2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 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"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 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)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 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"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 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"};
47 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"};
48 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"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 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"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 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)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 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)"};
88 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)"};
89 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)"};
90 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)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 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)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 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"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 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"};
119 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"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
172 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
174 // vertex coordinates for a quad that covers the screen exactly
175 const static float r_screenvertex3f[12] =
183 extern void R_DrawModelShadows(void);
185 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
188 for (i = 0;i < verts;i++)
199 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
202 for (i = 0;i < verts;i++)
212 // FIXME: move this to client?
215 if (gamemode == GAME_NEHAHRA)
217 Cvar_Set("gl_fogenable", "0");
218 Cvar_Set("gl_fogdensity", "0.2");
219 Cvar_Set("gl_fogred", "0.3");
220 Cvar_Set("gl_foggreen", "0.3");
221 Cvar_Set("gl_fogblue", "0.3");
223 r_refdef.fog_density = 0;
224 r_refdef.fog_red = 0;
225 r_refdef.fog_green = 0;
226 r_refdef.fog_blue = 0;
227 r_refdef.fog_alpha = 1;
228 r_refdef.fog_start = 0;
229 r_refdef.fog_end = 0;
232 float FogForDistance(vec_t dist)
234 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
235 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
238 float FogPoint_World(const vec3_t p)
240 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
243 float FogPoint_Model(const vec3_t p)
245 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
248 static void R_BuildBlankTextures(void)
250 unsigned char data[4];
251 data[2] = 128; // normal X
252 data[1] = 128; // normal Y
253 data[0] = 255; // normal Z
254 data[3] = 128; // height
255 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
260 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
265 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
270 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273 static void R_BuildNoTexture(void)
276 unsigned char pix[16][16][4];
277 // this makes a light grey/dark grey checkerboard texture
278 for (y = 0;y < 16;y++)
280 for (x = 0;x < 16;x++)
282 if ((y < 8) ^ (x < 8))
298 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
301 static void R_BuildWhiteCube(void)
303 unsigned char data[6*1*1*4];
304 memset(data, 255, sizeof(data));
305 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
308 static void R_BuildNormalizationCube(void)
312 vec_t s, t, intensity;
314 unsigned char data[6][NORMSIZE][NORMSIZE][4];
315 for (side = 0;side < 6;side++)
317 for (y = 0;y < NORMSIZE;y++)
319 for (x = 0;x < NORMSIZE;x++)
321 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
322 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
357 intensity = 127.0f / sqrt(DotProduct(v, v));
358 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
359 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
360 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
361 data[side][y][x][3] = 255;
365 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
368 static void R_BuildFogTexture(void)
372 unsigned char data1[FOGWIDTH][4];
373 //unsigned char data2[FOGWIDTH][4];
376 r_refdef.fogmasktable_start = r_refdef.fog_start;
377 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
378 r_refdef.fogmasktable_range = r_refdef.fogrange;
379 r_refdef.fogmasktable_density = r_refdef.fog_density;
381 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
382 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
384 d = (x * r - r_refdef.fogmasktable_start);
385 if(developer.integer >= 100)
386 Con_Printf("%f ", d);
388 if (r_fog_exp2.integer)
389 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
391 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
392 if(developer.integer >= 100)
393 Con_Printf(" : %f ", alpha);
394 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
395 if(developer.integer >= 100)
396 Con_Printf(" = %f\n", alpha);
397 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
400 for (x = 0;x < FOGWIDTH;x++)
402 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
407 //data2[x][0] = 255 - b;
408 //data2[x][1] = 255 - b;
409 //data2[x][2] = 255 - b;
412 if (r_texture_fogattenuation)
414 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
415 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
419 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
420 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
424 static const char *builtinshaderstring =
425 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
426 "// written by Forest 'LordHavoc' Hale\n"
428 "// common definitions between vertex shader and fragment shader:\n"
430 "//#ifdef __GLSL_CG_DATA_TYPES\n"
431 "//# define myhalf half\n"
432 "//# define myhalf2 half2\n"
433 "//# define myhalf3 half3\n"
434 "//# define myhalf4 half4\n"
436 "# define myhalf float\n"
437 "# define myhalf2 vec2\n"
438 "# define myhalf3 vec3\n"
439 "# define myhalf4 vec4\n"
442 "#ifdef MODE_DEPTH_OR_SHADOW\n"
444 "# ifdef VERTEX_SHADER\n"
447 " gl_Position = ftransform();\n"
453 "#ifdef MODE_POSTPROCESS\n"
454 "# ifdef VERTEX_SHADER\n"
457 " gl_FrontColor = gl_Color;\n"
458 " gl_Position = ftransform();\n"
459 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
461 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
465 "# ifdef FRAGMENT_SHADER\n"
467 "uniform sampler2D Texture_First;\n"
469 "uniform sampler2D Texture_Second;\n"
471 "#ifdef USEGAMMARAMPS\n"
472 "uniform sampler2D Texture_GammaRamps;\n"
474 "#ifdef USEVERTEXTEXTUREBLEND\n"
475 "uniform vec4 TintColor;\n"
477 "#ifdef USECOLORMOD\n"
478 "uniform vec3 Gamma;\n"
480 "//uncomment these if you want to use them:\n"
481 "// uniform vec4 UserVec1;\n"
482 "// uniform vec4 UserVec2;\n"
483 "// uniform vec4 UserVec3;\n"
484 "// uniform vec4 UserVec4;\n"
485 "// uniform float ClientTime;\n"
486 "// uniform vec2 PixelSize;\n"
489 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
491 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
493 "#ifdef USEVERTEXTEXTUREBLEND\n"
494 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
497 "#ifdef USEPOSTPROCESSING\n"
498 "// add your own postprocessing here or make your own ifdef for it\n"
501 "#ifdef USEGAMMARAMPS\n"
502 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
503 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
504 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
511 "#ifdef MODE_GENERIC\n"
512 "# ifdef VERTEX_SHADER\n"
515 " gl_FrontColor = gl_Color;\n"
516 "# ifdef USEDIFFUSE\n"
517 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
519 "# ifdef USESPECULAR\n"
520 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
522 " gl_Position = ftransform();\n"
525 "# ifdef FRAGMENT_SHADER\n"
527 "# ifdef USEDIFFUSE\n"
528 "uniform sampler2D Texture_First;\n"
530 "# ifdef USESPECULAR\n"
531 "uniform sampler2D Texture_Second;\n"
536 " gl_FragColor = gl_Color;\n"
537 "# ifdef USEDIFFUSE\n"
538 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
541 "# ifdef USESPECULAR\n"
542 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
544 "# ifdef USECOLORMAPPING\n"
545 " gl_FragColor *= tex2;\n"
548 " gl_FragColor += tex2;\n"
550 "# ifdef USEVERTEXTEXTUREBLEND\n"
551 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
556 "#else // !MODE_GENERIC\n"
558 "varying vec2 TexCoord;\n"
559 "varying vec2 TexCoordLightmap;\n"
561 "#ifdef MODE_LIGHTSOURCE\n"
562 "varying vec3 CubeVector;\n"
565 "#ifdef MODE_LIGHTSOURCE\n"
566 "varying vec3 LightVector;\n"
568 "#ifdef MODE_LIGHTDIRECTION\n"
569 "varying vec3 LightVector;\n"
572 "varying vec3 EyeVector;\n"
574 "varying vec3 EyeVectorModelSpace;\n"
577 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
578 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
579 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
581 "#ifdef MODE_WATER\n"
582 "varying vec4 ModelViewProjectionPosition;\n"
584 "#ifdef MODE_REFRACTION\n"
585 "varying vec4 ModelViewProjectionPosition;\n"
587 "#ifdef USEREFLECTION\n"
588 "varying vec4 ModelViewProjectionPosition;\n"
595 "// vertex shader specific:\n"
596 "#ifdef VERTEX_SHADER\n"
598 "uniform vec3 LightPosition;\n"
599 "uniform vec3 EyePosition;\n"
600 "uniform vec3 LightDir;\n"
602 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
606 " gl_FrontColor = gl_Color;\n"
607 " // copy the surface texcoord\n"
608 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
609 "#ifndef MODE_LIGHTSOURCE\n"
610 "# ifndef MODE_LIGHTDIRECTION\n"
611 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
615 "#ifdef MODE_LIGHTSOURCE\n"
616 " // transform vertex position into light attenuation/cubemap space\n"
617 " // (-1 to +1 across the light box)\n"
618 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
620 " // transform unnormalized light direction into tangent space\n"
621 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
622 " // normalize it per pixel)\n"
623 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
624 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
625 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
626 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
629 "#ifdef MODE_LIGHTDIRECTION\n"
630 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
631 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
632 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
635 " // transform unnormalized eye direction into tangent space\n"
637 " vec3 EyeVectorModelSpace;\n"
639 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
640 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
641 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
642 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
644 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
645 " VectorS = gl_MultiTexCoord1.xyz;\n"
646 " VectorT = gl_MultiTexCoord2.xyz;\n"
647 " VectorR = gl_MultiTexCoord3.xyz;\n"
650 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
651 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
652 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
653 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
656 "// transform vertex to camera space, using ftransform to match non-VS\n"
658 " gl_Position = ftransform();\n"
660 "#ifdef MODE_WATER\n"
661 " ModelViewProjectionPosition = gl_Position;\n"
663 "#ifdef MODE_REFRACTION\n"
664 " ModelViewProjectionPosition = gl_Position;\n"
666 "#ifdef USEREFLECTION\n"
667 " ModelViewProjectionPosition = gl_Position;\n"
671 "#endif // VERTEX_SHADER\n"
676 "// fragment shader specific:\n"
677 "#ifdef FRAGMENT_SHADER\n"
679 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
680 "uniform sampler2D Texture_Normal;\n"
681 "uniform sampler2D Texture_Color;\n"
682 "uniform sampler2D Texture_Gloss;\n"
683 "uniform sampler2D Texture_Glow;\n"
684 "uniform sampler2D Texture_SecondaryNormal;\n"
685 "uniform sampler2D Texture_SecondaryColor;\n"
686 "uniform sampler2D Texture_SecondaryGloss;\n"
687 "uniform sampler2D Texture_SecondaryGlow;\n"
688 "uniform sampler2D Texture_Pants;\n"
689 "uniform sampler2D Texture_Shirt;\n"
690 "uniform sampler2D Texture_FogMask;\n"
691 "uniform sampler2D Texture_Lightmap;\n"
692 "uniform sampler2D Texture_Deluxemap;\n"
693 "uniform sampler2D Texture_Refraction;\n"
694 "uniform sampler2D Texture_Reflection;\n"
695 "uniform sampler2D Texture_Attenuation;\n"
696 "uniform samplerCube Texture_Cube;\n"
698 "uniform myhalf3 LightColor;\n"
699 "uniform myhalf3 AmbientColor;\n"
700 "uniform myhalf3 DiffuseColor;\n"
701 "uniform myhalf3 SpecularColor;\n"
702 "uniform myhalf3 Color_Pants;\n"
703 "uniform myhalf3 Color_Shirt;\n"
704 "uniform myhalf3 FogColor;\n"
706 "uniform myhalf4 TintColor;\n"
709 "//#ifdef MODE_WATER\n"
710 "uniform vec4 DistortScaleRefractReflect;\n"
711 "uniform vec4 ScreenScaleRefractReflect;\n"
712 "uniform vec4 ScreenCenterRefractReflect;\n"
713 "uniform myhalf4 RefractColor;\n"
714 "uniform myhalf4 ReflectColor;\n"
715 "uniform myhalf ReflectFactor;\n"
716 "uniform myhalf ReflectOffset;\n"
718 "//# ifdef MODE_REFRACTION\n"
719 "//uniform vec4 DistortScaleRefractReflect;\n"
720 "//uniform vec4 ScreenScaleRefractReflect;\n"
721 "//uniform vec4 ScreenCenterRefractReflect;\n"
722 "//uniform myhalf4 RefractColor;\n"
723 "//# ifdef USEREFLECTION\n"
724 "//uniform myhalf4 ReflectColor;\n"
727 "//# ifdef USEREFLECTION\n"
728 "//uniform vec4 DistortScaleRefractReflect;\n"
729 "//uniform vec4 ScreenScaleRefractReflect;\n"
730 "//uniform vec4 ScreenCenterRefractReflect;\n"
731 "//uniform myhalf4 ReflectColor;\n"
736 "uniform myhalf GlowScale;\n"
737 "uniform myhalf SceneBrightness;\n"
738 "#ifdef USECONTRASTBOOST\n"
739 "uniform myhalf ContrastBoostCoeff;\n"
742 "uniform float OffsetMapping_Scale;\n"
743 "uniform float OffsetMapping_Bias;\n"
744 "uniform float FogRangeRecip;\n"
746 "uniform myhalf AmbientScale;\n"
747 "uniform myhalf DiffuseScale;\n"
748 "uniform myhalf SpecularScale;\n"
749 "uniform myhalf SpecularPower;\n"
751 "#ifdef USEOFFSETMAPPING\n"
752 "vec2 OffsetMapping(vec2 TexCoord)\n"
754 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
755 " // 14 sample relief mapping: linear search and then binary search\n"
756 " // this basically steps forward a small amount repeatedly until it finds\n"
757 " // itself inside solid, then jitters forward and back using decreasing\n"
758 " // amounts to find the impact\n"
759 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
760 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
761 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
762 " vec3 RT = vec3(TexCoord, 1);\n"
763 " OffsetVector *= 0.1;\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
772 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
776 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
777 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
780 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
781 " // this basically moves forward the full distance, and then backs up based\n"
782 " // on height of samples\n"
783 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
784 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
785 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
786 " TexCoord += OffsetVector;\n"
787 " OffsetVector *= 0.333;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
790 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
791 " return TexCoord;\n"
794 "#endif // USEOFFSETMAPPING\n"
796 "#ifdef MODE_WATER\n"
801 "#ifdef USEOFFSETMAPPING\n"
802 " // apply offsetmapping\n"
803 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
804 "#define TexCoord TexCoordOffset\n"
807 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
808 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
809 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
810 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
811 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
814 "#else // !MODE_WATER\n"
815 "#ifdef MODE_REFRACTION\n"
817 "// refraction pass\n"
820 "#ifdef USEOFFSETMAPPING\n"
821 " // apply offsetmapping\n"
822 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
823 "#define TexCoord TexCoordOffset\n"
826 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
827 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
828 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
829 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
