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 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_SAVE, "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 = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
73 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light (DEPRECATED)"};
74 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
75 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
76 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
78 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
79 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
80 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
81 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
82 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
83 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
84 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
85 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
86 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
87 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
88 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
89 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
90 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
91 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
92 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
93 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
94 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
95 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
96 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
97 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
98 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
99 cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
100 cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
101 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
102 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
103 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
104 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
105 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
106 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
107 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
108 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
109 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
110 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
111 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
112 cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
113 cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
114 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
115 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
116 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
117 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
118 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
120 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
121 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
122 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
124 cvar_t r_fullbright_directed = {0, "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"};
125 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
126 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
127 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
128 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
130 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
131 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
132 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
133 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
134 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
135 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
136 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
137 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
138 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
139 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
140 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "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."};
141 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
142 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
143 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
144 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
145 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
146 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
147 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
148 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
149 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
150 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
151 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
152 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
153 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
154 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
155 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
157 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
158 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
159 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
160 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
161 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
162 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
163 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
164 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
166 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
167 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
169 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
170 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
171 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
173 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
174 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
175 cvar_t r_rendertarget_debug = {0, "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)"};
176 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
177 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
178 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
179 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
180 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
181 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
182 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
184 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
185 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
186 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
187 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
188 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
189 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
190 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
191 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
192 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
193 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
194 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
195 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
196 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
197 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
198 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
199 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
200 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
201 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
202 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
204 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
205 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
206 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
207 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
208 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
209 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
210 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
211 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
212 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
214 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
215 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
216 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
217 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
219 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
220 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
222 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
223 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
224 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
225 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
226 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
227 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
229 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
230 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
231 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
232 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
233 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
234 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
235 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
236 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
237 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
238 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
240 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
242 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
244 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
246 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
248 cvar_t r_batch_multidraw = {CVAR_SAVE, "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)"};
249 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
250 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
251 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
253 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
254 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
256 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
258 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
259 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
261 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
262 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
263 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
264 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
267 extern cvar_t v_glslgamma_2d;
269 extern qboolean v_flipped_state;
271 r_framebufferstate_t r_fb;
273 /// shadow volume bsp struct with automatically growing nodes buffer
276 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
278 rtexture_t *r_texture_blanknormalmap;
279 rtexture_t *r_texture_white;
280 rtexture_t *r_texture_grey128;
281 rtexture_t *r_texture_black;
282 rtexture_t *r_texture_notexture;
283 rtexture_t *r_texture_whitecube;
284 rtexture_t *r_texture_normalizationcube;
285 rtexture_t *r_texture_fogattenuation;
286 rtexture_t *r_texture_fogheighttexture;
287 rtexture_t *r_texture_gammaramps;
288 unsigned int r_texture_gammaramps_serial;
289 //rtexture_t *r_texture_fogintensity;
290 rtexture_t *r_texture_reflectcube;
292 // TODO: hash lookups?
293 typedef struct cubemapinfo_s
300 int r_texture_numcubemaps;
301 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
303 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
304 unsigned int r_numqueries;
305 unsigned int r_maxqueries;
307 typedef struct r_qwskincache_s
309 char name[MAX_QPATH];
310 skinframe_t *skinframe;
314 static r_qwskincache_t *r_qwskincache;
315 static int r_qwskincache_size;
317 /// vertex coordinates for a quad that covers the screen exactly
318 extern const float r_screenvertex3f[12];
319 const float r_screenvertex3f[12] =
327 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
330 for (i = 0;i < verts;i++)
341 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
344 for (i = 0;i < verts;i++)
354 // FIXME: move this to client?
357 if (gamemode == GAME_NEHAHRA)
359 Cvar_Set("gl_fogenable", "0");
360 Cvar_Set("gl_fogdensity", "0.2");
361 Cvar_Set("gl_fogred", "0.3");
362 Cvar_Set("gl_foggreen", "0.3");
363 Cvar_Set("gl_fogblue", "0.3");
365 r_refdef.fog_density = 0;
366 r_refdef.fog_red = 0;
367 r_refdef.fog_green = 0;
368 r_refdef.fog_blue = 0;
369 r_refdef.fog_alpha = 1;
370 r_refdef.fog_start = 0;
371 r_refdef.fog_end = 16384;
372 r_refdef.fog_height = 1<<30;
373 r_refdef.fog_fadedepth = 128;
374 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
377 static void R_BuildBlankTextures(void)
379 unsigned char data[4];
380 data[2] = 128; // normal X
381 data[1] = 128; // normal Y
382 data[0] = 255; // normal Z
383 data[3] = 255; // height
384 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
389 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
399 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 static void R_BuildNoTexture(void)
405 unsigned char pix[16][16][4];
406 // this makes a light grey/dark grey checkerboard texture
407 for (y = 0;y < 16;y++)
409 for (x = 0;x < 16;x++)
411 if ((y < 8) ^ (x < 8))
427 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
430 static void R_BuildWhiteCube(void)
432 unsigned char data[6*1*1*4];
433 memset(data, 255, sizeof(data));
434 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildNormalizationCube(void)
441 vec_t s, t, intensity;
444 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
445 for (side = 0;side < 6;side++)
447 for (y = 0;y < NORMSIZE;y++)
449 for (x = 0;x < NORMSIZE;x++)
451 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
452 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
487 intensity = 127.0f / sqrt(DotProduct(v, v));
488 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
489 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
490 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
491 data[((side*64+y)*64+x)*4+3] = 255;
495 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
499 static void R_BuildFogTexture(void)
503 unsigned char data1[FOGWIDTH][4];
504 //unsigned char data2[FOGWIDTH][4];
507 r_refdef.fogmasktable_start = r_refdef.fog_start;
508 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
509 r_refdef.fogmasktable_range = r_refdef.fogrange;
510 r_refdef.fogmasktable_density = r_refdef.fog_density;
512 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
513 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
515 d = (x * r - r_refdef.fogmasktable_start);
516 if(developer_extra.integer)
517 Con_DPrintf("%f ", d);
519 if (r_fog_exp2.integer)
520 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
522 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
523 if(developer_extra.integer)
524 Con_DPrintf(" : %f ", alpha);
525 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
526 if(developer_extra.integer)
527 Con_DPrintf(" = %f\n", alpha);
528 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
531 for (x = 0;x < FOGWIDTH;x++)
533 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
538 //data2[x][0] = 255 - b;
539 //data2[x][1] = 255 - b;
540 //data2[x][2] = 255 - b;
543 if (r_texture_fogattenuation)
545 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
546 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
550 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
551 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
555 static void R_BuildFogHeightTexture(void)
557 unsigned char *inpixels;
565 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
566 if (r_refdef.fogheighttexturename[0])
567 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
570 r_refdef.fog_height_tablesize = 0;
571 if (r_texture_fogheighttexture)
572 R_FreeTexture(r_texture_fogheighttexture);
573 r_texture_fogheighttexture = NULL;
574 if (r_refdef.fog_height_table2d)
575 Mem_Free(r_refdef.fog_height_table2d);
576 r_refdef.fog_height_table2d = NULL;
577 if (r_refdef.fog_height_table1d)
578 Mem_Free(r_refdef.fog_height_table1d);
579 r_refdef.fog_height_table1d = NULL;
583 r_refdef.fog_height_tablesize = size;
584 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
585 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
586 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
588 // LordHavoc: now the magic - what is that table2d for? it is a cooked
589 // average fog color table accounting for every fog layer between a point
590 // and the camera. (Note: attenuation is handled separately!)
591 for (y = 0;y < size;y++)
593 for (x = 0;x < size;x++)
599 for (j = x;j <= y;j++)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
607 for (j = x;j >= y;j--)
609 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
615 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
616 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
617 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
620 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
623 //=======================================================================================================================================================
625 static const char *builtinshaderstrings[] =
627 #include "shader_glsl.h"
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *sourcebasename;
643 const char *extension;
644 const char **builtinshaderstrings;
653 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
654 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
656 {"#define USEDIFFUSE\n", " diffuse"},
657 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
658 {"#define USEVIEWTINT\n", " viewtint"},
659 {"#define USECOLORMAPPING\n", " colormapping"},
660 {"#define USESATURATION\n", " saturation"},
661 {"#define USEFOGINSIDE\n", " foginside"},
662 {"#define USEFOGOUTSIDE\n", " fogoutside"},
663 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
664 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
665 {"#define USEGAMMARAMPS\n", " gammaramps"},
666 {"#define USECUBEFILTER\n", " cubefilter"},
667 {"#define USEGLOW\n", " glow"},
668 {"#define USEBLOOM\n", " bloom"},
669 {"#define USESPECULAR\n", " specular"},
670 {"#define USEPOSTPROCESSING\n", " postprocessing"},
671 {"#define USEREFLECTION\n", " reflection"},
672 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
673 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
674 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
675 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
676 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
677 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
678 {"#define USEALPHAKILL\n", " alphakill"},
679 {"#define USEREFLECTCUBE\n", " reflectcube"},
680 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
681 {"#define USEBOUNCEGRID\n", " bouncegrid"},
682 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
683 {"#define USETRIPPY\n", " trippy"},
684 {"#define USEDEPTHRGB\n", " depthrgb"},
685 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
686 {"#define USESKELETAL\n", " skeletal"},
687 {"#define USEOCCLUDE\n", " occlude"}
690 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
691 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
693 // SHADERLANGUAGE_GLSL
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
704 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
705 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
706 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
715 struct r_glsl_permutation_s;
716 typedef struct r_glsl_permutation_s
719 struct r_glsl_permutation_s *hashnext;
721 dpuint64 permutation;
723 /// indicates if we have tried compiling this permutation already
725 /// 0 if compilation failed
727 // texture units assigned to each detected uniform
728 int tex_Texture_First;
729 int tex_Texture_Second;
730 int tex_Texture_GammaRamps;
731 int tex_Texture_Normal;
732 int tex_Texture_Color;
733 int tex_Texture_Gloss;
734 int tex_Texture_Glow;
735 int tex_Texture_SecondaryNormal;
736 int tex_Texture_SecondaryColor;
737 int tex_Texture_SecondaryGloss;
738 int tex_Texture_SecondaryGlow;
739 int tex_Texture_Pants;
740 int tex_Texture_Shirt;
741 int tex_Texture_FogHeightTexture;
742 int tex_Texture_FogMask;
743 int tex_Texture_Lightmap;
744 int tex_Texture_Deluxemap;
745 int tex_Texture_Attenuation;
746 int tex_Texture_Cube;
747 int tex_Texture_Refraction;
748 int tex_Texture_Reflection;
749 int tex_Texture_ShadowMap2D;
750 int tex_Texture_CubeProjection;
751 int tex_Texture_ScreenNormalMap;
752 int tex_Texture_ScreenDiffuse;
753 int tex_Texture_ScreenSpecular;
754 int tex_Texture_ReflectMask;
755 int tex_Texture_ReflectCube;
756 int tex_Texture_BounceGrid;
757 /// locations of detected uniforms in program object, or -1 if not found
758 int loc_Texture_First;
759 int loc_Texture_Second;
760 int loc_Texture_GammaRamps;
761 int loc_Texture_Normal;
762 int loc_Texture_Color;
763 int loc_Texture_Gloss;
764 int loc_Texture_Glow;
765 int loc_Texture_SecondaryNormal;
766 int loc_Texture_SecondaryColor;
767 int loc_Texture_SecondaryGloss;
768 int loc_Texture_SecondaryGlow;
769 int loc_Texture_Pants;
770 int loc_Texture_Shirt;
771 int loc_Texture_FogHeightTexture;
772 int loc_Texture_FogMask;
773 int loc_Texture_Lightmap;
774 int loc_Texture_Deluxemap;
775 int loc_Texture_Attenuation;
776 int loc_Texture_Cube;
777 int loc_Texture_Refraction;
778 int loc_Texture_Reflection;
779 int loc_Texture_ShadowMap2D;
780 int loc_Texture_CubeProjection;
781 int loc_Texture_ScreenNormalMap;
782 int loc_Texture_ScreenDiffuse;
783 int loc_Texture_ScreenSpecular;
784 int loc_Texture_ReflectMask;
785 int loc_Texture_ReflectCube;
786 int loc_Texture_BounceGrid;
788 int loc_BloomBlur_Parameters;
790 int loc_Color_Ambient;
791 int loc_Color_Diffuse;
792 int loc_Color_Specular;
796 int loc_DeferredColor_Ambient;
797 int loc_DeferredColor_Diffuse;
798 int loc_DeferredColor_Specular;
799 int loc_DeferredMod_Diffuse;
800 int loc_DeferredMod_Specular;
801 int loc_DistortScaleRefractReflect;
804 int loc_FogHeightFade;
806 int loc_FogPlaneViewDist;
807 int loc_FogRangeRecip;
810 int loc_LightPosition;
811 int loc_OffsetMapping_ScaleSteps;
812 int loc_OffsetMapping_LodDistance;
813 int loc_OffsetMapping_Bias;
815 int loc_ReflectColor;
816 int loc_ReflectFactor;
817 int loc_ReflectOffset;
818 int loc_RefractColor;
820 int loc_ScreenCenterRefractReflect;
821 int loc_ScreenScaleRefractReflect;
822 int loc_ScreenToDepth;
823 int loc_ShadowMap_Parameters;
824 int loc_ShadowMap_TextureScale;
825 int loc_SpecularPower;
826 int loc_Skeletal_Transform12;
831 int loc_ViewTintColor;
833 int loc_ModelToLight;
835 int loc_BackgroundTexMatrix;
836 int loc_ModelViewProjectionMatrix;
837 int loc_ModelViewMatrix;
838 int loc_PixelToScreenTexCoord;
839 int loc_ModelToReflectCube;
840 int loc_ShadowMapMatrix;
841 int loc_BloomColorSubtract;
842 int loc_NormalmapScrollBlend;
843 int loc_BounceGridMatrix;
844 int loc_BounceGridIntensity;
845 /// uniform block bindings
846 int ubibind_Skeletal_Transform12_UniformBlock;
847 /// uniform block indices
848 int ubiloc_Skeletal_Transform12_UniformBlock;
850 r_glsl_permutation_t;
852 #define SHADERPERMUTATION_HASHSIZE 256
855 // non-degradable "lightweight" shader parameters to keep the permutations simpler
856 // these can NOT degrade! only use for simple stuff
859 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
860 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
861 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
863 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
864 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
865 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
866 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
867 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
868 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
869 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
870 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
871 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
872 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
874 #define SHADERSTATICPARMS_COUNT 14
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
882 extern qboolean r_shadow_shadowmapsampler;
883 extern int r_shadow_shadowmappcf;
884 qboolean R_CompileShader_CheckStaticParms(void)
886 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
887 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
888 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
891 if (r_glsl_saturation_redcompensate.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
893 if (r_glsl_vertextextureblend_usebothalphas.integer)
894 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
895 if (r_shadow_glossexact.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
897 if (r_glsl_postprocess.integer)
899 if (r_glsl_postprocess_uservec1_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
901 if (r_glsl_postprocess_uservec2_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
903 if (r_glsl_postprocess_uservec3_enable.integer)
904 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
905 if (r_glsl_postprocess_uservec4_enable.integer)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
910 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
913 if (r_shadow_shadowmapsampler)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
915 if (r_shadow_shadowmappcf > 1)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
917 else if (r_shadow_shadowmappcf)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
919 if (r_celshading.integer)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
921 if (r_celoutlines.integer)
922 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
924 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
927 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
928 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
929 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
931 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
932 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
934 shaderstaticparms_count = 0;
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
953 /// information about each possible shader permutation
954 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
955 /// currently selected permutation
956 r_glsl_permutation_t *r_glsl_permutation;
957 /// storage for permutations linked in the hash table
958 memexpandablearray_t r_glsl_permutationarray;
960 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
962 //unsigned int hashdepth = 0;
963 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
964 r_glsl_permutation_t *p;
965 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
967 if (p->mode == mode && p->permutation == permutation)
969 //if (hashdepth > 10)
970 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
975 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
977 p->permutation = permutation;
978 p->hashnext = r_glsl_permutationhash[mode][hashindex];
979 r_glsl_permutationhash[mode][hashindex] = p;
980 //if (hashdepth > 10)
981 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
985 static char *R_ShaderStrCat(const char **strings)
988 const char **p = strings;
991 for (p = strings;(t = *p);p++)
994 s = string = (char *)Mem_Alloc(r_main_mempool, len);
996 for (p = strings;(t = *p);p++)
1006 static char *R_ShaderStrCat(const char **strings);
1007 static void R_InitShaderModeInfo(void)
1010 shadermodeinfo_t *modeinfo;
1011 // 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)
1012 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1014 for (i = 0; i < SHADERMODE_COUNT; i++)
1016 char filename[MAX_QPATH];
1017 modeinfo = &shadermodeinfo[language][i];
1018 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1019 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1020 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1021 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1026 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1029 // if the mode has no filename we have to return the builtin string
1030 if (builtinonly || !modeinfo->filename)
1031 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1032 // note that FS_LoadFile appends a 0 byte to make it a valid string
1033 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1036 if (printfromdisknotice)
1037 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1038 return shaderstring;
1040 // fall back to builtinstring
1041 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1044 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1049 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1051 char permutationname[256];
1052 int vertstrings_count = 0;
1053 int geomstrings_count = 0;
1054 int fragstrings_count = 0;
1055 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1056 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1057 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1064 permutationname[0] = 0;
1065 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1067 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1069 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1070 if(vid.support.glshaderversion >= 140)
1072 vertstrings_list[vertstrings_count++] = "#version 140\n";
1073 geomstrings_list[geomstrings_count++] = "#version 140\n";
1074 fragstrings_list[fragstrings_count++] = "#version 140\n";
1075 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1076 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1077 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1079 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1080 else if(vid.support.glshaderversion >= 130)
1082 vertstrings_list[vertstrings_count++] = "#version 130\n";
1083 geomstrings_list[geomstrings_count++] = "#version 130\n";
1084 fragstrings_list[fragstrings_count++] = "#version 130\n";
1085 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1086 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1087 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1089 // if we can do #version 120, we should (this adds the invariant keyword)
1090 else if(vid.support.glshaderversion >= 120)
1092 vertstrings_list[vertstrings_count++] = "#version 120\n";
1093 geomstrings_list[geomstrings_count++] = "#version 120\n";
1094 fragstrings_list[fragstrings_count++] = "#version 120\n";
1095 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1096 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1097 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1099 // GLES also adds several things from GLSL120
1100 switch(vid.renderpath)
1102 case RENDERPATH_GLES2:
1103 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1104 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1105 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1ll<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1238 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1239 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1240 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1241 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1242 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1243 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1244 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1245 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1246 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1247 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1248 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1249 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1250 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1251 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1252 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1253 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1254 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1255 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1256 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1257 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1258 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1259 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1260 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1261 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1262 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1263 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1264 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1265 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1266 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1267 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1268 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1269 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1270 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1271 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1272 // initialize the samplers to refer to the texture units we use
1273 p->tex_Texture_First = -1;
1274 p->tex_Texture_Second = -1;
1275 p->tex_Texture_GammaRamps = -1;
1276 p->tex_Texture_Normal = -1;
1277 p->tex_Texture_Color = -1;
1278 p->tex_Texture_Gloss = -1;
1279 p->tex_Texture_Glow = -1;
1280 p->tex_Texture_SecondaryNormal = -1;
1281 p->tex_Texture_SecondaryColor = -1;
1282 p->tex_Texture_SecondaryGloss = -1;
1283 p->tex_Texture_SecondaryGlow = -1;
1284 p->tex_Texture_Pants = -1;
1285 p->tex_Texture_Shirt = -1;
1286 p->tex_Texture_FogHeightTexture = -1;
1287 p->tex_Texture_FogMask = -1;
1288 p->tex_Texture_Lightmap = -1;
1289 p->tex_Texture_Deluxemap = -1;
1290 p->tex_Texture_Attenuation = -1;
1291 p->tex_Texture_Cube = -1;
1292 p->tex_Texture_Refraction = -1;
1293 p->tex_Texture_Reflection = -1;
1294 p->tex_Texture_ShadowMap2D = -1;
1295 p->tex_Texture_CubeProjection = -1;
1296 p->tex_Texture_ScreenNormalMap = -1;
1297 p->tex_Texture_ScreenDiffuse = -1;
1298 p->tex_Texture_ScreenSpecular = -1;
1299 p->tex_Texture_ReflectMask = -1;
1300 p->tex_Texture_ReflectCube = -1;
1301 p->tex_Texture_BounceGrid = -1;
1302 // bind the texture samplers in use
1304 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1305 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1306 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1307 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1308 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1309 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1310 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1311 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1312 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1313 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1314 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1315 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1316 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1317 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1318 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1319 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1320 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1321 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1322 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1323 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1324 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1325 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1326 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1327 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1328 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1329 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1330 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1331 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1332 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1333 // get the uniform block indices so we can bind them
1334 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1335 if (vid.support.arb_uniform_buffer_object)
1336 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1339 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1340 // clear the uniform block bindings
1341 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1342 // bind the uniform blocks in use
1344 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1345 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1347 // we're done compiling and setting up the shader, at least until it is used
1349 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1352 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1356 Mem_Free(sourcestring);
1359 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1361 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1362 if (r_glsl_permutation != perm)
1364 r_glsl_permutation = perm;
1365 if (!r_glsl_permutation->program)
1367 if (!r_glsl_permutation->compiled)
1369 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1370 R_GLSL_CompilePermutation(perm, mode, permutation);
1372 if (!r_glsl_permutation->program)
1374 // remove features until we find a valid permutation
1376 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1378 // reduce i more quickly whenever it would not remove any bits
1379 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1380 if (!(permutation & j))
1383 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1384 if (!r_glsl_permutation->compiled)
1385 R_GLSL_CompilePermutation(perm, mode, permutation);
1386 if (r_glsl_permutation->program)
1389 if (i >= SHADERPERMUTATION_COUNT)
1391 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1392 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1393 qglUseProgram(0);CHECKGLERROR
1394 return; // no bit left to clear, entire mode is broken
1399 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1401 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1402 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1403 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1407 void R_GLSL_Restart_f(void)
1409 unsigned int i, limit;
1410 switch(vid.renderpath)
1412 case RENDERPATH_GL20:
1413 case RENDERPATH_GLES2:
1415 r_glsl_permutation_t *p;
1416 r_glsl_permutation = NULL;
1417 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1418 for (i = 0;i < limit;i++)
1420 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1422 GL_Backend_FreeProgram(p->program);
1423 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1426 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1432 static void R_GLSL_DumpShader_f(void)
1434 int i, language, mode, dupe;
1436 shadermodeinfo_t *modeinfo;
1439 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1441 modeinfo = shadermodeinfo[language];
1442 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1444 // don't dump the same file multiple times (most or all shaders come from the same file)
1445 for (dupe = mode - 1;dupe >= 0;dupe--)
1446 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1450 text = modeinfo[mode].builtinstring;
1453 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1456 FS_Print(file, "/* The engine may define the following macros:\n");
1457 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1458 for (i = 0;i < SHADERMODE_COUNT;i++)
1459 FS_Print(file, modeinfo[i].pretext);
1460 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1461 FS_Print(file, shaderpermutationinfo[i].pretext);
1462 FS_Print(file, "*/\n");
1463 FS_Print(file, text);
1465 Con_Printf("%s written\n", modeinfo[mode].filename);
1468 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1473 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1475 dpuint64 permutation = 0;
1476 if (r_trippy.integer && !notrippy)
1477 permutation |= SHADERPERMUTATION_TRIPPY;
1478 permutation |= SHADERPERMUTATION_VIEWTINT;
1480 permutation |= SHADERPERMUTATION_DIFFUSE;
1482 permutation |= SHADERPERMUTATION_SPECULAR;
1483 if (texturemode == GL_MODULATE)
1484 permutation |= SHADERPERMUTATION_COLORMAPPING;
1485 else if (texturemode == GL_ADD)
1486 permutation |= SHADERPERMUTATION_GLOW;
1487 else if (texturemode == GL_DECAL)
1488 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1489 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1490 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1491 if (suppresstexalpha)
1492 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1494 texturemode = GL_MODULATE;
1495 if (vid.allowalphatocoverage)
1496 GL_AlphaToCoverage(false);
1497 switch (vid.renderpath)
1499 case RENDERPATH_GL20:
1500 case RENDERPATH_GLES2:
1501 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1502 if (r_glsl_permutation->tex_Texture_First >= 0)
1503 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1504 if (r_glsl_permutation->tex_Texture_Second >= 0)
1505 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1506 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1507 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1512 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1514 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1517 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1519 dpuint64 permutation = 0;
1520 if (r_trippy.integer && !notrippy)
1521 permutation |= SHADERPERMUTATION_TRIPPY;
1523 permutation |= SHADERPERMUTATION_DEPTHRGB;
1525 permutation |= SHADERPERMUTATION_SKELETAL;
1527 if (vid.allowalphatocoverage)
1528 GL_AlphaToCoverage(false);
1529 switch (vid.renderpath)
1531 case RENDERPATH_GL20:
1532 case RENDERPATH_GLES2:
1533 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1534 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1535 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);
1541 #define BLENDFUNC_ALLOWS_COLORMOD 1
1542 #define BLENDFUNC_ALLOWS_FOG 2
1543 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1544 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1545 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1546 static int R_BlendFuncFlags(int src, int dst)
1550 // a blendfunc allows colormod if:
1551 // a) it can never keep the destination pixel invariant, or
1552 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1553 // this is to prevent unintended side effects from colormod
1555 // a blendfunc allows fog if:
1556 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1557 // this is to prevent unintended side effects from fog
1559 // these checks are the output of fogeval.pl
1561 r |= BLENDFUNC_ALLOWS_COLORMOD;
1562 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1563 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1565 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1566 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1567 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1568 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1569 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1570 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1571 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1572 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1574 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1575 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1576 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1577 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1578 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1579 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1580 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1581 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1582 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1587 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, qboolean notrippy)
1589 // select a permutation of the lighting shader appropriate to this
1590 // combination of texture, entity, light source, and fogging, only use the
1591 // minimum features necessary to avoid wasting rendering time in the
1592 // fragment shader on features that are not being used
1593 dpuint64 permutation = 0;
1594 unsigned int mode = 0;
1596 texture_t *t = rsurface.texture;
1598 matrix4x4_t tempmatrix;
1599 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1600 if (r_trippy.integer && !notrippy)
