lm = surface->lightmapinfo->samples + offsets[j];
8134 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8135 VectorScale(lm, scale, c);
8136 if (surface->lightmapinfo->styles[1] != 255)
8138 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8140 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8141 VectorMA(c, scale, lm, c);
8142 if (surface->lightmapinfo->styles[2] != 255)
8145 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8146 VectorMA(c, scale, lm, c);
8147 if (surface->lightmapinfo->styles[3] != 255)
8150 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8151 VectorMA(c, scale, lm, c);
8158 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);
8164 for (j = 0;j < surfacenumvertices;j++)
8166 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8173 // if vertices are deformed (sprite flares and things in maps, possibly
8174 // water waves, bulges and other deformations), modify the copied vertices
8176 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8179 switch (deform->deform)
8182 case Q3DEFORM_PROJECTIONSHADOW:
8183 case Q3DEFORM_TEXT0:
8184 case Q3DEFORM_TEXT1:
8185 case Q3DEFORM_TEXT2:
8186 case Q3DEFORM_TEXT3:
8187 case Q3DEFORM_TEXT4:
8188 case Q3DEFORM_TEXT5:
8189 case Q3DEFORM_TEXT6:
8190 case Q3DEFORM_TEXT7:
8193 case Q3DEFORM_AUTOSPRITE:
8194 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8195 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8196 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8197 VectorNormalize(newforward);
8198 VectorNormalize(newright);
8199 VectorNormalize(newup);
8200 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8201 // rsurface.batchvertex3f_vertexbuffer = NULL;
8202 // rsurface.batchvertex3f_bufferoffset = 0;
8203 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8204 // rsurface.batchsvector3f_vertexbuffer = NULL;
8205 // rsurface.batchsvector3f_bufferoffset = 0;
8206 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8207 // rsurface.batchtvector3f_vertexbuffer = NULL;
8208 // rsurface.batchtvector3f_bufferoffset = 0;
8209 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8210 // rsurface.batchnormal3f_vertexbuffer = NULL;
8211 // rsurface.batchnormal3f_bufferoffset = 0;
8212 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8213 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8214 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8215 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8216 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);
8217 // a single autosprite surface can contain multiple sprites...
8218 for (j = 0;j < batchnumvertices - 3;j += 4)
8220 VectorClear(center);
8221 for (i = 0;i < 4;i++)
8222 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8223 VectorScale(center, 0.25f, center);
8224 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8225 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8226 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8227 for (i = 0;i < 4;i++)
8229 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8230 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8233 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8234 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8235 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);
8237 case Q3DEFORM_AUTOSPRITE2:
8238 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8239 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8240 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8241 VectorNormalize(newforward);
8242 VectorNormalize(newright);
8243 VectorNormalize(newup);
8244 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8245 // rsurface.batchvertex3f_vertexbuffer = NULL;
8246 // rsurface.batchvertex3f_bufferoffset = 0;
8248 const float *v1, *v2;
8258 memset(shortest, 0, sizeof(shortest));
8259 // a single autosprite surface can contain multiple sprites...
8260 for (j = 0;j < batchnumvertices - 3;j += 4)
8262 VectorClear(center);
8263 for (i = 0;i < 4;i++)
8264 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8265 VectorScale(center, 0.25f, center);
8266 // find the two shortest edges, then use them to define the
8267 // axis vectors for rotating around the central axis
8268 for (i = 0;i < 6;i++)
8270 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8271 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8272 l = VectorDistance2(v1, v2);
8273 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8275 l += (1.0f / 1024.0f);
8276 if (shortest[0].length2 > l || i == 0)
8278 shortest[1] = shortest[0];
8279 shortest[0].length2 = l;
8280 shortest[0].v1 = v1;
8281 shortest[0].v2 = v2;
8283 else if (shortest[1].length2 > l || i == 1)
8285 shortest[1].length2 = l;
8286 shortest[1].v1 = v1;
8287 shortest[1].v2 = v2;
8290 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8291 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8292 // this calculates the right vector from the shortest edge
8293 // and the up vector from the edge midpoints
8294 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8295 VectorNormalize(right);
8296 VectorSubtract(end, start, up);
8297 VectorNormalize(up);
8298 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8299 VectorSubtract(rsurface.localvieworigin, center, forward);
8300 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8301 VectorNegate(forward, forward);
8302 VectorReflect(forward, 0, up, forward);
8303 VectorNormalize(forward);
8304 CrossProduct(up, forward, newright);
8305 VectorNormalize(newright);
8306 // rotate the quad around the up axis vector, this is made
8307 // especially easy by the fact we know the quad is flat,
8308 // so we only have to subtract the center position and
8309 // measure distance along the right vector, and then
8310 // multiply that by the newright vector and add back the
8312 // we also need to subtract the old position to undo the
8313 // displacement from the center, which we do with a
8314 // DotProduct, the subtraction/addition of center is also
8315 // optimized into DotProducts here
8316 l = DotProduct(right, center);
8317 for (i = 0;i < 4;i++)
8319 v1 = rsurface.batchvertex3f + 3*(j+i);
8320 f = DotProduct(right, v1) - l;
8321 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8325 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8327 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8328 // rsurface.batchnormal3f_vertexbuffer = NULL;
8329 // rsurface.batchnormal3f_bufferoffset = 0;
8330 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8332 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8334 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8335 // rsurface.batchsvector3f_vertexbuffer = NULL;
8336 // rsurface.batchsvector3f_bufferoffset = 0;
8337 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8338 // rsurface.batchtvector3f_vertexbuffer = NULL;
8339 // rsurface.batchtvector3f_bufferoffset = 0;
8340 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);
8343 case Q3DEFORM_NORMAL:
8344 // deform the normals to make reflections wavey
8345 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8346 rsurface.batchnormal3f_vertexbuffer = NULL;
8347 rsurface.batchnormal3f_bufferoffset = 0;
8348 for (j = 0;j < batchnumvertices;j++)
8351 float *normal = rsurface.batchnormal3f + 3*j;