832 "#else // !MODE_REFRACTION\n"
835 "#ifdef USEOFFSETMAPPING\n"
836 " // apply offsetmapping\n"
837 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
838 "#define TexCoord TexCoordOffset\n"
841 " // combine the diffuse textures (base, pants, shirt)\n"
842 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
843 "#ifdef USECOLORMAPPING\n"
844 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
846 "#ifdef USEVERTEXTEXTUREBLEND\n"
847 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
848 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
849 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
850 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
852 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
855 "#ifdef USEDIFFUSE\n"
856 " // get the surface normal and the gloss color\n"
857 "# ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
859 "# ifdef USESPECULAR\n"
860 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
863 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
864 "# ifdef USESPECULAR\n"
865 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
872 "#ifdef MODE_LIGHTSOURCE\n"
875 " // calculate surface normal, light normal, and specular normal\n"
876 " // compute color intensity for the two textures (colormap and glossmap)\n"
877 " // scale by light color and attenuation as efficiently as possible\n"
878 " // (do as much scalar math as possible rather than vector math)\n"
879 "# ifdef USEDIFFUSE\n"
880 " // get the light normal\n"
881 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
883 "# ifdef USESPECULAR\n"
884 "# ifndef USEEXACTSPECULARMATH\n"
885 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
888 " // calculate directional shading\n"
889 "# ifdef USEEXACTSPECULARMATH\n"
890 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
892 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
895 "# ifdef USEDIFFUSE\n"
896 " // calculate directional shading\n"
897 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
899 " // calculate directionless shading\n"
900 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
904 "# ifdef USECUBEFILTER\n"
905 " // apply light cubemap filter\n"
906 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
907 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
909 "#endif // MODE_LIGHTSOURCE\n"
914 "#ifdef MODE_LIGHTDIRECTION\n"
915 " // directional model lighting\n"
916 "# ifdef USEDIFFUSE\n"
917 " // get the light normal\n"
918 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
920 "# ifdef USESPECULAR\n"
921 " // calculate directional shading\n"
922 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
923 "# ifdef USEEXACTSPECULARMATH\n"
924 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
926 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
927 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
930 "# ifdef USEDIFFUSE\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
935 " color.rgb *= AmbientColor;\n"
938 "#endif // MODE_LIGHTDIRECTION\n"
943 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
944 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
946 " // get the light normal\n"
947 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
948 " myhalf3 diffusenormal;\n"
949 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
950 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
951 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
952 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
953 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
954 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
955 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
956 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
957 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
958 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
959 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
960 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
961 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
962 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
963 "# ifdef USESPECULAR\n"
964 "# ifdef USEEXACTSPECULARMATH\n"
965 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
967 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
968 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
984 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 "# ifdef USEEXACTSPECULARMATH\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
990 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
991 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
995 " // apply lightmap color\n"
996 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
997 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1002 "#ifdef MODE_LIGHTMAP\n"
1003 " // apply lightmap color\n"
1004 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1005 "#endif // MODE_LIGHTMAP\n"
1010 "#ifdef MODE_VERTEXCOLOR\n"
1011 " // apply lightmap color\n"
1012 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1013 "#endif // MODE_VERTEXCOLOR\n"
1018 "#ifdef MODE_FLATCOLOR\n"
1019 "#endif // MODE_FLATCOLOR\n"
1027 " color *= TintColor;\n"
1030 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1033 "#ifdef USECONTRASTBOOST\n"
1034 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1037 " color.rgb *= SceneBrightness;\n"
1039 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1041 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1044 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1045 "#ifdef USEREFLECTION\n"
1046 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1047 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1048 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1049 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1052 " gl_FragColor = vec4(color);\n"
1054 "#endif // !MODE_REFRACTION\n"
1055 "#endif // !MODE_WATER\n"
1057 "#endif // FRAGMENT_SHADER\n"
1059 "#endif // !MODE_GENERIC\n"
1060 "#endif // !MODE_POSTPROCESS\n"
1061 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1064 typedef struct shaderpermutationinfo_s
1066 const char *pretext;
1069 shaderpermutationinfo_t;
1071 typedef struct shadermodeinfo_s
1073 const char *vertexfilename;
1074 const char *geometryfilename;
1075 const char *fragmentfilename;
1076 const char *pretext;
1081 typedef enum shaderpermutation_e
1083 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1084 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1085 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1086 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1087 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1088 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1089 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1090 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1091 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1092 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1093 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1094 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1095 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1096 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1097 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1098 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1100 shaderpermutation_t;
1102 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1103 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1105 {"#define USEDIFFUSE\n", " diffuse"},
1106 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1107 {"#define USECOLORMAPPING\n", " colormapping"},
1108 {"#define USECONTRASTBOOST\n", " contrastboost"},
1109 {"#define USEFOG\n", " fog"},
1110 {"#define USECUBEFILTER\n", " cubefilter"},
1111 {"#define USEGLOW\n", " glow"},
1112 {"#define USESPECULAR\n", " specular"},
1113 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1114 {"#define USEREFLECTION\n", " reflection"},
1115 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1116 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1117 {"#define USEGAMMARAMPS\n", " gammaramps"},
1118 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1121 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1122 typedef enum shadermode_e
1124 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1125 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1126 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1127 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1128 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1129 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1130 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1131 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1132 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1133 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1134 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1135 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1140 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1141 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1145 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1149 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1150 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1151 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1152 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1153 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1157 typedef struct r_glsl_permutation_s
1159 // indicates if we have tried compiling this permutation already
1161 // 0 if compilation failed
1163 // locations of detected uniforms in program object, or -1 if not found
1164 int loc_Texture_First;
1165 int loc_Texture_Second;
1166 int loc_Texture_GammaRamps;
1167 int loc_Texture_Normal;
1168 int loc_Texture_Color;
1169 int loc_Texture_Gloss;
1170 int loc_Texture_Glow;
1171 int loc_Texture_SecondaryNormal;
1172 int loc_Texture_SecondaryColor;
1173 int loc_Texture_SecondaryGloss;
1174 int loc_Texture_SecondaryGlow;
1175 int loc_Texture_Pants;
1176 int loc_Texture_Shirt;
1177 int loc_Texture_FogMask;
1178 int loc_Texture_Lightmap;
1179 int loc_Texture_Deluxemap;
1180 int loc_Texture_Attenuation;
1181 int loc_Texture_Cube;
1182 int loc_Texture_Refraction;
1183 int loc_Texture_Reflection;
1185 int loc_LightPosition;
1186 int loc_EyePosition;
1187 int loc_Color_Pants;
1188 int loc_Color_Shirt;
1189 int loc_FogRangeRecip;
1190 int loc_AmbientScale;
1191 int loc_DiffuseScale;
1192 int loc_SpecularScale;
1193 int loc_SpecularPower;
1195 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1196 int loc_OffsetMapping_Scale;
1198 int loc_AmbientColor;
1199 int loc_DiffuseColor;
1200 int loc_SpecularColor;
1202 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1203 int loc_GammaCoeff; // 1 / gamma
1204 int loc_DistortScaleRefractReflect;
1205 int loc_ScreenScaleRefractReflect;
1206 int loc_ScreenCenterRefractReflect;
1207 int loc_RefractColor;
1208 int loc_ReflectColor;
1209 int loc_ReflectFactor;
1210 int loc_ReflectOffset;
1218 r_glsl_permutation_t;
1220 // information about each possible shader permutation
1221 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1222 // currently selected permutation
1223 r_glsl_permutation_t *r_glsl_permutation;
1225 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1228 if (!filename || !filename[0])
1230 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1233 if (printfromdisknotice)
1234 Con_DPrint("from disk... ");
1235 return shaderstring;
1237 else if (!strcmp(filename, "glsl/default.glsl"))
1239 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1240 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1242 return shaderstring;
1245 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1248 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1249 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1250 int vertstrings_count = 0;
1251 int geomstrings_count = 0;
1252 int fragstrings_count = 0;
1253 char *vertexstring, *geometrystring, *fragmentstring;
1254 const char *vertstrings_list[32+3];
1255 const char *geomstrings_list[32+3];
1256 const char *fragstrings_list[32+3];
1257 char permutationname[256];
1264 permutationname[0] = 0;
1265 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1266 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1267 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1269 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1271 // the first pretext is which type of shader to compile as
1272 // (later these will all be bound together as a program object)
1273 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1274 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1275 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1277 // the second pretext is the mode (for example a light source)
1278 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1279 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1280 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1281 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1283 // now add all the permutation pretexts
1284 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1286 if (permutation & (1<<i))
1288 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1289 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1290 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1291 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1295 // keep line numbers correct
1296 vertstrings_list[vertstrings_count++] = "\n";
1297 geomstrings_list[geomstrings_count++] = "\n";
1298 fragstrings_list[fragstrings_count++] = "\n";
1302 // now append the shader text itself
1303 vertstrings_list[vertstrings_count++] = vertexstring;
1304 geomstrings_list[geomstrings_count++] = geometrystring;
1305 fragstrings_list[fragstrings_count++] = fragmentstring;
1307 // if any sources were NULL, clear the respective list
1309 vertstrings_count = 0;
1310 if (!geometrystring)
1311 geomstrings_count = 0;
1312 if (!fragmentstring)
1313 fragstrings_count = 0;
1315 // compile the shader program
1316 if (vertstrings_count + geomstrings_count + fragstrings_count)
1317 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1321 qglUseProgramObjectARB(p->program);CHECKGLERROR
1322 // look up all the uniform variable names we care about, so we don't
1323 // have to look them up every time we set them
1324 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1325 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1326 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1327 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1328 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1329 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1330 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1331 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1332 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1333 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1334 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1335 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1336 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1337 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1338 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1339 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1340 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1341 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1342 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1343 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1344 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1345 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1346 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1347 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1348 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1349 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1350 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1351 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1352 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1353 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1354 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1355 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1356 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1357 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1358 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1359 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1360 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1361 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1362 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1363 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1364 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1365 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1366 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1367 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1368 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1369 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1370 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1371 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1372 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1373 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1374 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1375 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1376 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1377 // initialize the samplers to refer to the texture units we use