1601 permutation |= SHADERPERMUTATION_TRIPPY;
1602 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1603 permutation |= SHADERPERMUTATION_ALPHAKILL;
1604 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1605 permutation |= SHADERPERMUTATION_OCCLUDE;
1606 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1607 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1608 if (rsurfacepass == RSURFPASS_BACKGROUND)
1610 // distorted background
1611 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1613 mode = SHADERMODE_WATER;
1614 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1615 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1616 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1618 // this is the right thing to do for wateralpha
1619 GL_BlendFunc(GL_ONE, GL_ZERO);
1620 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1624 // this is the right thing to do for entity alpha
1625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1626 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1629 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1631 mode = SHADERMODE_REFRACTION;
1632 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1633 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1634 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1635 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1639 mode = SHADERMODE_GENERIC;
1640 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1641 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1642 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1644 if (vid.allowalphatocoverage)
1645 GL_AlphaToCoverage(false);
1647 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1649 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1651 switch(t->offsetmapping)
1653 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1654 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1655 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1656 case OFFSETMAPPING_OFF: break;
1659 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1660 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1661 // normalmap (deferred prepass), may use alpha test on diffuse
1662 mode = SHADERMODE_DEFERREDGEOMETRY;
1663 GL_BlendFunc(GL_ONE, GL_ZERO);
1664 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1665 if (vid.allowalphatocoverage)
1666 GL_AlphaToCoverage(false);
1668 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1670 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1672 switch(t->offsetmapping)
1674 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1675 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1676 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1677 case OFFSETMAPPING_OFF: break;
1680 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1681 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1682 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1683 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1685 mode = SHADERMODE_LIGHTSOURCE;
1686 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1687 permutation |= SHADERPERMUTATION_CUBEFILTER;
1688 if (VectorLength2(rtlightdiffuse) > 0)
1689 permutation |= SHADERPERMUTATION_DIFFUSE;
1690 if (VectorLength2(rtlightspecular) > 0)
1691 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1692 if (r_refdef.fogenabled)
1693 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1694 if (t->colormapping)
1695 permutation |= SHADERPERMUTATION_COLORMAPPING;
1696 if (r_shadow_usingshadowmap2d)
1698 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1699 if(r_shadow_shadowmapvsdct)
1700 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1702 if (r_shadow_shadowmap2ddepthbuffer)
1703 permutation |= SHADERPERMUTATION_DEPTHRGB;
1705 if (t->reflectmasktexture)
1706 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1707 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1708 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1709 if (vid.allowalphatocoverage)
1710 GL_AlphaToCoverage(false);
1712 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1714 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1716 switch(t->offsetmapping)
1718 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1719 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1720 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1721 case OFFSETMAPPING_OFF: break;
1724 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1725 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1726 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1727 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1728 // directional model lighting
1729 mode = SHADERMODE_LIGHTDIRECTION;
1730 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1731 permutation |= SHADERPERMUTATION_GLOW;
1732 if (VectorLength2(t->render_modellight_diffuse))
1733 permutation |= SHADERPERMUTATION_DIFFUSE;
1734 if (VectorLength2(t->render_modellight_specular) > 0)
1735 permutation |= SHADERPERMUTATION_SPECULAR;
1736 if (r_refdef.fogenabled)
1737 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1738 if (t->colormapping)
1739 permutation |= SHADERPERMUTATION_COLORMAPPING;
1740 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1742 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1743 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1745 if (r_shadow_shadowmap2ddepthbuffer)
1746 permutation |= SHADERPERMUTATION_DEPTHRGB;
1748 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1749 permutation |= SHADERPERMUTATION_REFLECTION;
1750 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1751 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1752 if (t->reflectmasktexture)
1753 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1754 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1756 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1757 if (r_shadow_bouncegrid_state.directional)
1758 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1760 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1761 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1762 // when using alphatocoverage, we don't need alphakill
1763 if (vid.allowalphatocoverage)
1765 if (r_transparent_alphatocoverage.integer)
1767 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1768 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1771 GL_AlphaToCoverage(false);
1776 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1778 switch(t->offsetmapping)
1780 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1781 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1782 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1783 case OFFSETMAPPING_OFF: break;
1786 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1787 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1788 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1789 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1791 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1792 permutation |= SHADERPERMUTATION_GLOW;
1793 if (r_refdef.fogenabled)
1794 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1795 if (t->colormapping)
1796 permutation |= SHADERPERMUTATION_COLORMAPPING;
1797 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1799 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1800 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1802 if (r_shadow_shadowmap2ddepthbuffer)
1803 permutation |= SHADERPERMUTATION_DEPTHRGB;
1805 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1806 permutation |= SHADERPERMUTATION_REFLECTION;
1807 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1808 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1809 if (t->reflectmasktexture)
1810 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1811 if (FAKELIGHT_ENABLED)
1813 // fake lightmapping (q1bsp, q3bsp, fullbright map)
1814 mode = SHADERMODE_FAKELIGHT;
1815 permutation |= SHADERPERMUTATION_DIFFUSE;
1816 if (VectorLength2(t->render_lightmap_specular) > 0)
1817 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1819 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1821 // deluxemapping (light direction texture)
1822 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1823 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1825 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1826 permutation |= SHADERPERMUTATION_DIFFUSE;
1827 if (VectorLength2(t->render_lightmap_specular) > 0)
1828 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1830 else if (r_glsl_deluxemapping.integer >= 2)
1832 // fake deluxemapping (uniform light direction in tangentspace)
1833 if (rsurface.uselightmaptexture)
1834 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1836 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1837 permutation |= SHADERPERMUTATION_DIFFUSE;
1838 if (VectorLength2(t->render_lightmap_specular) > 0)
1839 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1841 else if (rsurface.uselightmaptexture)
1843 // ordinary lightmapping (q1bsp, q3bsp)
1844 mode = SHADERMODE_LIGHTMAP;
1848 // ordinary vertex coloring (q3bsp)
1849 mode = SHADERMODE_VERTEXCOLOR;
1851 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
1853 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1854 if (r_shadow_bouncegrid_state.directional)
1855 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1857 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1858 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
1859 // when using alphatocoverage, we don't need alphakill
1860 if (vid.allowalphatocoverage)
1862 if (r_transparent_alphatocoverage.integer)
1864 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1865 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1868 GL_AlphaToCoverage(false);
1871 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1872 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1873 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1874 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1875 switch(vid.renderpath)
1877 case RENDERPATH_GL20:
1878 case RENDERPATH_GLES2:
1879 if (!vid.useinterleavedarrays)
1881 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);
1882 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
1883 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
1884 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
1885 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
1886 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
1887 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
1888 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
1889 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
1890 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
1891 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
1895 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1896 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
1898 // this has to be after RSurf_PrepareVerticesForBatch
1899 if (rsurface.batchskeletaltransform3x4buffer)
1900 permutation |= SHADERPERMUTATION_SKELETAL;
1901 R_SetupShader_SetPermutationGLSL(mode, permutation);
1902 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1903 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);
1905 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1906 if (mode == SHADERMODE_LIGHTSOURCE)
1908 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1909 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1910 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1911 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1912 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1913 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1915 // additive passes are only darkened by fog, not tinted
1916 if (r_glsl_permutation->loc_FogColor >= 0)
1917 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1918 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);
1922 if (mode == SHADERMODE_FLATCOLOR)
1924 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]);
1926 else if (mode == SHADERMODE_LIGHTDIRECTION)
1928 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]);
1929 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]);
1930 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]);
1931 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]);
1932 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]);
1933 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1934 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1938 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]);
1939 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]);
1940 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]);
1941 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]);
1942 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]);
1944 // additive passes are only darkened by fog, not tinted
1945 if (r_glsl_permutation->loc_FogColor >= 0)
1947 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1948 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1950 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1952 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);
1953 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]);
1954 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]);
1955 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);
1956 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);
1957 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1958 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1959 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);
1960 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1962 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1963 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1964 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1965 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
1967 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]);
1968 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]);
1972 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]);
1973 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]);
1976 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]);
1977 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));
1978 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
1979 if (r_glsl_permutation->loc_Color_Pants >= 0)
1981 if (t->pantstexture)
1982 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
1984 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1986 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1988 if (t->shirttexture)
1989 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
1991 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1993 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]);
1994 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
1995 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
1996 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
1997 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
1998 r_glsl_offsetmapping_scale.value*t->offsetscale,
1999 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2000 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2001 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2003 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);
2004 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2005 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]);
2006 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2007 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);}
2008 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2010 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2011 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2012 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2013 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2014 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2015 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2016 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2017 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2018 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2019 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2020 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2021 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2022 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2023 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2024 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2025 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2026 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2027 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2028 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2029 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2030 if (rsurfacepass == RSURFPASS_BACKGROUND)
2032 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);
2033 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);
2034 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);
2038 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);
2040 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2041 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2042 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2043 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2045 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2046 if (rsurface.rtlight)
2048 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2049 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2052 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2058 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2060 // select a permutation of the lighting shader appropriate to this
2061 // combination of texture, entity, light source, and fogging, only use the
2062 // minimum features necessary to avoid wasting rendering time in the
2063 // fragment shader on features that are not being used
2064 dpuint64 permutation = 0;
2065 unsigned int mode = 0;
2066 const float *lightcolorbase = rtlight->currentcolor;
2067 float ambientscale = rtlight->ambientscale;
2068 float diffusescale = rtlight->diffusescale;
2069 float specularscale = rtlight->specularscale;
2070 // this is the location of the light in view space
2071 vec3_t viewlightorigin;
2072 // this transforms from view space (camera) to light space (cubemap)
2073 matrix4x4_t viewtolight;
2074 matrix4x4_t lighttoview;
2075 float viewtolight16f[16];
2077 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2078 if (rtlight->currentcubemap != r_texture_whitecube)
2079 permutation |= SHADERPERMUTATION_CUBEFILTER;
2080 if (diffusescale > 0)
2081 permutation |= SHADERPERMUTATION_DIFFUSE;
2082 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2083 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2084 if (r_shadow_usingshadowmap2d)
2086 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2087 if (r_shadow_shadowmapvsdct)
2088 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2090 if (r_shadow_shadowmap2ddepthbuffer)
2091 permutation |= SHADERPERMUTATION_DEPTHRGB;
2093 if (vid.allowalphatocoverage)
2094 GL_AlphaToCoverage(false);
2095 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2096 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2097 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2098 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2099 switch(vid.renderpath)
2101 case RENDERPATH_GL20:
2102 case RENDERPATH_GLES2:
2103 R_SetupShader_SetPermutationGLSL(mode, permutation);
2104 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2105 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2106 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2107 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2108 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2109 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]);
2110 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]);
2111 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);
2112 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]);
2113 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
2115 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2116 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2117 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2118 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2119 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2124 #define SKINFRAME_HASH 1024
2128 unsigned int loadsequence; // incremented each level change
2129 memexpandablearray_t array;
2130 skinframe_t *hash[SKINFRAME_HASH];
2133 r_skinframe_t r_skinframe;
2135 void R_SkinFrame_PrepareForPurge(void)
2137 r_skinframe.loadsequence++;
2138 // wrap it without hitting zero
2139 if (r_skinframe.loadsequence >= 200)
2140 r_skinframe.loadsequence = 1;
2143 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2147 // mark the skinframe as used for the purging code
2148 skinframe->loadsequence = r_skinframe.loadsequence;
2151 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2155 if (s->merged == s->base)
2157 R_PurgeTexture(s->stain); s->stain = NULL;
2158 R_PurgeTexture(s->merged); s->merged = NULL;
2159 R_PurgeTexture(s->base); s->base = NULL;
2160 R_PurgeTexture(s->pants); s->pants = NULL;
2161 R_PurgeTexture(s->shirt); s->shirt = NULL;
2162 R_PurgeTexture(s->nmap); s->nmap = NULL;
2163 R_PurgeTexture(s->gloss); s->gloss = NULL;
2164 R_PurgeTexture(s->glow); s->glow = NULL;
2165 R_PurgeTexture(s->fog); s->fog = NULL;
2166 R_PurgeTexture(s->reflect); s->reflect = NULL;
2167 s->loadsequence = 0;
2170 void R_SkinFrame_Purge(void)
2174 for (i = 0;i < SKINFRAME_HASH;i++)
2176 for (s = r_skinframe.hash[i];s;s = s->next)
2178 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2179 R_SkinFrame_PurgeSkinFrame(s);
2184 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2186 char basename[MAX_QPATH];
2188 Image_StripImageExtension(name, basename, sizeof(basename));
2190 if( last == NULL ) {
2192 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2193 item = r_skinframe.hash[hashindex];
2198 // linearly search through the hash bucket
2199 for( ; item ; item = item->next ) {
2200 if( !strcmp( item->basename, basename ) ) {
2207 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2211 char basename[MAX_QPATH];
2213 Image_StripImageExtension(name, basename, sizeof(basename));
2215 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2216 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2217 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
2224 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2225 memset(item, 0, sizeof(*item));
2226 strlcpy(item->basename, basename, sizeof(item->basename));
2227 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
2228 item->comparewidth = comparewidth;
2229 item->compareheight = compareheight;
2230 item->comparecrc = comparecrc;
2231 item->next = r_skinframe.hash[hashindex];
2232 r_skinframe.hash[hashindex] = item;
2234 else if (textureflags & TEXF_FORCE_RELOAD)
2238 R_SkinFrame_PurgeSkinFrame(item);
2241 R_SkinFrame_MarkUsed(item);
2245 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2247 unsigned long long avgcolor[5], wsum; \
2255 for(pix = 0; pix < cnt; ++pix) \
2258 for(comp = 0; comp < 3; ++comp) \
2260 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2263 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2265 for(comp = 0; comp < 3; ++comp) \
2266 avgcolor[comp] += getpixel * w; \
2269 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2270 avgcolor[4] += getpixel; \
2272 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2274 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2275 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2276 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2277 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2280 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2282 skinframe_t *skinframe;
2284 if (cls.state == ca_dedicated)
2287 // return an existing skinframe if already loaded
2288 // if loading of the first image fails, don't make a new skinframe as it
2289 // would cause all future lookups of this to be missing
2290 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false);
2291 if (skinframe && skinframe->base)
2294 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2297 extern cvar_t gl_picmip;
2298 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2301 unsigned char *pixels;
2302 unsigned char *bumppixels;
2303 unsigned char *basepixels = NULL;
2304 int basepixels_width = 0;
2305 int basepixels_height = 0;
2306 rtexture_t *ddsbase = NULL;
2307 qboolean ddshasalpha = false;
2308 float ddsavgcolor[4];
2309 char basename[MAX_QPATH];
2310 int miplevel = R_PicmipForFlags(textureflags);
2311 int savemiplevel = miplevel;
2315 if (cls.state == ca_dedicated)
2318 Image_StripImageExtension(name, basename, sizeof(basename));
2320 // check for DDS texture file first
2321 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2323 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2324 if (basepixels == NULL && fallbacknotexture)
2325 basepixels = Image_GenerateNoTexture();
2326 if (basepixels == NULL)
2330 // FIXME handle miplevel
2332 if (developer_loading.integer)
2333 Con_Printf("loading skin \"%s\"\n", name);
2335 // we've got some pixels to store, so really allocate this new texture now
2337 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2338 textureflags &= ~TEXF_FORCE_RELOAD;
2339 skinframe->stain = NULL;
2340 skinframe->merged = NULL;
2341 skinframe->base = NULL;
2342 skinframe->pants = NULL;
2343 skinframe->shirt = NULL;
2344 skinframe->nmap = NULL;
2345 skinframe->gloss = NULL;
2346 skinframe->glow = NULL;
2347 skinframe->fog = NULL;
2348 skinframe->reflect = NULL;
2349 skinframe->hasalpha = false;
2350 // we could store the q2animname here too
2354 skinframe->base = ddsbase;
2355 skinframe->hasalpha = ddshasalpha;
2356 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2357 if (r_loadfog && skinframe->hasalpha)
2358 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);
2359 //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]);
2363 basepixels_width = image_width;
2364 basepixels_height = image_height;
2365 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);
2366 if (textureflags & TEXF_ALPHA)
2368 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2370 if (basepixels[j] < 255)
2372 skinframe->hasalpha = true;
2376 if (r_loadfog && skinframe->hasalpha)
2378 // has transparent pixels
2379 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2380 for (j = 0;j < image_width * image_height * 4;j += 4)
2385 pixels[j+3] = basepixels[j+3];
2387 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);
2391 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2393 //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]);
2394 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
2395 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2396 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
2397 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2403 mymiplevel = savemiplevel;
2404 if (r_loadnormalmap)
2405 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);
2406 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2408 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2409 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2410 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2411 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2414 // _norm is the name used by tenebrae and has been adopted as standard
2415 if (r_loadnormalmap && skinframe->nmap == NULL)
2417 mymiplevel = savemiplevel;
2418 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2420 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);
2424 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2426 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2427 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2428 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);
2430 Mem_Free(bumppixels);
2432 else if (r_shadow_bumpscale_basetexture.value > 0)
2434 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2435 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2436 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);
2440 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
2441 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2445 // _luma is supported only for tenebrae compatibility
2446 // _glow is the preferred name
2447 mymiplevel = savemiplevel;
2448 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2450 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);
2452 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
2453 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2455 Mem_Free(pixels);pixels = NULL;
2458 mymiplevel = savemiplevel;
2459 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2461 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);
2463 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
2464 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2470 mymiplevel = savemiplevel;
2471 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2473 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);
2475 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
2476 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2482 mymiplevel = savemiplevel;
2483 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2485 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);
2487 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
2488 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2494 mymiplevel = savemiplevel;
2495 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2497 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);
2499 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
2500 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2507 Mem_Free(basepixels);
2512 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2513 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
2516 skinframe_t *skinframe;
2519 if (cls.state == ca_dedicated)
2522 // if already loaded just return it, otherwise make a new skinframe
2523 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true);
2524 if (skinframe->base)
2526 textureflags &= ~TEXF_FORCE_RELOAD;
2528 skinframe->stain = NULL;
2529 skinframe->merged = NULL;
2530 skinframe->base = NULL;
2531 skinframe->pants = NULL;
2532 skinframe->shirt = NULL;
2533 skinframe->nmap = NULL;
2534 skinframe->gloss = NULL;
2535 skinframe->glow = NULL;
2536 skinframe->fog = NULL;
2537 skinframe->reflect = NULL;
2538 skinframe->hasalpha = false;
2540 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2544 if (developer_loading.integer)
2545 Con_Printf("loading 32bit skin \"%s\"\n", name);
2547 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2549 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2550 unsigned char *b = a + width * height * 4;
2551 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2552 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);
2555 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2556 if (textureflags & TEXF_ALPHA)
2558 for (i = 3;i < width * height * 4;i += 4)
2560 if (skindata[i] < 255)
2562 skinframe->hasalpha = true;
2566 if (r_loadfog && skinframe->hasalpha)
2568 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2569 memcpy(fogpixels, skindata, width * height * 4);
2570 for (i = 0;i < width * height * 4;i += 4)
2571 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2572 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2573 Mem_Free(fogpixels);
2577 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2578 //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]);
2583 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2587 skinframe_t *skinframe;
2589 if (cls.state == ca_dedicated)
2592 // if already loaded just return it, otherwise make a new skinframe
2593 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true);
2594 if (skinframe->base)
2596 //textureflags &= ~TEXF_FORCE_RELOAD;
2598 skinframe->stain = NULL;
2599 skinframe->merged = NULL;
2600 skinframe->base = NULL;
2601 skinframe->pants = NULL;
2602 skinframe->shirt = NULL;
2603 skinframe->nmap = NULL;
2604 skinframe->gloss = NULL;
2605 skinframe->glow = NULL;
2606 skinframe->fog = NULL;
2607 skinframe->reflect = NULL;
2608 skinframe->hasalpha = false;
2610 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2614 if (developer_loading.integer)
2615 Con_Printf("loading quake skin \"%s\"\n", name);
2617 // 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)
2618 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2619 memcpy(skinframe->qpixels, skindata, width*height);
2620 skinframe->qwidth = width;
2621 skinframe->qheight = height;
2624 for (i = 0;i < width * height;i++)
2625 featuresmask |= palette_featureflags[skindata[i]];
2627 skinframe->hasalpha = false;
2630 skinframe->hasalpha = true;
2631 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2632 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2633 skinframe->qgeneratemerged = true;
2634 skinframe->qgeneratebase = skinframe->qhascolormapping;
2635 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2637 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2638 //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]);
2643 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2647 unsigned char *skindata;
2650 if (!skinframe->qpixels)
2653 if (!skinframe->qhascolormapping)
2654 colormapped = false;
2658 if (!skinframe->qgeneratebase)
2663 if (!skinframe->qgeneratemerged)
2667 width = skinframe->qwidth;
2668 height = skinframe->qheight;
2669 skindata = skinframe->qpixels;
2671 if (skinframe->qgeneratenmap)
2673 unsigned char *a, *b;
2674 skinframe->qgeneratenmap = false;
2675 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2676 b = a + width * height * 4;
2677 // use either a custom palette or the quake palette
2678 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2679 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2680 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);
2684 if (skinframe->qgenerateglow)
2686 skinframe->qgenerateglow = false;
2687 if (skinframe->hasalpha) // fence textures
2688 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
2690 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
2695 skinframe->qgeneratebase = false;
2696 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);
2697 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);
2698 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);
2702 skinframe->qgeneratemerged = false;
2703 if (skinframe->hasalpha) // fence textures
2704 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);
2706 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);
2709 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2711 Mem_Free(skinframe->qpixels);
2712 skinframe->qpixels = NULL;
2716 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)
2719 skinframe_t *skinframe;
2722 if (cls.state == ca_dedicated)
2725 // if already loaded just return it, otherwise make a new skinframe
2726 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2727 if (skinframe->base)
2729 textureflags &= ~TEXF_FORCE_RELOAD;
2731 skinframe->stain = NULL;
2732 skinframe->merged = NULL;
2733 skinframe->base = NULL;
2734 skinframe->pants = NULL;
2735 skinframe->shirt = NULL;
2736 skinframe->nmap = NULL;
2737 skinframe->gloss = NULL;
2738 skinframe->glow = NULL;
2739 skinframe->fog = NULL;
2740 skinframe->reflect = NULL;
2741 skinframe->hasalpha = false;
2743 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2747 if (developer_loading.integer)
2748 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2750 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2751 if ((textureflags & TEXF_ALPHA) && alphapalette)
2753 for (i = 0;i < width * height;i++)
2755 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2757 skinframe->hasalpha = true;
2761 if (r_loadfog && skinframe->hasalpha)
2762 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2765 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2766 //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]);
2771 skinframe_t *R_SkinFrame_LoadMissing(void)
2773 skinframe_t *skinframe;
2775 if (cls.state == ca_dedicated)
2778 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2779 skinframe->stain = NULL;
2780 skinframe->merged = NULL;
2781 skinframe->base = NULL;
2782 skinframe->pants = NULL;
2783 skinframe->shirt = NULL;
2784 skinframe->nmap = NULL;
2785 skinframe->gloss = NULL;
2786 skinframe->glow = NULL;
2787 skinframe->fog = NULL;
2788 skinframe->reflect = NULL;
2789 skinframe->hasalpha = false;
2791 skinframe->avgcolor[0] = rand() / RAND_MAX;
2792 skinframe->avgcolor[1] = rand() / RAND_MAX;
2793 skinframe->avgcolor[2] = rand() / RAND_MAX;
2794 skinframe->avgcolor[3] = 1;
2799 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2802 static unsigned char pix[16][16][4];
2804 if (cls.state == ca_dedicated)
2807 // this makes a light grey/dark grey checkerboard texture
2810 for (y = 0; y < 16; y++)
2812 for (x = 0; x < 16; x++)
2814 if ((y < 8) ^ (x < 8))
2832 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, false);
2835 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2837 skinframe_t *skinframe;
2838 if (cls.state == ca_dedicated)
2840 // if already loaded just return it, otherwise make a new skinframe
2841 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : 0, true);
2842 if (skinframe->base)
2844 textureflags &= ~TEXF_FORCE_RELOAD;
2845 skinframe->stain = NULL;
2846 skinframe->merged = NULL;
2847 skinframe->base = NULL;
2848 skinframe->pants = NULL;
2849 skinframe->shirt = NULL;
2850 skinframe->nmap = NULL;
2851 skinframe->gloss = NULL;
2852 skinframe->glow = NULL;
2853 skinframe->fog = NULL;
2854 skinframe->reflect = NULL;
2855 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2856 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2859 if (developer_loading.integer)
2860 Con_Printf("loading 32bit skin \"%s\"\n", name);
2861 skinframe->base = skinframe->merged = tex;
2862 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2866 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2867 typedef struct suffixinfo_s
2870 qboolean flipx, flipy, flipdiagonal;
2873 static suffixinfo_t suffix[3][6] =
2876 {"px", false, false, false},
2877 {"nx", false, false, false},
2878 {"py", false, false, false},
2879 {"ny", false, false, false},
2880 {"pz", false, false, false},
2881 {"nz", false, false, false}
2884 {"posx", false, false, false},
2885 {"negx", false, false, false},
2886 {"posy", false, false, false},
2887 {"negy", false, false, false},
2888 {"posz", false, false, false},
2889 {"negz", false, false, false}
2892 {"rt", true, false, true},
2893 {"lf", false, true, true},
2894 {"ft", true, true, false},
2895 {"bk", false, false, false},
2896 {"up", true, false, true},
2897 {"dn", true, false, true}
2901 static int componentorder[4] = {0, 1, 2, 3};
2903 static rtexture_t *R_LoadCubemap(const char *basename)
2905 int i, j, cubemapsize;
2906 unsigned char *cubemappixels, *image_buffer;
2907 rtexture_t *cubemaptexture;
2909 // must start 0 so the first loadimagepixels has no requested width/height
2911 cubemappixels = NULL;
2912 cubemaptexture = NULL;
2913 // keep trying different suffix groups (posx, px, rt) until one loads
2914 for (j = 0;j < 3 && !cubemappixels;j++)
2916 // load the 6 images in the suffix group
2917 for (i = 0;i < 6;i++)
2919 // generate an image name based on the base and and suffix
2920 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2922 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2924 // an image loaded, make sure width and height are equal
2925 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2927 // if this is the first image to load successfully, allocate the cubemap memory
2928 if (!cubemappixels && image_width >= 1)
2930 cubemapsize = image_width;
2931 // note this clears to black, so unavailable sides are black
2932 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2934 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2936 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);
2939 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2941 Mem_Free(image_buffer);
2945 // if a cubemap loaded, upload it
2948 if (developer_loading.integer)
2949 Con_Printf("loading cubemap \"%s\"\n", basename);
2951 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
2952 Mem_Free(cubemappixels);
2956 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
2957 if (developer_loading.integer)
2959 Con_Printf("(tried tried images ");
2960 for (j = 0;j < 3;j++)
2961 for (i = 0;i < 6;i++)
2962 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
2963 Con_Print(" and was unable to find any of them).\n");
2966 return cubemaptexture;
2969 rtexture_t *R_GetCubemap(const char *basename)
2972 for (i = 0;i < r_texture_numcubemaps;i++)
2973 if (r_texture_cubemaps[i] != NULL)
2974 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
2975 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
2976 if (i >= MAX_CUBEMAPS || !r_main_mempool)
2977 return r_texture_whitecube;
2978 r_texture_numcubemaps++;
2979 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
2980 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
2981 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
2982 return r_texture_cubemaps[i]->texture;
2985 static void R_Main_FreeViewCache(void)
2987 if (r_refdef.viewcache.entityvisible)
2988 Mem_Free(r_refdef.viewcache.entityvisible);
2989 if (r_refdef.viewcache.world_pvsbits)
2990 Mem_Free(r_refdef.viewcache.world_pvsbits);
2991 if (r_refdef.viewcache.world_leafvisible)
2992 Mem_Free(r_refdef.viewcache.world_leafvisible);
2993 if (r_refdef.viewcache.world_surfacevisible)
2994 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2995 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2998 static void R_Main_ResizeViewCache(void)
3000 int numentities = r_refdef.scene.numentities;
3001 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3002 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3003 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3004 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3005 if (r_refdef.viewcache.maxentities < numentities)
3007 r_refdef.viewcache.maxentities = numentities;
3008 if (r_refdef.viewcache.entityvisible)
3009 Mem_Free(r_refdef.viewcache.entityvisible);
3010 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3012 if (r_refdef.viewcache.world_numclusters != numclusters)
3014 r_refdef.viewcache.world_numclusters = numclusters;
3015 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3016 if (r_refdef.viewcache.world_pvsbits)
3017 Mem_Free(r_refdef.viewcache.world_pvsbits);
3018 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3020 if (r_refdef.viewcache.world_numleafs != numleafs)
3022 r_refdef.viewcache.world_numleafs = numleafs;
3023 if (r_refdef.viewcache.world_leafvisible)
3024 Mem_Free(r_refdef.viewcache.world_leafvisible);
3025 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3027 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3029 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3030 if (r_refdef.viewcache.world_surfacevisible)
3031 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3032 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3036 extern rtexture_t *loadingscreentexture;
3037 static void gl_main_start(void)
3039 loadingscreentexture = NULL;
3040 r_texture_blanknormalmap = NULL;
3041 r_texture_white = NULL;
3042 r_texture_grey128 = NULL;
3043 r_texture_black = NULL;
3044 r_texture_whitecube = NULL;