8352 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8353 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8354 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8355 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8356 VectorNormalize(normal);
8358 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8360 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8361 // rsurface.batchsvector3f_vertexbuffer = NULL;
8362 // rsurface.batchsvector3f_bufferoffset = 0;
8363 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8364 // rsurface.batchtvector3f_vertexbuffer = NULL;
8365 // rsurface.batchtvector3f_bufferoffset = 0;
8366 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);
8370 // deform vertex array to make wavey water and flags and such
8371 waveparms[0] = deform->waveparms[0];
8372 waveparms[1] = deform->waveparms[1];
8373 waveparms[2] = deform->waveparms[2];
8374 waveparms[3] = deform->waveparms[3];
8375 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8376 break; // if wavefunc is a nop, don't make a dynamic vertex array
8377 // this is how a divisor of vertex influence on deformation
8378 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8379 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8380 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8381 // rsurface.batchvertex3f_vertexbuffer = NULL;
8382 // rsurface.batchvertex3f_bufferoffset = 0;
8383 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8384 // rsurface.batchnormal3f_vertexbuffer = NULL;
8385 // rsurface.batchnormal3f_bufferoffset = 0;
8386 for (j = 0;j < batchnumvertices;j++)
8388 // if the wavefunc depends on time, evaluate it per-vertex
8391 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8392 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8394 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8396 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8397 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8398 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8400 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8401 // rsurface.batchsvector3f_vertexbuffer = NULL;
8402 // rsurface.batchsvector3f_bufferoffset = 0;
8403 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8404 // rsurface.batchtvector3f_vertexbuffer = NULL;
8405 // rsurface.batchtvector3f_bufferoffset = 0;
8406 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);
8409 case Q3DEFORM_BULGE:
8410 // deform vertex array to make the surface have moving bulges
8411 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8412 // rsurface.batchvertex3f_vertexbuffer = NULL;
8413 // rsurface.batchvertex3f_bufferoffset = 0;
8414 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8415 // rsurface.batchnormal3f_vertexbuffer = NULL;
8416 // rsurface.batchnormal3f_bufferoffset = 0;
8417 for (j = 0;j < batchnumvertices;j++)
8419 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8420 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8422 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8423 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8424 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8426 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8427 // rsurface.batchsvector3f_vertexbuffer = NULL;
8428 // rsurface.batchsvector3f_bufferoffset = 0;
8429 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8430 // rsurface.batchtvector3f_vertexbuffer = NULL;
8431 // rsurface.batchtvector3f_bufferoffset = 0;
8432 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);
8436 // deform vertex array
8437 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8438 break; // if wavefunc is a nop, don't make a dynamic vertex array
8439 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8440 VectorScale(deform->parms, scale, waveparms);
8441 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8442 // rsurface.batchvertex3f_vertexbuffer = NULL;
8443 // rsurface.batchvertex3f_bufferoffset = 0;
8444 for (j = 0;j < batchnumvertices;j++)
8445 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8450 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8452 // generate texcoords based on the chosen texcoord source
8453 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8456 case Q3TCGEN_TEXTURE:
8458 case Q3TCGEN_LIGHTMAP:
8459 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8460 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8461 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8462 if (rsurface.batchtexcoordlightmap2f)
8463 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8465 case Q3TCGEN_VECTOR:
8466 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8467 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8468 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8469 for (j = 0;j < batchnumvertices;j++)
8471 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8472 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8475 case Q3TCGEN_ENVIRONMENT:
8476 // make environment reflections using a spheremap
8477 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8478 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8479 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8480 for (j = 0;j < batchnumvertices;j++)
8482 // identical to Q3A's method, but executed in worldspace so
8483 // carried models can be shiny too
8485 float viewer[3], d, reflected[3], worldreflected[3];
8487 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8488 // VectorNormalize(viewer);
8490 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8492 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8493 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8494 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8495 // note: this is proportinal to viewer, so we can normalize later
8497 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8498 VectorNormalize(worldreflected);
8500 // note: this sphere map only uses world x and z!
8501 // so positive and negative y will LOOK THE SAME.
8502 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8503 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8507 // the only tcmod that needs software vertex processing is turbulent, so
8508 // check for it here and apply the changes if needed
8509 // and we only support that as the first one
8510 // (handling a mixture of turbulent and other tcmods would be problematic
8511 // without punting it entirely to a software path)
8512 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8514 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8515 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8516 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8517 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8518 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8519 for (j = 0;j < batchnumvertices;j++)
8521 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);
8522 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8528 void RSurf_DrawBatch(void)
8530 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8531 // through the pipeline, killing it earlier in the pipeline would have
8532 // per-surface overhead rather than per-batch overhead, so it's best to
8533 // reject it here, before it hits glDraw.