1378 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1379 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1380 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1381 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1382 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1383 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1384 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1385 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1386 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1387 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1388 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1389 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1390 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1391 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1392 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1393 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1394 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1395 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1396 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1397 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1399 if (developer.integer)
1400 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1403 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1407 Mem_Free(vertexstring);
1409 Mem_Free(geometrystring);
1411 Mem_Free(fragmentstring);
1414 void R_GLSL_Restart_f(void)
1417 shaderpermutation_t permutation;
1418 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1419 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1420 if (r_glsl_permutations[mode][permutation].program)
1421 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1422 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1425 void R_GLSL_DumpShader_f(void)
1429 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1432 Con_Printf("failed to write to glsl/default.glsl\n");
1436 FS_Print(file, "// The engine may define the following macros:\n");
1437 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1438 for (i = 0;i < SHADERMODE_COUNT;i++)
1439 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1440 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1441 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1442 FS_Print(file, "\n");
1443 FS_Print(file, builtinshaderstring);
1446 Con_Printf("glsl/default.glsl written\n");
1449 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1451 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1452 if (r_glsl_permutation != perm)
1454 r_glsl_permutation = perm;
1455 if (!r_glsl_permutation->program)
1457 if (!r_glsl_permutation->compiled)
1458 R_GLSL_CompilePermutation(mode, permutation);
1459 if (!r_glsl_permutation->program)
1461 // remove features until we find a valid permutation
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 // reduce i more quickly whenever it would not remove any bits
1466 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1467 if (!(permutation & j))
1470 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1471 if (!r_glsl_permutation->compiled)
1472 R_GLSL_CompilePermutation(mode, permutation);
1473 if (r_glsl_permutation->program)
1476 if (i >= SHADERPERMUTATION_COUNT)
1478 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1479 Cvar_SetValueQuick(&r_glsl, 0);
1480 R_GLSL_Restart_f(); // unload shaders
1481 return; // no bit left to clear
1486 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1490 void R_SetupGenericShader(qboolean usetexture)
1492 if (gl_support_fragment_shader)
1494 if (r_glsl.integer && r_glsl_usegeneric.integer)
1495 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1496 else if (r_glsl_permutation)
1498 r_glsl_permutation = NULL;
1499 qglUseProgramObjectARB(0);CHECKGLERROR
1504 void R_SetupGenericTwoTextureShader(int texturemode)
1506 if (gl_support_fragment_shader)
1508 if (r_glsl.integer && r_glsl_usegeneric.integer)
1509 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1510 else if (r_glsl_permutation)
1512 r_glsl_permutation = NULL;
1513 qglUseProgramObjectARB(0);CHECKGLERROR
1516 if (!r_glsl_permutation)
1518 if (texturemode == GL_DECAL && gl_combine.integer)
1519 texturemode = GL_INTERPOLATE_ARB;
1520 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1524 void R_SetupDepthOrShadowShader(void)
1526 if (gl_support_fragment_shader)
1528 if (r_glsl.integer && r_glsl_usegeneric.integer)
1529 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1530 else if (r_glsl_permutation)
1532 r_glsl_permutation = NULL;
1533 qglUseProgramObjectARB(0);CHECKGLERROR
1538 extern rtexture_t *r_shadow_attenuationgradienttexture;
1539 extern rtexture_t *r_shadow_attenuation2dtexture;
1540 extern rtexture_t *r_shadow_attenuation3dtexture;
1541 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1543 // select a permutation of the lighting shader appropriate to this
1544 // combination of texture, entity, light source, and fogging, only use the
1545 // minimum features necessary to avoid wasting rendering time in the
1546 // fragment shader on features that are not being used
1547 unsigned int permutation = 0;
1548 shadermode_t mode = 0;
1549 // TODO: implement geometry-shader based shadow volumes someday
1550 if (r_glsl_offsetmapping.integer)
1552 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1553 if (r_glsl_offsetmapping_reliefmapping.integer)
1554 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1556 if (rsurfacepass == RSURFPASS_BACKGROUND)
1558 // distorted background
1559 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1560 mode = SHADERMODE_WATER;
1562 mode = SHADERMODE_REFRACTION;
1564 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1567 mode = SHADERMODE_LIGHTSOURCE;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1569 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1570 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1571 permutation |= SHADERPERMUTATION_CUBEFILTER;
1572 if (diffusescale > 0)
1573 permutation |= SHADERPERMUTATION_DIFFUSE;
1574 if (specularscale > 0)
1575 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1576 if (r_refdef.fogenabled)
1577 permutation |= SHADERPERMUTATION_FOG;
1578 if (rsurface.texture->colormapping)
1579 permutation |= SHADERPERMUTATION_COLORMAPPING;
1580 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1581 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1583 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1585 // unshaded geometry (fullbright or ambient model lighting)
1586 mode = SHADERMODE_FLATCOLOR;
1587 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1588 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1589 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1590 permutation |= SHADERPERMUTATION_GLOW;
1591 if (r_refdef.fogenabled)
1592 permutation |= SHADERPERMUTATION_FOG;
1593 if (rsurface.texture->colormapping)
1594 permutation |= SHADERPERMUTATION_COLORMAPPING;
1595 if (r_glsl_offsetmapping.integer)
1597 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1598 if (r_glsl_offsetmapping_reliefmapping.integer)
1599 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1601 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1602 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1604 permutation |= SHADERPERMUTATION_REFLECTION;
1606 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1608 // directional model lighting
1609 mode = SHADERMODE_LIGHTDIRECTION;
1610 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1611 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1612 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1613 permutation |= SHADERPERMUTATION_GLOW;
1614 permutation |= SHADERPERMUTATION_DIFFUSE;
1615 if (specularscale > 0)
1616 permutation |= SHADERPERMUTATION_SPECULAR;
1617 if (r_refdef.fogenabled)
1618 permutation |= SHADERPERMUTATION_FOG;
1619 if (rsurface.texture->colormapping)
1620 permutation |= SHADERPERMUTATION_COLORMAPPING;
1621 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1622 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1623 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1624 permutation |= SHADERPERMUTATION_REFLECTION;
1626 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1628 // ambient model lighting
1629 mode = SHADERMODE_LIGHTDIRECTION;
1630 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1631 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1632 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1633 permutation |= SHADERPERMUTATION_GLOW;
1634 if (r_refdef.fogenabled)
1635 permutation |= SHADERPERMUTATION_FOG;
1636 if (rsurface.texture->colormapping)
1637 permutation |= SHADERPERMUTATION_COLORMAPPING;
1638 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1639 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1641 permutation |= SHADERPERMUTATION_REFLECTION;
1646 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1648 // deluxemapping (light direction texture)
1649 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1650 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1652 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1653 permutation |= SHADERPERMUTATION_DIFFUSE;
1654 if (specularscale > 0)
1655 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1657 else if (r_glsl_deluxemapping.integer >= 2)
1659 // fake deluxemapping (uniform light direction in tangentspace)
1660 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1661 permutation |= SHADERPERMUTATION_DIFFUSE;
1662 if (specularscale > 0)
1663 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1665 else if (rsurface.uselightmaptexture)
1667 // ordinary lightmapping (q1bsp, q3bsp)
1668 mode = SHADERMODE_LIGHTMAP;
1672 // ordinary vertex coloring (q3bsp)
1673 mode = SHADERMODE_VERTEXCOLOR;
1675 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1676 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1677 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1678 permutation |= SHADERPERMUTATION_GLOW;
1679 if (r_refdef.fogenabled)
1680 permutation |= SHADERPERMUTATION_FOG;
1681 if (rsurface.texture->colormapping)
1682 permutation |= SHADERPERMUTATION_COLORMAPPING;
1683 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1684 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1685 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1686 permutation |= SHADERPERMUTATION_REFLECTION;
1688 if(permutation & SHADERPERMUTATION_SPECULAR)
1689 if(r_shadow_glossexact.integer)
1690 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1691 R_SetupShader_SetPermutation(mode, permutation);
1692 if (mode == SHADERMODE_LIGHTSOURCE)
1694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1695 if (permutation & SHADERPERMUTATION_DIFFUSE)
1697 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1698 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1699 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1700 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1704 // ambient only is simpler
1705 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1706 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1707 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1708 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1710 // additive passes are only darkened by fog, not tinted
1711 if (r_glsl_permutation->loc_FogColor >= 0)
1712 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1716 if (mode == SHADERMODE_LIGHTDIRECTION)
1718 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1719 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1720 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1725 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1726 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1727 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1729 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1730 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1731 // additive passes are only darkened by fog, not tinted
1732 if (r_glsl_permutation->loc_FogColor >= 0)
1734 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1735 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1737 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1740 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1741 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1747 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1749 // The formula used is actually:
1750 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1751 // color.rgb *= SceneBrightness;
1753 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1754 // and do [[calculations]] here in the engine
1755 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1756 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1759 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1761 if (r_glsl_permutation->loc_Color_Pants >= 0)
1763 if (rsurface.texture->currentskinframe->pants)
1764 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1766 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1770 if (rsurface.texture->currentskinframe->shirt)
1771 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1773 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1775 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1776 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1778 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1782 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1784 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1788 #define SKINFRAME_HASH 1024
1792 int loadsequence; // incremented each level change
1793 memexpandablearray_t array;
1794 skinframe_t *hash[SKINFRAME_HASH];
1798 void R_SkinFrame_PrepareForPurge(void)
1800 r_skinframe.loadsequence++;
1801 // wrap it without hitting zero
1802 if (r_skinframe.loadsequence >= 200)
1803 r_skinframe.loadsequence = 1;
1806 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1810 // mark the skinframe as used for the purging code
1811 skinframe->loadsequence = r_skinframe.loadsequence;
1814 void R_SkinFrame_Purge(void)
1818 for (i = 0;i < SKINFRAME_HASH;i++)
1820 for (s = r_skinframe.hash[i];s;s = s->next)
1822 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1824 if (s->merged == s->base)
1826 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1827 R_PurgeTexture(s->stain );s->stain = NULL;
1828 R_PurgeTexture(s->merged);s->merged = NULL;
1829 R_PurgeTexture(s->base );s->base = NULL;
1830 R_PurgeTexture(s->pants );s->pants = NULL;
1831 R_PurgeTexture(s->shirt );s->shirt = NULL;
1832 R_PurgeTexture(s->nmap );s->nmap = NULL;
1833 R_PurgeTexture(s->gloss );s->gloss = NULL;
1834 R_PurgeTexture(s->glow );s->glow = NULL;
1835 R_PurgeTexture(s->fog );s->fog = NULL;
1836 s->loadsequence = 0;
1842 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1844 char basename[MAX_QPATH];
1846 Image_StripImageExtension(name, basename, sizeof(basename));
1848 if( last == NULL ) {
1850 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1851 item = r_skinframe.hash[hashindex];
1856 // linearly search through the hash bucket
1857 for( ; item ; item = item->next ) {
1858 if( !strcmp( item->basename, basename ) ) {
1865 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1869 char basename[MAX_QPATH];
1871 Image_StripImageExtension(name, basename, sizeof(basename));
1873 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1874 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1875 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1879 rtexture_t *dyntexture;
1880 // check whether its a dynamic texture
1881 dyntexture = CL_GetDynTexture( basename );