3045 r_texture_normalizationcube = NULL;
3046 r_texture_fogattenuation = NULL;
3047 r_texture_fogheighttexture = NULL;
3048 r_texture_gammaramps = NULL;
3049 r_texture_numcubemaps = 0;
3050 r_uniformbufferalignment = 32;
3052 r_loaddds = r_texture_dds_load.integer != 0;
3053 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3055 switch(vid.renderpath)
3057 case RENDERPATH_GL20:
3058 case RENDERPATH_GLES2:
3059 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3060 Cvar_SetValueQuick(&gl_combine, 1);
3061 Cvar_SetValueQuick(&r_glsl, 1);
3062 r_loadnormalmap = true;
3065 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3066 if (vid.support.arb_uniform_buffer_object)
3067 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3073 R_FrameData_Reset();
3074 R_BufferData_Reset();
3078 memset(r_queries, 0, sizeof(r_queries));
3080 r_qwskincache = NULL;
3081 r_qwskincache_size = 0;
3083 // due to caching of texture_t references, the collision cache must be reset
3084 Collision_Cache_Reset(true);
3086 // set up r_skinframe loading system for textures
3087 memset(&r_skinframe, 0, sizeof(r_skinframe));
3088 r_skinframe.loadsequence = 1;
3089 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3091 r_main_texturepool = R_AllocTexturePool();
3092 R_BuildBlankTextures();
3094 if (vid.support.arb_texture_cube_map)
3097 R_BuildNormalizationCube();
3099 r_texture_fogattenuation = NULL;
3100 r_texture_fogheighttexture = NULL;
3101 r_texture_gammaramps = NULL;
3102 //r_texture_fogintensity = NULL;
3103 memset(&r_fb, 0, sizeof(r_fb));
3104 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3105 r_glsl_permutation = NULL;
3106 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3107 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3108 memset(&r_svbsp, 0, sizeof (r_svbsp));
3110 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3111 r_texture_numcubemaps = 0;
3113 r_refdef.fogmasktable_density = 0;
3116 // For Steelstorm Android
3117 // FIXME CACHE the program and reload
3118 // FIXME see possible combinations for SS:BR android
3119 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3120 R_SetupShader_SetPermutationGLSL(0, 12);
3121 R_SetupShader_SetPermutationGLSL(0, 13);
3122 R_SetupShader_SetPermutationGLSL(0, 8388621);
3123 R_SetupShader_SetPermutationGLSL(3, 0);
3124 R_SetupShader_SetPermutationGLSL(3, 2048);
3125 R_SetupShader_SetPermutationGLSL(5, 0);
3126 R_SetupShader_SetPermutationGLSL(5, 2);
3127 R_SetupShader_SetPermutationGLSL(5, 2048);
3128 R_SetupShader_SetPermutationGLSL(5, 8388608);
3129 R_SetupShader_SetPermutationGLSL(11, 1);
3130 R_SetupShader_SetPermutationGLSL(11, 2049);
3131 R_SetupShader_SetPermutationGLSL(11, 8193);
3132 R_SetupShader_SetPermutationGLSL(11, 10241);
3133 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3137 static void gl_main_shutdown(void)
3139 R_RenderTarget_FreeUnused(true);
3140 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3142 R_FrameData_Reset();
3143 R_BufferData_Reset();
3145 R_Main_FreeViewCache();
3147 switch(vid.renderpath)
3149 case RENDERPATH_GL20:
3150 case RENDERPATH_GLES2:
3151 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
3153 qglDeleteQueriesARB(r_maxqueries, r_queries);
3160 memset(r_queries, 0, sizeof(r_queries));
3162 r_qwskincache = NULL;
3163 r_qwskincache_size = 0;
3165 // clear out the r_skinframe state
3166 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3167 memset(&r_skinframe, 0, sizeof(r_skinframe));
3170 Mem_Free(r_svbsp.nodes);
3171 memset(&r_svbsp, 0, sizeof (r_svbsp));
3172 R_FreeTexturePool(&r_main_texturepool);
3173 loadingscreentexture = NULL;
3174 r_texture_blanknormalmap = NULL;
3175 r_texture_white = NULL;
3176 r_texture_grey128 = NULL;
3177 r_texture_black = NULL;
3178 r_texture_whitecube = NULL;
3179 r_texture_normalizationcube = NULL;
3180 r_texture_fogattenuation = NULL;
3181 r_texture_fogheighttexture = NULL;
3182 r_texture_gammaramps = NULL;
3183 r_texture_numcubemaps = 0;
3184 //r_texture_fogintensity = NULL;
3185 memset(&r_fb, 0, sizeof(r_fb));
3188 r_glsl_permutation = NULL;
3189 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3190 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3193 static void gl_main_newmap(void)
3195 // FIXME: move this code to client
3196 char *entities, entname[MAX_QPATH];
3198 Mem_Free(r_qwskincache);
3199 r_qwskincache = NULL;
3200 r_qwskincache_size = 0;
3203 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3204 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3206 CL_ParseEntityLump(entities);
3210 if (cl.worldmodel->brush.entities)
3211 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3213 R_Main_FreeViewCache();
3215 R_FrameData_Reset();
3216 R_BufferData_Reset();
3219 void GL_Main_Init(void)
3222 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3223 R_InitShaderModeInfo();
3225 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3226 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3227 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3228 if (gamemode == GAME_NEHAHRA)
3230 Cvar_RegisterVariable (&gl_fogenable);
3231 Cvar_RegisterVariable (&gl_fogdensity);
3232 Cvar_RegisterVariable (&gl_fogred);
3233 Cvar_RegisterVariable (&gl_foggreen);
3234 Cvar_RegisterVariable (&gl_fogblue);
3235 Cvar_RegisterVariable (&gl_fogstart);
3236 Cvar_RegisterVariable (&gl_fogend);
3237 Cvar_RegisterVariable (&gl_skyclip);
3239 Cvar_RegisterVariable(&r_motionblur);
3240 Cvar_RegisterVariable(&r_damageblur);
3241 Cvar_RegisterVariable(&r_motionblur_averaging);
3242 Cvar_RegisterVariable(&r_motionblur_randomize);
3243 Cvar_RegisterVariable(&r_motionblur_minblur);
3244 Cvar_RegisterVariable(&r_motionblur_maxblur);
3245 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3246 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3247 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3248 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3249 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3250 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3251 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3252 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3253 Cvar_RegisterVariable(&r_equalize_entities_by);
3254 Cvar_RegisterVariable(&r_equalize_entities_to);
3255 Cvar_RegisterVariable(&r_depthfirst);
3256 Cvar_RegisterVariable(&r_useinfinitefarclip);
3257 Cvar_RegisterVariable(&r_farclip_base);
3258 Cvar_RegisterVariable(&r_farclip_world);
3259 Cvar_RegisterVariable(&r_nearclip);
3260 Cvar_RegisterVariable(&r_deformvertexes);
3261 Cvar_RegisterVariable(&r_transparent);
3262 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3263 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3264 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3265 Cvar_RegisterVariable(&r_showoverdraw);
3266 Cvar_RegisterVariable(&r_showbboxes);
3267 Cvar_RegisterVariable(&r_showbboxes_client);
3268 Cvar_RegisterVariable(&r_showsurfaces);
3269 Cvar_RegisterVariable(&r_showtris);
3270 Cvar_RegisterVariable(&r_shownormals);
3271 Cvar_RegisterVariable(&r_showlighting);
3272 Cvar_RegisterVariable(&r_showcollisionbrushes);
3273 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3274 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3275 Cvar_RegisterVariable(&r_showdisabledepthtest);
3276 Cvar_RegisterVariable(&r_showspriteedges);
3277 Cvar_RegisterVariable(&r_showparticleedges);
3278 Cvar_RegisterVariable(&r_drawportals);
3279 Cvar_RegisterVariable(&r_drawentities);
3280 Cvar_RegisterVariable(&r_draw2d);
3281 Cvar_RegisterVariable(&r_drawworld);
3282 Cvar_RegisterVariable(&r_cullentities_trace);
3283 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3284 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3285 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3286 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3287 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3288 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3289 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3290 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3291 Cvar_RegisterVariable(&r_sortentities);
3292 Cvar_RegisterVariable(&r_drawviewmodel);
3293 Cvar_RegisterVariable(&r_drawexteriormodel);
3294 Cvar_RegisterVariable(&r_speeds);
3295 Cvar_RegisterVariable(&r_fullbrights);
3296 Cvar_RegisterVariable(&r_wateralpha);
3297 Cvar_RegisterVariable(&r_dynamic);
3298 Cvar_RegisterVariable(&r_fakelight);
3299 Cvar_RegisterVariable(&r_fakelight_intensity);
3300 Cvar_RegisterVariable(&r_fullbright_directed);
3301 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3302 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3303 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3304 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3305 Cvar_RegisterVariable(&r_fullbright);
3306 Cvar_RegisterVariable(&r_shadows);
3307 Cvar_RegisterVariable(&r_shadows_darken);
3308 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3309 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3310 Cvar_RegisterVariable(&r_shadows_throwdistance);
3311 Cvar_RegisterVariable(&r_shadows_throwdirection);
3312 Cvar_RegisterVariable(&r_shadows_focus);
3313 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3314 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3315 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3316 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3317 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3318 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3319 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3320 Cvar_RegisterVariable(&r_fog_exp2);
3321 Cvar_RegisterVariable(&r_fog_clear);
3322 Cvar_RegisterVariable(&r_drawfog);
3323 Cvar_RegisterVariable(&r_transparentdepthmasking);
3324 Cvar_RegisterVariable(&r_transparent_sortmindist);
3325 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3326 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3327 Cvar_RegisterVariable(&r_texture_dds_load);
3328 Cvar_RegisterVariable(&r_texture_dds_save);
3329 Cvar_RegisterVariable(&r_textureunits);
3330 Cvar_RegisterVariable(&gl_combine);
3331 Cvar_RegisterVariable(&r_usedepthtextures);
3332 Cvar_RegisterVariable(&r_viewfbo);
3333 Cvar_RegisterVariable(&r_rendertarget_debug);
3334 Cvar_RegisterVariable(&r_viewscale);
3335 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3336 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3337 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3338 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3339 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3340 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3341 Cvar_RegisterVariable(&r_glsl);
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);
3363 Cvar_RegisterVariable(&r_water);
3364 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3365 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3366 Cvar_RegisterVariable(&r_water_clippingplanebias);
3367 Cvar_RegisterVariable(&r_water_refractdistort);
3368 Cvar_RegisterVariable(&r_water_reflectdistort);
3369 Cvar_RegisterVariable(&r_water_scissormode);
3370 Cvar_RegisterVariable(&r_water_lowquality);
3371 Cvar_RegisterVariable(&r_water_hideplayer);
3373 Cvar_RegisterVariable(&r_lerpsprites);
3374 Cvar_RegisterVariable(&r_lerpmodels);
3375 Cvar_RegisterVariable(&r_lerplightstyles);
3376 Cvar_RegisterVariable(&r_waterscroll);
3377 Cvar_RegisterVariable(&r_bloom);
3378 Cvar_RegisterVariable(&r_bloom_colorscale);
3379 Cvar_RegisterVariable(&r_bloom_brighten);
3380 Cvar_RegisterVariable(&r_bloom_blur);
3381 Cvar_RegisterVariable(&r_bloom_resolution);
3382 Cvar_RegisterVariable(&r_bloom_colorexponent);
3383 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3384 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3385 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3386 Cvar_RegisterVariable(&r_hdr_glowintensity);
3387 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3388 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3389 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3390 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3391 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3392 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3393 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3394 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3395 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3396 Cvar_RegisterVariable(&developer_texturelogging);
3397 Cvar_RegisterVariable(&gl_lightmaps);
3398 Cvar_RegisterVariable(&r_test);
3399 Cvar_RegisterVariable(&r_batch_multidraw);
3400 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3401 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3402 Cvar_RegisterVariable(&r_glsl_skeletal);
3403 Cvar_RegisterVariable(&r_glsl_saturation);
3404 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3405 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3406 Cvar_RegisterVariable(&r_framedatasize);
3407 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3408 Cvar_RegisterVariable(&r_buffermegs[i]);
3409 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3410 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3411 Cvar_SetValue("r_fullbrights", 0);
3412 #ifdef DP_MOBILETOUCH
3413 // GLES devices have terrible depth precision in general, so...
3414 Cvar_SetValueQuick(&r_nearclip, 4);
3415 Cvar_SetValueQuick(&r_farclip_base, 4096);
3416 Cvar_SetValueQuick(&r_farclip_world, 0);
3417 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3419 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3422 void Render_Init(void)
3435 R_LightningBeams_Init();
3445 extern char *ENGINE_EXTENSIONS;
3448 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3449 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3450 gl_version = (const char *)qglGetString(GL_VERSION);
3451 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3455 if (!gl_platformextensions)
3456 gl_platformextensions = "";
3458 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3459 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3460 Con_Printf("GL_VERSION: %s\n", gl_version);
3461 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3462 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3464 VID_CheckExtensions();
3466 // LordHavoc: report supported extensions
3468 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3470 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
3473 // clear to black (loading plaque will be seen over this)
3474 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
3478 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3482 if (r_trippy.integer)
3484 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3486 p = r_refdef.view.frustum + i;
3491 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3495 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3499 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3503 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3507 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3511 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3515 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3519 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3527 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3531 if (r_trippy.integer)
3533 for (i = 0;i < numplanes;i++)
3540 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3544 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3548 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3552 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3556 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3560 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3564 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3568 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3576 //==================================================================================
3578 // LordHavoc: this stores temporary data used within the same frame
3580 typedef struct r_framedata_mem_s
3582 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3583 size_t size; // how much usable space
3584 size_t current; // how much space in use
3585 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3586 size_t wantedsize; // how much space was allocated
3587 unsigned char *data; // start of real data (16byte aligned)
3591 static r_framedata_mem_t *r_framedata_mem;
3593 void R_FrameData_Reset(void)
3595 while (r_framedata_mem)
3597 r_framedata_mem_t *next = r_framedata_mem->purge;
3598 Mem_Free(r_framedata_mem);
3599 r_framedata_mem = next;
3603 static void R_FrameData_Resize(qboolean mustgrow)
3606 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3607 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3608 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3610 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3611 newmem->wantedsize = wantedsize;
3612 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3613 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3614 newmem->current = 0;
3616 newmem->purge = r_framedata_mem;
3617 r_framedata_mem = newmem;
3621 void R_FrameData_NewFrame(void)
3623 R_FrameData_Resize(false);
3624 if (!r_framedata_mem)
3626 // if we ran out of space on the last frame, free the old memory now
3627 while (r_framedata_mem->purge)
3629 // repeatedly remove the second item in the list, leaving only head
3630 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3631 Mem_Free(r_framedata_mem->purge);
3632 r_framedata_mem->purge = next;
3634 // reset the current mem pointer
3635 r_framedata_mem->current = 0;
3636 r_framedata_mem->mark = 0;
3639 void *R_FrameData_Alloc(size_t size)
3644 // align to 16 byte boundary - the data pointer is already aligned, so we
3645 // only need to ensure the size of every allocation is also aligned
3646 size = (size + 15) & ~15;
3648 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3650 // emergency - we ran out of space, allocate more memory
3651 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3652 newvalue = r_framedatasize.value * 2.0f;
3653 // 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
3654 if (sizeof(size_t) >= 8)
3655 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3657 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3658 // this might not be a growing it, but we'll allocate another buffer every time
3659 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3660 R_FrameData_Resize(true);
3663 data = r_framedata_mem->data + r_framedata_mem->current;
3664 r_framedata_mem->current += size;
3666 // count the usage for stats
3667 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3668 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3670 return (void *)data;
3673 void *R_FrameData_Store(size_t size, void *data)
3675 void *d = R_FrameData_Alloc(size);
3677 memcpy(d, data, size);
3681 void R_FrameData_SetMark(void)
3683 if (!r_framedata_mem)
3685 r_framedata_mem->mark = r_framedata_mem->current;
3688 void R_FrameData_ReturnToMark(void)
3690 if (!r_framedata_mem)
3692 r_framedata_mem->current = r_framedata_mem->mark;
3695 //==================================================================================
3697 // avoid reusing the same buffer objects on consecutive frames
3698 #define R_BUFFERDATA_CYCLE 3
3700 typedef struct r_bufferdata_buffer_s
3702 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3703 size_t size; // how much usable space
3704 size_t current; // how much space in use
3705 r_meshbuffer_t *buffer; // the buffer itself
3707 r_bufferdata_buffer_t;
3709 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3710 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3712 /// frees all dynamic buffers
3713 void R_BufferData_Reset(void)
3716 r_bufferdata_buffer_t **p, *mem;
3717 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3719 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3722 p = &r_bufferdata_buffer[cycle][type];
3728 R_Mesh_DestroyMeshBuffer(mem->buffer);
3735 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3736 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3738 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3740 float newvalue = r_buffermegs[type].value;
3742 // increase the cvar if we have to (but only if we already have a mem)
3743 if (mustgrow && mem)
3745 newvalue = bound(0.25f, newvalue, 256.0f);
3746 while (newvalue * 1024*1024 < minsize)
3749 // clamp the cvar to valid range
3750 newvalue = bound(0.25f, newvalue, 256.0f);
3751 if (r_buffermegs[type].value != newvalue)
3752 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3754 // calculate size in bytes
3755 size = (size_t)(newvalue * 1024*1024);
3756 size = bound(131072, size, 256*1024*1024);
3758 // allocate a new buffer if the size is different (purge old one later)
3759 // or if we were told we must grow the buffer
3760 if (!mem || mem->size != size || mustgrow)
3762 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3765 if (type == R_BUFFERDATA_VERTEX)
3766 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3767 else if (type == R_BUFFERDATA_INDEX16)
3768 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3769 else if (type == R_BUFFERDATA_INDEX32)
3770 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3771 else if (type == R_BUFFERDATA_UNIFORM)
3772 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3773 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3774 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3778 void R_BufferData_NewFrame(void)
3781 r_bufferdata_buffer_t **p, *mem;
3782 // cycle to the next frame's buffers
3783 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3784 // if we ran out of space on the last time we used these buffers, free the old memory now
3785 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3787 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3789 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3790 // free all but the head buffer, this is how we recycle obsolete
3791 // buffers after they are no longer in use
3792 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3798 R_Mesh_DestroyMeshBuffer(mem->buffer);
3801 // reset the current offset
3802 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3807 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3809 r_bufferdata_buffer_t *mem;
3813 *returnbufferoffset = 0;
3815 // align size to a byte boundary appropriate for the buffer type, this
3816 // makes all allocations have aligned start offsets
3817 if (type == R_BUFFERDATA_UNIFORM)
3818 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3820 padsize = (datasize + 15) & ~15;
3822 // if we ran out of space in this buffer we must allocate a new one
3823 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)
3824 R_BufferData_Resize(type, true, padsize);
3826 // if the resize did not give us enough memory, fail
3827 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)
3828 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3830 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3831 offset = (int)mem->current;
3832 mem->current += padsize;
3834 // upload the data to the buffer at the chosen offset
3836 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3837 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3839 // count the usage for stats
3840 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3841 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3843 // return the buffer offset
3844 *returnbufferoffset = offset;
3849 //==================================================================================
3851 // LordHavoc: animcache originally written by Echon, rewritten since then
3854 * Animation cache prevents re-generating mesh data for an animated model
3855 * multiple times in one frame for lighting, shadowing, reflections, etc.
3858 void R_AnimCache_Free(void)
3862 void R_AnimCache_ClearCache(void)
3865 entity_render_t *ent;
3867 for (i = 0;i < r_refdef.scene.numentities;i++)
3869 ent = r_refdef.scene.entities[i];
3870 ent->animcache_vertex3f = NULL;
3871 ent->animcache_vertex3f_vertexbuffer = NULL;
3872 ent->animcache_vertex3f_bufferoffset = 0;
3873 ent->animcache_normal3f = NULL;
3874 ent->animcache_normal3f_vertexbuffer = NULL;
3875 ent->animcache_normal3f_bufferoffset = 0;
3876 ent->animcache_svector3f = NULL;
3877 ent->animcache_svector3f_vertexbuffer = NULL;
3878 ent->animcache_svector3f_bufferoffset = 0;
3879 ent->animcache_tvector3f = NULL;
3880 ent->animcache_tvector3f_vertexbuffer = NULL;
3881 ent->animcache_tvector3f_bufferoffset = 0;
3882 ent->animcache_vertexmesh = NULL;
3883 ent->animcache_vertexmesh_vertexbuffer = NULL;
3884 ent->animcache_vertexmesh_bufferoffset = 0;
3885 ent->animcache_skeletaltransform3x4 = NULL;
3886 ent->animcache_skeletaltransform3x4buffer = NULL;
3887 ent->animcache_skeletaltransform3x4offset = 0;
3888 ent->animcache_skeletaltransform3x4size = 0;
3892 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
3896 // check if we need the meshbuffers
3897 if (!vid.useinterleavedarrays)
3900 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
3901 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
3902 // TODO: upload vertexbuffer?
3903 if (ent->animcache_vertexmesh)
3905 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
3906 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
3907 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
3908 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
3909 for (i = 0;i < numvertices;i++)
3910 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
3911 if (ent->animcache_svector3f)
3912 for (i = 0;i < numvertices;i++)
3913 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
3914 if (ent->animcache_tvector3f)
3915 for (i = 0;i < numvertices;i++)
3916 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
3917 if (ent->animcache_normal3f)
3918 for (i = 0;i < numvertices;i++)
3919 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
3923 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3925 dp_model_t *model = ent->model;
3928 // see if this ent is worth caching
3929 if (!model || !model->Draw || !model->AnimateVertices)
3931 // nothing to cache if it contains no animations and has no skeleton
3932 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3934 // see if it is already cached for gpuskeletal
3935 if (ent->animcache_skeletaltransform3x4)
3937 // see if it is already cached as a mesh
3938 if (ent->animcache_vertex3f)
3940 // check if we need to add normals or tangents
3941 if (ent->animcache_normal3f)
3942 wantnormals = false;
3943 if (ent->animcache_svector3f)
3944 wanttangents = false;
3945 if (!wantnormals && !wanttangents)
3949 // check which kind of cache we need to generate
3950 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3952 // cache the skeleton so the vertex shader can use it
3953 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3954 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3955 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3956 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3957 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3958 // note: this can fail if the buffer is at the grow limit
3959 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3960 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3962 else if (ent->animcache_vertex3f)
3964 // mesh was already cached but we may need to add normals/tangents
3965 // (this only happens with multiple views, reflections, cameras, etc)
3966 if (wantnormals || wanttangents)
3968 numvertices = model->surfmesh.num_vertices;
3970 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3973 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3974 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3976 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3977 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
3978 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3979 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3980 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3985 // generate mesh cache
3986 numvertices = model->surfmesh.num_vertices;
3987 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3989 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3992 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3993 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3995 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3996 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
3997 if (wantnormals || wanttangents)
3999 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4000 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4001 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4003 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4004 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4005 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4010 void R_AnimCache_CacheVisibleEntities(void)
4014 // TODO: thread this
4015 // NOTE: R_PrepareRTLights() also caches entities
4017 for (i = 0;i < r_refdef.scene.numentities;i++)
4018 if (r_refdef.viewcache.entityvisible[i])
4019 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
4022 //==================================================================================
4024 qboolean 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)
4027 vec3_t eyemins, eyemaxs;
4028 vec3_t boxmins, boxmaxs;
4029 vec3_t padmins, padmaxs;
4032 dp_model_t *model = r_refdef.scene.worldmodel;
4033 static vec3_t positions[] = {
4034 { 0.5f, 0.5f, 0.5f },
4035 { 0.0f, 0.0f, 0.0f },
4036 { 0.0f, 0.0f, 1.0f },
4037 { 0.0f, 1.0f, 0.0f },
4038 { 0.0f, 1.0f, 1.0f },
4039 { 1.0f, 0.0f, 0.0f },
4040 { 1.0f, 0.0f, 1.0f },
4041 { 1.0f, 1.0f, 0.0f },
4042 { 1.0f, 1.0f, 1.0f },
4045 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4049 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4050 if (!r_refdef.view.usevieworiginculling)
4053 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4056 // expand the eye box a little
4057 eyemins[0] = eye[0] - eyejitter;
4058 eyemaxs[0] = eye[0] + eyejitter;
4059 eyemins[1] = eye[1] - eyejitter;
4060 eyemaxs[1] = eye[1] + eyejitter;
4061 eyemins[2] = eye[2] - eyejitter;
4062 eyemaxs[2] = eye[2] + eyejitter;
4063 // expand the box a little
4064 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4065 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4066 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4067 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4068 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4069 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4070 // make an even larger box for the acceptable area
4071 padmins[0] = boxmins[0] - pad;
4072 padmaxs[0] = boxmaxs[0] + pad;
4073 padmins[1] = boxmins[1] - pad;
4074 padmaxs[1] = boxmaxs[1] + pad;
4075 padmins[2] = boxmins[2] - pad;
4076 padmaxs[2] = boxmaxs[2] + pad;
4078 // return true if eye overlaps enlarged box
4079 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4082 // try specific positions in the box first - note that these can be cached
4083 if (r_cullentities_trace_entityocclusion.integer)
4085 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4087 VectorCopy(eye, start);
4088 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4089 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4090 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4091 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
4092 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4093 // not picky - if the trace ended anywhere in the box we're good
4094 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4098 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4101 // try various random positions
4102 for (i = 0; i < numsamples; i++)
4104 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4105 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4106 if (r_cullentities_trace_entityocclusion.integer)
4108 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4109 // not picky - if the trace ended anywhere in the box we're good
4110 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4113 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4121 static void R_View_UpdateEntityVisible (void)
4126 entity_render_t *ent;
4128 if (r_refdef.envmap || r_fb.water.hideplayer)
4129 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4130 else if (chase_active.integer || r_fb.water.renderingscene)
4131 renderimask = RENDER_VIEWMODEL;
4133 renderimask = RENDER_EXTERIORMODEL;
4134 if (!r_drawviewmodel.integer)
4135 renderimask |= RENDER_VIEWMODEL;
4136 if (!r_drawexteriormodel.integer)
4137 renderimask |= RENDER_EXTERIORMODEL;
4138 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4139 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4141 // worldmodel can check visibility
4142 for (i = 0;i < r_refdef.scene.numentities;i++)
4144 ent = r_refdef.scene.entities[i];
4145 if (!(ent->flags & renderimask))
4146 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4147 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))
4148 r_refdef.viewcache.entityvisible[i] = true;
4153 // no worldmodel or it can't check visibility
4154 for (i = 0;i < r_refdef.scene.numentities;i++)
4156 ent = r_refdef.scene.entities[i];
4157 if (!(ent->flags & renderimask))
4158 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4159 r_refdef.viewcache.entityvisible[i] = true;
4162 if (r_cullentities_trace.integer)
4164 for (i = 0;i < r_refdef.scene.numentities;i++)
4166 if (!r_refdef.viewcache.entityvisible[i])
4168 ent = r_refdef.scene.entities[i];
4169 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4171 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4172 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))
4173 ent->last_trace_visibility = realtime;
4174 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4175 r_refdef.viewcache.entityvisible[i] = 0;
4181 /// only used if skyrendermasked, and normally returns false
4182 static int R_DrawBrushModelsSky (void)
4185 entity_render_t *ent;
4188 for (i = 0;i < r_refdef.scene.numentities;i++)
4190 if (!r_refdef.viewcache.entityvisible[i])
4192 ent = r_refdef.scene.entities[i];
4193 if (!ent->model || !ent->model->DrawSky)
4195 ent->model->DrawSky(ent);
4201 static void R_DrawNoModel(entity_render_t *ent);
4202 static void R_DrawModels(void)
4205 entity_render_t *ent;
4207 for (i = 0;i < r_refdef.scene.numentities;i++)
4209 if (!r_refdef.viewcache.entityvisible[i])
4211 ent = r_refdef.scene.entities[i];
4212 r_refdef.stats[r_stat_entities]++;
4214 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4217 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4218 Con_Printf("R_DrawModels\n");
4219 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4220 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4221 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4224 if (ent->model && ent->model->Draw != NULL)
4225 ent->model->Draw(ent);
4231 static void R_DrawModelsDepth(void)
4234 entity_render_t *ent;
4236 for (i = 0;i < r_refdef.scene.numentities;i++)
4238 if (!r_refdef.viewcache.entityvisible[i])
4240 ent = r_refdef.scene.entities[i];
4241 if (ent->model && ent->model->DrawDepth != NULL)
4242 ent->model->DrawDepth(ent);
4246 static void R_DrawModelsDebug(void)
4249 entity_render_t *ent;
4251 for (i = 0;i < r_refdef.scene.numentities;i++)
4253 if (!r_refdef.viewcache.entityvisible[i])
4255 ent = r_refdef.scene.entities[i];
4256 if (ent->model && ent->model->DrawDebug != NULL)
4257 ent->model->DrawDebug(ent);
4261 static void R_DrawModelsAddWaterPlanes(void)
4264 entity_render_t *ent;
4266 for (i = 0;i < r_refdef.scene.numentities;i++)
4268 if (!r_refdef.viewcache.entityvisible[i])
4270 ent = r_refdef.scene.entities[i];
4271 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4272 ent->model->DrawAddWaterPlanes(ent);
4276 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}};
4278 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4280 if (r_hdr_irisadaptation.integer)
4285 vec3_t diffusenormal;
4287 vec_t brightness = 0.0f;
4292 VectorCopy(r_refdef.view.forward, forward);
4293 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4295 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4296 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4297 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4298 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4299 d = DotProduct(forward, diffusenormal);
4300 brightness += VectorLength(ambient);
4302 brightness += d * VectorLength(diffuse);
4304 brightness *= 1.0f / c;
4305 brightness += 0.00001f; // make sure it's never zero
4306 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4307 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4308 current = r_hdr_irisadaptation_value.value;
4310 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4311 else if (current > goal)
4312 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4313 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4314 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4316 else if (r_hdr_irisadaptation_value.value != 1.0f)
4317 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4320 static void R_View_SetFrustum(const int *scissor)
4323 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4324 vec3_t forward, left, up, origin, v;
4328 // flipped x coordinates (because x points left here)
4329 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4330 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4331 // non-flipped y coordinates
4332 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4333 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4336 // we can't trust r_refdef.view.forward and friends in reflected scenes
4337 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4340 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4341 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4342 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4343 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4344 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4345 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4346 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4347 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4348 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4349 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4350 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4351 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4355 zNear = r_refdef.nearclip;
4356 nudge = 1.0 - 1.0 / (1<<23);
4357 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4358 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4359 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4360 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4361 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4362 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4363 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4364 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4370 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4371 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4372 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4373 r_refdef.view.frustum[0].dist = m[15] - m[12];
4375 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4376 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4377 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4378 r_refdef.view.frustum[1].dist = m[15] + m[12];
4380 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4381 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4382 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4383 r_refdef.view.frustum[2].dist = m[15] - m[13];
4385 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4386 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4387 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4388 r_refdef.view.frustum[3].dist = m[15] + m[13];
4390 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4391 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4392 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4393 r_refdef.view.frustum[4].dist = m[15] - m[14];
4395 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4396 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4397 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4398 r_refdef.view.frustum[5].dist = m[15] + m[14];
4401 if (r_refdef.view.useperspective)
4403 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4404 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]);
4405 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]);
4406 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]);
4407 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]);
4409 // then the normals from the corners relative to origin
4410 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4411 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4412 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4413 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4415 // in a NORMAL view, forward cross left == up
4416 // in a REFLECTED view, forward cross left == down
4417 // so our cross products above need to be adjusted for a left handed coordinate system
4418 CrossProduct(forward, left, v);
4419 if(DotProduct(v, up) < 0)
4421 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4422 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4423 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4424 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4427 // Leaving those out was a mistake, those were in the old code, and they
4428 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4429 // I couldn't reproduce it after adding those normalizations. --blub
4430 VectorNormalize(r_refdef.view.frustum[0].normal);
4431 VectorNormalize(r_refdef.view.frustum[1].normal);
4432 VectorNormalize(r_refdef.view.frustum[2].normal);
4433 VectorNormalize(r_refdef.view.frustum[3].normal);
4435 // make the corners absolute
4436 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4437 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4438 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4439 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4442 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4444 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4445 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4446 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4447 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4448 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4452 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4453 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4454 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4455 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4456 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4457 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4458 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4459 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4460 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4461 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4463 r_refdef.view.numfrustumplanes = 5;
4465 if (r_refdef.view.useclipplane)
4467 r_refdef.view.numfrustumplanes = 6;
4468 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4471 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4472 PlaneClassify(r_refdef.view.frustum + i);
4474 // LordHavoc: note to all quake engine coders, Quake had a special case
4475 // for 90 degrees which assumed a square view (wrong), so I removed it,
4476 // Quake2 has it disabled as well.