8534 if (rsurface.batchnumtriangles == 0)
8537 // batch debugging code
8538 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8544 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8545 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8548 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8550 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8552 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8553 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);
8560 if (rsurface.batchmultidraw)
8562 // issue multiple draws rather than copying index data
8563 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8564 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8565 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8566 for (i = 0;i < numsurfaces;)
8568 // combine consecutive surfaces as one draw
8569 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8570 if (surfacelist[j] != surfacelist[k] + 1)
8572 firstvertex = surfacelist[i]->num_firstvertex;
8573 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8574 firsttriangle = surfacelist[i]->num_firsttriangle;
8575 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8576 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8582 // there is only one consecutive run of index data (may have been combined)
8583 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);
8587 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8589 // pick the closest matching water plane
8590 int planeindex, vertexindex, bestplaneindex = -1;
8594 r_waterstate_waterplane_t *p;
8595 qbool prepared = false;
8597 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8599 if(p->camera_entity != rsurface.texture->camera_entity)
8604 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8606 if(rsurface.batchnumvertices == 0)
8609 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8611 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8612 d += fabs(PlaneDiff(vert, &p->plane));
8614 if (bestd > d || bestplaneindex < 0)
8617 bestplaneindex = planeindex;
8620 return bestplaneindex;
8621 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8622 // this situation though, as it might be better to render single larger
8623 // batches with useless stuff (backface culled for example) than to
8624 // render multiple smaller batches
8627 void RSurf_SetupDepthAndCulling(bool ui)
8629 // submodels are biased to avoid z-fighting with world surfaces that they
8630 // may be exactly overlapping (avoids z-fighting artifacts on certain
8631 // doors and things in Quake maps)
8632 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8633 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8634 GL_DepthTest(!ui && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8635 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8638 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8642 float p[3], mins[3], maxs[3];
8644 // transparent sky would be ridiculous
8645 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8647 R_SetupShader_Generic_NoTexture(false, false);
8648 skyrenderlater = true;
8649 RSurf_SetupDepthAndCulling(false);
8652 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8653 if (r_sky_scissor.integer)
8655 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8656 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8658 Matrix4x4_Transform(&rsurface.matrix, v, p);
8661 if (mins[0] > p[0]) mins[0] = p[0];
8662 if (mins[1] > p[1]) mins[1] = p[1];
8663 if (mins[2] > p[2]) mins[2] = p[2];
8664 if (maxs[0] < p[0]) maxs[0] = p[0];
8665 if (maxs[1] < p[1]) maxs[1] = p[1];
8666 if (maxs[2] < p[2]) maxs[2] = p[2];
8670 VectorCopy(p, mins);
8671 VectorCopy(p, maxs);
8674 if (!R_ScissorForBBox(mins, maxs, scissor))
8678 if (skyscissor[0] > scissor[0])
8680 skyscissor[2] += skyscissor[0] - scissor[0];
8681 skyscissor[0] = scissor[0];
8683 if (skyscissor[1] > scissor[1])
8685 skyscissor[3] += skyscissor[1] - scissor[1];
8686 skyscissor[1] = scissor[1];
8688 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8689 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8690 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8691 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8694 Vector4Copy(scissor, skyscissor);
8698 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8699 // skymasking on them, and Quake3 never did sky masking (unlike
8700 // software Quake and software Quake2), so disable the sky masking
8701 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8702 // and skymasking also looks very bad when noclipping outside the
8703 // level, so don't use it then either.
8704 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8706 R_Mesh_ResetTextureState();
8707 if (skyrendermasked)
8709 R_SetupShader_DepthOrShadow(false, false, false);
8710 // depth-only (masking)
8711 GL_ColorMask(0, 0, 0, 0);
8712 // just to make sure that braindead drivers don't draw
8713 // anything despite that colormask...
8714 GL_BlendFunc(GL_ZERO, GL_ONE);
8715 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8716 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8720 R_SetupShader_Generic_NoTexture(false, false);
8722 GL_BlendFunc(GL_ONE, GL_ZERO);
8723 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8724 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8725 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8728 if (skyrendermasked)
8729 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8731 R_Mesh_ResetTextureState();
8732 GL_Color(1, 1, 1, 1);
8735 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8736 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8737 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8739 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8743 // render screenspace normalmap to texture
8745 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false, false);
8750 // bind lightmap texture
8752 // water/refraction/reflection/camera surfaces have to be handled specially
8753 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8755 int start, end, startplaneindex;
8756 for (start = 0;start < texturenumsurfaces;start = end)
8758 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8759 if(startplaneindex < 0)
8761 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8762 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8766 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8768 // now that we have a batch using the same planeindex, render it
8769 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8771 // render water or distortion background
8773 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8775 // blend surface on top
8776 GL_DepthMask(false);
8777 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false, false);
8780 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8782 // render surface with reflection texture as input
8783 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8784 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false, false);
8791 // render surface batch normally
8792 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8793 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui, ui);
8797 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth)
8801 int texturesurfaceindex;
8803 const msurface_t *surface;
8804 float surfacecolor4f[4];
8806 // R_Mesh_ResetTextureState();
8807 R_SetupShader_Generic_NoTexture(false, false);
8809 GL_BlendFunc(GL_ONE, GL_ZERO);
8810 GL_DepthMask(writedepth);
8812 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8814 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8816 surface = texturesurfacelist[texturesurfaceindex];
8817 k = (int)(((size_t)surface) / sizeof(msurface_t));
8818 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8819 for (j = 0;j < surface->num_vertices;j++)
8821 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8825 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8829 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool prepass, qbool ui)
8832 RSurf_SetupDepthAndCulling(ui);