1882 if (!add && !dyntexture)
1884 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1885 memset(item, 0, sizeof(*item));
1886 strlcpy(item->basename, basename, sizeof(item->basename));
1887 item->base = dyntexture; // either NULL or dyntexture handle
1888 item->textureflags = textureflags;
1889 item->comparewidth = comparewidth;
1890 item->compareheight = compareheight;
1891 item->comparecrc = comparecrc;
1892 item->next = r_skinframe.hash[hashindex];
1893 r_skinframe.hash[hashindex] = item;
1895 else if( item->base == NULL )
1897 rtexture_t *dyntexture;
1898 // check whether its a dynamic texture
1899 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1900 dyntexture = CL_GetDynTexture( basename );
1901 item->base = dyntexture; // either NULL or dyntexture handle
1904 R_SkinFrame_MarkUsed(item);
1908 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1910 // FIXME: it should be possible to disable loading various layers using
1911 // cvars, to prevent wasted loading time and memory usage if the user does
1913 qboolean loadnormalmap = true;
1914 qboolean loadgloss = true;
1915 qboolean loadpantsandshirt = true;
1916 qboolean loadglow = true;
1918 unsigned char *pixels;
1919 unsigned char *bumppixels;
1920 unsigned char *basepixels = NULL;
1921 int basepixels_width;
1922 int basepixels_height;
1923 skinframe_t *skinframe;
1927 if (cls.state == ca_dedicated)
1930 // return an existing skinframe if already loaded
1931 // if loading of the first image fails, don't make a new skinframe as it
1932 // would cause all future lookups of this to be missing
1933 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1934 if (skinframe && skinframe->base)
1937 basepixels = loadimagepixelsbgra(name, complain, true);
1938 if (basepixels == NULL)
1941 if (developer_loading.integer)
1942 Con_Printf("loading skin \"%s\"\n", name);
1944 // we've got some pixels to store, so really allocate this new texture now
1946 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1947 skinframe->stain = NULL;
1948 skinframe->merged = NULL;
1949 skinframe->base = r_texture_notexture;
1950 skinframe->pants = NULL;
1951 skinframe->shirt = NULL;
1952 skinframe->nmap = r_texture_blanknormalmap;
1953 skinframe->gloss = NULL;
1954 skinframe->glow = NULL;
1955 skinframe->fog = NULL;
1957 basepixels_width = image_width;
1958 basepixels_height = image_height;
1959 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1961 if (textureflags & TEXF_ALPHA)
1963 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1964 if (basepixels[j] < 255)
1966 if (j < basepixels_width * basepixels_height * 4)
1968 // has transparent pixels
1970 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1971 for (j = 0;j < image_width * image_height * 4;j += 4)
1976 pixels[j+3] = basepixels[j+3];
1978 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1983 // _norm is the name used by tenebrae and has been adopted as standard
1986 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1988 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1992 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1994 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1995 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1996 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1998 Mem_Free(bumppixels);
2000 else if (r_shadow_bumpscale_basetexture.value > 0)
2002 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2003 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2004 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2008 // _luma is supported for tenebrae compatibility
2009 // (I think it's a very stupid name, but oh well)
2010 // _glow is the preferred name
2011 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2012 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2013 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2014 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2017 Mem_Free(basepixels);
2022 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2025 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2028 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2033 for (i = 0;i < width*height;i++)
2034 if (((unsigned char *)&palette[in[i]])[3] > 0)
2036 if (i == width*height)
2039 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2042 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2043 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2046 unsigned char *temp1, *temp2;
2047 skinframe_t *skinframe;
2049 if (cls.state == ca_dedicated)
2052 // if already loaded just return it, otherwise make a new skinframe
2053 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2054 if (skinframe && skinframe->base)
2057 skinframe->stain = NULL;
2058 skinframe->merged = NULL;
2059 skinframe->base = r_texture_notexture;
2060 skinframe->pants = NULL;
2061 skinframe->shirt = NULL;
2062 skinframe->nmap = r_texture_blanknormalmap;
2063 skinframe->gloss = NULL;
2064 skinframe->glow = NULL;
2065 skinframe->fog = NULL;
2067 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2071 if (developer_loading.integer)
2072 Con_Printf("loading 32bit skin \"%s\"\n", name);
2074 if (r_shadow_bumpscale_basetexture.value > 0)
2076 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2077 temp2 = temp1 + width * height * 4;
2078 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2079 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2082 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2083 if (textureflags & TEXF_ALPHA)
2085 for (i = 3;i < width * height * 4;i += 4)
2086 if (skindata[i] < 255)
2088 if (i < width * height * 4)
2090 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2091 memcpy(fogpixels, skindata, width * height * 4);
2092 for (i = 0;i < width * height * 4;i += 4)
2093 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2094 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2095 Mem_Free(fogpixels);
2102 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2105 unsigned char *temp1, *temp2;
2106 skinframe_t *skinframe;
2108 if (cls.state == ca_dedicated)
2111 // if already loaded just return it, otherwise make a new skinframe
2112 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2113 if (skinframe && skinframe->base)
2116 skinframe->stain = NULL;
2117 skinframe->merged = NULL;
2118 skinframe->base = r_texture_notexture;
2119 skinframe->pants = NULL;
2120 skinframe->shirt = NULL;
2121 skinframe->nmap = r_texture_blanknormalmap;
2122 skinframe->gloss = NULL;
2123 skinframe->glow = NULL;
2124 skinframe->fog = NULL;
2126 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2130 if (developer_loading.integer)
2131 Con_Printf("loading quake skin \"%s\"\n", name);
2133 if (r_shadow_bumpscale_basetexture.value > 0)
2135 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2136 temp2 = temp1 + width * height * 4;
2137 // use either a custom palette or the quake palette
2138 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2139 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2140 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2143 // use either a custom palette, or the quake palette
2144 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2145 if (loadglowtexture)
2146 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2147 if (loadpantsandshirt)
2149 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2150 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2152 if (skinframe->pants || skinframe->shirt)
2153 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2154 if (textureflags & TEXF_ALPHA)
2156 for (i = 0;i < width * height;i++)
2157 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2159 if (i < width * height)
2160 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2166 skinframe_t *R_SkinFrame_LoadMissing(void)
2168 skinframe_t *skinframe;
2170 if (cls.state == ca_dedicated)
2173 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2174 skinframe->stain = NULL;
2175 skinframe->merged = NULL;
2176 skinframe->base = r_texture_notexture;
2177 skinframe->pants = NULL;
2178 skinframe->shirt = NULL;
2179 skinframe->nmap = r_texture_blanknormalmap;
2180 skinframe->gloss = NULL;
2181 skinframe->glow = NULL;
2182 skinframe->fog = NULL;
2187 void gl_main_start(void)
2189 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2190 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2192 // set up r_skinframe loading system for textures
2193 memset(&r_skinframe, 0, sizeof(r_skinframe));
2194 r_skinframe.loadsequence = 1;
2195 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2197 r_main_texturepool = R_AllocTexturePool();
2198 R_BuildBlankTextures();
2200 if (gl_texturecubemap)
2203 R_BuildNormalizationCube();
2205 r_texture_fogattenuation = NULL;
2206 r_texture_gammaramps = NULL;
2207 //r_texture_fogintensity = NULL;
2208 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2209 memset(&r_waterstate, 0, sizeof(r_waterstate));
2210 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2211 memset(&r_svbsp, 0, sizeof (r_svbsp));
2213 r_refdef.fogmasktable_density = 0;
2216 void gl_main_shutdown(void)
2218 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2219 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2221 // clear out the r_skinframe state
2222 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2223 memset(&r_skinframe, 0, sizeof(r_skinframe));
2226 Mem_Free(r_svbsp.nodes);
2227 memset(&r_svbsp, 0, sizeof (r_svbsp));
2228 R_FreeTexturePool(&r_main_texturepool);
2229 r_texture_blanknormalmap = NULL;
2230 r_texture_white = NULL;
2231 r_texture_grey128 = NULL;
2232 r_texture_black = NULL;
2233 r_texture_whitecube = NULL;
2234 r_texture_normalizationcube = NULL;
2235 r_texture_fogattenuation = NULL;
2236 r_texture_gammaramps = NULL;
2237 //r_texture_fogintensity = NULL;
2238 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2239 memset(&r_waterstate, 0, sizeof(r_waterstate));
2243 extern void CL_ParseEntityLump(char *entitystring);
2244 void gl_main_newmap(void)
2246 // FIXME: move this code to client
2248 char *entities, entname[MAX_QPATH];
2251 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2252 l = (int)strlen(entname) - 4;
2253 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2255 memcpy(entname + l, ".ent", 5);
2256 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2258 CL_ParseEntityLump(entities);
2263 if (cl.worldmodel->brush.entities)
2264 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2268 void GL_Main_Init(void)
2270 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2272 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2273 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2274 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2275 if (gamemode == GAME_NEHAHRA)
2277 Cvar_RegisterVariable (&gl_fogenable);
2278 Cvar_RegisterVariable (&gl_fogdensity);
2279 Cvar_RegisterVariable (&gl_fogred);
2280 Cvar_RegisterVariable (&gl_foggreen);
2281 Cvar_RegisterVariable (&gl_fogblue);
2282 Cvar_RegisterVariable (&gl_fogstart);
2283 Cvar_RegisterVariable (&gl_fogend);
2284 Cvar_RegisterVariable (&gl_skyclip);
2286 Cvar_RegisterVariable(&r_depthfirst);
2287 Cvar_RegisterVariable(&r_useinfinitefarclip);
2288 Cvar_RegisterVariable(&r_nearclip);
2289 Cvar_RegisterVariable(&r_showbboxes);
2290 Cvar_RegisterVariable(&r_showsurfaces);
2291 Cvar_RegisterVariable(&r_showtris);
2292 Cvar_RegisterVariable(&r_shownormals);
2293 Cvar_RegisterVariable(&r_showlighting);
2294 Cvar_RegisterVariable(&r_showshadowvolumes);
2295 Cvar_RegisterVariable(&r_showcollisionbrushes);
2296 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2297 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2298 Cvar_RegisterVariable(&r_showdisabledepthtest);
2299 Cvar_RegisterVariable(&r_drawportals);
2300 Cvar_RegisterVariable(&r_drawentities);
2301 Cvar_RegisterVariable(&r_cullentities_trace);
2302 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2303 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2304 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2305 Cvar_RegisterVariable(&r_drawviewmodel);
2306 Cvar_RegisterVariable(&r_speeds);
2307 Cvar_RegisterVariable(&r_fullbrights);
2308 Cvar_RegisterVariable(&r_wateralpha);
2309 Cvar_RegisterVariable(&r_dynamic);
2310 Cvar_RegisterVariable(&r_fullbright);
2311 Cvar_RegisterVariable(&r_shadows);
2312 Cvar_RegisterVariable(&r_shadows_throwdistance);
2313 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2314 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2315 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2316 Cvar_RegisterVariable(&r_fog_exp2);
2317 Cvar_RegisterVariable(&r_drawfog);
2318 Cvar_RegisterVariable(&r_textureunits);
2319 Cvar_RegisterVariable(&r_glsl);
2320 Cvar_RegisterVariable(&r_glsl_contrastboost);
2321 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2322 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2323 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2324 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2325 Cvar_RegisterVariable(&r_glsl_postprocess);
2326 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2327 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2328 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2329 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2330 Cvar_RegisterVariable(&r_glsl_usegeneric);
2331 Cvar_RegisterVariable(&r_water);
2332 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2333 Cvar_RegisterVariable(&r_water_clippingplanebias);
2334 Cvar_RegisterVariable(&r_water_refractdistort);
2335 Cvar_RegisterVariable(&r_water_reflectdistort);
2336 Cvar_RegisterVariable(&r_lerpsprites);
2337 Cvar_RegisterVariable(&r_lerpmodels);
2338 Cvar_RegisterVariable(&r_lerplightstyles);
2339 Cvar_RegisterVariable(&r_waterscroll);
2340 Cvar_RegisterVariable(&r_bloom);
2341 Cvar_RegisterVariable(&r_bloom_colorscale);
2342 Cvar_RegisterVariable(&r_bloom_brighten);
2343 Cvar_RegisterVariable(&r_bloom_blur);
2344 Cvar_RegisterVariable(&r_bloom_resolution);
2345 Cvar_RegisterVariable(&r_bloom_colorexponent);
2346 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2347 Cvar_RegisterVariable(&r_hdr);
2348 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2349 Cvar_RegisterVariable(&r_hdr_glowintensity);
2350 Cvar_RegisterVariable(&r_hdr_range);
2351 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2352 Cvar_RegisterVariable(&developer_texturelogging);
2353 Cvar_RegisterVariable(&gl_lightmaps);
2354 Cvar_RegisterVariable(&r_test);
2355 Cvar_RegisterVariable(&r_batchmode);
2356 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2357 Cvar_SetValue("r_fullbrights", 0);
2358 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2360 Cvar_RegisterVariable(&r_track_sprites);
2361 Cvar_RegisterVariable(&r_track_sprites_flags);
2362 Cvar_RegisterVariable(&r_track_sprites_scalew);
2363 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2366 extern void R_Textures_Init(void);
2367 extern void GL_Draw_Init(void);
2368 extern void GL_Main_Init(void);
2369 extern void R_Shadow_Init(void);
2370 extern void R_Sky_Init(void);
2371 extern void GL_Surf_Init(void);
2372 extern void R_Particles_Init(void);
2373 extern void R_Explosion_Init(void);
2374 extern void gl_backend_init(void);
2375 extern void Sbar_Init(void);
2376 extern void R_LightningBeams_Init(void);
2377 extern void Mod_RenderInit(void);
2379 void Render_Init(void)
2391 R_LightningBeams_Init();
2400 extern char *ENGINE_EXTENSIONS;
2403 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2404 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2405 gl_version = (const char *)qglGetString(GL_VERSION);
2406 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2410 if (!gl_platformextensions)
2411 gl_platformextensions = "";
2413 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2414 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2415 Con_Printf("GL_VERSION: %s\n", gl_version);
2416 Con_Printf("GL_EXTENSIONS: %s\n", gl_extensions);
2417 Con_Printf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2419 VID_CheckExtensions();
2421 // LordHavoc: report supported extensions
2422 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2424 // clear to black (loading plaque will be seen over this)
2426 qglClearColor(0,0,0,1);CHECKGLERROR
2427 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2430 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2434 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2436 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2439 p = r_refdef.view.frustum + i;