4478 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4479 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4480 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4481 //PlaneClassify(&frustum[0]);
4483 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4484 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4485 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4486 //PlaneClassify(&frustum[1]);
4488 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4489 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4490 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4491 //PlaneClassify(&frustum[2]);
4493 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4494 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4495 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4496 //PlaneClassify(&frustum[3]);
4499 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4500 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4501 //PlaneClassify(&frustum[4]);
4504 static void R_View_UpdateWithScissor(const int *myscissor)
4506 R_Main_ResizeViewCache();
4507 R_View_SetFrustum(myscissor);
4508 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4509 R_View_UpdateEntityVisible();
4512 static void R_View_Update(void)
4514 R_Main_ResizeViewCache();
4515 R_View_SetFrustum(NULL);
4516 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4517 R_View_UpdateEntityVisible();
4520 float viewscalefpsadjusted = 1.0f;
4522 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
4524 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
4525 scale = bound(0.03125f, scale, 1.0f);
4526 *outwidth = (int)ceil(width * scale);
4527 *outheight = (int)ceil(height * scale);
4530 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4532 const float *customclipplane = NULL;
4534 int /*rtwidth,*/ rtheight;
4535 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4537 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4538 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4539 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4540 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4541 dist = r_refdef.view.clipplane.dist;
4542 plane[0] = r_refdef.view.clipplane.normal[0];
4543 plane[1] = r_refdef.view.clipplane.normal[1];
4544 plane[2] = r_refdef.view.clipplane.normal[2];
4546 customclipplane = plane;
4549 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4550 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4552 if (!r_refdef.view.useperspective)
4553 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4554 else if (vid.stencil && r_useinfinitefarclip.integer)
4555 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4557 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4558 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4559 R_SetViewport(&r_refdef.view.viewport);
4562 void R_EntityMatrix(const matrix4x4_t *matrix)
4564 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4566 gl_modelmatrixchanged = false;
4567 gl_modelmatrix = *matrix;
4568 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4569 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4570 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4571 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4573 switch(vid.renderpath)
4575 case RENDERPATH_GL20:
4576 case RENDERPATH_GLES2:
4577 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4578 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4584 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4586 r_viewport_t viewport;
4590 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4591 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4592 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4593 R_SetViewport(&viewport);
4594 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4595 GL_Color(1, 1, 1, 1);
4596 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4597 GL_BlendFunc(GL_ONE, GL_ZERO);
4598 GL_ScissorTest(false);
4599 GL_DepthMask(false);
4600 GL_DepthRange(0, 1);
4601 GL_DepthTest(false);
4602 GL_DepthFunc(GL_LEQUAL);
4603 R_EntityMatrix(&identitymatrix);
4604 R_Mesh_ResetTextureState();
4605 GL_PolygonOffset(0, 0);
4606 switch(vid.renderpath)
4608 case RENDERPATH_GL20:
4609 case RENDERPATH_GLES2:
4610 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4613 GL_CullFace(GL_NONE);
4618 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4620 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4623 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4625 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4626 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4627 GL_Color(1, 1, 1, 1);
4628 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4629 GL_BlendFunc(GL_ONE, GL_ZERO);
4630 GL_ScissorTest(true);
4632 GL_DepthRange(0, 1);
4634 GL_DepthFunc(GL_LEQUAL);
4635 R_EntityMatrix(&identitymatrix);
4636 R_Mesh_ResetTextureState();
4637 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4638 switch(vid.renderpath)
4640 case RENDERPATH_GL20:
4641 case RENDERPATH_GLES2:
4642 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4645 GL_CullFace(r_refdef.view.cullface_back);
4650 R_RenderView_UpdateViewVectors
4653 void R_RenderView_UpdateViewVectors(void)
4655 // break apart the view matrix into vectors for various purposes
4656 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4657 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4658 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4659 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4660 // make an inverted copy of the view matrix for tracking sprites
4661 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4664 void R_RenderTarget_FreeUnused(qboolean force)
4667 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4668 for (i = 0; i < end; i++)
4670 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4671 // free resources for rendertargets that have not been used for a while
4672 // (note: this check is run after the frame render, so any targets used
4673 // this frame will not be affected even at low framerates)
4674 if (r && (realtime - r->lastusetime > 0.2 || force))
4677 R_Mesh_DestroyFramebufferObject(r->fbo);
4678 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4679 if (r->colortexture[j])
4680 R_FreeTexture(r->colortexture[j]);
4681 if (r->depthtexture)
4682 R_FreeTexture(r->depthtexture);
4683 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4688 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4690 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4694 y2 = (th - y - h) * ih;
4705 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4708 r_rendertarget_t *r = NULL;
4710 // first try to reuse an existing slot if possible
4711 end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets);
4712 for (i = 0; i < end; i++)
4714 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4715 if (r && r->lastusetime != 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)
4720 // no unused exact match found, so we have to make one in the first unused slot
4721 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4722 r->texturewidth = texturewidth;
4723 r->textureheight = textureheight;
4724 r->colortextype[0] = colortextype0;
4725 r->colortextype[1] = colortextype1;
4726 r->colortextype[2] = colortextype2;
4727 r->colortextype[3] = colortextype3;
4728 r->depthtextype = depthtextype;
4729 r->depthisrenderbuffer = depthisrenderbuffer;
4730 for (j = 0; j < 4; j++)
4731 if (r->colortextype[j])
4732 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);
4733 if (r->depthtextype)
4735 if (r->depthisrenderbuffer)
4736 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);
4738 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4740 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4742 r_refdef.stats[r_stat_rendertargets_used]++;
4743 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4744 r->lastusetime = realtime;
4745 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4749 static void R_Water_StartFrame(void)
4751 int waterwidth, waterheight;
4753 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
4756 // set waterwidth and waterheight to the water resolution that will be
4757 // used (often less than the screen resolution for faster rendering)
4758 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4759 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4760 R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
4762 if (!r_water.integer || r_showsurfaces.integer)
4763 waterwidth = waterheight = 0;
4765 // set up variables that will be used in shader setup
4766 r_fb.water.waterwidth = waterwidth;
4767 r_fb.water.waterheight = waterheight;
4768 r_fb.water.texturewidth = waterwidth;
4769 r_fb.water.textureheight = waterheight;
4770 r_fb.water.camerawidth = waterwidth;
4771 r_fb.water.cameraheight = waterheight;
4772 r_fb.water.screenscale[0] = 0.5f;
4773 r_fb.water.screenscale[1] = 0.5f;
4774 r_fb.water.screencenter[0] = 0.5f;
4775 r_fb.water.screencenter[1] = 0.5f;
4776 r_fb.water.enabled = waterwidth != 0;
4778 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4779 r_fb.water.numwaterplanes = 0;
4782 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4784 int planeindex, bestplaneindex, vertexindex;
4785 vec3_t mins, maxs, normal, center, v, n;
4786 vec_t planescore, bestplanescore;
4788 r_waterstate_waterplane_t *p;
4789 texture_t *t = R_GetCurrentTexture(surface->texture);
4791 rsurface.texture = t;
4792 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4793 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4794 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4796 // average the vertex normals, find the surface bounds (after deformvertexes)
4797 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4798 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4799 VectorCopy(n, normal);
4800 VectorCopy(v, mins);
4801 VectorCopy(v, maxs);
4802 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4804 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4805 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4806 VectorAdd(normal, n, normal);
4807 mins[0] = min(mins[0], v[0]);
4808 mins[1] = min(mins[1], v[1]);
4809 mins[2] = min(mins[2], v[2]);
4810 maxs[0] = max(maxs[0], v[0]);
4811 maxs[1] = max(maxs[1], v[1]);
4812 maxs[2] = max(maxs[2], v[2]);
4814 VectorNormalize(normal);
4815 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4817 VectorCopy(normal, plane.normal);
4818 VectorNormalize(plane.normal);
4819 plane.dist = DotProduct(center, plane.normal);
4820 PlaneClassify(&plane);
4821 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4823 // skip backfaces (except if nocullface is set)
4824 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4826 VectorNegate(plane.normal, plane.normal);
4828 PlaneClassify(&plane);
4832 // find a matching plane if there is one
4833 bestplaneindex = -1;
4834 bestplanescore = 1048576.0f;
4835 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4837 if(p->camera_entity == t->camera_entity)
4839 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4840 if (bestplaneindex < 0 || bestplanescore > planescore)
4842 bestplaneindex = planeindex;
4843 bestplanescore = planescore;
4847 planeindex = bestplaneindex;
4849 // if this surface does not fit any known plane rendered this frame, add one
4850 if (planeindex < 0 || bestplanescore > 0.001f)
4852 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4854 // store the new plane
4855 planeindex = r_fb.water.numwaterplanes++;
4856 p = r_fb.water.waterplanes + planeindex;
4858 // clear materialflags and pvs
4859 p->materialflags = 0;
4860 p->pvsvalid = false;
4861 p->camera_entity = t->camera_entity;
4862 VectorCopy(mins, p->mins);
4863 VectorCopy(maxs, p->maxs);
4867 // We're totally screwed.
4873 // merge mins/maxs when we're adding this surface to the plane
4874 p = r_fb.water.waterplanes + planeindex;
4875 p->mins[0] = min(p->mins[0], mins[0]);
4876 p->mins[1] = min(p->mins[1], mins[1]);
4877 p->mins[2] = min(p->mins[2], mins[2]);
4878 p->maxs[0] = max(p->maxs[0], maxs[0]);
4879 p->maxs[1] = max(p->maxs[1], maxs[1]);
4880 p->maxs[2] = max(p->maxs[2], maxs[2]);
4882 // merge this surface's materialflags into the waterplane
4883 p->materialflags |= t->currentmaterialflags;
4884 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4886 // merge this surface's PVS into the waterplane
4887 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4888 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4890 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4896 extern cvar_t r_drawparticles;
4897 extern cvar_t r_drawdecals;
4899 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4902 r_refdef_view_t originalview;
4903 r_refdef_view_t myview;
4904 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;
4905 r_waterstate_waterplane_t *p;
4907 r_rendertarget_t *rt;
4909 originalview = r_refdef.view;
4911 // lowquality hack, temporarily shut down some cvars and restore afterwards
4912 qualityreduction = r_water_lowquality.integer;
4913 if (qualityreduction > 0)
4915 if (qualityreduction >= 1)
4917 old_r_shadows = r_shadows.integer;
4918 old_r_worldrtlight = r_shadow_realtime_world.integer;
4919 old_r_dlight = r_shadow_realtime_dlight.integer;
4920 Cvar_SetValueQuick(&r_shadows, 0);
4921 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4922 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4924 if (qualityreduction >= 2)
4926 old_r_dynamic = r_dynamic.integer;
4927 old_r_particles = r_drawparticles.integer;
4928 old_r_decals = r_drawdecals.integer;
4929 Cvar_SetValueQuick(&r_dynamic, 0);
4930 Cvar_SetValueQuick(&r_drawparticles, 0);
4931 Cvar_SetValueQuick(&r_drawdecals, 0);
4935 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4937 p->rt_reflection = NULL;
4938 p->rt_refraction = NULL;
4939 p->rt_camera = NULL;
4943 r_refdef.view = originalview;
4944 r_refdef.view.showdebug = false;
4945 r_refdef.view.width = r_fb.water.waterwidth;
4946 r_refdef.view.height = r_fb.water.waterheight;
4947 r_refdef.view.useclipplane = true;
4948 myview = r_refdef.view;
4949 r_fb.water.renderingscene = true;
4950 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4952 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4955 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4957 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);
4958 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4960 r_refdef.view = myview;
4961 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4962 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4963 if(r_water_scissormode.integer)
4965 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4966 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4968 p->rt_reflection = NULL;
4969 p->rt_refraction = NULL;
4970 p->rt_camera = NULL;
4975 r_refdef.view.clipplane = p->plane;
4976 // reflected view origin may be in solid, so don't cull with it
4977 r_refdef.view.usevieworiginculling = false;
4978 // reverse the cullface settings for this render
4979 r_refdef.view.cullface_front = GL_FRONT;
4980 r_refdef.view.cullface_back = GL_BACK;
4981 // combined pvs (based on what can be seen from each surface center)
4982 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4984 r_refdef.view.usecustompvs = true;
4986 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4988 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4991 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4992 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4993 GL_ScissorTest(false);
4994 R_ClearScreen(r_refdef.fogenabled);
4995 GL_ScissorTest(true);
4996 if(r_water_scissormode.integer & 2)
4997 R_View_UpdateWithScissor(myscissor);
5000 R_AnimCache_CacheVisibleEntities();
5001 if(r_water_scissormode.integer & 1)
5002 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5003 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5005 r_fb.water.hideplayer = false;
5006 p->rt_reflection = rt;
5009 // render the normal view scene and copy into texture
5010 // (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)
5011 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5013 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);
5014 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5016 r_refdef.view = myview;
5017 if(r_water_scissormode.integer)
5019 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
5020 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
5022 p->rt_reflection = NULL;
5023 p->rt_refraction = NULL;
5024 p->rt_camera = NULL;
5029 // combined pvs (based on what can be seen from each surface center)
5030 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5032 r_refdef.view.usecustompvs = true;
5034 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5036 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5039 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5041 r_refdef.view.clipplane = p->plane;
5042 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5043 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5045 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5047 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5048 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5049 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5050 R_RenderView_UpdateViewVectors();
5051 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5053 r_refdef.view.usecustompvs = true;
5054 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);
5058 PlaneClassify(&r_refdef.view.clipplane);
5060 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5061 GL_ScissorTest(false);
5062 R_ClearScreen(r_refdef.fogenabled);
5063 GL_ScissorTest(true);
5064 if(r_water_scissormode.integer & 2)
5065 R_View_UpdateWithScissor(myscissor);
5068 R_AnimCache_CacheVisibleEntities();
5069 if(r_water_scissormode.integer & 1)
5070 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5071 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5073 r_fb.water.hideplayer = false;
5074 p->rt_refraction = rt;
5076 else if (p->materialflags & MATERIALFLAG_CAMERA)
5078 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);
5079 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5081 r_refdef.view = myview;
5083 r_refdef.view.clipplane = p->plane;
5084 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5085 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5087 r_refdef.view.width = r_fb.water.camerawidth;
5088 r_refdef.view.height = r_fb.water.cameraheight;
5089 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5090 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5091 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5092 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5094 if(p->camera_entity)
5096 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5097 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5100 // note: all of the view is used for displaying... so
5101 // there is no use in scissoring
5103 // reverse the cullface settings for this render
5104 r_refdef.view.cullface_front = GL_FRONT;
5105 r_refdef.view.cullface_back = GL_BACK;
5106 // also reverse the view matrix
5107 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
5108 R_RenderView_UpdateViewVectors();
5109 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5111 r_refdef.view.usecustompvs = true;
5112 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);
5115 // camera needs no clipplane
5116 r_refdef.view.useclipplane = false;
5117 // TODO: is the camera origin always valid? if so we don't need to clear this
5118 r_refdef.view.usevieworiginculling = false;
5120 PlaneClassify(&r_refdef.view.clipplane);
5122 r_fb.water.hideplayer = false;
5124 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5125 GL_ScissorTest(false);
5126 R_ClearScreen(r_refdef.fogenabled);
5127 GL_ScissorTest(true);
5129 R_AnimCache_CacheVisibleEntities();
5130 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5132 r_fb.water.hideplayer = false;
5137 r_fb.water.renderingscene = false;
5138 r_refdef.view = originalview;
5139 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5141 R_AnimCache_CacheVisibleEntities();
5144 r_refdef.view = originalview;
5145 r_fb.water.renderingscene = false;
5146 Cvar_SetValueQuick(&r_water, 0);
5147 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5149 // lowquality hack, restore cvars
5150 if (qualityreduction > 0)
5152 if (qualityreduction >= 1)
5154 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5155 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5156 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5158 if (qualityreduction >= 2)
5160 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5161 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5162 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5167 static void R_Bloom_StartFrame(void)
5169 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5170 int viewwidth, viewheight;
5171 textype_t textype = TEXTYPE_COLORBUFFER;
5173 // clear the pointers to rendertargets from last frame as they're stale
5174 r_fb.rt_screen = NULL;
5175 r_fb.rt_bloom = NULL;
5177 switch (vid.renderpath)
5179 case RENDERPATH_GL20:
5180 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5181 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5182 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5183 // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now
5184 if (!vid.support.ext_framebuffer_object)
5187 case RENDERPATH_GLES2:
5188 r_fb.usedepthtextures = false;
5192 if (r_viewscale_fpsscaling.integer)
5194 double actualframetime;
5195 double targetframetime;
5197 actualframetime = r_refdef.lastdrawscreentime;
5198 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5199 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5200 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5201 if (r_viewscale_fpsscaling_stepsize.value > 0)
5202 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5203 viewscalefpsadjusted += adjust;
5204 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5207 viewscalefpsadjusted = 1.0f;
5209 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5211 // set bloomwidth and bloomheight to the bloom resolution that will be
5212 // used (often less than the screen resolution for faster rendering)
5213 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
5214 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
5215 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
5216 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5217 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5219 // calculate desired texture sizes
5220 screentexturewidth = viewwidth;
5221 screentextureheight = viewheight;
5222 bloomtexturewidth = r_fb.bloomwidth;
5223 bloomtextureheight = r_fb.bloomheight;
5225 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))
5227 Cvar_SetValueQuick(&r_bloom, 0);
5228 Cvar_SetValueQuick(&r_motionblur, 0);
5229 Cvar_SetValueQuick(&r_damageblur, 0);
5232 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5233 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5235 if (r_fb.ghosttexture)
5236 R_FreeTexture(r_fb.ghosttexture);
5237 r_fb.ghosttexture = NULL;
5239 r_fb.screentexturewidth = screentexturewidth;
5240 r_fb.screentextureheight = screentextureheight;
5241 r_fb.textype = textype;
5243 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5245 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5246 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);
5247 r_fb.ghosttexture_valid = false;
5251 if (r_bloom.integer)
5253 // bloom texture is a different resolution
5254 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
5255 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
5256 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
5259 r_fb.bloomwidth = r_fb.bloomheight = 0;
5261 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5263 r_refdef.view.clear = true;
5266 static void R_Bloom_MakeTexture(void)
5269 float xoffset, yoffset, r, brighten;
5270 float colorscale = r_bloom_colorscale.value;
5271 r_viewport_t bloomviewport;
5272 r_rendertarget_t *prev, *cur;
5273 textype_t textype = r_fb.rt_screen->colortextype[0];
5275 r_refdef.stats[r_stat_bloom]++;
5277 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5279 // scale down screen texture to the bloom texture size
5281 prev = r_fb.rt_screen;
5282 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5283 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5284 R_SetViewport(&bloomviewport);
5285 GL_CullFace(GL_NONE);
5286 GL_DepthTest(false);
5287 GL_BlendFunc(GL_ONE, GL_ZERO);
5288 GL_Color(colorscale, colorscale, colorscale, 1);
5289 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5290 // TODO: do boxfilter scale-down in shader?