8833 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8835 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8838 switch (vid.renderpath)
8840 case RENDERPATH_GL32:
8841 case RENDERPATH_GLES2:
8842 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8848 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8851 int texturenumsurfaces, endsurface;
8853 const msurface_t *surface;
8854 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8856 RSurf_ActiveModelEntity(ent, true, true, false);
8858 if (r_transparentdepthmasking.integer)
8860 qbool setup = false;
8861 for (i = 0;i < numsurfaces;i = j)
8864 surface = rsurface.modelsurfaces + surfacelist[i];
8865 texture = surface->texture;
8866 rsurface.texture = R_GetCurrentTexture(texture);
8867 rsurface.lightmaptexture = NULL;
8868 rsurface.deluxemaptexture = NULL;
8869 rsurface.uselightmaptexture = false;
8870 // scan ahead until we find a different texture
8871 endsurface = min(i + 1024, numsurfaces);
8872 texturenumsurfaces = 0;
8873 texturesurfacelist[texturenumsurfaces++] = surface;
8874 for (;j < endsurface;j++)
8876 surface = rsurface.modelsurfaces + surfacelist[j];
8877 if (texture != surface->texture)
8879 texturesurfacelist[texturenumsurfaces++] = surface;
8881 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8883 // render the range of surfaces as depth
8887 GL_ColorMask(0,0,0,0);
8890 GL_BlendFunc(GL_ONE, GL_ZERO);
8892 // R_Mesh_ResetTextureState();
8894 RSurf_SetupDepthAndCulling(false);
8895 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8896 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8897 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8901 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8904 for (i = 0;i < numsurfaces;i = j)
8907 surface = rsurface.modelsurfaces + surfacelist[i];
8908 texture = surface->texture;
8909 rsurface.texture = R_GetCurrentTexture(texture);
8910 // scan ahead until we find a different texture
8911 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8912 texturenumsurfaces = 0;
8913 texturesurfacelist[texturenumsurfaces++] = surface;
8914 rsurface.lightmaptexture = surface->lightmaptexture;
8915 rsurface.deluxemaptexture = surface->deluxemaptexture;
8916 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8917 for (;j < endsurface;j++)
8919 surface = rsurface.modelsurfaces + surfacelist[j];
8920 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8922 texturesurfacelist[texturenumsurfaces++] = surface;
8924 // render the range of surfaces
8925 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8927 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8930 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8932 // transparent surfaces get pushed off into the transparent queue
8933 int surfacelistindex;
8934 const msurface_t *surface;
8935 vec3_t tempcenter, center;
8936 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8938 surface = texturesurfacelist[surfacelistindex];
8939 if (r_transparent_sortsurfacesbynearest.integer)
8941 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8942 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8943 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8947 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8948 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8949 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8951 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8952 if (rsurface.entity->transparent_offset) // transparent offset
8954 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8955 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8956 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8958 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8962 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8964 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8966 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8968 RSurf_SetupDepthAndCulling(false);
8969 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8970 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8971 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8975 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
8979 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8981 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
8984 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8986 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8987 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
8989 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8991 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
8992 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8993 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
8995 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
8997 // in the deferred case, transparent surfaces were queued during prepass
8998 if (!r_shadow_usingdeferredprepass)
8999 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9003 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9004 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9009 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qbool writedepth, qbool depthonly, qbool prepass, qbool ui)
9013 R_FrameData_SetMark();
9014 // break the surface list down into batches by texture and use of lightmapping
9015 for (i = 0;i < numsurfaces;i = j)
9018 // texture is the base texture pointer, rsurface.texture is the
9019 // current frame/skin the texture is directing us to use (for example
9020 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9021 // use skin 1 instead)
9022 texture = surfacelist[i]->texture;
9023 rsurface.texture = R_GetCurrentTexture(texture);
9024 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9026 // if this texture is not the kind we want, skip ahead to the next one
9027 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9031 if(depthonly || prepass)
9033 rsurface.lightmaptexture = NULL;
9034 rsurface.deluxemaptexture = NULL;
9035 rsurface.uselightmaptexture = false;
9036 // simply scan ahead until we find a different texture or lightmap state
9037 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9042 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9043 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9044 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9045 // simply scan ahead until we find a different texture or lightmap state
9046 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9049 // render the range of surfaces
9050 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9052 R_FrameData_ReturnToMark();
9055 float locboxvertex3f[6*4*3] =
9057 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9058 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9059 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9060 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9061 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9062 1,0,0, 0,0,0, 0,1,0, 1,1,0
9065 unsigned short locboxelements[6*2*3] =
9075 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9078 cl_locnode_t *loc = (cl_locnode_t *)ent;
9080 float vertex3f[6*4*3];
9082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9083 GL_DepthMask(false);
9084 GL_DepthRange(0, 1);
9085 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9087 GL_CullFace(GL_NONE);
9088 R_EntityMatrix(&identitymatrix);
9090 // R_Mesh_ResetTextureState();
9093 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9094 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9095 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9096 surfacelist[0] < 0 ? 0.5f : 0.125f);
9098 if (VectorCompare(loc->mins, loc->maxs))
9100 VectorSet(size, 2, 2, 2);
9101 VectorMA(loc->mins, -0.5f, size, mins);
9105 VectorCopy(loc->mins, mins);
9106 VectorSubtract(loc->maxs, loc->mins, size);
9109 for (i = 0;i < 6*4*3;)
9110 for (j = 0;j < 3;j++, i++)
9111 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9113 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9114 R_SetupShader_Generic_NoTexture(false, false);