2444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2460 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2464 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2468 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2472 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2480 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2484 for (i = 0;i < numplanes;i++)
2491 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2495 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2499 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2503 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2507 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2511 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2515 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2519 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2527 //==================================================================================
2529 static void R_View_UpdateEntityVisible (void)
2532 entity_render_t *ent;
2534 if (!r_drawentities.integer)
2537 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2538 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2540 // worldmodel can check visibility
2541 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2542 for (i = 0;i < r_refdef.scene.numentities;i++)
2544 ent = r_refdef.scene.entities[i];
2545 if (!(ent->flags & renderimask))
2546 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2547 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2548 r_refdef.viewcache.entityvisible[i] = true;
2550 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2552 for (i = 0;i < r_refdef.scene.numentities;i++)
2554 ent = r_refdef.scene.entities[i];
2555 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2557 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2558 ent->last_trace_visibility = realtime;
2559 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2560 r_refdef.viewcache.entityvisible[i] = 0;
2567 // no worldmodel or it can't check visibility
2568 for (i = 0;i < r_refdef.scene.numentities;i++)
2570 ent = r_refdef.scene.entities[i];
2571 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2576 // only used if skyrendermasked, and normally returns false
2577 int R_DrawBrushModelsSky (void)
2580 entity_render_t *ent;
2582 if (!r_drawentities.integer)
2586 for (i = 0;i < r_refdef.scene.numentities;i++)
2588 if (!r_refdef.viewcache.entityvisible[i])
2590 ent = r_refdef.scene.entities[i];
2591 if (!ent->model || !ent->model->DrawSky)
2593 ent->model->DrawSky(ent);
2599 static void R_DrawNoModel(entity_render_t *ent);
2600 static void R_DrawModels(void)
2603 entity_render_t *ent;
2605 if (!r_drawentities.integer)
2608 for (i = 0;i < r_refdef.scene.numentities;i++)
2610 if (!r_refdef.viewcache.entityvisible[i])
2612 ent = r_refdef.scene.entities[i];
2613 r_refdef.stats.entities++;
2614 if (ent->model && ent->model->Draw != NULL)
2615 ent->model->Draw(ent);
2621 static void R_DrawModelsDepth(void)
2624 entity_render_t *ent;
2626 if (!r_drawentities.integer)
2629 for (i = 0;i < r_refdef.scene.numentities;i++)
2631 if (!r_refdef.viewcache.entityvisible[i])
2633 ent = r_refdef.scene.entities[i];
2634 if (ent->model && ent->model->DrawDepth != NULL)
2635 ent->model->DrawDepth(ent);
2639 static void R_DrawModelsDebug(void)
2642 entity_render_t *ent;
2644 if (!r_drawentities.integer)
2647 for (i = 0;i < r_refdef.scene.numentities;i++)
2649 if (!r_refdef.viewcache.entityvisible[i])
2651 ent = r_refdef.scene.entities[i];
2652 if (ent->model && ent->model->DrawDebug != NULL)
2653 ent->model->DrawDebug(ent);
2657 static void R_DrawModelsAddWaterPlanes(void)
2660 entity_render_t *ent;
2662 if (!r_drawentities.integer)
2665 for (i = 0;i < r_refdef.scene.numentities;i++)
2667 if (!r_refdef.viewcache.entityvisible[i])
2669 ent = r_refdef.scene.entities[i];
2670 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2671 ent->model->DrawAddWaterPlanes(ent);
2675 static void R_View_SetFrustum(void)
2678 double slopex, slopey;
2679 vec3_t forward, left, up, origin;
2681 // we can't trust r_refdef.view.forward and friends in reflected scenes
2682 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2685 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2686 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2687 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2688 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2689 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2690 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2691 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2692 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2693 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2694 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2695 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2696 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2700 zNear = r_refdef.nearclip;
2701 nudge = 1.0 - 1.0 / (1<<23);
2702 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2703 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2704 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2705 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2706 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2707 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2708 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2709 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2715 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2716 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2717 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2718 r_refdef.view.frustum[0].dist = m[15] - m[12];
2720 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2721 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2722 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2723 r_refdef.view.frustum[1].dist = m[15] + m[12];
2725 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2726 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2727 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2728 r_refdef.view.frustum[2].dist = m[15] - m[13];
2730 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2731 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2732 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2733 r_refdef.view.frustum[3].dist = m[15] + m[13];
2735 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2736 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2737 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2738 r_refdef.view.frustum[4].dist = m[15] - m[14];
2740 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2741 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2742 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2743 r_refdef.view.frustum[5].dist = m[15] + m[14];
2746 if (r_refdef.view.useperspective)
2748 slopex = 1.0 / r_refdef.view.frustum_x;
2749 slopey = 1.0 / r_refdef.view.frustum_y;
2750 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2751 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2752 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2753 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2754 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2756 // Leaving those out was a mistake, those were in the old code, and they
2757 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2758 // I couldn't reproduce it after adding those normalizations. --blub
2759 VectorNormalize(r_refdef.view.frustum[0].normal);
2760 VectorNormalize(r_refdef.view.frustum[1].normal);
2761 VectorNormalize(r_refdef.view.frustum[2].normal);
2762 VectorNormalize(r_refdef.view.frustum[3].normal);
2764 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2765 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2766 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2767 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2768 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2770 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2771 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2772 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2773 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2774 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2778 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2779 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2780 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2781 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2782 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2783 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2784 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2785 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2786 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2787 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2789 r_refdef.view.numfrustumplanes = 5;
2791 if (r_refdef.view.useclipplane)
2793 r_refdef.view.numfrustumplanes = 6;
2794 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2797 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2798 PlaneClassify(r_refdef.view.frustum + i);
2800 // LordHavoc: note to all quake engine coders, Quake had a special case
2801 // for 90 degrees which assumed a square view (wrong), so I removed it,
2802 // Quake2 has it disabled as well.
2804 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2805 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2806 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2807 //PlaneClassify(&frustum[0]);
2809 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2810 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2811 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2812 //PlaneClassify(&frustum[1]);
2814 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2815 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2816 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2817 //PlaneClassify(&frustum[2]);
2819 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2820 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2821 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2822 //PlaneClassify(&frustum[3]);
2825 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2826 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2827 //PlaneClassify(&frustum[4]);
2830 void R_View_Update(void)
2832 R_View_SetFrustum();
2833 R_View_WorldVisibility(r_refdef.view.useclipplane);
2834 R_View_UpdateEntityVisible();
2837 void R_SetupView(qboolean allowwaterclippingplane)
2839 if (!r_refdef.view.useperspective)
2840 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2841 else if (gl_stencil && r_useinfinitefarclip.integer)
2842 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2844 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2846 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2848 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2850 // LordHavoc: couldn't figure out how to make this approach the
2851 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2852 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2853 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2854 dist = r_refdef.view.clipplane.dist;
2855 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2859 void R_ResetViewRendering2D(void)
2863 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2864 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2865 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2866 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2867 GL_Color(1, 1, 1, 1);
2868 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2869 GL_BlendFunc(GL_ONE, GL_ZERO);
2870 GL_AlphaTest(false);
2871 GL_ScissorTest(false);
2872 GL_DepthMask(false);
2873 GL_DepthRange(0, 1);
2874 GL_DepthTest(false);
2875 R_Mesh_Matrix(&identitymatrix);
2876 R_Mesh_ResetTextureState();
2877 GL_PolygonOffset(0, 0);
2878 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2879 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2880 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2881 qglStencilMask(~0);CHECKGLERROR
2882 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2883 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2884 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2885 R_SetupGenericShader(true);
2888 void R_ResetViewRendering3D(void)
2892 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2893 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2895 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2896 GL_Color(1, 1, 1, 1);
2897 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2898 GL_BlendFunc(GL_ONE, GL_ZERO);
2899 GL_AlphaTest(false);
2900 GL_ScissorTest(true);
2902 GL_DepthRange(0, 1);
2904 R_Mesh_Matrix(&identitymatrix);
2905 R_Mesh_ResetTextureState();
2906 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2907 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2908 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2909 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2910 qglStencilMask(~0);CHECKGLERROR
2911 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2912 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2913 GL_CullFace(r_refdef.view.cullface_back);
2914 R_SetupGenericShader(true);
2917 void R_RenderScene(qboolean addwaterplanes);
2919 static void R_Water_StartFrame(void)
2922 int waterwidth, waterheight, texturewidth, textureheight;
2923 r_waterstate_waterplane_t *p;
2925 // set waterwidth and waterheight to the water resolution that will be
2926 // used (often less than the screen resolution for faster rendering)
2927 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2928 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2930 // calculate desired texture sizes
2931 // can't use water if the card does not support the texture size
2932 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2933 texturewidth = textureheight = waterwidth = waterheight = 0;
2934 else if (gl_support_arb_texture_non_power_of_two)
2936 texturewidth = waterwidth;
2937 textureheight = waterheight;
2941 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2942 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2945 // allocate textures as needed
2946 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2948 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2949 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2951 if (p->texture_refraction)
2952 R_FreeTexture(p->texture_refraction);
2953 p->texture_refraction = NULL;
2954 if (p->texture_reflection)
2955 R_FreeTexture(p->texture_reflection);
2956 p->texture_reflection = NULL;
2958 memset(&r_waterstate, 0, sizeof(r_waterstate));
2959 r_waterstate.waterwidth = waterwidth;
2960 r_waterstate.waterheight = waterheight;
2961 r_waterstate.texturewidth = texturewidth;
2962 r_waterstate.textureheight = textureheight;
2965 if (r_waterstate.waterwidth)
2967 r_waterstate.enabled = true;
2969 // set up variables that will be used in shader setup
2970 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2971 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2972 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2973 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2976 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2977 r_waterstate.numwaterplanes = 0;
2980 static void R_Water_AddWaterPlane(msurface_t *surface)
2982 int triangleindex, planeindex;
2988 r_waterstate_waterplane_t *p;
2989 // just use the first triangle with a valid normal for any decisions
2990 VectorClear(normal);
2991 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2993 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2994 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2995 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2996 TriangleNormal(vert[0], vert[1], vert[2], normal);
2997 if (VectorLength2(normal) >= 0.001)
3001 VectorCopy(normal, plane.normal);
3002 VectorNormalize(plane.normal);
3003 plane.dist = DotProduct(vert[0], plane.normal);
3004 PlaneClassify(&plane);
3005 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3007 // skip backfaces (except if nocullface is set)
3008 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3010 VectorNegate(plane.normal, plane.normal);
3012 PlaneClassify(&plane);
3016 // find a matching plane if there is one
3017 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3018 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3020 if (planeindex >= r_waterstate.maxwaterplanes)
3021 return; // nothing we can do, out of planes