5291 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true);
5292 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5293 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5294 // we now have a properly scaled bloom image
5296 // multiply bloom image by itself as many times as desired to darken it
5297 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5298 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5301 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5302 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5304 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5306 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5307 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5308 GL_Color(1,1,1,1); // no fix factor supported here
5309 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5310 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
5311 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5312 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5315 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5316 brighten = r_bloom_brighten.value;
5317 brighten = sqrt(brighten);
5319 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5321 for (dir = 0;dir < 2;dir++)
5324 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5325 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5326 // blend on at multiple vertical offsets to achieve a vertical blur
5327 // TODO: do offset blends using GLSL
5328 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5329 GL_BlendFunc(GL_ONE, GL_ZERO);
5330 R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false);
5331 for (x = -range;x <= range;x++)
5333 if (!dir){xoffset = 0;yoffset = x;}
5334 else {xoffset = x;yoffset = 0;}
5335 xoffset /= (float)prev->texturewidth;
5336 yoffset /= (float)prev->textureheight;
5337 // compute a texcoord array with the specified x and y offset
5338 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5339 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5340 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5341 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5342 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5343 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5344 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5345 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5346 // this r value looks like a 'dot' particle, fading sharply to
5347 // black at the edges
5348 // (probably not realistic but looks good enough)
5349 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5350 //r = brighten/(range*2+1);
5351 r = brighten / (range * 2 + 1);
5353 r *= (1 - x*x/(float)((range+1)*(range+1)));
5356 GL_Color(r, r, r, 1);
5357 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5358 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5359 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5360 GL_BlendFunc(GL_ONE, GL_ONE);
5364 // now we have the bloom image, so keep track of it
5365 r_fb.rt_bloom = cur;
5368 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5370 dpuint64 permutation;
5371 float uservecs[4][4];
5372 rtexture_t *viewtexture;
5373 rtexture_t *bloomtexture;
5375 R_EntityMatrix(&identitymatrix);
5377 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5379 // declare variables
5380 float blur_factor, blur_mouseaccel, blur_velocity;
5381 static float blur_average;
5382 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5384 // set a goal for the factoring
5385 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5386 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5387 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5388 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5389 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5390 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5392 // from the goal, pick an averaged value between goal and last value
5393 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5394 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5396 // enforce minimum amount of blur
5397 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5399 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5401 // calculate values into a standard alpha
5402 cl.motionbluralpha = 1 - exp(-
5404 (r_motionblur.value * blur_factor / 80)
5406 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5409 max(0.0001, cl.time - cl.oldtime) // fps independent
5412 // randomization for the blur value to combat persistent ghosting
5413 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5414 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5417 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5418 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5420 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5421 GL_Color(1, 1, 1, cl.motionbluralpha);
5422 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5423 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5424 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
5425 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5426 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5429 // updates old view angles for next pass
5430 VectorCopy(cl.viewangles, blur_oldangles);
5432 // copy view into the ghost texture
5433 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5434 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5435 r_fb.ghosttexture_valid = true;
5438 if (r_fb.bloomwidth)
5440 // make the bloom texture
5441 R_Bloom_MakeTexture();
5444 #if _MSC_VER >= 1400
5445 #define sscanf sscanf_s
5447 memset(uservecs, 0, sizeof(uservecs));
5448 if (r_glsl_postprocess_uservec1_enable.integer)
5449 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5450 if (r_glsl_postprocess_uservec2_enable.integer)
5451 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5452 if (r_glsl_postprocess_uservec3_enable.integer)
5453 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5454 if (r_glsl_postprocess_uservec4_enable.integer)
5455 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5457 // render to the screen fbo
5458 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5459 GL_Color(1, 1, 1, 1);
5460 GL_BlendFunc(GL_ONE, GL_ZERO);
5462 viewtexture = r_fb.rt_screen->colortexture[0];
5463 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5465 if (r_rendertarget_debug.integer >= 0)
5467 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5468 if (rt && rt->colortexture[0])
5470 viewtexture = rt->colortexture[0];
5471 bloomtexture = NULL;
5475 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5476 switch(vid.renderpath)
5478 case RENDERPATH_GL20:
5479 case RENDERPATH_GLES2:
5481 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5482 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5483 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5484 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5485 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5486 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5487 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5488 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5489 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5490 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]);
5491 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5492 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]);
5493 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]);
5494 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]);
5495 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]);
5496 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5497 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
5498 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);
5501 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5502 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5505 matrix4x4_t r_waterscrollmatrix;
5507 void R_UpdateFog(void)
5510 if (gamemode == GAME_NEHAHRA)
5512 if (gl_fogenable.integer)
5514 r_refdef.oldgl_fogenable = true;
5515 r_refdef.fog_density = gl_fogdensity.value;
5516 r_refdef.fog_red = gl_fogred.value;
5517 r_refdef.fog_green = gl_foggreen.value;
5518 r_refdef.fog_blue = gl_fogblue.value;
5519 r_refdef.fog_alpha = 1;
5520 r_refdef.fog_start = 0;
5521 r_refdef.fog_end = gl_skyclip.value;
5522 r_refdef.fog_height = 1<<30;
5523 r_refdef.fog_fadedepth = 128;
5525 else if (r_refdef.oldgl_fogenable)
5527 r_refdef.oldgl_fogenable = false;
5528 r_refdef.fog_density = 0;
5529 r_refdef.fog_red = 0;
5530 r_refdef.fog_green = 0;
5531 r_refdef.fog_blue = 0;
5532 r_refdef.fog_alpha = 0;
5533 r_refdef.fog_start = 0;
5534 r_refdef.fog_end = 0;
5535 r_refdef.fog_height = 1<<30;
5536 r_refdef.fog_fadedepth = 128;
5541 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5542 r_refdef.fog_start = max(0, r_refdef.fog_start);
5543 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5545 if (r_refdef.fog_density && r_drawfog.integer)
5547 r_refdef.fogenabled = true;
5548 // this is the point where the fog reaches 0.9986 alpha, which we
5549 // consider a good enough cutoff point for the texture
5550 // (0.9986 * 256 == 255.6)
5551 if (r_fog_exp2.integer)
5552 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5554 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5555 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5556 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5557 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5558 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5559 R_BuildFogHeightTexture();
5560 // fog color was already set
5561 // update the fog texture
5562 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)
5563 R_BuildFogTexture();
5564 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5565 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5568 r_refdef.fogenabled = false;
5571 if (r_refdef.fog_density)
5573 r_refdef.fogcolor[0] = r_refdef.fog_red;
5574 r_refdef.fogcolor[1] = r_refdef.fog_green;
5575 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5577 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5578 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5579 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5580 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5584 VectorCopy(r_refdef.fogcolor, fogvec);
5585 // color.rgb *= ContrastBoost * SceneBrightness;
5586 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5587 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5588 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5589 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5594 void R_UpdateVariables(void)
5598 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5600 r_refdef.farclip = r_farclip_base.value;
5601 if (r_refdef.scene.worldmodel)
5602 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5603 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5605 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5606 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5607 r_refdef.polygonfactor = 0;
5608 r_refdef.polygonoffset = 0;
5610 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5611 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5612 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5613 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5614 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5615 if (FAKELIGHT_ENABLED)
5617 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
5619 else if (r_refdef.scene.worldmodel)
5621 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5623 if (r_showsurfaces.integer)
5625 r_refdef.scene.rtworld = false;
5626 r_refdef.scene.rtworldshadows = false;
5627 r_refdef.scene.rtdlight = false;
5628 r_refdef.scene.rtdlightshadows = false;
5629 r_refdef.scene.lightmapintensity = 0;
5632 r_gpuskeletal = false;
5633 switch(vid.renderpath)
5635 case RENDERPATH_GL20:
5636 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
5637 case RENDERPATH_GLES2:
5638 if(!vid_gammatables_trivial)
5640 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5642 // build GLSL gamma texture
5643 #define RAMPWIDTH 256
5644 unsigned short ramp[RAMPWIDTH * 3];
5645 unsigned char rampbgr[RAMPWIDTH][4];
5648 r_texture_gammaramps_serial = vid_gammatables_serial;
5650 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5651 for(i = 0; i < RAMPWIDTH; ++i)
5653 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5654 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5655 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5658 if (r_texture_gammaramps)
5660 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5664 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5670 // remove GLSL gamma texture
5676 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5677 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5683 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5684 if( scenetype != r_currentscenetype ) {
5685 // store the old scenetype
5686 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5687 r_currentscenetype = scenetype;
5688 // move in the new scene
5689 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5698 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5700 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5701 if( scenetype == r_currentscenetype ) {
5702 return &r_refdef.scene;
5704 return &r_scenes_store[ scenetype ];
5708 static int R_SortEntities_Compare(const void *ap, const void *bp)
5710 const entity_render_t *a = *(const entity_render_t **)ap;
5711 const entity_render_t *b = *(const entity_render_t **)bp;
5714 if(a->model < b->model)
5716 if(a->model > b->model)
5720 // TODO possibly calculate the REAL skinnum here first using
5722 if(a->skinnum < b->skinnum)
5724 if(a->skinnum > b->skinnum)
5727 // everything we compared is equal
5730 static void R_SortEntities(void)
5732 // below or equal 2 ents, sorting never gains anything
5733 if(r_refdef.scene.numentities <= 2)
5736 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5744 extern cvar_t r_shadow_bouncegrid;
5745 extern cvar_t v_isometric;
5746 extern void V_MakeViewIsometric(void);
5747 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5749 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5751 rtexture_t *viewdepthtexture = NULL;
5752 rtexture_t *viewcolortexture = NULL;
5753 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5755 // finish any 2D rendering that was queued
5758 if (r_timereport_active)
5759 R_TimeReport("start");
5760 r_textureframe++; // used only by R_GetCurrentTexture
5761 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5763 if(R_CompileShader_CheckStaticParms())
5766 if (!r_drawentities.integer)
5767 r_refdef.scene.numentities = 0;
5768 else if (r_sortentities.integer)
5771 R_AnimCache_ClearCache();
5773 /* adjust for stereo display */
5774 if(R_Stereo_Active())
5776 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);
5777 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5780 if (r_refdef.view.isoverlay)
5782 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5783 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5784 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5785 R_TimeReport("depthclear");
5787 r_refdef.view.showdebug = false;
5789 r_fb.water.enabled = false;
5790 r_fb.water.numwaterplanes = 0;
5792 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5794 r_refdef.view.matrix = originalmatrix;
5800 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5802 r_refdef.view.matrix = originalmatrix;
5806 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5807 if (v_isometric.integer && r_refdef.view.ismain)
5808 V_MakeViewIsometric();
5810 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5812 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5813 // in sRGB fallback, behave similar to true sRGB: convert this
5814 // value from linear to sRGB
5815 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5817 R_RenderView_UpdateViewVectors();
5819 R_Shadow_UpdateWorldLightSelection();
5821 // this will set up r_fb.rt_screen
5822 R_Bloom_StartFrame();
5824 // apply bloom brightness offset
5826 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5828 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5831 viewfbo = r_fb.rt_screen->fbo;
5832 viewdepthtexture = r_fb.rt_screen->depthtexture;
5833 viewcolortexture = r_fb.rt_screen->colortexture[0];
5837 viewheight = height;
5840 R_Water_StartFrame();
5843 if (r_timereport_active)
5844 R_TimeReport("viewsetup");
5846 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5848 // clear the whole fbo every frame - otherwise the driver will consider
5849 // it to be an inter-frame texture and stall in multi-gpu configurations
5851 GL_ScissorTest(false);
5852 R_ClearScreen(r_refdef.fogenabled);
5853 if (r_timereport_active)
5854 R_TimeReport("viewclear");
5856 r_refdef.view.clear = true;
5858 r_refdef.view.showdebug = true;
5861 if (r_timereport_active)
5862 R_TimeReport("visibility");
5864 R_AnimCache_CacheVisibleEntities();
5865 if (r_timereport_active)
5866 R_TimeReport("animcache");
5868 R_Shadow_UpdateBounceGridTexture();
5869 if (r_timereport_active && r_shadow_bouncegrid.integer)
5870 R_TimeReport("bouncegrid");
5872 r_fb.water.numwaterplanes = 0;
5873 if (r_fb.water.enabled)
5874 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5876 // for the actual view render we use scissoring a fair amount, so scissor
5877 // test needs to be on
5879 GL_ScissorTest(true);
5880 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5881 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5882 r_fb.water.numwaterplanes = 0;
5884 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5885 GL_ScissorTest(false);
5887 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5888 if (r_timereport_active)
5889 R_TimeReport("blendview");
5891 r_refdef.view.matrix = originalmatrix;
5895 // go back to 2d rendering
5899 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5901 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5903 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5904 if (r_timereport_active)
5905 R_TimeReport("waterworld");
5908 // don't let sound skip if going slow
5909 if (r_refdef.scene.extraupdate)
5912 R_DrawModelsAddWaterPlanes();
5913 if (r_timereport_active)
5914 R_TimeReport("watermodels");
5916 if (r_fb.water.numwaterplanes)
5918 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5919 if (r_timereport_active)
5920 R_TimeReport("waterscenes");
5924 extern cvar_t cl_locs_show;
5925 static void R_DrawLocs(void);
5926 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5927 static void R_DrawModelDecals(void);
5928 extern cvar_t cl_decals_newsystem;
5929 extern qboolean r_shadow_usingdeferredprepass;
5930 extern int r_shadow_shadowmapatlas_modelshadows_size;
5931 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5933 qboolean shadowmapping = false;
5935 if (r_timereport_active)
5936 R_TimeReport("beginscene");
5938 r_refdef.stats[r_stat_renders]++;
5942 // don't let sound skip if going slow
5943 if (r_refdef.scene.extraupdate)
5946 R_MeshQueue_BeginScene();
5950 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);
5952 if (r_timereport_active)
5953 R_TimeReport("skystartframe");
5955 if (cl.csqc_vidvars.drawworld)
5957 // don't let sound skip if going slow
5958 if (r_refdef.scene.extraupdate)
5961 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5963 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5964 if (r_timereport_active)
5965 R_TimeReport("worldsky");
5968 if (R_DrawBrushModelsSky() && r_timereport_active)
5969 R_TimeReport("bmodelsky");
5971 if (skyrendermasked && skyrenderlater)
5973 // we have to force off the water clipping plane while rendering sky
5974 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5976 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5977 if (r_timereport_active)
5978 R_TimeReport("sky");
5982 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5983 r_shadow_viewfbo = viewfbo;
5984 r_shadow_viewdepthtexture = viewdepthtexture;
5985 r_shadow_viewcolortexture = viewcolortexture;
5986 r_shadow_viewx = viewx;
5987 r_shadow_viewy = viewy;
5988 r_shadow_viewwidth = viewwidth;
5989 r_shadow_viewheight = viewheight;
5991 R_Shadow_PrepareModelShadows();
5992 R_Shadow_PrepareLights();
5993 if (r_timereport_active)
5994 R_TimeReport("preparelights");
5996 // render all the shadowmaps that will be used for this view
5997 shadowmapping = R_Shadow_ShadowMappingEnabled();
5998 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
6000 R_Shadow_DrawShadowMaps();
6001 if (r_timereport_active)
6002 R_TimeReport("shadowmaps");
6005 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
6006 if (r_shadow_usingdeferredprepass)
6007 R_Shadow_DrawPrepass();
6009 // now we begin the forward pass of the view render
6010 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6012 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6013 if (r_timereport_active)
6014 R_TimeReport("worlddepth");
6016 if (r_depthfirst.integer >= 2)
6018 R_DrawModelsDepth();
6019 if (r_timereport_active)
6020 R_TimeReport("modeldepth");
6023 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6025 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6026 if (r_timereport_active)
6027 R_TimeReport("world");
6030 // don't let sound skip if going slow
6031 if (r_refdef.scene.extraupdate)
6035 if (r_timereport_active)
6036 R_TimeReport("models");
6038 // don't let sound skip if going slow
6039 if (r_refdef.scene.extraupdate)
6042 if (!r_shadow_usingdeferredprepass)
6044 R_Shadow_DrawLights();
6045 if (r_timereport_active)
6046 R_TimeReport("rtlights");
6049 // don't let sound skip if going slow
6050 if (r_refdef.scene.extraupdate)
6053 if (cl.csqc_vidvars.drawworld)
6055 if (cl_decals_newsystem.integer)
6057 R_DrawModelDecals();
6058 if (r_timereport_active)
6059 R_TimeReport("modeldecals");
6064 if (r_timereport_active)
6065 R_TimeReport("decals");
6069 if (r_timereport_active)
6070 R_TimeReport("particles");
6073 if (r_timereport_active)
6074 R_TimeReport("explosions");
6077 if (r_refdef.view.showdebug)
6079 if (cl_locs_show.integer)
6082 if (r_timereport_active)
6083 R_TimeReport("showlocs");
6086 if (r_drawportals.integer)
6089 if (r_timereport_active)
6090 R_TimeReport("portals");
6093 if (r_showbboxes_client.value > 0)
6095 R_DrawEntityBBoxes(CLVM_prog);
6096 if (r_timereport_active)
6097 R_TimeReport("clbboxes");
6099 if (r_showbboxes.value > 0)
6101 R_DrawEntityBBoxes(SVVM_prog);
6102 if (r_timereport_active)
6103 R_TimeReport("svbboxes");
6107 if (r_transparent.integer)
6109 R_MeshQueue_RenderTransparent();
6110 if (r_timereport_active)
6111 R_TimeReport("drawtrans");
6114 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))
6116 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6117 if (r_timereport_active)
6118 R_TimeReport("worlddebug");
6119 R_DrawModelsDebug();
6120 if (r_timereport_active)
6121 R_TimeReport("modeldebug");
6124 if (cl.csqc_vidvars.drawworld)
6126 R_Shadow_DrawCoronas();
6127 if (r_timereport_active)
6128 R_TimeReport("coronas");
6131 // don't let sound skip if going slow
6132 if (r_refdef.scene.extraupdate)
6136 static const unsigned short bboxelements[36] =
6146 #define BBOXEDGES 13
6147 static const float bboxedges[BBOXEDGES][6] =
6150 { 0, 0, 0, 1, 1, 1 },
6152 { 0, 0, 0, 0, 1, 0 },
6153 { 0, 0, 0, 1, 0, 0 },
6154 { 0, 1, 0, 1, 1, 0 },
6155 { 1, 0, 0, 1, 1, 0 },
6157 { 0, 0, 1, 0, 1, 1 },
6158 { 0, 0, 1, 1, 0, 1 },
6159 { 0, 1, 1, 1, 1, 1 },
6160 { 1, 0, 1, 1, 1, 1 },
6162 { 0, 0, 0, 0, 0, 1 },
6163 { 1, 0, 0, 1, 0, 1 },
6164 { 0, 1, 0, 0, 1, 1 },
6165 { 1, 1, 0, 1, 1, 1 },
6168 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6170 int numvertices = BBOXEDGES * 8;
6171 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6172 int numtriangles = BBOXEDGES * 12;
6173 unsigned short elements[BBOXEDGES * 36];
6175 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6177 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6179 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6180 GL_DepthMask(false);
6181 GL_DepthRange(0, 1);
6182 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6184 for (edge = 0; edge < BBOXEDGES; edge++)
6186 for (i = 0; i < 3; i++)
6188 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6189 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6191 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6192 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6193 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6194 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6195 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6196 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6197 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6198 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6199 for (i = 0; i < 36; i++)
6200 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6202 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6203 if (r_refdef.fogenabled)
6205 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6207 f1 = RSurf_FogVertex(v);
6209 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6210 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6211 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6214 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6215 R_Mesh_ResetTextureState();
6216 R_SetupShader_Generic_NoTexture(false, false);
6217 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6220 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6222 // hacky overloading of the parameters
6223 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6226 prvm_edict_t *edict;
6228 GL_CullFace(GL_NONE);
6229 R_SetupShader_Generic_NoTexture(false, false);
6231 for (i = 0;i < numsurfaces;i++)
6233 edict = PRVM_EDICT_NUM(surfacelist[i]);
6234 switch ((int)PRVM_serveredictfloat(edict, solid))
6236 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6237 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6238 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6239 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6240 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6241 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6242 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6244 if (prog == CLVM_prog)
6245 color[3] *= r_showbboxes_client.value;
6247 color[3] *= r_showbboxes.value;
6248 color[3] = bound(0, color[3], 1);
6249 GL_DepthTest(!r_showdisabledepthtest.integer);
6250 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6254 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6257 prvm_edict_t *edict;
6263 for (i = 0; i < prog->num_edicts; i++)
6265 edict = PRVM_EDICT_NUM(i);
6266 if (edict->priv.server->free)
6268 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6269 if (PRVM_serveredictedict(edict, tag_entity) != 0)
6271 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6273 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6274 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6278 static const int nomodelelement3i[24] =
6290 static const unsigned short nomodelelement3s[24] =
6302 static const float nomodelvertex3f[6*3] =
6312 static const float nomodelcolor4f[6*4] =
6314 0.0f, 0.0f, 0.5f, 1.0f,
6315 0.0f, 0.0f, 0.5f, 1.0f,
6316 0.0f, 0.5f, 0.0f, 1.0f,
6317 0.0f, 0.5f, 0.0f, 1.0f,
6318 0.5f, 0.0f, 0.0f, 1.0f,
6319 0.5f, 0.0f, 0.0f, 1.0f
6322 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6328 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);
6330 // this is only called once per entity so numsurfaces is always 1, and
6331 // surfacelist is always {0}, so this code does not handle batches
6333 if (rsurface.ent_flags & RENDER_ADDITIVE)
6335 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6336 GL_DepthMask(false);
6338 else if (ent->alpha < 1)
6340 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6341 GL_DepthMask(false);
6345 GL_BlendFunc(GL_ONE, GL_ZERO);
6348 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6349 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6350 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6351 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6352 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6353 for (i = 0, c = color4f;i < 6;i++, c += 4)
6355 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6356 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6357 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6360 if (r_refdef.fogenabled)
6362 for (i = 0, c = color4f;i < 6;i++, c += 4)
6364 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6366 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6367 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6368 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6371 // R_Mesh_ResetTextureState();
6372 R_SetupShader_Generic_NoTexture(false, false);
6373 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6374 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6377 void R_DrawNoModel(entity_render_t *ent)
6380 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6381 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6382 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6384 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6387 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6389 vec3_t right1, right2, diff, normal;
6391 VectorSubtract (org2, org1, normal);
6393 // calculate 'right' vector for start
6394 VectorSubtract (r_refdef.view.origin, org1, diff);
6395 CrossProduct (normal, diff, right1);
6396 VectorNormalize (right1);
6398 // calculate 'right' vector for end
6399 VectorSubtract (r_refdef.view.origin, org2, diff);
6400 CrossProduct (normal, diff, right2);
6401 VectorNormalize (right2);
6403 vert[ 0] = org1[0] + width * right1[0];
6404 vert[ 1] = org1[1] + width * right1[1];
6405 vert[ 2] = org1[2] + width * right1[2];
6406 vert[ 3] = org1[0] - width * right1[0];
6407 vert[ 4] = org1[1] - width * right1[1];
6408 vert[ 5] = org1[2] - width * right1[2];
6409 vert[ 6] = org2[0] - width * right2[0];
6410 vert[ 7] = org2[1] - width * right2[1];
6411 vert[ 8] = org2[2] - width * right2[2];
6412 vert[ 9] = org2[0] + width * right2[0];
6413 vert[10] = org2[1] + width * right2[1];
6414 vert[11] = org2[2] + width * right2[2];
6417 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)
6419 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6420 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6421 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6422 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6423 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6424 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6425 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6426 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6427 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6428 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6429 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6430 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6433 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6438 VectorSet(v, x, y, z);
6439 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6440 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6442 if (i == mesh->numvertices)
6444 if (mesh->numvertices < mesh->maxvertices)
6446 VectorCopy(v, vertex3f);
6447 mesh->numvertices++;
6449 return mesh->numvertices;
6455 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6459 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6460 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6461 e = mesh->element3i + mesh->numtriangles * 3;
6462 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6464 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6465 if (mesh->numtriangles < mesh->maxtriangles)
6470 mesh->numtriangles++;
6472 element[1] = element[2];
6476 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6480 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6481 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6482 e = mesh->element3i + mesh->numtriangles * 3;
6483 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6485 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6486 if (mesh->numtriangles < mesh->maxtriangles)
6491 mesh->numtriangles++;
6493 element[1] = element[2];
6497 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6498 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6500 int planenum, planenum2;
6503 mplane_t *plane, *plane2;
6505 double temppoints[2][256*3];
6506 // figure out how large a bounding box we need to properly compute this brush
6508 for (w = 0;w < numplanes;w++)
6509 maxdist = max(maxdist, fabs(planes[w].dist));
6510 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6511 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6512 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6516 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6517 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6519 if (planenum2 == planenum)
6521 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);
6524 if (tempnumpoints < 3)
6526 // generate elements forming a triangle fan for this polygon
6527 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6531 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
6533 texturelayer_t *layer;
6534 layer = t->currentlayers + t->currentnumlayers++;
6536 layer->depthmask = depthmask;
6537 layer->blendfunc1 = blendfunc1;
6538 layer->blendfunc2 = blendfunc2;
6539 layer->texture = texture;
6540 layer->texmatrix = *matrix;
6541 layer->color[0] = r;
6542 layer->color[1] = g;
6543 layer->color[2] = b;
6544 layer->color[3] = a;
6547 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6549 if(parms[0] == 0 && parms[1] == 0)
6551 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6552 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6557 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6560 index = parms[2] + rsurface.shadertime * parms[3];
6561 index -= floor(index);
6562 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6565 case Q3WAVEFUNC_NONE:
6566 case Q3WAVEFUNC_NOISE:
6567 case Q3WAVEFUNC_COUNT:
6570 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6571 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6572 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6573 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6574 case Q3WAVEFUNC_TRIANGLE:
6576 f = index - floor(index);
6589 f = parms[0] + parms[1] * f;
6590 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6591 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6595 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6602 matrix4x4_t matrix, temp;
6603 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6604 // it's better to have one huge fixup every 9 hours than gradual
6605 // degradation over time which looks consistently bad after many hours.
6607 // tcmod scroll in particular suffers from this degradation which can't be
6608 // effectively worked around even with floor() tricks because we don't
6609 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6610 // a workaround involving floor() would be incorrect anyway...
6611 shadertime = rsurface.shadertime;
6612 if (shadertime >= 32768.0f)
6613 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6614 switch(tcmod->tcmod)
6618 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6619 matrix = r_waterscrollmatrix;
6621 matrix = identitymatrix;
6623 case Q3TCMOD_ENTITYTRANSLATE:
6624 // this is used in Q3 to allow the gamecode to control texcoord
6625 // scrolling on the entity, which is not supported in darkplaces yet.
6626 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6628 case Q3TCMOD_ROTATE:
6629 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6630 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6631 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6634 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6636 case Q3TCMOD_SCROLL:
6637 // this particular tcmod is a "bug for bug" compatible one with regards to
6638 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6639 // specifically did the wrapping and so we must mimic that...
6640 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6641 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6642 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6644 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6645 w = (int) tcmod->parms[0];
6646 h = (int) tcmod->parms[1];
6647 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6649 idx = (int) floor(f * w * h);
6650 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6652 case Q3TCMOD_STRETCH:
6653 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6654 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6656 case Q3TCMOD_TRANSFORM:
6657 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6658 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6659 VectorSet(tcmat + 6, 0 , 0 , 1);
6660 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6661 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6663 case Q3TCMOD_TURBULENT:
6664 // this is handled in the RSurf_PrepareVertices function
6665 matrix = identitymatrix;
6669 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6672 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6674 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6675 char name[MAX_QPATH];
6676 skinframe_t *skinframe;
6677 unsigned char pixels[296*194];
6678 strlcpy(cache->name, skinname, sizeof(cache->name));
6679 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6680 if (developer_loading.integer)
6681 Con_Printf("loading %s\n", name);
6682 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6683 if (!skinframe || !skinframe->base)
6686 fs_offset_t filesize;
6688 f = FS_LoadFile(name, tempmempool, true, &filesize);
6691 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6692 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6696 cache->skinframe = skinframe;
6699 texture_t *R_GetCurrentTexture(texture_t *t)
6702 const entity_render_t *ent = rsurface.entity;
6703 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6704 q3shaderinfo_layer_tcmod_t *tcmod;
6705 float specularscale = 0.0f;
6707 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6708 return t->currentframe;
6709 t->update_lastrenderframe = r_textureframe;
6710 t->update_lastrenderentity = (void *)ent;
6712 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6713 t->camera_entity = ent->entitynumber;
6715 t->camera_entity = 0;
6717 // switch to an alternate material if this is a q1bsp animated material
6719 texture_t *texture = t;
6720 int s = rsurface.ent_skinnum;
6721 if ((unsigned int)s >= (unsigned int)model->numskins)
6723 if (model->skinscenes)
6725 if (model->skinscenes[s].framecount > 1)
6726 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6728 s = model->skinscenes[s].firstframe;
6731 t = t + s * model->num_surfaces;
6734 // use an alternate animation if the entity's frame is not 0,
6735 // and only if the texture has an alternate animation
6736 if (t->animated == 2) // q2bsp
6737 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6738 else if (rsurface.ent_alttextures && t->anim_total[1])
6739 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6741 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6743 texture->currentframe = t;
6746 // update currentskinframe to be a qw skin or animation frame
6747 if (rsurface.ent_qwskin >= 0)
6749 i = rsurface.ent_qwskin;
6750 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6752 r_qwskincache_size = cl.maxclients;
6754 Mem_Free(r_qwskincache);
6755 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6757 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6758 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6759 t->currentskinframe = r_qwskincache[i].skinframe;
6760 if (t->materialshaderpass && t->currentskinframe == NULL)
6761 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6763 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6764 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6765 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6766 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6768 t->currentmaterialflags = t->basematerialflags;
6769 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6770 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6771 t->currentalpha *= r_wateralpha.value;
6772 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6773 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6774 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6775 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6777 // decide on which type of lighting to use for this surface
6778 if (rsurface.entity->render_modellight_forced)
6779 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6780 if (rsurface.entity->render_rtlight_disabled)
6781 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6782 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6784 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6785 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT;
6786 for (q = 0; q < 3; q++)
6788 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6789 t->render_modellight_lightdir[q] = q == 2;
6790 t->render_modellight_ambient[q] = 1;
6791 t->render_modellight_diffuse[q] = 0;
6792 t->render_modellight_specular[q] = 0;
6793 t->render_lightmap_ambient[q] = 0;
6794 t->render_lightmap_diffuse[q] = 0;
6795 t->render_lightmap_specular[q] = 0;
6796 t->render_rtlight_diffuse[q] = 0;
6797 t->render_rtlight_specular[q] = 0;
6800 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6802 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6803 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
6804 for (q = 0; q < 3; q++)
6806 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6807 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6808 t->render_modellight_lightdir[q] = q == 2;
6809 t->render_modellight_diffuse[q] = 0;
6810 t->render_modellight_specular[q] = 0;
6811 t->render_lightmap_ambient[q] = 0;
6812 t->render_lightmap_diffuse[q] = 0;
6813 t->render_lightmap_specular[q] = 0;
6814 t->render_rtlight_diffuse[q] = 0;
6815 t->render_rtlight_specular[q] = 0;
6818 else if (FAKELIGHT_ENABLED)
6820 // no modellight if using fakelight for the map
6821 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
6822 for (q = 0; q < 3; q++)
6824 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6825 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6826 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6827 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6828 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6829 t->render_lightmap_ambient[q] = 0;
6830 t->render_lightmap_diffuse[q] = 0;
6831 t->render_lightmap_specular[q] = 0;
6832 t->render_rtlight_diffuse[q] = 0;
6833 t->render_rtlight_specular[q] = 0;
6836 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6838 // ambient + single direction light (modellight)
6839 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6840 for (q = 0; q < 3; q++)
6842 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6843 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6844 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6845 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6846 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6847 t->render_lightmap_ambient[q] = 0;
6848 t->render_lightmap_diffuse[q] = 0;
6849 t->render_lightmap_specular[q] = 0;
6850 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6851 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6856 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6857 for (q = 0; q < 3; q++)
6859 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6860 t->render_modellight_lightdir[q] = q == 2;
6861 t->render_modellight_ambient[q] = 0;
6862 t->render_modellight_diffuse[q] = 0;
6863 t->render_modellight_specular[q] = 0;
6864 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6865 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6866 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6867 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6868 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6872 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6874 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6875 // attribute, we punt it to the lightmap path and hope for the best,
6876 // but lighting doesn't work.