9115 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9118 void R_DrawLocs(void)
9121 cl_locnode_t *loc, *nearestloc;
9123 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9124 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9126 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9127 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9131 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9133 if (decalsystem->decals)
9134 Mem_Free(decalsystem->decals);
9135 memset(decalsystem, 0, sizeof(*decalsystem));
9138 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, unsigned int decalsequence)
9144 // expand or initialize the system
9145 if (decalsystem->maxdecals <= decalsystem->numdecals)
9147 decalsystem_t old = *decalsystem;
9148 qbool useshortelements;
9149 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9150 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9151 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)));
9152 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9153 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9154 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9155 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9156 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9157 if (decalsystem->numdecals)
9158 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9160 Mem_Free(old.decals);
9161 for (i = 0;i < decalsystem->maxdecals*3;i++)
9162 decalsystem->element3i[i] = i;
9163 if (useshortelements)
9164 for (i = 0;i < decalsystem->maxdecals*3;i++)
9165 decalsystem->element3s[i] = i;
9168 // grab a decal and search for another free slot for the next one
9169 decals = decalsystem->decals;
9170 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9171 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9173 decalsystem->freedecal = i;
9174 if (decalsystem->numdecals <= i)
9175 decalsystem->numdecals = i + 1;
9177 // initialize the decal
9179 decal->triangleindex = triangleindex;
9180 decal->surfaceindex = surfaceindex;
9181 decal->decalsequence = decalsequence;
9182 decal->color4f[0][0] = c0[0];
9183 decal->color4f[0][1] = c0[1];
9184 decal->color4f[0][2] = c0[2];
9185 decal->color4f[0][3] = 1;
9186 decal->color4f[1][0] = c1[0];
9187 decal->color4f[1][1] = c1[1];
9188 decal->color4f[1][2] = c1[2];
9189 decal->color4f[1][3] = 1;
9190 decal->color4f[2][0] = c2[0];
9191 decal->color4f[2][1] = c2[1];
9192 decal->color4f[2][2] = c2[2];
9193 decal->color4f[2][3] = 1;
9194 decal->vertex3f[0][0] = v0[0];
9195 decal->vertex3f[0][1] = v0[1];
9196 decal->vertex3f[0][2] = v0[2];
9197 decal->vertex3f[1][0] = v1[0];
9198 decal->vertex3f[1][1] = v1[1];
9199 decal->vertex3f[1][2] = v1[2];
9200 decal->vertex3f[2][0] = v2[0];
9201 decal->vertex3f[2][1] = v2[1];
9202 decal->vertex3f[2][2] = v2[2];
9203 decal->texcoord2f[0][0] = t0[0];
9204 decal->texcoord2f[0][1] = t0[1];
9205 decal->texcoord2f[1][0] = t1[0];
9206 decal->texcoord2f[1][1] = t1[1];
9207 decal->texcoord2f[2][0] = t2[0];
9208 decal->texcoord2f[2][1] = t2[1];
9209 TriangleNormal(v0, v1, v2, decal->plane);
9210 VectorNormalize(decal->plane);
9211 decal->plane[3] = DotProduct(v0, decal->plane);
9214 extern cvar_t cl_decals_bias;
9215 extern cvar_t cl_decals_models;
9216 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9217 // baseparms, parms, temps
9218 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qbool dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9223 const float *vertex3f;
9224 const float *normal3f;
9226 float points[2][9][3];
9233 e = rsurface.modelelement3i + 3*triangleindex;
9235 vertex3f = rsurface.modelvertex3f;
9236 normal3f = rsurface.modelnormal3f;
9240 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9242 index = 3*e[cornerindex];
9243 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9248 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9250 index = 3*e[cornerindex];
9251 VectorCopy(vertex3f + index, v[cornerindex]);
9256 //TriangleNormal(v[0], v[1], v[2], normal);
9257 //if (DotProduct(normal, localnormal) < 0.0f)
9259 // clip by each of the box planes formed from the projection matrix
9260 // if anything survives, we emit the decal
9261 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]);
9264 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]);
9267 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]);
9270 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]);
9273 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]);
9276 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]);
9279 // some part of the triangle survived, so we have to accept it...
9282 // dynamic always uses the original triangle
9284 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9286 index = 3*e[cornerindex];
9287 VectorCopy(vertex3f + index, v[cornerindex]);
9290 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9292 // convert vertex positions to texcoords
9293 Matrix4x4_Transform(projection, v[cornerindex], temp);
9294 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9295 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9296 // calculate distance fade from the projection origin
9297 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9298 f = bound(0.0f, f, 1.0f);
9299 c[cornerindex][0] = r * f;
9300 c[cornerindex][1] = g * f;
9301 c[cornerindex][2] = b * f;
9302 c[cornerindex][3] = 1.0f;
9303 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9306 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);
9308 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9309 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);
9311 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, unsigned int decalsequence)
9313 matrix4x4_t projection;
9314 decalsystem_t *decalsystem;
9317 const msurface_t *surface;
9318 const msurface_t *surfaces;
9319 const texture_t *texture;
9323 float localorigin[3];
9324 float localnormal[3];
9332 int bih_triangles_count;
9333 int bih_triangles[256];
9334 int bih_surfaces[256];
9336 decalsystem = &ent->decalsystem;
9338 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9340 R_DecalSystem_Reset(&ent->decalsystem);
9344 if (!model->brush.data_leafs && !cl_decals_models.integer)
9346 if (decalsystem->model)
9347 R_DecalSystem_Reset(decalsystem);
9351 if (decalsystem->model != model)
9352 R_DecalSystem_Reset(decalsystem);
9353 decalsystem->model = model;
9355 RSurf_ActiveModelEntity(ent, true, false, false);
9357 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9358 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9359 VectorNormalize(localnormal);
9360 localsize = worldsize*rsurface.inversematrixscale;
9361 localmins[0] = localorigin[0] - localsize;
9362 localmins[1] = localorigin[1] - localsize;
9363 localmins[2] = localorigin[2] - localsize;
9364 localmaxs[0] = localorigin[0] + localsize;
9365 localmaxs[1] = localorigin[1] + localsize;
9366 localmaxs[2] = localorigin[2] + localsize;
9368 //VectorCopy(localnormal, planes[4]);
9369 //VectorVectors(planes[4], planes[2], planes[0]);
9370 AnglesFromVectors(angles, localnormal, NULL, false);
9371 AngleVectors(angles, planes[0], planes[2], planes[4]);
9372 VectorNegate(planes[0], planes[1]);
9373 VectorNegate(planes[2], planes[3]);
9374 VectorNegate(planes[4], planes[5]);
9375 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9376 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9377 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9378 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9379 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9380 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9385 matrix4x4_t forwardprojection;
9386 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9387 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9392 float projectionvector[4][3];
9393 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9394 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9395 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9396 projectionvector[0][0] = planes[0][0] * ilocalsize;