3023 // if this triangle does not fit any known plane rendered this frame, add one
3024 if (planeindex >= r_waterstate.numwaterplanes)
3026 // store the new plane
3027 r_waterstate.numwaterplanes++;
3029 // clear materialflags and pvs
3030 p->materialflags = 0;
3031 p->pvsvalid = false;
3033 // merge this surface's materialflags into the waterplane
3034 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3035 // merge this surface's PVS into the waterplane
3036 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3037 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3038 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3040 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3045 static void R_Water_ProcessPlanes(void)
3047 r_refdef_view_t originalview;
3049 r_waterstate_waterplane_t *p;
3051 originalview = r_refdef.view;
3053 // make sure enough textures are allocated
3054 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3056 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3058 if (!p->texture_refraction)
3059 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3060 if (!p->texture_refraction)
3064 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3066 if (!p->texture_reflection)
3067 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3068 if (!p->texture_reflection)
3074 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3076 r_refdef.view.showdebug = false;
3077 r_refdef.view.width = r_waterstate.waterwidth;
3078 r_refdef.view.height = r_waterstate.waterheight;
3079 r_refdef.view.useclipplane = true;
3080 r_waterstate.renderingscene = true;
3082 // render the normal view scene and copy into texture
3083 // (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)
3084 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3086 r_refdef.view.clipplane = p->plane;
3087 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3088 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3089 PlaneClassify(&r_refdef.view.clipplane);
3091 R_RenderScene(false);
3093 // copy view into the screen texture
3094 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3095 GL_ActiveTexture(0);
3097 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3100 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3102 // render reflected scene and copy into texture
3103 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3104 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3105 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3106 r_refdef.view.clipplane = p->plane;
3107 // reverse the cullface settings for this render
3108 r_refdef.view.cullface_front = GL_FRONT;
3109 r_refdef.view.cullface_back = GL_BACK;
3110 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3112 r_refdef.view.usecustompvs = true;
3114 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3116 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3119 R_ResetViewRendering3D();
3120 R_ClearScreen(r_refdef.fogenabled);
3121 if (r_timereport_active)
3122 R_TimeReport("viewclear");
3124 R_RenderScene(false);
3126 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3127 GL_ActiveTexture(0);
3129 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3131 R_ResetViewRendering3D();
3132 R_ClearScreen(r_refdef.fogenabled);
3133 if (r_timereport_active)
3134 R_TimeReport("viewclear");
3137 r_refdef.view = originalview;
3138 r_refdef.view.clear = true;
3139 r_waterstate.renderingscene = false;
3143 r_refdef.view = originalview;
3144 r_waterstate.renderingscene = false;
3145 Cvar_SetValueQuick(&r_water, 0);
3146 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3150 void R_Bloom_StartFrame(void)
3152 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3154 // set bloomwidth and bloomheight to the bloom resolution that will be
3155 // used (often less than the screen resolution for faster rendering)
3156 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3157 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3158 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3159 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3160 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3162 // calculate desired texture sizes
3163 if (gl_support_arb_texture_non_power_of_two)
3165 screentexturewidth = r_refdef.view.width;
3166 screentextureheight = r_refdef.view.height;
3167 bloomtexturewidth = r_bloomstate.bloomwidth;
3168 bloomtextureheight = r_bloomstate.bloomheight;
3172 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3173 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3174 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3175 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3178 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3180 Cvar_SetValueQuick(&r_hdr, 0);
3181 Cvar_SetValueQuick(&r_bloom, 0);
3184 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3185 screentexturewidth = screentextureheight = 0;
3186 if (!r_hdr.integer && !r_bloom.integer)
3187 bloomtexturewidth = bloomtextureheight = 0;
3189 // allocate textures as needed
3190 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3192 if (r_bloomstate.texture_screen)
3193 R_FreeTexture(r_bloomstate.texture_screen);
3194 r_bloomstate.texture_screen = NULL;
3195 r_bloomstate.screentexturewidth = screentexturewidth;
3196 r_bloomstate.screentextureheight = screentextureheight;
3197 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3198 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3200 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3202 if (r_bloomstate.texture_bloom)
3203 R_FreeTexture(r_bloomstate.texture_bloom);
3204 r_bloomstate.texture_bloom = NULL;
3205 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3206 r_bloomstate.bloomtextureheight = bloomtextureheight;
3207 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3208 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3211 // set up a texcoord array for the full resolution screen image
3212 // (we have to keep this around to copy back during final render)
3213 r_bloomstate.screentexcoord2f[0] = 0;
3214 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3215 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3216 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3217 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3218 r_bloomstate.screentexcoord2f[5] = 0;
3219 r_bloomstate.screentexcoord2f[6] = 0;
3220 r_bloomstate.screentexcoord2f[7] = 0;
3222 // set up a texcoord array for the reduced resolution bloom image
3223 // (which will be additive blended over the screen image)
3224 r_bloomstate.bloomtexcoord2f[0] = 0;
3225 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3226 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3227 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3228 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3229 r_bloomstate.bloomtexcoord2f[5] = 0;
3230 r_bloomstate.bloomtexcoord2f[6] = 0;
3231 r_bloomstate.bloomtexcoord2f[7] = 0;
3233 if (r_hdr.integer || r_bloom.integer)
3235 r_bloomstate.enabled = true;
3236 r_bloomstate.hdr = r_hdr.integer != 0;
3240 void R_Bloom_CopyBloomTexture(float colorscale)
3242 r_refdef.stats.bloom++;
3244 // scale down screen texture to the bloom texture size
3246 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3247 GL_BlendFunc(GL_ONE, GL_ZERO);
3248 GL_Color(colorscale, colorscale, colorscale, 1);
3249 // TODO: optimize with multitexture or GLSL
3250 R_SetupGenericShader(true);
3251 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3252 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3253 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3254 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3256 // we now have a bloom image in the framebuffer
3257 // copy it into the bloom image texture for later processing
3258 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3259 GL_ActiveTexture(0);
3261 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3262 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3265 void R_Bloom_CopyHDRTexture(void)
3267 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3268 GL_ActiveTexture(0);
3270 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3271 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3274 void R_Bloom_MakeTexture(void)
3277 float xoffset, yoffset, r, brighten;
3279 r_refdef.stats.bloom++;
3281 R_ResetViewRendering2D();
3282 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3283 R_Mesh_ColorPointer(NULL, 0, 0);
3284 R_SetupGenericShader(true);
3286 // we have a bloom image in the framebuffer
3288 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3290 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3293 r = bound(0, r_bloom_colorexponent.value / x, 1);
3294 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3295 GL_Color(r, r, r, 1);
3296 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3297 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3298 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3299 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3301 // copy the vertically blurred bloom view to a texture
3302 GL_ActiveTexture(0);
3304 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3305 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3309 brighten = r_bloom_brighten.value;
3311 brighten *= r_hdr_range.value;
3312 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3313 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3315 for (dir = 0;dir < 2;dir++)
3317 // blend on at multiple vertical offsets to achieve a vertical blur
3318 // TODO: do offset blends using GLSL
3319 GL_BlendFunc(GL_ONE, GL_ZERO);
3320 for (x = -range;x <= range;x++)
3322 if (!dir){xoffset = 0;yoffset = x;}
3323 else {xoffset = x;yoffset = 0;}
3324 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3325 yoffset /= (float)r_bloomstate.bloomtextureheight;
3326 // compute a texcoord array with the specified x and y offset
3327 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3328 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3329 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3330 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3331 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3332 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3333 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3334 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3335 // this r value looks like a 'dot' particle, fading sharply to
3336 // black at the edges
3337 // (probably not realistic but looks good enough)
3338 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3339 //r = (dir ? 1.0f : brighten)/(range*2+1);
3340 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3341 GL_Color(r, r, r, 1);
3342 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3343 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3344 GL_BlendFunc(GL_ONE, GL_ONE);
3347 // copy the vertically blurred bloom view to a texture
3348 GL_ActiveTexture(0);
3350 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3351 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3354 // apply subtract last
3355 // (just like it would be in a GLSL shader)
3356 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3358 GL_BlendFunc(GL_ONE, GL_ZERO);
3359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3360 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3361 GL_Color(1, 1, 1, 1);
3362 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3363 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3365 GL_BlendFunc(GL_ONE, GL_ONE);
3366 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3367 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3368 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3369 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3370 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3371 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3372 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3374 // copy the darkened bloom view to a texture
3375 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3376 GL_ActiveTexture(0);
3378 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3379 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3383 void R_HDR_RenderBloomTexture(void)
3385 int oldwidth, oldheight;
3386 float oldcolorscale;
3388 oldcolorscale = r_refdef.view.colorscale;
3389 oldwidth = r_refdef.view.width;
3390 oldheight = r_refdef.view.height;
3391 r_refdef.view.width = r_bloomstate.bloomwidth;
3392 r_refdef.view.height = r_bloomstate.bloomheight;
3394 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3395 // TODO: add exposure compensation features
3396 // TODO: add fp16 framebuffer support
3398 r_refdef.view.showdebug = false;
3399 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3401 R_ClearScreen(r_refdef.fogenabled);
3402 if (r_timereport_active)
3403 R_TimeReport("HDRclear");
3405 r_waterstate.numwaterplanes = 0;
3406 R_RenderScene(r_waterstate.enabled);
3407 r_refdef.view.showdebug = true;
3409 R_ResetViewRendering2D();
3411 R_Bloom_CopyHDRTexture();
3412 R_Bloom_MakeTexture();
3414 // restore the view settings
3415 r_refdef.view.width = oldwidth;
3416 r_refdef.view.height = oldheight;
3417 r_refdef.view.colorscale = oldcolorscale;
3419 R_ResetViewRendering3D();
3421 R_ClearScreen(r_refdef.fogenabled);
3422 if (r_timereport_active)
3423 R_TimeReport("viewclear");
3426 static void R_BlendView(void)
3428 if (r_bloomstate.texture_screen)
3430 // copy view into the screen texture
3431 R_ResetViewRendering2D();
3432 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3433 R_Mesh_ColorPointer(NULL, 0, 0);
3434 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3435 GL_ActiveTexture(0);CHECKGLERROR
3436 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3437 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3440 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3442 unsigned int permutation =
3443 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3444 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3445 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3446 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3448 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3450 // render simple bloom effect
3451 // copy the screen and shrink it and darken it for the bloom process
3452 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3453 // make the bloom texture
3454 R_Bloom_MakeTexture();
3457 R_ResetViewRendering2D();
3458 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3459 R_Mesh_ColorPointer(NULL, 0, 0);
3460 GL_Color(1, 1, 1, 1);
3461 GL_BlendFunc(GL_ONE, GL_ZERO);
3462 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3463 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3464 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3465 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3466 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3467 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3468 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3469 if (r_glsl_permutation->loc_TintColor >= 0)
3470 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3471 if (r_glsl_permutation->loc_ClientTime >= 0)
3472 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3473 if (r_glsl_permutation->loc_PixelSize >= 0)
3474 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3475 if (r_glsl_permutation->loc_UserVec1 >= 0)
3477 float a=0, b=0, c=0, d=0;
3478 #if _MSC_VER >= 1400
3479 #define sscanf sscanf_s
3481 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3482 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3484 if (r_glsl_permutation->loc_UserVec2 >= 0)
3486 float a=0, b=0, c=0, d=0;
3487 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3488 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3490 if (r_glsl_permutation->loc_UserVec3 >= 0)
3492 float a=0, b=0, c=0, d=0;
3493 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3494 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3496 if (r_glsl_permutation->loc_UserVec4 >= 0)
3498 float a=0, b=0, c=0, d=0;
3499 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3500 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3502 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3503 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3509 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3511 // render high dynamic range bloom effect
3512 // the bloom texture was made earlier this render, so we just need to
3513 // blend it onto the screen...