6878 // FIXME: this is fine for effects but CSQC polygons should be subject
6880 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6881 for (q = 0; q < 3; q++)
6883 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6884 t->render_modellight_lightdir[q] = q == 2;
6885 t->render_modellight_ambient[q] = 0;
6886 t->render_modellight_diffuse[q] = 0;
6887 t->render_modellight_specular[q] = 0;
6888 t->render_lightmap_ambient[q] = 0;
6889 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6890 t->render_lightmap_specular[q] = 0;
6891 t->render_rtlight_diffuse[q] = 0;
6892 t->render_rtlight_specular[q] = 0;
6896 for (q = 0; q < 3; q++)
6898 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6899 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6902 if (rsurface.ent_flags & RENDER_ADDITIVE)
6903 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6904 else if (t->currentalpha < 1)
6905 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6906 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6907 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6908 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6909 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6910 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6911 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6912 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6913 if (t->backgroundshaderpass)
6914 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6915 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6917 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6918 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6921 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6922 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6924 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6925 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6927 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6928 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6930 // there is no tcmod
6931 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6933 t->currenttexmatrix = r_waterscrollmatrix;
6934 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6936 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6938 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6939 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6942 if (t->materialshaderpass)
6943 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6944 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6946 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6947 if (t->currentskinframe->qpixels)
6948 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6949 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6950 if (!t->basetexture)
6951 t->basetexture = r_texture_notexture;
6952 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6953 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6954 t->nmaptexture = t->currentskinframe->nmap;
6955 if (!t->nmaptexture)
6956 t->nmaptexture = r_texture_blanknormalmap;
6957 t->glosstexture = r_texture_black;
6958 t->glowtexture = t->currentskinframe->glow;
6959 t->fogtexture = t->currentskinframe->fog;
6960 t->reflectmasktexture = t->currentskinframe->reflect;
6961 if (t->backgroundshaderpass)
6963 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6964 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6965 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6966 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6967 t->backgroundglosstexture = r_texture_black;
6968 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6969 if (!t->backgroundnmaptexture)
6970 t->backgroundnmaptexture = r_texture_blanknormalmap;
6971 // make sure that if glow is going to be used, both textures are not NULL
6972 if (!t->backgroundglowtexture && t->glowtexture)
6973 t->backgroundglowtexture = r_texture_black;
6974 if (!t->glowtexture && t->backgroundglowtexture)
6975 t->glowtexture = r_texture_black;
6979 t->backgroundbasetexture = r_texture_white;
6980 t->backgroundnmaptexture = r_texture_blanknormalmap;
6981 t->backgroundglosstexture = r_texture_black;
6982 t->backgroundglowtexture = NULL;
6984 t->specularpower = r_shadow_glossexponent.value;
6985 // TODO: store reference values for these in the texture?
6986 if (r_shadow_gloss.integer > 0)
6988 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6990 if (r_shadow_glossintensity.value > 0)
6992 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6993 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6994 specularscale = r_shadow_glossintensity.value;
6997 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6999 t->glosstexture = r_texture_white;
7000 t->backgroundglosstexture = r_texture_white;
7001 specularscale = r_shadow_gloss2intensity.value;
7002 t->specularpower = r_shadow_gloss2exponent.value;
7005 specularscale *= t->specularscalemod;
7006 t->specularpower *= t->specularpowermod;
7008 // lightmaps mode looks bad with dlights using actual texturing, so turn
7009 // off the colormap and glossmap, but leave the normalmap on as it still
7010 // accurately represents the shading involved
7011 if (gl_lightmaps.integer)
7013 t->basetexture = r_texture_grey128;
7014 t->pantstexture = r_texture_black;
7015 t->shirttexture = r_texture_black;
7016 if (gl_lightmaps.integer < 2)
7017 t->nmaptexture = r_texture_blanknormalmap;
7018 t->glosstexture = r_texture_black;
7019 t->glowtexture = NULL;
7020 t->fogtexture = NULL;
7021 t->reflectmasktexture = NULL;
7022 t->backgroundbasetexture = NULL;
7023 if (gl_lightmaps.integer < 2)
7024 t->backgroundnmaptexture = r_texture_blanknormalmap;
7025 t->backgroundglosstexture = r_texture_black;
7026 t->backgroundglowtexture = NULL;
7028 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7031 if (specularscale != 1.0f)
7033 for (q = 0; q < 3; q++)
7035 t->render_modellight_specular[q] *= specularscale;
7036 t->render_lightmap_specular[q] *= specularscale;
7037 t->render_rtlight_specular[q] *= specularscale;
7041 t->currentnumlayers = 0;
7042 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7044 int blendfunc1, blendfunc2;
7046 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7048 blendfunc1 = GL_SRC_ALPHA;
7049 blendfunc2 = GL_ONE;
7051 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7053 blendfunc1 = GL_SRC_ALPHA;
7054 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7056 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7058 blendfunc1 = t->customblendfunc[0];
7059 blendfunc2 = t->customblendfunc[1];
7063 blendfunc1 = GL_ONE;
7064 blendfunc2 = GL_ZERO;
7066 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7067 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7069 // basic lit geometry
7070 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha);
7071 // add pants/shirt if needed
7072 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7073 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha);
7074 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7075 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha);
7079 // basic lit geometry
7080 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
7081 // add pants/shirt if needed
7082 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7083 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7084 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7085 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
7086 // now add ambient passes if needed
7087 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
7089 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
7090 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
7091 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
7092 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
7093 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
7096 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7097 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
7098 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7100 // if this is opaque use alpha blend which will darken the earlier
7103 // if this is an alpha blended material, all the earlier passes
7104 // were darkened by fog already, so we only need to add the fog
7105 // color ontop through the fog mask texture
7107 // if this is an additive blended material, all the earlier passes
7108 // were darkened by fog already, and we should not add fog color
7109 // (because the background was not darkened, there is no fog color
7110 // that was lost behind it).
7111 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha);
7118 rsurfacestate_t rsurface;
7120 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7122 dp_model_t *model = ent->model;
7123 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7125 rsurface.entity = (entity_render_t *)ent;
7126 rsurface.skeleton = ent->skeleton;
7127 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7128 rsurface.ent_skinnum = ent->skinnum;
7129 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;
7130 rsurface.ent_flags = ent->flags;
7131 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7132 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7133 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7134 rsurface.matrix = ent->matrix;
7135 rsurface.inversematrix = ent->inversematrix;
7136 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7137 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7138 R_EntityMatrix(&rsurface.matrix);
7139 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7140 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7141 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7142 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7143 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7144 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7145 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7146 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7147 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7148 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7149 if (ent->model->brush.submodel && !prepass)
7151 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7152 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7154 // if the animcache code decided it should use the shader path, skip the deform step
7155 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7156 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7157 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7158 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7159 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7160 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7162 if (ent->animcache_vertex3f)
7164 r_refdef.stats[r_stat_batch_entitycache_count]++;
7165 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7166 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7167 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7168 rsurface.modelvertex3f = ent->animcache_vertex3f;
7169 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7170 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7171 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7172 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7173 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7174 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7175 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7176 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7177 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7178 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7179 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7180 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
7181 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
7182 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
7184 else if (wanttangents)
7186 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7187 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7188 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7189 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7190 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7191 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7192 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7193 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7194 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7195 rsurface.modelvertexmesh = NULL;
7196 rsurface.modelvertexmesh_vertexbuffer = NULL;
7197 rsurface.modelvertexmesh_bufferoffset = 0;
7198 rsurface.modelvertex3f_vertexbuffer = NULL;
7199 rsurface.modelvertex3f_bufferoffset = 0;
7200 rsurface.modelvertex3f_vertexbuffer = 0;
7201 rsurface.modelvertex3f_bufferoffset = 0;
7202 rsurface.modelsvector3f_vertexbuffer = 0;
7203 rsurface.modelsvector3f_bufferoffset = 0;
7204 rsurface.modeltvector3f_vertexbuffer = 0;
7205 rsurface.modeltvector3f_bufferoffset = 0;
7206 rsurface.modelnormal3f_vertexbuffer = 0;
7207 rsurface.modelnormal3f_bufferoffset = 0;
7209 else if (wantnormals)
7211 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7212 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7213 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7214 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7215 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7216 rsurface.modelsvector3f = NULL;
7217 rsurface.modeltvector3f = NULL;
7218 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7219 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7220 rsurface.modelvertexmesh = NULL;
7221 rsurface.modelvertexmesh_vertexbuffer = NULL;
7222 rsurface.modelvertexmesh_bufferoffset = 0;
7223 rsurface.modelvertex3f_vertexbuffer = NULL;
7224 rsurface.modelvertex3f_bufferoffset = 0;
7225 rsurface.modelvertex3f_vertexbuffer = 0;
7226 rsurface.modelvertex3f_bufferoffset = 0;
7227 rsurface.modelsvector3f_vertexbuffer = 0;
7228 rsurface.modelsvector3f_bufferoffset = 0;
7229 rsurface.modeltvector3f_vertexbuffer = 0;
7230 rsurface.modeltvector3f_bufferoffset = 0;
7231 rsurface.modelnormal3f_vertexbuffer = 0;
7232 rsurface.modelnormal3f_bufferoffset = 0;
7236 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7237 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7238 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7239 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7240 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7241 rsurface.modelsvector3f = NULL;
7242 rsurface.modeltvector3f = NULL;
7243 rsurface.modelnormal3f = NULL;
7244 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7245 rsurface.modelvertexmesh = NULL;
7246 rsurface.modelvertexmesh_vertexbuffer = NULL;
7247 rsurface.modelvertexmesh_bufferoffset = 0;
7248 rsurface.modelvertex3f_vertexbuffer = NULL;
7249 rsurface.modelvertex3f_bufferoffset = 0;
7250 rsurface.modelvertex3f_vertexbuffer = 0;
7251 rsurface.modelvertex3f_bufferoffset = 0;
7252 rsurface.modelsvector3f_vertexbuffer = 0;
7253 rsurface.modelsvector3f_bufferoffset = 0;
7254 rsurface.modeltvector3f_vertexbuffer = 0;
7255 rsurface.modeltvector3f_bufferoffset = 0;
7256 rsurface.modelnormal3f_vertexbuffer = 0;
7257 rsurface.modelnormal3f_bufferoffset = 0;
7259 rsurface.modelgeneratedvertex = true;
7263 if (rsurface.entityskeletaltransform3x4)
7265 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7266 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7267 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7268 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7272 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7273 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7274 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7275 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7277 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7278 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7279 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7280 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7281 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7282 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
7283 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7284 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7285 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
7286 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7287 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7288 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
7289 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
7290 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7291 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
7292 rsurface.modelgeneratedvertex = false;
7294 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7295 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7296 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
7297 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7298 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7299 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
7300 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7301 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7302 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
7303 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7304 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7305 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
7306 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7307 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
7308 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
7309 rsurface.modelelement3i = model->surfmesh.data_element3i;
7310 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7311 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7312 rsurface.modelelement3s = model->surfmesh.data_element3s;
7313 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7314 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7315 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7316 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7317 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7318 rsurface.modelsurfaces = model->data_surfaces;
7319 rsurface.batchgeneratedvertex = false;
7320 rsurface.batchfirstvertex = 0;
7321 rsurface.batchnumvertices = 0;
7322 rsurface.batchfirsttriangle = 0;
7323 rsurface.batchnumtriangles = 0;
7324 rsurface.batchvertex3f = NULL;
7325 rsurface.batchvertex3f_vertexbuffer = NULL;
7326 rsurface.batchvertex3f_bufferoffset = 0;
7327 rsurface.batchsvector3f = NULL;
7328 rsurface.batchsvector3f_vertexbuffer = NULL;
7329 rsurface.batchsvector3f_bufferoffset = 0;
7330 rsurface.batchtvector3f = NULL;
7331 rsurface.batchtvector3f_vertexbuffer = NULL;
7332 rsurface.batchtvector3f_bufferoffset = 0;
7333 rsurface.batchnormal3f = NULL;
7334 rsurface.batchnormal3f_vertexbuffer = NULL;
7335 rsurface.batchnormal3f_bufferoffset = 0;
7336 rsurface.batchlightmapcolor4f = NULL;
7337 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7338 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7339 rsurface.batchtexcoordtexture2f = NULL;
7340 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7341 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7342 rsurface.batchtexcoordlightmap2f = NULL;
7343 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7344 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7345 rsurface.batchskeletalindex4ub = NULL;
7346 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7347 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7348 rsurface.batchskeletalweight4ub = NULL;
7349 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7350 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7351 rsurface.batchvertexmesh = NULL;
7352 rsurface.batchvertexmesh_vertexbuffer = NULL;
7353 rsurface.batchvertexmesh_bufferoffset = 0;
7354 rsurface.batchelement3i = NULL;
7355 rsurface.batchelement3i_indexbuffer = NULL;
7356 rsurface.batchelement3i_bufferoffset = 0;
7357 rsurface.batchelement3s = NULL;
7358 rsurface.batchelement3s_indexbuffer = NULL;
7359 rsurface.batchelement3s_bufferoffset = 0;
7360 rsurface.forcecurrenttextureupdate = false;
7363 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7365 rsurface.entity = r_refdef.scene.worldentity;
7366 rsurface.skeleton = NULL;
7367 rsurface.ent_skinnum = 0;
7368 rsurface.ent_qwskin = -1;
7369 rsurface.ent_flags = entflags;
7370 rsurface.shadertime = r_refdef.scene.time - shadertime;
7371 rsurface.modelnumvertices = numvertices;
7372 rsurface.modelnumtriangles = numtriangles;
7373 rsurface.matrix = *matrix;
7374 rsurface.inversematrix = *inversematrix;
7375 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7376 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7377 R_EntityMatrix(&rsurface.matrix);
7378 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7379 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7380 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7381 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7382 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7383 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7384 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7385 rsurface.frameblend[0].lerp = 1;
7386 rsurface.ent_alttextures = false;
7387 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7388 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7389 rsurface.entityskeletaltransform3x4 = NULL;
7390 rsurface.entityskeletaltransform3x4buffer = NULL;
7391 rsurface.entityskeletaltransform3x4offset = 0;
7392 rsurface.entityskeletaltransform3x4size = 0;
7393 rsurface.entityskeletalnumtransforms = 0;
7394 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7395 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7396 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7397 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7400 rsurface.modelvertex3f = (float *)vertex3f;
7401 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7402 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7403 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7405 else if (wantnormals)
7407 rsurface.modelvertex3f = (float *)vertex3f;
7408 rsurface.modelsvector3f = NULL;
7409 rsurface.modeltvector3f = NULL;
7410 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7414 rsurface.modelvertex3f = (float *)vertex3f;
7415 rsurface.modelsvector3f = NULL;
7416 rsurface.modeltvector3f = NULL;
7417 rsurface.modelnormal3f = NULL;
7419 rsurface.modelvertexmesh = NULL;
7420 rsurface.modelvertexmesh_vertexbuffer = NULL;
7421 rsurface.modelvertexmesh_bufferoffset = 0;
7422 rsurface.modelvertex3f_vertexbuffer = 0;
7423 rsurface.modelvertex3f_bufferoffset = 0;
7424 rsurface.modelsvector3f_vertexbuffer = 0;
7425 rsurface.modelsvector3f_bufferoffset = 0;
7426 rsurface.modeltvector3f_vertexbuffer = 0;
7427 rsurface.modeltvector3f_bufferoffset = 0;
7428 rsurface.modelnormal3f_vertexbuffer = 0;
7429 rsurface.modelnormal3f_bufferoffset = 0;
7430 rsurface.modelgeneratedvertex = true;
7431 rsurface.modellightmapcolor4f = (float *)color4f;
7432 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7433 rsurface.modellightmapcolor4f_bufferoffset = 0;
7434 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7435 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7436 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7437 rsurface.modeltexcoordlightmap2f = NULL;
7438 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7439 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7440 rsurface.modelskeletalindex4ub = NULL;
7441 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7442 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7443 rsurface.modelskeletalweight4ub = NULL;
7444 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7445 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7446 rsurface.modelelement3i = (int *)element3i;
7447 rsurface.modelelement3i_indexbuffer = NULL;
7448 rsurface.modelelement3i_bufferoffset = 0;
7449 rsurface.modelelement3s = (unsigned short *)element3s;
7450 rsurface.modelelement3s_indexbuffer = NULL;
7451 rsurface.modelelement3s_bufferoffset = 0;
7452 rsurface.modellightmapoffsets = NULL;
7453 rsurface.modelsurfaces = NULL;
7454 rsurface.batchgeneratedvertex = false;
7455 rsurface.batchfirstvertex = 0;
7456 rsurface.batchnumvertices = 0;
7457 rsurface.batchfirsttriangle = 0;
7458 rsurface.batchnumtriangles = 0;
7459 rsurface.batchvertex3f = NULL;
7460 rsurface.batchvertex3f_vertexbuffer = NULL;
7461 rsurface.batchvertex3f_bufferoffset = 0;
7462 rsurface.batchsvector3f = NULL;
7463 rsurface.batchsvector3f_vertexbuffer = NULL;
7464 rsurface.batchsvector3f_bufferoffset = 0;
7465 rsurface.batchtvector3f = NULL;
7466 rsurface.batchtvector3f_vertexbuffer = NULL;
7467 rsurface.batchtvector3f_bufferoffset = 0;
7468 rsurface.batchnormal3f = NULL;
7469 rsurface.batchnormal3f_vertexbuffer = NULL;
7470 rsurface.batchnormal3f_bufferoffset = 0;
7471 rsurface.batchlightmapcolor4f = NULL;
7472 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7473 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7474 rsurface.batchtexcoordtexture2f = NULL;
7475 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7476 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7477 rsurface.batchtexcoordlightmap2f = NULL;
7478 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7479 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7480 rsurface.batchskeletalindex4ub = NULL;
7481 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7482 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7483 rsurface.batchskeletalweight4ub = NULL;
7484 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7485 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7486 rsurface.batchvertexmesh = NULL;
7487 rsurface.batchvertexmesh_vertexbuffer = NULL;
7488 rsurface.batchvertexmesh_bufferoffset = 0;
7489 rsurface.batchelement3i = NULL;
7490 rsurface.batchelement3i_indexbuffer = NULL;
7491 rsurface.batchelement3i_bufferoffset = 0;
7492 rsurface.batchelement3s = NULL;
7493 rsurface.batchelement3s_indexbuffer = NULL;
7494 rsurface.batchelement3s_bufferoffset = 0;
7495 rsurface.forcecurrenttextureupdate = true;
7497 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7499 if ((wantnormals || wanttangents) && !normal3f)
7501 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7502 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7504 if (wanttangents && !svector3f)
7506 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7507 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7508 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7513 float RSurf_FogPoint(const float *v)
7515 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7516 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7517 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7518 float FogHeightFade = r_refdef.fogheightfade;
7520 unsigned int fogmasktableindex;
7521 if (r_refdef.fogplaneviewabove)
7522 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7524 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7525 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7526 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7529 float RSurf_FogVertex(const float *v)
7531 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7532 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7533 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7534 float FogHeightFade = rsurface.fogheightfade;
7536 unsigned int fogmasktableindex;
7537 if (r_refdef.fogplaneviewabove)
7538 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7540 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7541 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7542 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7545 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7548 for (i = 0;i < numelements;i++)
7549 outelement3i[i] = inelement3i[i] + adjust;
7552 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7553 extern cvar_t gl_vbo;
7554 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7562 int surfacefirsttriangle;
7563 int surfacenumtriangles;
7564 int surfacefirstvertex;
7565 int surfaceendvertex;
7566 int surfacenumvertices;
7567 int batchnumsurfaces = texturenumsurfaces;
7568 int batchnumvertices;
7569 int batchnumtriangles;
7573 qboolean dynamicvertex;
7576 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7579 q3shaderinfo_deform_t *deform;
7580 const msurface_t *surface, *firstsurface;
7581 r_vertexmesh_t *vertexmesh;
7582 if (!texturenumsurfaces)
7584 // find vertex range of this surface batch
7586 firstsurface = texturesurfacelist[0];
7587 firsttriangle = firstsurface->num_firsttriangle;
7588 batchnumvertices = 0;
7589 batchnumtriangles = 0;
7590 firstvertex = endvertex = firstsurface->num_firstvertex;
7591 for (i = 0;i < texturenumsurfaces;i++)
7593 surface = texturesurfacelist[i];
7594 if (surface != firstsurface + i)
7596 surfacefirstvertex = surface->num_firstvertex;
7597 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7598 surfacenumvertices = surface->num_vertices;
7599 surfacenumtriangles = surface->num_triangles;
7600 if (firstvertex > surfacefirstvertex)
7601 firstvertex = surfacefirstvertex;
7602 if (endvertex < surfaceendvertex)
7603 endvertex = surfaceendvertex;
7604 batchnumvertices += surfacenumvertices;
7605 batchnumtriangles += surfacenumtriangles;
7608 r_refdef.stats[r_stat_batch_batches]++;
7610 r_refdef.stats[r_stat_batch_withgaps]++;
7611 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7612 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7613 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7615 // we now know the vertex range used, and if there are any gaps in it
7616 rsurface.batchfirstvertex = firstvertex;
7617 rsurface.batchnumvertices = endvertex - firstvertex;
7618 rsurface.batchfirsttriangle = firsttriangle;
7619 rsurface.batchnumtriangles = batchnumtriangles;
7621 // this variable holds flags for which properties have been updated that
7622 // may require regenerating vertexmesh array...
7625 // check if any dynamic vertex processing must occur
7626 dynamicvertex = false;
7628 // a cvar to force the dynamic vertex path to be taken, for debugging
7629 if (r_batch_debugdynamicvertexpath.integer)
7633 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7634 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7635 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7636 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7638 dynamicvertex = true;
7641 // if there is a chance of animated vertex colors, it's a dynamic batch
7642 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
7646 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7647 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7648 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7649 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7651 dynamicvertex = true;
7652 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
7655 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7657 switch (deform->deform)
7660 case Q3DEFORM_PROJECTIONSHADOW:
7661 case Q3DEFORM_TEXT0:
7662 case Q3DEFORM_TEXT1:
7663 case Q3DEFORM_TEXT2:
7664 case Q3DEFORM_TEXT3:
7665 case Q3DEFORM_TEXT4:
7666 case Q3DEFORM_TEXT5:
7667 case Q3DEFORM_TEXT6:
7668 case Q3DEFORM_TEXT7:
7671 case Q3DEFORM_AUTOSPRITE:
7674 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7675 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7676 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7677 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7679 dynamicvertex = true;
7680 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7681 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7683 case Q3DEFORM_AUTOSPRITE2:
7686 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7687 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7688 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7689 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7691 dynamicvertex = true;
7692 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7693 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7695 case Q3DEFORM_NORMAL:
7698 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7699 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7700 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7701 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7703 dynamicvertex = true;
7704 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7705 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7708 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7709 break; // if wavefunc is a nop, ignore this transform
7712 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7713 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7714 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7715 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7717 dynamicvertex = true;
7718 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7719 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7721 case Q3DEFORM_BULGE:
7724 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7725 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7726 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7727 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7729 dynamicvertex = true;
7730 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7731 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
7734 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7735 break; // if wavefunc is a nop, ignore this transform
7738 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7739 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7740 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7741 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7743 dynamicvertex = true;
7744 batchneed |= BATCHNEED_ARRAY_VERTEX;
7745 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
7749 if (rsurface.texture->materialshaderpass)
7751 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7754 case Q3TCGEN_TEXTURE:
7756 case Q3TCGEN_LIGHTMAP:
7759 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7760 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7761 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7762 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7764 dynamicvertex = true;
7765 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7766 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
7768 case Q3TCGEN_VECTOR:
7771 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7772 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7773 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7774 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7776 dynamicvertex = true;
7777 batchneed |= BATCHNEED_ARRAY_VERTEX;
7778 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
7780 case Q3TCGEN_ENVIRONMENT:
7783 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7784 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7785 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7786 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7788 dynamicvertex = true;
7789 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7790 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
7793 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7797 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7798 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7799 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7800 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7802 dynamicvertex = true;
7803 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7804 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
7808 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
7812 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
7813 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
7814 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
7815 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
7817 dynamicvertex = true;
7818 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
7821 // when the model data has no vertex buffer (dynamic mesh), we need to
7823 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
7824 batchneed |= BATCHNEED_NOGAPS;
7826 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7827 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7828 // we ensure this by treating the vertex batch as dynamic...
7829 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
7833 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7834 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7835 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7836 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7838 dynamicvertex = true;
7843 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
7844 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
7845 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
7846 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
7847 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
7848 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
7849 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7850 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
7853 // if needsupdate, we have to do a dynamic vertex batch for sure
7854 if (needsupdate & batchneed)
7858 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
7859 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
7860 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
7861 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
7863 dynamicvertex = true;
7866 // see if we need to build vertexmesh from arrays
7867 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
7871 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
7872 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
7873 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
7874 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
7876 dynamicvertex = true;
7879 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7880 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7881 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7883 rsurface.batchvertex3f = rsurface.modelvertex3f;
7884 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7885 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7886 rsurface.batchsvector3f = rsurface.modelsvector3f;
7887 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7888 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7889 rsurface.batchtvector3f = rsurface.modeltvector3f;
7890 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7891 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7892 rsurface.batchnormal3f = rsurface.modelnormal3f;
7893 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7894 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7895 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7896 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7897 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7898 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7899 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7900 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7901 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7902 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7903 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7904 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7905 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7906 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7907 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7908 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7909 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7910 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
7911 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
7912 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
7913 rsurface.batchelement3i = rsurface.modelelement3i;
7914 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7915 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7916 rsurface.batchelement3s = rsurface.modelelement3s;
7917 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7918 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7919 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7920 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7921 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7922 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7923 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7925 // if any dynamic vertex processing has to occur in software, we copy the
7926 // entire surface list together before processing to rebase the vertices
7927 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7929 // if any gaps exist and we do not have a static vertex buffer, we have to
7930 // copy the surface list together to avoid wasting upload bandwidth on the
7931 // vertices in the gaps.
7933 // if gaps exist and we have a static vertex buffer, we can choose whether
7934 // to combine the index buffer ranges into one dynamic index buffer or
7935 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7937 // in many cases the batch is reduced to one draw call.
7939 rsurface.batchmultidraw = false;
7940 rsurface.batchmultidrawnumsurfaces = 0;
7941 rsurface.batchmultidrawsurfacelist = NULL;
7945 // static vertex data, just set pointers...
7946 rsurface.batchgeneratedvertex = false;
7947 // if there are gaps, we want to build a combined index buffer,
7948 // otherwise use the original static buffer with an appropriate offset
7951 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7952 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7953 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7954 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7955 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7957 rsurface.batchmultidraw = true;
7958 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7959 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7962 // build a new triangle elements array for this batch
7963 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7964 rsurface.batchfirsttriangle = 0;
7966 for (i = 0;i < texturenumsurfaces;i++)
7968 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7969 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7970 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7971 numtriangles += surfacenumtriangles;
7973 rsurface.batchelement3i_indexbuffer = NULL;
7974 rsurface.batchelement3i_bufferoffset = 0;
7975 rsurface.batchelement3s = NULL;
7976 rsurface.batchelement3s_indexbuffer = NULL;
7977 rsurface.batchelement3s_bufferoffset = 0;
7978 if (endvertex <= 65536)
7980 // make a 16bit (unsigned short) index array if possible
7981 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7982 for (i = 0;i < numtriangles*3;i++)
7983 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7985 // upload buffer data for the copytriangles batch
7986 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
7988 if (rsurface.batchelement3s)
7989 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7990 else if (rsurface.batchelement3i)
7991 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7996 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7997 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7998 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7999 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
8004 // something needs software processing, do it for real...