9397 projectionvector[0][1] = planes[1][0] * ilocalsize;
9398 projectionvector[0][2] = planes[2][0] * ilocalsize;
9399 projectionvector[1][0] = planes[0][1] * ilocalsize;
9400 projectionvector[1][1] = planes[1][1] * ilocalsize;
9401 projectionvector[1][2] = planes[2][1] * ilocalsize;
9402 projectionvector[2][0] = planes[0][2] * ilocalsize;
9403 projectionvector[2][1] = planes[1][2] * ilocalsize;
9404 projectionvector[2][2] = planes[2][2] * ilocalsize;
9405 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9406 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9407 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9408 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9412 dynamic = model->surfmesh.isanimated;
9413 surfaces = model->data_surfaces;
9416 bih_triangles_count = -1;
9419 if(model->render_bih.numleafs)
9420 bih = &model->render_bih;
9421 else if(model->collision_bih.numleafs)
9422 bih = &model->collision_bih;
9425 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9426 if(bih_triangles_count == 0)
9428 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9430 if(bih_triangles_count > 0)
9432 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9434 surfaceindex = bih_surfaces[triangleindex];
9435 surface = surfaces + surfaceindex;
9436 texture = surface->texture;
9439 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9441 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9443 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9448 for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
9450 surface = surfaces + surfaceindex;
9451 // check cull box first because it rejects more than any other check
9452 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9454 // skip transparent surfaces
9455 texture = surface->texture;
9458 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9460 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9462 numtriangles = surface->num_triangles;
9463 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9464 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9469 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9470 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, unsigned int decalsequence)
9472 int renderentityindex;
9475 entity_render_t *ent;
9477 worldmins[0] = worldorigin[0] - worldsize;
9478 worldmins[1] = worldorigin[1] - worldsize;
9479 worldmins[2] = worldorigin[2] - worldsize;
9480 worldmaxs[0] = worldorigin[0] + worldsize;
9481 worldmaxs[1] = worldorigin[1] + worldsize;
9482 worldmaxs[2] = worldorigin[2] + worldsize;
9484 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9486 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9488 ent = r_refdef.scene.entities[renderentityindex];
9489 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9492 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9496 typedef struct r_decalsystem_splatqueue_s
9503 unsigned int decalsequence;
9505 r_decalsystem_splatqueue_t;
9507 int r_decalsystem_numqueued = 0;
9508 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9510 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)
9512 r_decalsystem_splatqueue_t *queue;
9514 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9517 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9518 VectorCopy(worldorigin, queue->worldorigin);
9519 VectorCopy(worldnormal, queue->worldnormal);
9520 Vector4Set(queue->color, r, g, b, a);
9521 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9522 queue->worldsize = worldsize;
9523 queue->decalsequence = cl.decalsequence++;
9526 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9529 r_decalsystem_splatqueue_t *queue;
9531 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9532 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);
9533 r_decalsystem_numqueued = 0;
9536 extern cvar_t cl_decals_max;
9537 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9540 decalsystem_t *decalsystem = &ent->decalsystem;
9542 unsigned int killsequence;
9547 if (!decalsystem->numdecals)
9550 if (r_showsurfaces.integer)
9553 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9555 R_DecalSystem_Reset(decalsystem);
9559 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9560 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9562 if (decalsystem->lastupdatetime)
9563 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9566 decalsystem->lastupdatetime = r_refdef.scene.time;
9567 numdecals = decalsystem->numdecals;
9569 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9571 if (decal->color4f[0][3])
9573 decal->lived += frametime;
9574 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9576 memset(decal, 0, sizeof(*decal));
9577 if (decalsystem->freedecal > i)
9578 decalsystem->freedecal = i;
9582 decal = decalsystem->decals;
9583 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9586 // collapse the array by shuffling the tail decals into the gaps
9589 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9590 decalsystem->freedecal++;
9591 if (decalsystem->freedecal == numdecals)
9593 decal[decalsystem->freedecal] = decal[--numdecals];
9596 decalsystem->numdecals = numdecals;
9600 // if there are no decals left, reset decalsystem
9601 R_DecalSystem_Reset(decalsystem);
9605 extern skinframe_t *decalskinframe;
9606 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9609 decalsystem_t *decalsystem = &ent->decalsystem;
9618 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9621 numdecals = decalsystem->numdecals;
9625 if (r_showsurfaces.integer)
9628 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9630 R_DecalSystem_Reset(decalsystem);
9634 // if the model is static it doesn't matter what value we give for
9635 // wantnormals and wanttangents, so this logic uses only rules applicable
9636 // to a model, knowing that they are meaningless otherwise
9637 RSurf_ActiveModelEntity(ent, false, false, false);
9639 decalsystem->lastupdatetime = r_refdef.scene.time;
9641 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9643 // update vertex positions for animated models
9644 v3f = decalsystem->vertex3f;
9645 c4f = decalsystem->color4f;
9646 t2f = decalsystem->texcoord2f;
9647 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9649 if (!decal->color4f[0][3])
9652 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9656 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9659 // update color values for fading decals
9660 if (decal->lived >= cl_decals_time.value)
9661 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9665 c4f[ 0] = decal->color4f[0][0] * alpha;
9666 c4f[ 1] = decal->color4f[0][1] * alpha;
9667 c4f[ 2] = decal->color4f[0][2] * alpha;
9669 c4f[ 4] = decal->color4f[1][0] * alpha;
9670 c4f[ 5] = decal->color4f[1][1] * alpha;
9671 c4f[ 6] = decal->color4f[1][2] * alpha;
9673 c4f[ 8] = decal->color4f[2][0] * alpha;
9674 c4f[ 9] = decal->color4f[2][1] * alpha;
9675 c4f[10] = decal->color4f[2][2] * alpha;
9678 t2f[0] = decal->texcoord2f[0][0];
9679 t2f[1] = decal->texcoord2f[0][1];
9680 t2f[2] = decal->texcoord2f[1][0];
9681 t2f[3] = decal->texcoord2f[1][1];
9682 t2f[4] = decal->texcoord2f[2][0];
9683 t2f[5] = decal->texcoord2f[2][1];
9685 // update vertex positions for animated models
9686 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9688 e = rsurface.modelelement3i + 3*decal->triangleindex;
9689 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9690 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9691 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9695 VectorCopy(decal->vertex3f[0], v3f);
9696 VectorCopy(decal->vertex3f[1], v3f + 3);
9697 VectorCopy(decal->vertex3f[2], v3f + 6);
9700 if (r_refdef.fogenabled)
9702 alpha = RSurf_FogVertex(v3f);
9703 VectorScale(c4f, alpha, c4f);
9704 alpha = RSurf_FogVertex(v3f + 3);
9705 VectorScale(c4f + 4, alpha, c4f + 4);
9706 alpha = RSurf_FogVertex(v3f + 6);
9707 VectorScale(c4f + 8, alpha, c4f + 8);
9718 r_refdef.stats[r_stat_drawndecals] += numtris;
9720 // now render the decals all at once
9721 // (this assumes they all use one particle font texture!)