3514 R_ResetViewRendering2D();
3515 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3516 R_Mesh_ColorPointer(NULL, 0, 0);
3517 R_SetupGenericShader(true);
3518 GL_Color(1, 1, 1, 1);
3519 GL_BlendFunc(GL_ONE, GL_ONE);
3520 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3521 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3522 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3523 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3525 else if (r_bloomstate.texture_bloom)
3527 // render simple bloom effect
3528 // copy the screen and shrink it and darken it for the bloom process
3529 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3530 // make the bloom texture
3531 R_Bloom_MakeTexture();
3532 // put the original screen image back in place and blend the bloom
3534 R_ResetViewRendering2D();
3535 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3536 R_Mesh_ColorPointer(NULL, 0, 0);
3537 GL_Color(1, 1, 1, 1);
3538 GL_BlendFunc(GL_ONE, GL_ZERO);
3539 // do both in one pass if possible
3540 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3541 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3542 if (r_textureunits.integer >= 2 && gl_combine.integer)
3544 R_SetupGenericTwoTextureShader(GL_ADD);
3545 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3546 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3550 R_SetupGenericShader(true);
3551 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3552 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3553 // now blend on the bloom texture
3554 GL_BlendFunc(GL_ONE, GL_ONE);
3555 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3556 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3558 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3559 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3561 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3563 // apply a color tint to the whole view
3564 R_ResetViewRendering2D();
3565 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3566 R_Mesh_ColorPointer(NULL, 0, 0);
3567 R_SetupGenericShader(false);
3568 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3569 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3570 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3574 void R_RenderScene(qboolean addwaterplanes);
3576 matrix4x4_t r_waterscrollmatrix;
3578 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3580 if (r_refdef.fog_density)
3582 r_refdef.fogcolor[0] = r_refdef.fog_red;
3583 r_refdef.fogcolor[1] = r_refdef.fog_green;
3584 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3588 VectorCopy(r_refdef.fogcolor, fogvec);
3589 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3591 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3592 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3593 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3594 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3596 // color.rgb *= ContrastBoost * SceneBrightness;
3597 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3598 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3599 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3600 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3605 void R_UpdateVariables(void)
3609 r_refdef.scene.ambient = r_ambient.value;
3611 r_refdef.farclip = 4096;
3612 if (r_refdef.scene.worldmodel)
3613 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3614 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3616 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3617 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3618 r_refdef.polygonfactor = 0;
3619 r_refdef.polygonoffset = 0;
3620 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3621 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3623 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3624 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3625 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3626 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3627 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3628 if (r_showsurfaces.integer)
3630 r_refdef.scene.rtworld = false;
3631 r_refdef.scene.rtworldshadows = false;
3632 r_refdef.scene.rtdlight = false;
3633 r_refdef.scene.rtdlightshadows = false;
3634 r_refdef.lightmapintensity = 0;
3637 if (gamemode == GAME_NEHAHRA)
3639 if (gl_fogenable.integer)
3641 r_refdef.oldgl_fogenable = true;
3642 r_refdef.fog_density = gl_fogdensity.value;
3643 r_refdef.fog_red = gl_fogred.value;
3644 r_refdef.fog_green = gl_foggreen.value;
3645 r_refdef.fog_blue = gl_fogblue.value;
3646 r_refdef.fog_alpha = 1;
3647 r_refdef.fog_start = 0;
3648 r_refdef.fog_end = gl_skyclip.value;
3650 else if (r_refdef.oldgl_fogenable)
3652 r_refdef.oldgl_fogenable = false;
3653 r_refdef.fog_density = 0;
3654 r_refdef.fog_red = 0;
3655 r_refdef.fog_green = 0;
3656 r_refdef.fog_blue = 0;
3657 r_refdef.fog_alpha = 0;
3658 r_refdef.fog_start = 0;
3659 r_refdef.fog_end = 0;
3663 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3664 r_refdef.fog_start = max(0, r_refdef.fog_start);
3665 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3667 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3669 if (r_refdef.fog_density && r_drawfog.integer)
3671 r_refdef.fogenabled = true;
3672 // this is the point where the fog reaches 0.9986 alpha, which we
3673 // consider a good enough cutoff point for the texture
3674 // (0.9986 * 256 == 255.6)
3675 if (r_fog_exp2.integer)
3676 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3678 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3679 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3680 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3681 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3682 // fog color was already set
3683 // update the fog texture
3684 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)
3685 R_BuildFogTexture();
3688 r_refdef.fogenabled = false;
3690 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3692 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3694 // build GLSL gamma texture
3695 #define RAMPWIDTH 256
3696 unsigned short ramp[RAMPWIDTH * 3];
3697 unsigned char ramprgb[RAMPWIDTH][4];
3700 r_texture_gammaramps_serial = vid_gammatables_serial;
3702 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3703 for(i = 0; i < RAMPWIDTH; ++i)
3705 ramprgb[i][0] = ramp[i] >> 8;
3706 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3707 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3710 if (r_texture_gammaramps)
3712 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3716 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3722 // remove GLSL gamma texture
3726 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3727 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3733 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3734 if( scenetype != r_currentscenetype ) {
3735 // store the old scenetype
3736 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3737 r_currentscenetype = scenetype;
3738 // move in the new scene
3739 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3748 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3750 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3751 if( scenetype == r_currentscenetype ) {
3752 return &r_refdef.scene;
3754 return &r_scenes_store[ scenetype ];
3763 void R_RenderView(void)
3765 if (r_refdef.view.isoverlay)
3767 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3768 GL_Clear( GL_DEPTH_BUFFER_BIT );
3769 R_TimeReport("depthclear");
3771 r_refdef.view.showdebug = false;
3773 r_waterstate.enabled = false;
3774 r_waterstate.numwaterplanes = 0;
3776 R_RenderScene(false);
3782 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3783 return; //Host_Error ("R_RenderView: NULL worldmodel");
3785 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3787 // break apart the view matrix into vectors for various purposes
3788 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3789 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3790 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3791 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3792 // make an inverted copy of the view matrix for tracking sprites
3793 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3795 R_Shadow_UpdateWorldLightSelection();
3797 R_Bloom_StartFrame();
3798 R_Water_StartFrame();
3801 if (r_timereport_active)
3802 R_TimeReport("viewsetup");
3804 R_ResetViewRendering3D();
3806 if (r_refdef.view.clear || r_refdef.fogenabled)
3808 R_ClearScreen(r_refdef.fogenabled);
3809 if (r_timereport_active)
3810 R_TimeReport("viewclear");
3812 r_refdef.view.clear = true;
3814 r_refdef.view.showdebug = true;
3816 // this produces a bloom texture to be used in R_BlendView() later
3818 R_HDR_RenderBloomTexture();
3820 r_waterstate.numwaterplanes = 0;
3821 R_RenderScene(r_waterstate.enabled);
3824 if (r_timereport_active)
3825 R_TimeReport("blendview");
3827 GL_Scissor(0, 0, vid.width, vid.height);
3828 GL_ScissorTest(false);
3832 extern void R_DrawLightningBeams (void);
3833 extern void VM_CL_AddPolygonsToMeshQueue (void);
3834 extern void R_DrawPortals (void);
3835 extern cvar_t cl_locs_show;
3836 static void R_DrawLocs(void);
3837 static void R_DrawEntityBBoxes(void);
3838 void R_RenderScene(qboolean addwaterplanes)
3840 r_refdef.stats.renders++;
3846 R_ResetViewRendering3D();
3849 if (r_timereport_active)
3850 R_TimeReport("watervis");
3852 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3854 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3855 if (r_timereport_active)
3856 R_TimeReport("waterworld");
3859 // don't let sound skip if going slow
3860 if (r_refdef.scene.extraupdate)
3863 R_DrawModelsAddWaterPlanes();
3864 if (r_timereport_active)
3865 R_TimeReport("watermodels");
3867 R_Water_ProcessPlanes();
3868 if (r_timereport_active)
3869 R_TimeReport("waterscenes");
3872 R_ResetViewRendering3D();
3874 // don't let sound skip if going slow
3875 if (r_refdef.scene.extraupdate)
3878 R_MeshQueue_BeginScene();
3883 if (r_timereport_active)
3884 R_TimeReport("visibility");
3886 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);
3888 if (cl.csqc_vidvars.drawworld)
3890 // don't let sound skip if going slow
3891 if (r_refdef.scene.extraupdate)
3894 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3896 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3897 if (r_timereport_active)
3898 R_TimeReport("worldsky");
3901 if (R_DrawBrushModelsSky() && r_timereport_active)
3902 R_TimeReport("bmodelsky");
3905 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3907 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3908 if (r_timereport_active)
3909 R_TimeReport("worlddepth");
3911 if (r_depthfirst.integer >= 2)
3913 R_DrawModelsDepth();
3914 if (r_timereport_active)
3915 R_TimeReport("modeldepth");
3918 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3920 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3921 if (r_timereport_active)
3922 R_TimeReport("world");
3925 // don't let sound skip if going slow
3926 if (r_refdef.scene.extraupdate)
3930 if (r_timereport_active)
3931 R_TimeReport("models");
3933 // don't let sound skip if going slow
3934 if (r_refdef.scene.extraupdate)
3937 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3939 R_DrawModelShadows();
3941 R_ResetViewRendering3D();
3943 // don't let sound skip if going slow
3944 if (r_refdef.scene.extraupdate)
3948 R_ShadowVolumeLighting(false);
3949 if (r_timereport_active)
3950 R_TimeReport("rtlights");
3952 // don't let sound skip if going slow
3953 if (r_refdef.scene.extraupdate)
3956 if (cl.csqc_vidvars.drawworld)
3958 R_DrawLightningBeams();
3959 if (r_timereport_active)
3960 R_TimeReport("lightning");
3963 if (r_timereport_active)
3964 R_TimeReport("decals");
3967 if (r_timereport_active)
3968 R_TimeReport("particles");
3971 if (r_timereport_active)
3972 R_TimeReport("explosions");
3975 R_SetupGenericShader(true);
3976 VM_CL_AddPolygonsToMeshQueue();
3978 if (r_refdef.view.showdebug)
3980 if (cl_locs_show.integer)
3983 if (r_timereport_active)
3984 R_TimeReport("showlocs");
3987 if (r_drawportals.integer)
3990 if (r_timereport_active)
3991 R_TimeReport("portals");
3994 if (r_showbboxes.value > 0)
3996 R_DrawEntityBBoxes();
3997 if (r_timereport_active)
3998 R_TimeReport("bboxes");
4002 R_SetupGenericShader(true);
4003 R_MeshQueue_RenderTransparent();
4004 if (r_timereport_active)
4005 R_TimeReport("drawtrans");
4007 R_SetupGenericShader(true);
4009 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))
4011 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4012 if (r_timereport_active)
4013 R_TimeReport("worlddebug");
4014 R_DrawModelsDebug();
4015 if (r_timereport_active)
4016 R_TimeReport("modeldebug");
4019 R_SetupGenericShader(true);
4021 if (cl.csqc_vidvars.drawworld)
4024 if (r_timereport_active)
4025 R_TimeReport("coronas");
4028 // don't let sound skip if going slow
4029 if (r_refdef.scene.extraupdate)
4032 R_ResetViewRendering2D();
4035 static const unsigned short bboxelements[36] =
4045 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4048 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4049 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4050 GL_DepthMask(false);
4051 GL_DepthRange(0, 1);
4052 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4053 R_Mesh_Matrix(&identitymatrix);
4054 R_Mesh_ResetTextureState();
4056 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4057 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4058 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4059 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4060 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4061 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4062 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4063 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4064 R_FillColors(color4f, 8, cr, cg, cb, ca);
4065 if (r_refdef.fogenabled)
4067 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4069 f1 = FogPoint_World(v);
4071 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4072 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4073 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4076 R_Mesh_VertexPointer(vertex3f, 0, 0);
4077 R_Mesh_ColorPointer(color4f, 0, 0);
4078 R_Mesh_ResetTextureState();
4079 R_SetupGenericShader(false);
4080 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4083 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4087 prvm_edict_t *edict;
4088 prvm_prog_t *prog_save = prog;
4090 // this function draws bounding boxes of server entities
4094 GL_CullFace(GL_NONE);
4095 R_SetupGenericShader(false);
4099 for (i = 0;i < numsurfaces;i++)
4101 edict = PRVM_EDICT_NUM(surfacelist[i]);
4102 switch ((int)edict->fields.server->solid)
4104 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4105 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4106 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4107 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4108 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4109 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4111 color[3] *= r_showbboxes.value;
4112 color[3] = bound(0, color[3], 1);
4113 GL_DepthTest(!r_showdisabledepthtest.integer);
4114 GL_CullFace(r_refdef.view.cullface_front);
4115 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4121 static void R_DrawEntityBBoxes(void)
4124 prvm_edict_t *edict;
4126 prvm_prog_t *prog_save = prog;
4128 // this function draws bounding boxes of server entities
4134 for (i = 0;i < prog->num_edicts;i++)
4136 edict = PRVM_EDICT_NUM(i);
4137 if (edict->priv.server->free)
4139 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4140 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4142 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4144 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4145 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4151 unsigned short nomodelelements[24] =
4163 float nomodelvertex3f[6*3] =
4173 float nomodelcolor4f[6*4] =
4175 0.0f, 0.0f, 0.5f, 1.0f,
4176 0.0f, 0.0f, 0.5f, 1.0f,
4177 0.0f, 0.5f, 0.0f, 1.0f,
4178 0.0f, 0.5f, 0.0f, 1.0f,
4179 0.5f, 0.0f, 0.0f, 1.0f,
4180 0.5f, 0.0f, 0.0f, 1.0f
4183 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4188 // this is only called once per entity so numsurfaces is always 1, and
4189 // surfacelist is always {0}, so this code does not handle batches
4190 R_Mesh_Matrix(&ent->matrix);
4192 if (ent->flags & EF_ADDITIVE)
4194 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4195 GL_DepthMask(false);
4197 else if (ent->alpha < 1)
4199 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4200 GL_DepthMask(false);
4204 GL_BlendFunc(GL_ONE, GL_ZERO);
4207 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4208 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4209 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4210 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4211 R_SetupGenericShader(false);
4212 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4213 if (r_refdef.fogenabled)
4216 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4217 R_Mesh_ColorPointer(color4f, 0, 0);
4218 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4219 f1 = FogPoint_World(org);
4221 for (i = 0, c = color4f;i < 6;i++, c += 4)
4223 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4224 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4225 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4229 else if (ent->alpha != 1)
4231 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4232 R_Mesh_ColorPointer(color4f, 0, 0);
4233 for (i = 0, c = color4f;i < 6;i++, c += 4)
4237 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4238 R_Mesh_ResetTextureState();
4239 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4242 void R_DrawNoModel(entity_render_t *ent)
4245 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4246 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4247 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4249 // R_DrawNoModelCallback(ent, 0);
4252 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4254 vec3_t right1, right2, diff, normal;
4256 VectorSubtract (org2, org1, normal);
4258 // calculate 'right' vector for start
4259 VectorSubtract (r_refdef.view.origin, org1, diff);
4260 CrossProduct (normal, diff, right1);
4261 VectorNormalize (right1);
4263 // calculate 'right' vector for end
4264 VectorSubtract (r_refdef.view.origin, org2, diff);
4265 CrossProduct (normal, diff, right2);
4266 VectorNormalize (right2);
4268 vert[ 0] = org1[0] + width * right1[0];
4269 vert[ 1] = org1[1] + width * right1[1];
4270 vert[ 2] = org1[2] + width * right1[2];
4271 vert[ 3] = org1[0] - width * right1[0];
4272 vert[ 4] = org1[1] - width * right1[1];
4273 vert[ 5] = org1[2] - width * right1[2];
4274 vert[ 6] = org2[0] - width * right2[0];
4275 vert[ 7] = org2[1] - width * right2[1];
4276 vert[ 8] = org2[2] - width * right2[2];
4277 vert[ 9] = org2[0] + width * right2[0];
4278 vert[10] = org2[1] + width * right2[1];
4279 vert[11] = org2[2] + width * right2[2];