8005 // we only directly handle separate array data in this case and then
8006 // generate interleaved data if needed...
8007 rsurface.batchgeneratedvertex = true;
8008 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
8009 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
8010 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
8011 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
8013 // now copy the vertex data into a combined array and make an index array
8014 // (this is what Quake3 does all the time)
8015 // we also apply any skeletal animation here that would have been done in
8016 // the vertex shader, because most of the dynamic vertex animation cases
8017 // need actual vertex positions and normals
8018 //if (dynamicvertex)
8020 rsurface.batchvertexmesh = NULL;
8021 rsurface.batchvertexmesh_vertexbuffer = NULL;
8022 rsurface.batchvertexmesh_bufferoffset = 0;
8023 rsurface.batchvertex3f = NULL;
8024 rsurface.batchvertex3f_vertexbuffer = NULL;
8025 rsurface.batchvertex3f_bufferoffset = 0;
8026 rsurface.batchsvector3f = NULL;
8027 rsurface.batchsvector3f_vertexbuffer = NULL;
8028 rsurface.batchsvector3f_bufferoffset = 0;
8029 rsurface.batchtvector3f = NULL;
8030 rsurface.batchtvector3f_vertexbuffer = NULL;
8031 rsurface.batchtvector3f_bufferoffset = 0;
8032 rsurface.batchnormal3f = NULL;
8033 rsurface.batchnormal3f_vertexbuffer = NULL;
8034 rsurface.batchnormal3f_bufferoffset = 0;
8035 rsurface.batchlightmapcolor4f = NULL;
8036 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8037 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8038 rsurface.batchtexcoordtexture2f = NULL;
8039 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8040 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8041 rsurface.batchtexcoordlightmap2f = NULL;
8042 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8043 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8044 rsurface.batchskeletalindex4ub = NULL;
8045 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8046 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8047 rsurface.batchskeletalweight4ub = NULL;
8048 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8049 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8050 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8051 rsurface.batchelement3i_indexbuffer = NULL;
8052 rsurface.batchelement3i_bufferoffset = 0;
8053 rsurface.batchelement3s = NULL;
8054 rsurface.batchelement3s_indexbuffer = NULL;
8055 rsurface.batchelement3s_bufferoffset = 0;
8056 rsurface.batchskeletaltransform3x4buffer = NULL;
8057 rsurface.batchskeletaltransform3x4offset = 0;
8058 rsurface.batchskeletaltransform3x4size = 0;
8059 // we'll only be setting up certain arrays as needed
8060 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8061 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8062 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8063 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8064 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8065 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8066 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8068 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8069 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8071 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8072 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8073 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8074 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8075 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8076 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8077 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8079 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
8080 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
8084 for (i = 0;i < texturenumsurfaces;i++)
8086 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8087 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8088 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8089 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8090 // copy only the data requested
8091 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8092 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8093 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8095 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8097 if (rsurface.batchvertex3f)
8098 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8100 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8102 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8104 if (rsurface.modelnormal3f)
8105 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8107 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8109 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8111 if (rsurface.modelsvector3f)
8113 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8114 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8118 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8119 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8122 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8124 if (rsurface.modellightmapcolor4f)
8125 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8127 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8129 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8131 if (rsurface.modeltexcoordtexture2f)
8132 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8134 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8136 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8138 if (rsurface.modeltexcoordlightmap2f)
8139 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8141 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8143 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
8145 if (rsurface.modelskeletalindex4ub)
8147 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8148 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8152 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8153 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8154 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8155 for (j = 0;j < surfacenumvertices;j++)
8160 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8161 numvertices += surfacenumvertices;
8162 numtriangles += surfacenumtriangles;
8165 // generate a 16bit index array as well if possible
8166 // (in general, dynamic batches fit)
8167 if (numvertices <= 65536)
8169 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8170 for (i = 0;i < numtriangles*3;i++)
8171 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8174 // since we've copied everything, the batch now starts at 0
8175 rsurface.batchfirstvertex = 0;
8176 rsurface.batchnumvertices = batchnumvertices;
8177 rsurface.batchfirsttriangle = 0;
8178 rsurface.batchnumtriangles = batchnumtriangles;
8181 // apply skeletal animation that would have been done in the vertex shader
8182 if (rsurface.batchskeletaltransform3x4)
8184 const unsigned char *si;
8185 const unsigned char *sw;
8187 const float *b = rsurface.batchskeletaltransform3x4;
8188 float *vp, *vs, *vt, *vn;
8190 float m[3][4], n[3][4];
8191 float tp[3], ts[3], tt[3], tn[3];
8192 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8193 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8194 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8195 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8196 si = rsurface.batchskeletalindex4ub;
8197 sw = rsurface.batchskeletalweight4ub;
8198 vp = rsurface.batchvertex3f;
8199 vs = rsurface.batchsvector3f;
8200 vt = rsurface.batchtvector3f;
8201 vn = rsurface.batchnormal3f;
8202 memset(m[0], 0, sizeof(m));
8203 memset(n[0], 0, sizeof(n));
8204 for (i = 0;i < batchnumvertices;i++)
8206 t[0] = b + si[0]*12;
8209 // common case - only one matrix
8223 else if (sw[2] + sw[3])
8226 t[1] = b + si[1]*12;
8227 t[2] = b + si[2]*12;
8228 t[3] = b + si[3]*12;
8229 w[0] = sw[0] * (1.0f / 255.0f);
8230 w[1] = sw[1] * (1.0f / 255.0f);
8231 w[2] = sw[2] * (1.0f / 255.0f);
8232 w[3] = sw[3] * (1.0f / 255.0f);
8233 // blend the matrices
8234 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8235 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8236 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8237 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8238 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8239 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8240 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8241 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8242 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8243 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8244 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8245 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8250 t[1] = b + si[1]*12;
8251 w[0] = sw[0] * (1.0f / 255.0f);
8252 w[1] = sw[1] * (1.0f / 255.0f);
8253 // blend the matrices
8254 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8255 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8256 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8257 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8258 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8259 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8260 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8261 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8262 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8263 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8264 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8265 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8269 // modify the vertex
8271 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8272 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8273 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8277 // the normal transformation matrix is a set of cross products...
8278 CrossProduct(m[1], m[2], n[0]);
8279 CrossProduct(m[2], m[0], n[1]);
8280 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8282 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8283 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8284 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8285 VectorNormalize(vn);
8290 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8291 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8292 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8293 VectorNormalize(vs);
8296 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8297 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8298 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8299 VectorNormalize(vt);
8304 rsurface.batchskeletaltransform3x4 = NULL;
8305 rsurface.batchskeletalnumtransforms = 0;
8308 // q1bsp surfaces rendered in vertex color mode have to have colors
8309 // calculated based on lightstyles
8310 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8312 // generate color arrays for the surfaces in this list
8317 const unsigned char *lm;
8318 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8319 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8320 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8322 for (i = 0;i < texturenumsurfaces;i++)
8324 surface = texturesurfacelist[i];
8325 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8326 surfacenumvertices = surface->num_vertices;
8327 if (surface->lightmapinfo->samples)
8329 for (j = 0;j < surfacenumvertices;j++)
8331 lm = surface->lightmapinfo->samples + offsets[j];
8332 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8333 VectorScale(lm, scale, c);
8334 if (surface->lightmapinfo->styles[1] != 255)
8336 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8338 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8339 VectorMA(c, scale, lm, c);
8340 if (surface->lightmapinfo->styles[2] != 255)
8343 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8344 VectorMA(c, scale, lm, c);
8345 if (surface->lightmapinfo->styles[3] != 255)
8348 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8349 VectorMA(c, scale, lm, c);
8356 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);
8362 for (j = 0;j < surfacenumvertices;j++)
8364 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8371 // if vertices are deformed (sprite flares and things in maps, possibly
8372 // water waves, bulges and other deformations), modify the copied vertices
8374 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8377 switch (deform->deform)
8380 case Q3DEFORM_PROJECTIONSHADOW:
8381 case Q3DEFORM_TEXT0:
8382 case Q3DEFORM_TEXT1:
8383 case Q3DEFORM_TEXT2:
8384 case Q3DEFORM_TEXT3:
8385 case Q3DEFORM_TEXT4:
8386 case Q3DEFORM_TEXT5:
8387 case Q3DEFORM_TEXT6:
8388 case Q3DEFORM_TEXT7:
8391 case Q3DEFORM_AUTOSPRITE:
8392 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8393 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8394 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8395 VectorNormalize(newforward);
8396 VectorNormalize(newright);
8397 VectorNormalize(newup);
8398 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8399 // rsurface.batchvertex3f_vertexbuffer = NULL;
8400 // rsurface.batchvertex3f_bufferoffset = 0;
8401 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8402 // rsurface.batchsvector3f_vertexbuffer = NULL;
8403 // rsurface.batchsvector3f_bufferoffset = 0;
8404 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8405 // rsurface.batchtvector3f_vertexbuffer = NULL;
8406 // rsurface.batchtvector3f_bufferoffset = 0;
8407 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8408 // rsurface.batchnormal3f_vertexbuffer = NULL;
8409 // rsurface.batchnormal3f_bufferoffset = 0;
8410 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8411 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8412 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8413 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8414 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);
8415 // a single autosprite surface can contain multiple sprites...
8416 for (j = 0;j < batchnumvertices - 3;j += 4)
8418 VectorClear(center);
8419 for (i = 0;i < 4;i++)
8420 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8421 VectorScale(center, 0.25f, center);
8422 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8423 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8424 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8425 for (i = 0;i < 4;i++)
8427 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8428 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8431 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8432 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8433 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);
8435 case Q3DEFORM_AUTOSPRITE2:
8436 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8437 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8438 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8439 VectorNormalize(newforward);
8440 VectorNormalize(newright);
8441 VectorNormalize(newup);
8442 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8443 // rsurface.batchvertex3f_vertexbuffer = NULL;
8444 // rsurface.batchvertex3f_bufferoffset = 0;
8446 const float *v1, *v2;
8456 memset(shortest, 0, sizeof(shortest));
8457 // a single autosprite surface can contain multiple sprites...
8458 for (j = 0;j < batchnumvertices - 3;j += 4)
8460 VectorClear(center);
8461 for (i = 0;i < 4;i++)
8462 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8463 VectorScale(center, 0.25f, center);
8464 // find the two shortest edges, then use them to define the
8465 // axis vectors for rotating around the central axis
8466 for (i = 0;i < 6;i++)
8468 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8469 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8470 l = VectorDistance2(v1, v2);
8471 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8473 l += (1.0f / 1024.0f);
8474 if (shortest[0].length2 > l || i == 0)
8476 shortest[1] = shortest[0];
8477 shortest[0].length2 = l;
8478 shortest[0].v1 = v1;
8479 shortest[0].v2 = v2;
8481 else if (shortest[1].length2 > l || i == 1)
8483 shortest[1].length2 = l;
8484 shortest[1].v1 = v1;
8485 shortest[1].v2 = v2;
8488 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8489 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8490 // this calculates the right vector from the shortest edge
8491 // and the up vector from the edge midpoints
8492 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8493 VectorNormalize(right);
8494 VectorSubtract(end, start, up);
8495 VectorNormalize(up);
8496 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8497 VectorSubtract(rsurface.localvieworigin, center, forward);
8498 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8499 VectorNegate(forward, forward);
8500 VectorReflect(forward, 0, up, forward);
8501 VectorNormalize(forward);
8502 CrossProduct(up, forward, newright);
8503 VectorNormalize(newright);
8504 // rotate the quad around the up axis vector, this is made
8505 // especially easy by the fact we know the quad is flat,
8506 // so we only have to subtract the center position and
8507 // measure distance along the right vector, and then
8508 // multiply that by the newright vector and add back the
8510 // we also need to subtract the old position to undo the
8511 // displacement from the center, which we do with a
8512 // DotProduct, the subtraction/addition of center is also
8513 // optimized into DotProducts here
8514 l = DotProduct(right, center);
8515 for (i = 0;i < 4;i++)
8517 v1 = rsurface.batchvertex3f + 3*(j+i);
8518 f = DotProduct(right, v1) - l;
8519 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8523 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8525 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8526 // rsurface.batchnormal3f_vertexbuffer = NULL;
8527 // rsurface.batchnormal3f_bufferoffset = 0;
8528 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8530 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8532 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8533 // rsurface.batchsvector3f_vertexbuffer = NULL;
8534 // rsurface.batchsvector3f_bufferoffset = 0;
8535 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8536 // rsurface.batchtvector3f_vertexbuffer = NULL;
8537 // rsurface.batchtvector3f_bufferoffset = 0;
8538 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);
8541 case Q3DEFORM_NORMAL:
8542 // deform the normals to make reflections wavey
8543 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8544 rsurface.batchnormal3f_vertexbuffer = NULL;
8545 rsurface.batchnormal3f_bufferoffset = 0;
8546 for (j = 0;j < batchnumvertices;j++)
8549 float *normal = rsurface.batchnormal3f + 3*j;
8550 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8551 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8552 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8553 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8554 VectorNormalize(normal);
8556 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8558 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8559 // rsurface.batchsvector3f_vertexbuffer = NULL;
8560 // rsurface.batchsvector3f_bufferoffset = 0;
8561 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8562 // rsurface.batchtvector3f_vertexbuffer = NULL;
8563 // rsurface.batchtvector3f_bufferoffset = 0;
8564 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);
8568 // deform vertex array to make wavey water and flags and such
8569 waveparms[0] = deform->waveparms[0];
8570 waveparms[1] = deform->waveparms[1];
8571 waveparms[2] = deform->waveparms[2];
8572 waveparms[3] = deform->waveparms[3];
8573 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8574 break; // if wavefunc is a nop, don't make a dynamic vertex array
8575 // this is how a divisor of vertex influence on deformation
8576 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8577 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8578 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8579 // rsurface.batchvertex3f_vertexbuffer = NULL;
8580 // rsurface.batchvertex3f_bufferoffset = 0;
8581 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8582 // rsurface.batchnormal3f_vertexbuffer = NULL;
8583 // rsurface.batchnormal3f_bufferoffset = 0;
8584 for (j = 0;j < batchnumvertices;j++)
8586 // if the wavefunc depends on time, evaluate it per-vertex
8589 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8590 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8592 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8594 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8595 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8596 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8598 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8599 // rsurface.batchsvector3f_vertexbuffer = NULL;
8600 // rsurface.batchsvector3f_bufferoffset = 0;
8601 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8602 // rsurface.batchtvector3f_vertexbuffer = NULL;
8603 // rsurface.batchtvector3f_bufferoffset = 0;
8604 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);
8607 case Q3DEFORM_BULGE:
8608 // deform vertex array to make the surface have moving bulges
8609 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8610 // rsurface.batchvertex3f_vertexbuffer = NULL;
8611 // rsurface.batchvertex3f_bufferoffset = 0;
8612 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8613 // rsurface.batchnormal3f_vertexbuffer = NULL;
8614 // rsurface.batchnormal3f_bufferoffset = 0;
8615 for (j = 0;j < batchnumvertices;j++)
8617 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8618 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8620 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8621 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8622 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8624 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8625 // rsurface.batchsvector3f_vertexbuffer = NULL;
8626 // rsurface.batchsvector3f_bufferoffset = 0;
8627 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8628 // rsurface.batchtvector3f_vertexbuffer = NULL;
8629 // rsurface.batchtvector3f_bufferoffset = 0;
8630 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);
8634 // deform vertex array
8635 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8636 break; // if wavefunc is a nop, don't make a dynamic vertex array
8637 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8638 VectorScale(deform->parms, scale, waveparms);
8639 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8640 // rsurface.batchvertex3f_vertexbuffer = NULL;
8641 // rsurface.batchvertex3f_bufferoffset = 0;
8642 for (j = 0;j < batchnumvertices;j++)
8643 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8648 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8650 // generate texcoords based on the chosen texcoord source
8651 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8654 case Q3TCGEN_TEXTURE:
8656 case Q3TCGEN_LIGHTMAP:
8657 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8658 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8659 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8660 if (rsurface.batchtexcoordlightmap2f)
8661 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8663 case Q3TCGEN_VECTOR:
8664 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8665 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8666 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8667 for (j = 0;j < batchnumvertices;j++)
8669 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8670 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8673 case Q3TCGEN_ENVIRONMENT:
8674 // make environment reflections using a spheremap
8675 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8676 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8677 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8678 for (j = 0;j < batchnumvertices;j++)
8680 // identical to Q3A's method, but executed in worldspace so
8681 // carried models can be shiny too
8683 float viewer[3], d, reflected[3], worldreflected[3];
8685 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8686 // VectorNormalize(viewer);
8688 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8690 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8691 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8692 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8693 // note: this is proportinal to viewer, so we can normalize later
8695 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8696 VectorNormalize(worldreflected);
8698 // note: this sphere map only uses world x and z!
8699 // so positive and negative y will LOOK THE SAME.
8700 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8701 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8705 // the only tcmod that needs software vertex processing is turbulent, so
8706 // check for it here and apply the changes if needed
8707 // and we only support that as the first one
8708 // (handling a mixture of turbulent and other tcmods would be problematic
8709 // without punting it entirely to a software path)
8710 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8712 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8713 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8714 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8715 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8716 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8717 for (j = 0;j < batchnumvertices;j++)
8719 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);
8720 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8725 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8727 // convert the modified arrays to vertex structs
8728 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8729 // rsurface.batchvertexmesh_vertexbuffer = NULL;
8730 // rsurface.batchvertexmesh_bufferoffset = 0;
8731 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
8732 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8733 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
8734 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
8735 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8736 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
8737 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
8739 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8741 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
8742 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
8745 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
8746 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8747 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
8748 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
8749 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8750 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
8751 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
8752 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8753 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
8754 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
8756 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
8758 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
8759 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
8764 // upload buffer data for the dynamic batch
8765 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
8767 if (rsurface.batchvertexmesh)
8768 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
8771 if (rsurface.batchvertex3f)
8772 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
8773 if (rsurface.batchsvector3f)
8774 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
8775 if (rsurface.batchtvector3f)
8776 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
8777 if (rsurface.batchnormal3f)
8778 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
8779 if (rsurface.batchlightmapcolor4f)
8780 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
8781 if (rsurface.batchtexcoordtexture2f)
8782 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
8783 if (rsurface.batchtexcoordlightmap2f)
8784 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
8785 if (rsurface.batchskeletalindex4ub)
8786 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
8787 if (rsurface.batchskeletalweight4ub)
8788 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
8790 if (rsurface.batchelement3s)
8791 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
8792 else if (rsurface.batchelement3i)
8793 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
8797 void RSurf_DrawBatch(void)
8799 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8800 // through the pipeline, killing it earlier in the pipeline would have
8801 // per-surface overhead rather than per-batch overhead, so it's best to
8802 // reject it here, before it hits glDraw.
8803 if (rsurface.batchnumtriangles == 0)
8806 // batch debugging code
8807 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8813 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8814 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8817 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8819 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8821 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8822 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);
8829 if (rsurface.batchmultidraw)
8831 // issue multiple draws rather than copying index data
8832 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8833 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8834 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8835 for (i = 0;i < numsurfaces;)
8837 // combine consecutive surfaces as one draw
8838 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8839 if (surfacelist[j] != surfacelist[k] + 1)
8841 firstvertex = surfacelist[i]->num_firstvertex;
8842 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8843 firsttriangle = surfacelist[i]->num_firsttriangle;
8844 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8845 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);
8851 // there is only one consecutive run of index data (may have been combined)
8852 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);
8856 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8858 // pick the closest matching water plane
8859 int planeindex, vertexindex, bestplaneindex = -1;
8863 r_waterstate_waterplane_t *p;
8864 qboolean prepared = false;
8866 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8868 if(p->camera_entity != rsurface.texture->camera_entity)
8873 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8875 if(rsurface.batchnumvertices == 0)
8878 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8880 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8881 d += fabs(PlaneDiff(vert, &p->plane));
8883 if (bestd > d || bestplaneindex < 0)
8886 bestplaneindex = planeindex;
8889 return bestplaneindex;
8890 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8891 // this situation though, as it might be better to render single larger
8892 // batches with useless stuff (backface culled for example) than to
8893 // render multiple smaller batches
8896 void RSurf_SetupDepthAndCulling(void)
8898 // submodels are biased to avoid z-fighting with world surfaces that they
8899 // may be exactly overlapping (avoids z-fighting artifacts on certain
8900 // doors and things in Quake maps)
8901 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8902 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8903 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8904 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8907 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8910 // transparent sky would be ridiculous
8911 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8913 R_SetupShader_Generic_NoTexture(false, false);
8914 skyrenderlater = true;
8915 RSurf_SetupDepthAndCulling();
8918 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8919 if (r_sky_scissor.integer)
8921 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8922 for (i = 0; i < texturenumsurfaces; i++)
8924 const msurface_t *surf = texturesurfacelist[i];
8927 float mins[3], maxs[3];
8929 for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
8931 Matrix4x4_Transform(&rsurface.matrix, v, p);
8934 if (mins[0] > p[0]) mins[0] = p[0];
8935 if (mins[1] > p[1]) mins[1] = p[1];
8936 if (mins[2] > p[2]) mins[2] = p[2];
8937 if (maxs[0] < p[0]) maxs[0] = p[0];
8938 if (maxs[1] < p[1]) maxs[1] = p[1];
8939 if (maxs[2] < p[2]) maxs[2] = p[2];
8943 VectorCopy(p, mins);
8944 VectorCopy(p, maxs);
8947 if (!R_ScissorForBBox(mins, maxs, scissor))
8951 if (skyscissor[0] > scissor[0])
8953 skyscissor[2] += skyscissor[0] - scissor[0];
8954 skyscissor[0] = scissor[0];
8956 if (skyscissor[1] > scissor[1])
8958 skyscissor[3] += skyscissor[1] - scissor[1];
8959 skyscissor[1] = scissor[1];
8961 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8962 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8963 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8964 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8967 Vector4Copy(scissor, skyscissor);
8972 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8973 // skymasking on them, and Quake3 never did sky masking (unlike
8974 // software Quake and software Quake2), so disable the sky masking
8975 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8976 // and skymasking also looks very bad when noclipping outside the
8977 // level, so don't use it then either.
8978 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)
8980 R_Mesh_ResetTextureState();
8981 if (skyrendermasked)
8983 R_SetupShader_DepthOrShadow(false, false, false);
8984 // depth-only (masking)
8985 GL_ColorMask(0, 0, 0, 0);
8986 // just to make sure that braindead drivers don't draw
8987 // anything despite that colormask...