9722 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);
9723 // R_Mesh_ResetTextureState();
9724 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9725 GL_DepthMask(false);
9726 GL_DepthRange(0, 1);
9727 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9729 GL_CullFace(GL_NONE);
9730 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9731 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9732 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9736 static void R_DrawModelDecals(void)
9740 // fade faster when there are too many decals
9741 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9742 for (i = 0;i < r_refdef.scene.numentities;i++)
9743 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9745 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9746 for (i = 0;i < r_refdef.scene.numentities;i++)
9747 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9748 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9750 R_DecalSystem_ApplySplatEntitiesQueue();
9752 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9753 for (i = 0;i < r_refdef.scene.numentities;i++)
9754 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9756 r_refdef.stats[r_stat_totaldecals] += numdecals;
9758 if (r_showsurfaces.integer || !r_drawdecals.integer)
9761 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9763 for (i = 0;i < r_refdef.scene.numentities;i++)
9765 if (!r_refdef.viewcache.entityvisible[i])
9767 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9768 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9772 static void R_DrawDebugModel(void)
9774 entity_render_t *ent = rsurface.entity;
9776 const msurface_t *surface;
9777 model_t *model = ent->model;
9779 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9782 if (r_showoverdraw.value > 0)
9784 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9785 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9786 R_SetupShader_Generic_NoTexture(false, false);
9787 GL_DepthTest(false);
9788 GL_DepthMask(false);
9789 GL_DepthRange(0, 1);
9790 GL_BlendFunc(GL_ONE, GL_ONE);
9791 for (j = model->submodelsurfaces_start;j < model->submodelsurfaces_end;j++)
9793 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9795 surface = model->data_surfaces + j;
9796 rsurface.texture = R_GetCurrentTexture(surface->texture);
9797 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9799 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9800 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9801 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9802 GL_Color(c, 0, 0, 1.0f);
9803 else if (ent == r_refdef.scene.worldentity)
9804 GL_Color(c, c, c, 1.0f);
9806 GL_Color(0, c, 0, 1.0f);
9807 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9811 rsurface.texture = NULL;
9814 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9816 // R_Mesh_ResetTextureState();
9817 R_SetupShader_Generic_NoTexture(false, false);
9818 GL_DepthRange(0, 1);
9819 GL_DepthTest(!r_showdisabledepthtest.integer);
9820 GL_DepthMask(false);
9821 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9823 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9827 qbool cullbox = false;
9828 const q3mbrush_t *brush;
9829 const bih_t *bih = &model->collision_bih;
9830 const bih_leaf_t *bihleaf;
9831 float vertex3f[3][3];
9832 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9833 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9835 if (cullbox && R_CullFrustum(bihleaf->mins, bihleaf->maxs))
9837 switch (bihleaf->type)
9840 brush = model->brush.data_brushes + bihleaf->itemindex;
9841 if (brush->colbrushf && brush->colbrushf->numtriangles)
9843 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);
9844 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9845 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9848 case BIH_COLLISIONTRIANGLE:
9849 triangleindex = bihleaf->itemindex;
9850 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9851 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9852 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9853 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);
9854 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9855 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9857 case BIH_RENDERTRIANGLE:
9858 triangleindex = bihleaf->itemindex;
9859 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9860 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9861 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9862 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);
9863 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9864 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9870 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9873 if (r_showtris.value > 0 && qglPolygonMode)
9875 if (r_showdisabledepthtest.integer)
9877 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9878 GL_DepthMask(false);
9882 GL_BlendFunc(GL_ONE, GL_ZERO);
9885 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9886 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9888 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9890 surface = model->data_surfaces + j;
9891 rsurface.texture = R_GetCurrentTexture(surface->texture);
9892 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9894 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9895 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9896 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9897 else if (ent == r_refdef.scene.worldentity)
9898 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9900 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9901 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9905 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9906 rsurface.texture = NULL;
9910 // FIXME! implement r_shownormals with just triangles
9911 if (r_shownormals.value != 0 && qglBegin)
9915 if (r_showdisabledepthtest.integer)
9917 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9918 GL_DepthMask(false);
9922 GL_BlendFunc(GL_ONE, GL_ZERO);
9925 for (j = model->submodelsurfaces_start; j < model->submodelsurfaces_end; j++)
9927 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9929 surface = model->data_surfaces + j;
9930 rsurface.texture = R_GetCurrentTexture(surface->texture);
9931 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9933 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9935 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9937 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9939 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9940 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9941 qglVertex3f(v[0], v[1], v[2]);
9942 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9943 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9944 qglVertex3f(v[0], v[1], v[2]);
9947 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9949 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9951 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9952 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9953 qglVertex3f(v[0], v[1], v[2]);
9954 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9955 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9956 qglVertex3f(v[0], v[1], v[2]);
9959 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9961 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9963 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9964 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9965 qglVertex3f(v[0], v[1], v[2]);
9966 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
9967 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9968 qglVertex3f(v[0], v[1], v[2]);
9971 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
9973 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9975 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9976 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9977 qglVertex3f(v[0], v[1], v[2]);
9978 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9979 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9980 qglVertex3f(v[0], v[1], v[2]);
9987 rsurface.texture = NULL;
9993 int r_maxsurfacelist = 0;
9994 const msurface_t **r_surfacelist = NULL;
9995 void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedepth, qbool depthonly, qbool debug, qbool prepass, qbool ui)
9997 int i, j, flagsmask;
9998 model_t *model = ent->model;
9999 msurface_t *surfaces;
10000 unsigned char *update;
10001 int numsurfacelist = 0;
10005 if (r_maxsurfacelist < model->num_surfaces)
10007 r_maxsurfacelist = model->num_surfaces;
10009 Mem_Free((msurface_t **)r_surfacelist);
10010 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10013 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10014 RSurf_ActiveModelEntity(ent, false, false, false);
10016 RSurf_ActiveModelEntity(ent, true, true, true);
10017 else if (depthonly)
10018 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10020 RSurf_ActiveModelEntity(ent, true, true, false);
10022 surfaces = model->data_surfaces;
10023 update = model->brushq1.lightmapupdateflags;
10025 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10029 R_DrawDebugModel();
10030 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10034 // check if this is an empty model
10035 if (model->submodelsurfaces_start >= model->submodelsurfaces_end)
10038 rsurface.lightmaptexture = NULL;
10039 rsurface.deluxemaptexture = NULL;
10040 rsurface.uselightmaptexture = false;
10041 rsurface.texture = NULL;
10042 rsurface.rtlight = NULL;
10043 numsurfacelist = 0;
10045 // add visible surfaces to draw list
10046 if (ent == r_refdef.scene.worldentity)
10048 // for the world entity, check surfacevisible
10049 for (i = model->submodelsurfaces_start;i < model->submodelsurfaces_end;i++)
10051 j = model->modelsurfaces_sorted[i];
10052 if (r_refdef.viewcache.world_surfacevisible[j])
10053 r_surfacelist[numsurfacelist++] = surfaces + j;
10056 // don't do anything if there were no surfaces added (none of the world entity is visible)
10057 if (!numsurfacelist)
10059 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10065 // for ui we have to preserve the order of surfaces (not using modelsurfaces_sorted)
10066 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10067 r_surfacelist[numsurfacelist++] = surfaces + i;
10071 // add all surfaces
10072 for (i = model->submodelsurfaces_start; i < model->submodelsurfaces_end; i++)
10073 r_surfacelist[numsurfacelist++] = surfaces + model->modelsurfaces_sorted[i];
10077 * Mark lightmaps as dirty if their lightstyle's value changed. We do this by
10078 * using style chains because most styles do not change on most frames, and most
10079 * surfaces do not have styles on them. Mods like Arcane Dimensions (e.g. ad_necrokeep)
10080 * break this rule and animate most surfaces.
10082 if (update && !skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0 && r_q1bsp_lightmap_updates_enabled.integer)
10084 model_brush_lightstyleinfo_t *style;
10086 // For each lightstyle, check if its value changed and mark the lightmaps as dirty if so
10087 for (i = 0, style = model->brushq1.data_lightstyleinfo; i < model->brushq1.num_lightstyles; i++, style++)
10089 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10091 int* list = style->surfacelist;
10092 style->value = r_refdef.scene.lightstylevalue[style->style];
10093 // Value changed - mark the surfaces belonging to this style chain as dirty
10094 for (j = 0; j < style->numsurfaces; j++)
10095 update[list[j]] = true;
10098 // Now check if update flags are set on any surfaces that are visible
10099 if (r_q1bsp_lightmap_updates_hidden_surfaces.integer)
10102 * We can do less frequent texture uploads (approximately 10hz for animated
10103 * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible.
10104 * For optimal efficiency, this includes the submodels of the worldmodel, so we
10105 * use model->num_surfaces, not nummodelsurfaces.
10107 for (i = 0; i < model->num_surfaces;i++)
10109 R_BuildLightMap(ent, surfaces + i, r_q1bsp_lightmap_updates_combine.integer);
10113 for (i = 0; i < numsurfacelist; i++)
10114 if (update[r_surfacelist[i] - surfaces])
10115 R_BuildLightMap(ent, (msurface_t *)r_surfacelist[i], r_q1bsp_lightmap_updates_combine.integer);
10119 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10121 // add to stats if desired
10122 if (r_speeds.integer && !skysurfaces && !depthonly)
10124 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10125 for (j = 0;j < numsurfacelist;j++)
10126 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10129 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10132 void R_DebugLine(vec3_t start, vec3_t end)
10134 model_t *mod = CL_Mesh_UI();
10136 int e0, e1, e2, e3;
10137 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10138 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10139 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10142 // transform to screen coords first
10143 Vector4Set(w[0], start[0], start[1], start[2], 1);
10144 Vector4Set(w[1], end[0], end[1], end[2], 1);
10145 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10146 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10147 x1 = s[0][0] * vid_conwidth.value / vid.width;
10148 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10149 x2 = s[1][0] * vid_conwidth.value / vid.width;
10150 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10151 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10153 // add the line to the UI mesh for drawing later
10155 // width is measured in real pixels
10156 if (fabs(x2 - x1) > fabs(y2 - y1))
10159 offsety = 0.5f * width * vid_conheight.value / vid.height;
10163 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10166 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10167 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10168 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10169 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10170 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10171 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10172 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10177 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10179 static texture_t texture;
10181 // fake enough texture and surface state to render this geometry
10183 texture.update_lastrenderframe = -1; // regenerate this texture
10184 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10185 texture.basealpha = 1.0f;
10186 texture.currentskinframe = skinframe;
10187 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10188 texture.offsetmapping = OFFSETMAPPING_OFF;
10189 texture.offsetscale = 1;
10190 texture.specularscalemod = 1;
10191 texture.specularpowermod = 1;
10192 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10194 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10197 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qbool writedepth, qbool prepass, qbool ui)
10199 static msurface_t surface;
10200 const msurface_t *surfacelist = &surface;
10202 // fake enough texture and surface state to render this geometry
10203 surface.texture = texture;
10204 surface.num_triangles = numtriangles;
10205 surface.num_firsttriangle = firsttriangle;
10206 surface.num_vertices = numvertices;
10207 surface.num_firstvertex = firstvertex;
10210 rsurface.texture = R_GetCurrentTexture(surface.texture);
10211 rsurface.lightmaptexture = NULL;
10212 rsurface.deluxemaptexture = NULL;
10213 rsurface.uselightmaptexture = false;
10214 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);