8988 GL_BlendFunc(GL_ZERO, GL_ONE);
8989 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8990 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8994 R_SetupShader_Generic_NoTexture(false, false);
8996 GL_BlendFunc(GL_ONE, GL_ZERO);
8997 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8998 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8999 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9002 if (skyrendermasked)
9003 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9005 R_Mesh_ResetTextureState();
9006 GL_Color(1, 1, 1, 1);
9009 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9010 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9011 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9013 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9017 // render screenspace normalmap to texture
9019 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9024 // bind lightmap texture
9026 // water/refraction/reflection/camera surfaces have to be handled specially
9027 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9029 int start, end, startplaneindex;
9030 for (start = 0;start < texturenumsurfaces;start = end)
9032 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9033 if(startplaneindex < 0)
9035 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9036 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9040 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9042 // now that we have a batch using the same planeindex, render it
9043 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9045 // render water or distortion background
9047 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9049 // blend surface on top
9050 GL_DepthMask(false);
9051 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9054 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9056 // render surface with reflection texture as input
9057 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9058 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9065 // render surface batch normally
9066 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9067 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9071 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9075 r_vertexgeneric_t *batchvertex;
9077 texture_t *t = rsurface.texture;
9079 // R_Mesh_ResetTextureState();
9080 R_SetupShader_Generic_NoTexture(false, false);
9082 if(t && t->currentskinframe)
9084 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
9085 c[3] *= t->currentalpha;
9095 if (t->pantstexture || t->shirttexture)
9097 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
9098 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
9099 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
9102 // brighten it up (as texture value 127 means "unlit")
9103 c[0] *= 2 * r_refdef.view.colorscale;
9104 c[1] *= 2 * r_refdef.view.colorscale;
9105 c[2] *= 2 * r_refdef.view.colorscale;
9107 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
9108 c[3] *= r_wateralpha.value;
9110 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
9112 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9113 GL_DepthMask(false);
9115 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
9117 GL_BlendFunc(GL_ONE, GL_ONE);
9118 GL_DepthMask(false);
9120 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9122 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
9123 GL_DepthMask(false);
9125 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
9127 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
9128 GL_DepthMask(false);
9132 GL_BlendFunc(GL_ONE, GL_ZERO);
9133 GL_DepthMask(writedepth);
9136 if (!r_refdef.view.showdebug)
9138 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9139 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9140 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
9142 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9143 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
9145 R_Mesh_PrepareVertices_Generic_Unlock();
9148 else if (r_showsurfaces.integer == 4)
9150 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9151 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
9152 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
9154 float d = (vi << 3) * (1.0f / 256.0f);
9155 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9156 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
9158 R_Mesh_PrepareVertices_Generic_Unlock();
9161 else if (r_showsurfaces.integer == 2)
9164 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9165 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
9166 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
9168 float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
9169 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
9170 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
9171 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
9172 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
9173 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
9174 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
9176 R_Mesh_PrepareVertices_Generic_Unlock();
9177 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
9181 int texturesurfaceindex;
9183 const msurface_t *surface;
9184 float surfacecolor4f[4];
9185 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9186 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
9188 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
9190 surface = texturesurfacelist[texturesurfaceindex];
9191 k = (int)(((size_t)surface) / sizeof(msurface_t));
9192 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
9193 for (j = 0;j < surface->num_vertices;j++)
9195 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
9196 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
9200 R_Mesh_PrepareVertices_Generic_Unlock();
9205 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9208 RSurf_SetupDepthAndCulling();
9209 if (r_showsurfaces.integer)
9211 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
9214 switch (vid.renderpath)
9216 case RENDERPATH_GL20:
9217 case RENDERPATH_GLES2:
9218 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9224 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9227 int texturenumsurfaces, endsurface;
9229 const msurface_t *surface;
9230 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
9232 RSurf_ActiveModelEntity(ent, true, true, false);
9234 if (r_transparentdepthmasking.integer)
9236 qboolean setup = false;
9237 for (i = 0;i < numsurfaces;i = j)
9240 surface = rsurface.modelsurfaces + surfacelist[i];
9241 texture = surface->texture;
9242 rsurface.texture = R_GetCurrentTexture(texture);
9243 rsurface.lightmaptexture = NULL;
9244 rsurface.deluxemaptexture = NULL;
9245 rsurface.uselightmaptexture = false;
9246 // scan ahead until we find a different texture
9247 endsurface = min(i + 1024, numsurfaces);
9248 texturenumsurfaces = 0;
9249 texturesurfacelist[texturenumsurfaces++] = surface;
9250 for (;j < endsurface;j++)
9252 surface = rsurface.modelsurfaces + surfacelist[j];
9253 if (texture != surface->texture)
9255 texturesurfacelist[texturenumsurfaces++] = surface;
9257 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
9259 // render the range of surfaces as depth
9263 GL_ColorMask(0,0,0,0);
9266 GL_BlendFunc(GL_ONE, GL_ZERO);
9268 // R_Mesh_ResetTextureState();
9270 RSurf_SetupDepthAndCulling();
9271 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9272 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9273 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9277 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9280 for (i = 0;i < numsurfaces;i = j)
9283 surface = rsurface.modelsurfaces + surfacelist[i];
9284 texture = surface->texture;
9285 rsurface.texture = R_GetCurrentTexture(texture);
9286 // scan ahead until we find a different texture
9287 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
9288 texturenumsurfaces = 0;
9289 texturesurfacelist[texturenumsurfaces++] = surface;
9290 if(FAKELIGHT_ENABLED)
9292 rsurface.lightmaptexture = NULL;
9293 rsurface.deluxemaptexture = NULL;
9294 rsurface.uselightmaptexture = false;
9295 for (;j < endsurface;j++)
9297 surface = rsurface.modelsurfaces + surfacelist[j];
9298 if (texture != surface->texture)
9300 texturesurfacelist[texturenumsurfaces++] = surface;
9305 rsurface.lightmaptexture = surface->lightmaptexture;
9306 rsurface.deluxemaptexture = surface->deluxemaptexture;
9307 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
9308 for (;j < endsurface;j++)
9310 surface = rsurface.modelsurfaces + surfacelist[j];
9311 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
9313 texturesurfacelist[texturenumsurfaces++] = surface;
9316 // render the range of surfaces
9317 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
9319 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
9322 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9324 // transparent surfaces get pushed off into the transparent queue
9325 int surfacelistindex;
9326 const msurface_t *surface;
9327 vec3_t tempcenter, center;
9328 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
9330 surface = texturesurfacelist[surfacelistindex];
9331 if (r_transparent_sortsurfacesbynearest.integer)
9333 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
9334 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
9335 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
9339 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
9340 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
9341 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
9343 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
9344 if (rsurface.entity->transparent_offset) // transparent offset
9346 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9347 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9348 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9350 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);
9354 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9356 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9358 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9360 RSurf_SetupDepthAndCulling();
9361 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9362 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9363 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9367 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
9371 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9374 if (!rsurface.texture->currentnumlayers)
9376 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9377 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9379 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
9381 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9382 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9383 else if (!rsurface.texture->currentnumlayers)
9385 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9387 // in the deferred case, transparent surfaces were queued during prepass
9388 if (!r_shadow_usingdeferredprepass)
9389 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9393 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9394 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
9399 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
9403 R_FrameData_SetMark();
9404 // break the surface list down into batches by texture and use of lightmapping
9405 for (i = 0;i < numsurfaces;i = j)
9408 // texture is the base texture pointer, rsurface.texture is the
9409 // current frame/skin the texture is directing us to use (for example
9410 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9411 // use skin 1 instead)
9412 texture = surfacelist[i]->texture;
9413 rsurface.texture = R_GetCurrentTexture(texture);
9414 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9416 // if this texture is not the kind we want, skip ahead to the next one
9417 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9421 if(FAKELIGHT_ENABLED || depthonly || prepass)
9423 rsurface.lightmaptexture = NULL;
9424 rsurface.deluxemaptexture = NULL;
9425 rsurface.uselightmaptexture = false;
9426 // simply scan ahead until we find a different texture or lightmap state
9427 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9432 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9433 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9434 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9435 // simply scan ahead until we find a different texture or lightmap state
9436 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9439 // render the range of surfaces
9440 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
9442 R_FrameData_ReturnToMark();
9445 float locboxvertex3f[6*4*3] =
9447 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9448 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9449 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9450 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9451 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9452 1,0,0, 0,0,0, 0,1,0, 1,1,0
9455 unsigned short locboxelements[6*2*3] =
9465 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9468 cl_locnode_t *loc = (cl_locnode_t *)ent;
9470 float vertex3f[6*4*3];
9472 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9473 GL_DepthMask(false);
9474 GL_DepthRange(0, 1);
9475 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9477 GL_CullFace(GL_NONE);
9478 R_EntityMatrix(&identitymatrix);
9480 // R_Mesh_ResetTextureState();
9483 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9484 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9485 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9486 surfacelist[0] < 0 ? 0.5f : 0.125f);
9488 if (VectorCompare(loc->mins, loc->maxs))
9490 VectorSet(size, 2, 2, 2);
9491 VectorMA(loc->mins, -0.5f, size, mins);
9495 VectorCopy(loc->mins, mins);
9496 VectorSubtract(loc->maxs, loc->mins, size);
9499 for (i = 0;i < 6*4*3;)
9500 for (j = 0;j < 3;j++, i++)
9501 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9503 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9504 R_SetupShader_Generic_NoTexture(false, false);
9505 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9508 void R_DrawLocs(void)
9511 cl_locnode_t *loc, *nearestloc;
9513 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9514 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9516 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9517 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9521 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9523 if (decalsystem->decals)
9524 Mem_Free(decalsystem->decals);
9525 memset(decalsystem, 0, sizeof(*decalsystem));
9528 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)
9534 // expand or initialize the system
9535 if (decalsystem->maxdecals <= decalsystem->numdecals)
9537 decalsystem_t old = *decalsystem;
9538 qboolean useshortelements;
9539 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9540 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9541 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)));
9542 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9543 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9544 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9545 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9546 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9547 if (decalsystem->numdecals)
9548 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9550 Mem_Free(old.decals);
9551 for (i = 0;i < decalsystem->maxdecals*3;i++)
9552 decalsystem->element3i[i] = i;
9553 if (useshortelements)
9554 for (i = 0;i < decalsystem->maxdecals*3;i++)
9555 decalsystem->element3s[i] = i;
9558 // grab a decal and search for another free slot for the next one
9559 decals = decalsystem->decals;
9560 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9561 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9563 decalsystem->freedecal = i;
9564 if (decalsystem->numdecals <= i)
9565 decalsystem->numdecals = i + 1;
9567 // initialize the decal
9569 decal->triangleindex = triangleindex;
9570 decal->surfaceindex = surfaceindex;
9571 decal->decalsequence = decalsequence;
9572 decal->color4f[0][0] = c0[0];
9573 decal->color4f[0][1] = c0[1];
9574 decal->color4f[0][2] = c0[2];
9575 decal->color4f[0][3] = 1;
9576 decal->color4f[1][0] = c1[0];
9577 decal->color4f[1][1] = c1[1];
9578 decal->color4f[1][2] = c1[2];
9579 decal->color4f[1][3] = 1;
9580 decal->color4f[2][0] = c2[0];
9581 decal->color4f[2][1] = c2[1];
9582 decal->color4f[2][2] = c2[2];
9583 decal->color4f[2][3] = 1;
9584 decal->vertex3f[0][0] = v0[0];
9585 decal->vertex3f[0][1] = v0[1];
9586 decal->vertex3f[0][2] = v0[2];
9587 decal->vertex3f[1][0] = v1[0];
9588 decal->vertex3f[1][1] = v1[1];
9589 decal->vertex3f[1][2] = v1[2];
9590 decal->vertex3f[2][0] = v2[0];
9591 decal->vertex3f[2][1] = v2[1];
9592 decal->vertex3f[2][2] = v2[2];
9593 decal->texcoord2f[0][0] = t0[0];
9594 decal->texcoord2f[0][1] = t0[1];
9595 decal->texcoord2f[1][0] = t1[0];
9596 decal->texcoord2f[1][1] = t1[1];
9597 decal->texcoord2f[2][0] = t2[0];
9598 decal->texcoord2f[2][1] = t2[1];
9599 TriangleNormal(v0, v1, v2, decal->plane);
9600 VectorNormalize(decal->plane);
9601 decal->plane[3] = DotProduct(v0, decal->plane);
9604 extern cvar_t cl_decals_bias;
9605 extern cvar_t cl_decals_models;
9606 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9607 // baseparms, parms, temps
9608 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, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9613 const float *vertex3f;
9614 const float *normal3f;
9616 float points[2][9][3];
9623 e = rsurface.modelelement3i + 3*triangleindex;
9625 vertex3f = rsurface.modelvertex3f;
9626 normal3f = rsurface.modelnormal3f;
9630 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9632 index = 3*e[cornerindex];
9633 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9638 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9640 index = 3*e[cornerindex];
9641 VectorCopy(vertex3f + index, v[cornerindex]);
9646 //TriangleNormal(v[0], v[1], v[2], normal);
9647 //if (DotProduct(normal, localnormal) < 0.0f)
9649 // clip by each of the box planes formed from the projection matrix
9650 // if anything survives, we emit the decal
9651 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]);
9654 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]);
9657 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]);
9660 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]);
9663 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]);
9666 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]);
9669 // some part of the triangle survived, so we have to accept it...
9672 // dynamic always uses the original triangle
9674 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9676 index = 3*e[cornerindex];
9677 VectorCopy(vertex3f + index, v[cornerindex]);
9680 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9682 // convert vertex positions to texcoords
9683 Matrix4x4_Transform(projection, v[cornerindex], temp);
9684 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9685 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9686 // calculate distance fade from the projection origin
9687 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9688 f = bound(0.0f, f, 1.0f);
9689 c[cornerindex][0] = r * f;
9690 c[cornerindex][1] = g * f;
9691 c[cornerindex][2] = b * f;
9692 c[cornerindex][3] = 1.0f;
9693 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9696 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);
9698 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9699 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);
9701 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)
9703 matrix4x4_t projection;
9704 decalsystem_t *decalsystem;
9707 const msurface_t *surface;
9708 const msurface_t *surfaces;
9709 const int *surfacelist;
9710 const texture_t *texture;
9713 int surfacelistindex;
9716 float localorigin[3];
9717 float localnormal[3];
9725 int bih_triangles_count;
9726 int bih_triangles[256];
9727 int bih_surfaces[256];
9729 decalsystem = &ent->decalsystem;
9731 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9733 R_DecalSystem_Reset(&ent->decalsystem);
9737 if (!model->brush.data_leafs && !cl_decals_models.integer)
9739 if (decalsystem->model)
9740 R_DecalSystem_Reset(decalsystem);
9744 if (decalsystem->model != model)
9745 R_DecalSystem_Reset(decalsystem);
9746 decalsystem->model = model;
9748 RSurf_ActiveModelEntity(ent, true, false, false);
9750 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9751 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9752 VectorNormalize(localnormal);
9753 localsize = worldsize*rsurface.inversematrixscale;
9754 localmins[0] = localorigin[0] - localsize;
9755 localmins[1] = localorigin[1] - localsize;
9756 localmins[2] = localorigin[2] - localsize;
9757 localmaxs[0] = localorigin[0] + localsize;
9758 localmaxs[1] = localorigin[1] + localsize;
9759 localmaxs[2] = localorigin[2] + localsize;
9761 //VectorCopy(localnormal, planes[4]);
9762 //VectorVectors(planes[4], planes[2], planes[0]);
9763 AnglesFromVectors(angles, localnormal, NULL, false);
9764 AngleVectors(angles, planes[0], planes[2], planes[4]);
9765 VectorNegate(planes[0], planes[1]);
9766 VectorNegate(planes[2], planes[3]);
9767 VectorNegate(planes[4], planes[5]);
9768 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9769 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9770 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9771 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9772 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9773 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9778 matrix4x4_t forwardprojection;
9779 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9780 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9785 float projectionvector[4][3];
9786 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9787 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9788 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9789 projectionvector[0][0] = planes[0][0] * ilocalsize;
9790 projectionvector[0][1] = planes[1][0] * ilocalsize;
9791 projectionvector[0][2] = planes[2][0] * ilocalsize;
9792 projectionvector[1][0] = planes[0][1] * ilocalsize;
9793 projectionvector[1][1] = planes[1][1] * ilocalsize;
9794 projectionvector[1][2] = planes[2][1] * ilocalsize;
9795 projectionvector[2][0] = planes[0][2] * ilocalsize;
9796 projectionvector[2][1] = planes[1][2] * ilocalsize;
9797 projectionvector[2][2] = planes[2][2] * ilocalsize;
9798 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9799 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9800 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9801 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9805 dynamic = model->surfmesh.isanimated;
9806 numsurfacelist = model->nummodelsurfaces;
9807 surfacelist = model->sortedmodelsurfaces;
9808 surfaces = model->data_surfaces;
9811 bih_triangles_count = -1;
9814 if(model->render_bih.numleafs)
9815 bih = &model->render_bih;
9816 else if(model->collision_bih.numleafs)
9817 bih = &model->collision_bih;
9820 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9821 if(bih_triangles_count == 0)
9823 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9825 if(bih_triangles_count > 0)
9827 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9829 surfaceindex = bih_surfaces[triangleindex];
9830 surface = surfaces + surfaceindex;
9831 texture = surface->texture;
9832 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9834 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9836 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9841 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9843 surfaceindex = surfacelist[surfacelistindex];
9844 surface = surfaces + surfaceindex;
9845 // check cull box first because it rejects more than any other check
9846 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9848 // skip transparent surfaces
9849 texture = surface->texture;
9850 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9852 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9854 numtriangles = surface->num_triangles;
9855 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9856 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9861 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9862 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)
9864 int renderentityindex;
9867 entity_render_t *ent;
9869 if (!cl_decals_newsystem.integer)
9872 worldmins[0] = worldorigin[0] - worldsize;
9873 worldmins[1] = worldorigin[1] - worldsize;
9874 worldmins[2] = worldorigin[2] - worldsize;
9875 worldmaxs[0] = worldorigin[0] + worldsize;
9876 worldmaxs[1] = worldorigin[1] + worldsize;
9877 worldmaxs[2] = worldorigin[2] + worldsize;
9879 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9881 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9883 ent = r_refdef.scene.entities[renderentityindex];
9884 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9887 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9891 typedef struct r_decalsystem_splatqueue_s
9898 unsigned int decalsequence;
9900 r_decalsystem_splatqueue_t;
9902 int r_decalsystem_numqueued = 0;
9903 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9905 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)
9907 r_decalsystem_splatqueue_t *queue;
9909 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9912 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9913 VectorCopy(worldorigin, queue->worldorigin);
9914 VectorCopy(worldnormal, queue->worldnormal);
9915 Vector4Set(queue->color, r, g, b, a);
9916 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9917 queue->worldsize = worldsize;
9918 queue->decalsequence = cl.decalsequence++;
9921 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9924 r_decalsystem_splatqueue_t *queue;
9926 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9927 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);
9928 r_decalsystem_numqueued = 0;
9931 extern cvar_t cl_decals_max;
9932 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9935 decalsystem_t *decalsystem = &ent->decalsystem;
9937 unsigned int killsequence;
9942 if (!decalsystem->numdecals)
9945 if (r_showsurfaces.integer)
9948 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9950 R_DecalSystem_Reset(decalsystem);
9954 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9955 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9957 if (decalsystem->lastupdatetime)
9958 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9961 decalsystem->lastupdatetime = r_refdef.scene.time;
9962 numdecals = decalsystem->numdecals;
9964 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9966 if (decal->color4f[0][3])
9968 decal->lived += frametime;
9969 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9971 memset(decal, 0, sizeof(*decal));
9972 if (decalsystem->freedecal > i)
9973 decalsystem->freedecal = i;
9977 decal = decalsystem->decals;
9978 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9981 // collapse the array by shuffling the tail decals into the gaps
9984 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9985 decalsystem->freedecal++;
9986 if (decalsystem->freedecal == numdecals)
9988 decal[decalsystem->freedecal] = decal[--numdecals];
9991 decalsystem->numdecals = numdecals;
9995 // if there are no decals left, reset decalsystem
9996 R_DecalSystem_Reset(decalsystem);
10000 extern skinframe_t *decalskinframe;
10001 static void R_DrawModelDecals_Entity(entity_render_t *ent)
10004 decalsystem_t *decalsystem = &ent->decalsystem;
10013 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
10016 numdecals = decalsystem->numdecals;
10020 if (r_showsurfaces.integer)
10023 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
10025 R_DecalSystem_Reset(decalsystem);
10029 // if the model is static it doesn't matter what value we give for
10030 // wantnormals and wanttangents, so this logic uses only rules applicable
10031 // to a model, knowing that they are meaningless otherwise
10032 RSurf_ActiveModelEntity(ent, false, false, false);
10034 decalsystem->lastupdatetime = r_refdef.scene.time;
10036 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
10038 // update vertex positions for animated models
10039 v3f = decalsystem->vertex3f;
10040 c4f = decalsystem->color4f;
10041 t2f = decalsystem->texcoord2f;
10042 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
10044 if (!decal->color4f[0][3])
10047 if (surfacevisible && !surfacevisible[decal->surfaceindex])
10051 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
10054 // update color values for fading decals
10055 if (decal->lived >= cl_decals_time.value)
10056 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
10060 c4f[ 0] = decal->color4f[0][0] * alpha;
10061 c4f[ 1] = decal->color4f[0][1] * alpha;
10062 c4f[ 2] = decal->color4f[0][2] * alpha;
10064 c4f[ 4] = decal->color4f[1][0] * alpha;
10065 c4f[ 5] = decal->color4f[1][1] * alpha;
10066 c4f[ 6] = decal->color4f[1][2] * alpha;
10068 c4f[ 8] = decal->color4f[2][0] * alpha;
10069 c4f[ 9] = decal->color4f[2][1] * alpha;
10070 c4f[10] = decal->color4f[2][2] * alpha;
10073 t2f[0] = decal->texcoord2f[0][0];
10074 t2f[1] = decal->texcoord2f[0][1];
10075 t2f[2] = decal->texcoord2f[1][0];
10076 t2f[3] = decal->texcoord2f[1][1];
10077 t2f[4] = decal->texcoord2f[2][0];
10078 t2f[5] = decal->texcoord2f[2][1];
10080 // update vertex positions for animated models
10081 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
10083 e = rsurface.modelelement3i + 3*decal->triangleindex;
10084 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
10085 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
10086 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
10090 VectorCopy(decal->vertex3f[0], v3f);
10091 VectorCopy(decal->vertex3f[1], v3f + 3);
10092 VectorCopy(decal->vertex3f[2], v3f + 6);
10095 if (r_refdef.fogenabled)
10097 alpha = RSurf_FogVertex(v3f);
10098 VectorScale(c4f, alpha, c4f);
10099 alpha = RSurf_FogVertex(v3f + 3);
10100 VectorScale(c4f + 4, alpha, c4f + 4);
10101 alpha = RSurf_FogVertex(v3f + 6);
10102 VectorScale(c4f + 8, alpha, c4f + 8);
10113 r_refdef.stats[r_stat_drawndecals] += numtris;
10115 // now render the decals all at once
10116 // (this assumes they all use one particle font texture!)
10117 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);
10118 // R_Mesh_ResetTextureState();
10119 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
10120 GL_DepthMask(false);
10121 GL_DepthRange(0, 1);
10122 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
10123 GL_DepthTest(true);
10124 GL_CullFace(GL_NONE);
10125 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
10126 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
10127 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
10131 static void R_DrawModelDecals(void)
10135 // fade faster when there are too many decals
10136 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10137 for (i = 0;i < r_refdef.scene.numentities;i++)
10138 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10140 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
10141 for (i = 0;i < r_refdef.scene.numentities;i++)
10142 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10143 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
10145 R_DecalSystem_ApplySplatEntitiesQueue();
10147 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
10148 for (i = 0;i < r_refdef.scene.numentities;i++)
10149 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
10151 r_refdef.stats[r_stat_totaldecals] += numdecals;
10153 if (r_showsurfaces.integer)
10156 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
10158 for (i = 0;i < r_refdef.scene.numentities;i++)
10160 if (!r_refdef.viewcache.entityvisible[i])
10162 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
10163 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
10167 extern cvar_t mod_collision_bih;
10168 static void R_DrawDebugModel(void)
10170 entity_render_t *ent = rsurface.entity;
10171 int i, j, flagsmask;
10172 const msurface_t *surface;
10173 dp_model_t *model = ent->model;
10175 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
10178 if (r_showoverdraw.value > 0)
10180 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
10181 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10182 R_SetupShader_Generic_NoTexture(false, false);
10183 GL_DepthTest(false);
10184 GL_DepthMask(false);
10185 GL_DepthRange(0, 1);
10186 GL_BlendFunc(GL_ONE, GL_ONE);
10187 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10189 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10191 rsurface.texture = R_GetCurrentTexture(surface->texture);
10192 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10194 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
10195 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10196 if (!rsurface.texture->currentlayers->depthmask)
10197 GL_Color(c, 0, 0, 1.0f);
10198 else if (ent == r_refdef.scene.worldentity)
10199 GL_Color(c, c, c, 1.0f);
10201 GL_Color(0, c, 0, 1.0f);
10202 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10206 rsurface.texture = NULL;
10209 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
10211 // R_Mesh_ResetTextureState();
10212 R_SetupShader_Generic_NoTexture(false, false);
10213 GL_DepthRange(0, 1);
10214 GL_DepthTest(!r_showdisabledepthtest.integer);
10215 GL_DepthMask(false);
10216 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10218 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
10222 qboolean cullbox = false;
10223 const q3mbrush_t *brush;
10224 const bih_t *bih = &model->collision_bih;
10225 const bih_leaf_t *bihleaf;
10226 float vertex3f[3][3];
10227 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
10228 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
10230 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
10232 switch (bihleaf->type)
10235 brush = model->brush.data_brushes + bihleaf->itemindex;
10236 if (brush->colbrushf && brush->colbrushf->numtriangles)
10238 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);
10239 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
10240 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
10243 case BIH_COLLISIONTRIANGLE:
10244 triangleindex = bihleaf->itemindex;
10245 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
10246 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
10247 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
10248 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);
10249 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10250 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
10252 case BIH_RENDERTRIANGLE:
10253 triangleindex = bihleaf->itemindex;
10254 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
10255 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
10256 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
10257 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);
10258 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
10259 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
10265 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10268 if (r_showtris.value > 0 && qglPolygonMode)
10270 if (r_showdisabledepthtest.integer)
10272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10273 GL_DepthMask(false);
10277 GL_BlendFunc(GL_ONE, GL_ZERO);
10278 GL_DepthMask(true);
10280 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
10281 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10283 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10285 rsurface.texture = R_GetCurrentTexture(surface->texture);
10286 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10288 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10289 if (!rsurface.texture->currentlayers->depthmask)
10290 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
10291 else if (ent == r_refdef.scene.worldentity)
10292 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
10294 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
10295 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10299 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
10300 rsurface.texture = NULL;
10304 // FIXME! implement r_shownormals with just triangles
10305 if (r_shownormals.value != 0 && qglBegin)
10309 if (r_showdisabledepthtest.integer)
10311 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10312 GL_DepthMask(false);
10316 GL_BlendFunc(GL_ONE, GL_ZERO);
10317 GL_DepthMask(true);
10319 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
10321 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
10323 rsurface.texture = R_GetCurrentTexture(surface->texture);
10324 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
10326 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
10327 qglBegin(GL_LINES);
10328 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
10330 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10332 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10333 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10334 qglVertex3f(v[0], v[1], v[2]);
10335 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10336 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10337 qglVertex3f(v[0], v[1], v[2]);
10340 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
10342 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10344 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10345 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10346 qglVertex3f(v[0], v[1], v[2]);
10347 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10348 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10349 qglVertex3f(v[0], v[1], v[2]);
10352 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10354 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10356 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10357 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10358 qglVertex3f(v[0], v[1], v[2]);
10359 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10360 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10361 qglVertex3f(v[0], v[1], v[2]);
10364 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10366 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10368 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10369 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10370 qglVertex3f(v[0], v[1], v[2]);
10371 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10372 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10373 qglVertex3f(v[0], v[1], v[2]);
10380 rsurface.texture = NULL;
10386 int r_maxsurfacelist = 0;
10387 const msurface_t **r_surfacelist = NULL;
10388 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
10390 int i, j, endj, flagsmask;
10391 dp_model_t *model = ent->model;
10392 msurface_t *surfaces;
10393 unsigned char *update;
10394 int numsurfacelist = 0;
10398 if (r_maxsurfacelist < model->num_surfaces)
10400 r_maxsurfacelist = model->num_surfaces;
10402 Mem_Free((msurface_t **)r_surfacelist);
10403 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10406 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10407 RSurf_ActiveModelEntity(ent, false, false, false);
10409 RSurf_ActiveModelEntity(ent, true, true, true);
10410 else if (depthonly)
10411 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10413 RSurf_ActiveModelEntity(ent, true, true, false);
10415 surfaces = model->data_surfaces;
10416 update = model->brushq1.lightmapupdateflags;
10418 // update light styles
10419 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10421 model_brush_lightstyleinfo_t *style;
10422 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10424 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10426 int *list = style->surfacelist;
10427 style->value = r_refdef.scene.lightstylevalue[style->style];
10428 for (j = 0;j < style->numsurfaces;j++)
10429 update[list[j]] = true;
10434 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10438 R_DrawDebugModel();
10439 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10443 rsurface.lightmaptexture = NULL;
10444 rsurface.deluxemaptexture = NULL;
10445 rsurface.uselightmaptexture = false;
10446 rsurface.texture = NULL;
10447 rsurface.rtlight = NULL;
10448 numsurfacelist = 0;
10449 // add visible surfaces to draw list
10450 if (ent == r_refdef.scene.worldentity)
10452 // for the world entity, check surfacevisible
10453 for (i = 0;i < model->nummodelsurfaces;i++)
10455 j = model->sortedmodelsurfaces[i];
10456 if (r_refdef.viewcache.world_surfacevisible[j])
10457 r_surfacelist[numsurfacelist++] = surfaces + j;
10462 // add all surfaces
10463 for (i = 0; i < model->nummodelsurfaces; i++)
10464 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10466 // don't do anything if there were no surfaces
10467 if (!numsurfacelist)
10469 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10472 // update lightmaps if needed
10476 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10481 R_BuildLightMap(ent, surfaces + j);
10486 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
10488 // add to stats if desired
10489 if (r_speeds.integer && !skysurfaces && !depthonly)
10491 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10492 for (j = 0;j < numsurfacelist;j++)
10493 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10496 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10499 void R_DebugLine(vec3_t start, vec3_t end)
10501 dp_model_t *mod = CL_Mesh_UI();
10503 int e0, e1, e2, e3;
10504 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10505 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10506 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10509 // transform to screen coords first
10510 Vector4Set(w[0], start[0], start[1], start[2], 1);
10511 Vector4Set(w[1], end[0], end[1], end[2], 1);
10512 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10513 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10514 x1 = s[0][0] * vid_conwidth.value / vid.width;
10515 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10516 x2 = s[1][0] * vid_conwidth.value / vid.width;
10517 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10518 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10520 // add the line to the UI mesh for drawing later
10522 // width is measured in real pixels
10523 if (fabs(x2 - x1) > fabs(y2 - y1))
10526 offsety = 0.5f * width * vid_conheight.value / vid.height;
10530 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10533 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true);
10534 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10535 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10536 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10537 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10538 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10539 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10544 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10547 static texture_t texture;
10548 static msurface_t surface;
10549 const msurface_t *surfacelist = &surface;
10551 // fake enough texture and surface state to render this geometry
10553 texture.update_lastrenderframe = -1; // regenerate this texture
10554 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10555 texture.basealpha = 1.0f;
10556 texture.currentskinframe = skinframe;
10557 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10558 texture.offsetmapping = OFFSETMAPPING_OFF;
10559 texture.offsetscale = 1;
10560 texture.specularscalemod = 1;
10561 texture.specularpowermod = 1;
10562 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10563 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
10564 // JUST GREP FOR "specularscalemod = 1".
10566 for (q = 0; q < 3; q++)
10568 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
10569 texture.render_modellight_lightdir[q] = q == 2;
10570 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10571 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
10572 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
10573 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
10574 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
10575 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
10576 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
10577 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
10579 texture.currentalpha = 1.0f;
10581 surface.texture = &texture;
10582 surface.num_triangles = numtriangles;
10583 surface.num_firsttriangle = firsttriangle;
10584 surface.num_vertices = numvertices;
10585 surface.num_firstvertex = firstvertex;
10588 rsurface.texture = R_GetCurrentTexture(surface.texture);
10589 rsurface.lightmaptexture = NULL;
10590 rsurface.deluxemaptexture = NULL;
10591 rsurface.uselightmaptexture = false;
10592 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
10595 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
10597 static msurface_t surface;
10598 const msurface_t *surfacelist = &surface;
10600 // fake enough texture and surface state to render this geometry
10601 surface.texture = texture;
10602 surface.num_triangles = numtriangles;
10603 surface.num_firsttriangle = firsttriangle;
10604 surface.num_vertices = numvertices;
10605 surface.num_firstvertex = firstvertex;
10608 rsurface.texture = R_GetCurrentTexture(surface.texture);
10609 rsurface.lightmaptexture = NULL;
10610 rsurface.deluxemaptexture = NULL;
10611 rsurface.uselightmaptexture = false;
10612 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);