4282 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4284 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4289 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4290 fog = FogPoint_World(origin);
4292 R_Mesh_Matrix(&identitymatrix);
4293 GL_BlendFunc(blendfunc1, blendfunc2);
4299 GL_CullFace(r_refdef.view.cullface_front);
4302 GL_CullFace(r_refdef.view.cullface_back);
4303 GL_CullFace(GL_NONE);
4305 GL_DepthMask(false);
4306 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4307 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4308 GL_DepthTest(!depthdisable);
4310 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4311 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4312 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4313 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4314 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4315 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4316 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4317 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4318 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4319 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4320 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4321 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4323 R_Mesh_VertexPointer(vertex3f, 0, 0);
4324 R_Mesh_ColorPointer(NULL, 0, 0);
4325 R_Mesh_ResetTextureState();
4326 R_SetupGenericShader(true);
4327 R_Mesh_TexBind(0, R_GetTexture(texture));
4328 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4329 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4330 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4331 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4333 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4335 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4336 GL_BlendFunc(blendfunc1, GL_ONE);
4338 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4339 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4343 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4348 VectorSet(v, x, y, z);
4349 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4350 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4352 if (i == mesh->numvertices)
4354 if (mesh->numvertices < mesh->maxvertices)
4356 VectorCopy(v, vertex3f);
4357 mesh->numvertices++;
4359 return mesh->numvertices;
4365 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4369 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4370 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4371 e = mesh->element3i + mesh->numtriangles * 3;
4372 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4374 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4375 if (mesh->numtriangles < mesh->maxtriangles)
4380 mesh->numtriangles++;
4382 element[1] = element[2];
4386 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4390 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4391 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4392 e = mesh->element3i + mesh->numtriangles * 3;
4393 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4395 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4396 if (mesh->numtriangles < mesh->maxtriangles)
4401 mesh->numtriangles++;
4403 element[1] = element[2];
4407 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4408 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4410 int planenum, planenum2;
4413 mplane_t *plane, *plane2;
4415 double temppoints[2][256*3];
4416 // figure out how large a bounding box we need to properly compute this brush
4418 for (w = 0;w < numplanes;w++)
4419 maxdist = max(maxdist, planes[w].dist);
4420 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4421 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4422 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4426 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4427 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4429 if (planenum2 == planenum)
4431 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);
4434 if (tempnumpoints < 3)
4436 // generate elements forming a triangle fan for this polygon
4437 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4441 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)
4443 texturelayer_t *layer;
4444 layer = t->currentlayers + t->currentnumlayers++;
4446 layer->depthmask = depthmask;
4447 layer->blendfunc1 = blendfunc1;
4448 layer->blendfunc2 = blendfunc2;
4449 layer->texture = texture;
4450 layer->texmatrix = *matrix;
4451 layer->color[0] = r * r_refdef.view.colorscale;
4452 layer->color[1] = g * r_refdef.view.colorscale;
4453 layer->color[2] = b * r_refdef.view.colorscale;
4454 layer->color[3] = a;
4457 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4460 index = parms[2] + r_refdef.scene.time * parms[3];
4461 index -= floor(index);
4465 case Q3WAVEFUNC_NONE:
4466 case Q3WAVEFUNC_NOISE:
4467 case Q3WAVEFUNC_COUNT:
4470 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4471 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4472 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4473 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4474 case Q3WAVEFUNC_TRIANGLE:
4476 f = index - floor(index);
4487 return (float)(parms[0] + parms[1] * f);
4490 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4494 dp_model_t *model = ent->model;
4497 q3shaderinfo_layer_tcmod_t *tcmod;
4499 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4501 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4505 // switch to an alternate material if this is a q1bsp animated material
4507 texture_t *texture = t;
4508 int s = ent->skinnum;
4509 if ((unsigned int)s >= (unsigned int)model->numskins)
4511 if (model->skinscenes)
4513 if (model->skinscenes[s].framecount > 1)
4514 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4516 s = model->skinscenes[s].firstframe;
4519 t = t + s * model->num_surfaces;
4522 // use an alternate animation if the entity's frame is not 0,
4523 // and only if the texture has an alternate animation
4524 if (ent->frame2 != 0 && t->anim_total[1])
4525 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4527 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4529 texture->currentframe = t;
4532 // update currentskinframe to be a qw skin or animation frame
4533 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4535 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4537 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4538 if (developer_loading.integer)
4539 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4540 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4542 t->currentskinframe = r_qwskincache_skinframe[i];
4543 if (t->currentskinframe == NULL)
4544 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4546 else if (t->numskinframes >= 2)
4547 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4548 if (t->backgroundnumskinframes >= 2)
4549 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4551 t->currentmaterialflags = t->basematerialflags;
4552 t->currentalpha = ent->alpha;
4553 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4554 t->currentalpha *= r_wateralpha.value;
4555 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4556 t->currentalpha *= t->r_water_wateralpha;
4557 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4558 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4559 if (!(ent->flags & RENDER_LIGHT))
4560 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4561 else if (rsurface.modeltexcoordlightmap2f == NULL)
4563 // pick a model lighting mode
4564 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4565 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4567 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4569 if (ent->effects & EF_ADDITIVE)
4570 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4571 else if (t->currentalpha < 1)
4572 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4573 if (ent->effects & EF_DOUBLESIDED)
4574 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4575 if (ent->effects & EF_NODEPTHTEST)
4576 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4577 if (ent->flags & RENDER_VIEWMODEL)
4578 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4579 if (t->backgroundnumskinframes)
4580 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4581 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4583 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4584 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4587 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4589 // there is no tcmod
4590 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4591 t->currenttexmatrix = r_waterscrollmatrix;
4593 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4596 switch(tcmod->tcmod)
4600 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4601 matrix = r_waterscrollmatrix;
4603 matrix = identitymatrix;
4605 case Q3TCMOD_ENTITYTRANSLATE:
4606 // this is used in Q3 to allow the gamecode to control texcoord
4607 // scrolling on the entity, which is not supported in darkplaces yet.
4608 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4610 case Q3TCMOD_ROTATE:
4611 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4612 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4613 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4616 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4618 case Q3TCMOD_SCROLL:
4619 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4621 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4622 w = tcmod->parms[0];
4623 h = tcmod->parms[1];
4624 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4626 idx = floor(f * w * h);
4627 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4629 case Q3TCMOD_STRETCH:
4630 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4631 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4633 case Q3TCMOD_TRANSFORM:
4634 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4635 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4636 VectorSet(tcmat + 6, 0 , 0 , 1);
4637 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4638 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4640 case Q3TCMOD_TURBULENT:
4641 // this is handled in the RSurf_PrepareVertices function
4642 matrix = identitymatrix;
4645 // either replace or concatenate the transformation
4647 t->currenttexmatrix = matrix;
4650 matrix4x4_t temp = t->currenttexmatrix;
4651 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4655 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4656 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4657 t->glosstexture = r_texture_black;
4658 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4659 t->backgroundglosstexture = r_texture_black;
4660 t->specularpower = r_shadow_glossexponent.value;
4661 // TODO: store reference values for these in the texture?
4662 t->specularscale = 0;
4663 if (r_shadow_gloss.integer > 0)
4665 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4667 if (r_shadow_glossintensity.value > 0)
4669 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4670 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4671 t->specularscale = r_shadow_glossintensity.value;
4674 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4676 t->glosstexture = r_texture_white;
4677 t->backgroundglosstexture = r_texture_white;
4678 t->specularscale = r_shadow_gloss2intensity.value;
4682 // lightmaps mode looks bad with dlights using actual texturing, so turn
4683 // off the colormap and glossmap, but leave the normalmap on as it still
4684 // accurately represents the shading involved
4685 if (gl_lightmaps.integer)
4687 t->basetexture = r_texture_grey128;
4688 t->backgroundbasetexture = NULL;
4689 t->specularscale = 0;
4690 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4693 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4694 VectorClear(t->dlightcolor);
4695 t->currentnumlayers = 0;
4696 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4699 int blendfunc1, blendfunc2, depthmask;
4700 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4702 blendfunc1 = GL_SRC_ALPHA;
4703 blendfunc2 = GL_ONE;
4705 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4707 blendfunc1 = GL_SRC_ALPHA;
4708 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4710 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4712 blendfunc1 = t->customblendfunc[0];
4713 blendfunc2 = t->customblendfunc[1];
4717 blendfunc1 = GL_ONE;
4718 blendfunc2 = GL_ZERO;
4720 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4721 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4722 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4723 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4725 // fullbright is not affected by r_refdef.lightmapintensity
4726 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4727 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4728 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4729 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4730 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4734 vec3_t ambientcolor;
4736 // set the color tint used for lights affecting this surface
4737 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4739 // q3bsp has no lightmap updates, so the lightstylevalue that
4740 // would normally be baked into the lightmap must be
4741 // applied to the color
4742 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4743 if (ent->model->type == mod_brushq3)
4744 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4745 colorscale *= r_refdef.lightmapintensity;
4746 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4747 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4748 // basic lit geometry
4749 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4750 // add pants/shirt if needed
4751 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4752 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4753 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4754 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4755 // now add ambient passes if needed
4756 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4758 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4759 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4760 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4761 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4762 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4765 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4766 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4767 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4769 // if this is opaque use alpha blend which will darken the earlier
4772 // if this is an alpha blended material, all the earlier passes
4773 // were darkened by fog already, so we only need to add the fog
4774 // color ontop through the fog mask texture
4776 // if this is an additive blended material, all the earlier passes
4777 // were darkened by fog already, and we should not add fog color
4778 // (because the background was not darkened, there is no fog color
4779 // that was lost behind it).
4780 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4785 void R_UpdateAllTextureInfo(entity_render_t *ent)
4789 for (i = 0;i < ent->model->num_texturesperskin;i++)
4790 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4793 rsurfacestate_t rsurface;
4795 void R_Mesh_ResizeArrays(int newvertices)
4798 if (rsurface.array_size >= newvertices)
4800 if (rsurface.array_modelvertex3f)
4801 Mem_Free(rsurface.array_modelvertex3f);
4802 rsurface.array_size = (newvertices + 1023) & ~1023;
4803 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4804 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4805 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4806 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4807 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4808 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4809 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4810 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4811 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4812 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4813 rsurface.array_color4f = base + rsurface.array_size * 27;
4814 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4817 void RSurf_ActiveWorldEntity(void)
4819 dp_model_t *model = r_refdef.scene.worldmodel;
4820 if (rsurface.array_size < model->surfmesh.num_vertices)
4821 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4822 rsurface.matrix = identitymatrix;
4823 rsurface.inversematrix = identitymatrix;
4824 R_Mesh_Matrix(&identitymatrix);
4825 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4826 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4827 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4828 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4829 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4830 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4831 rsurface.frameblend[0].frame = 0;
4832 rsurface.frameblend[0].lerp = 1;
4833 rsurface.frameblend[1].frame = 0;
4834 rsurface.frameblend[1].lerp = 0;
4835 rsurface.frameblend[2].frame = 0;
4836 rsurface.frameblend[2].lerp = 0;
4837 rsurface.frameblend[3].frame = 0;
4838 rsurface.frameblend[3].lerp = 0;
4839 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4840 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4841 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4842 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4843 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4844 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4845 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4846 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4847 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4848 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4850 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4851 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4852 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4853 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4854 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4855 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4856 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4857 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4858 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4859 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4860 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4861 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4862 rsurface.modelelement3i = model->surfmesh.data_element3i;
4863 rsurface.modelelement3s = model->surfmesh.data_element3s;
4864 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4865 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4866 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4867 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4868 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4869 rsurface.modelsurfaces = model->data_surfaces;
4870 rsurface.generatedvertex = false;
4871 rsurface.vertex3f = rsurface.modelvertex3f;
4872 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4873 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4874 rsurface.svector3f = rsurface.modelsvector3f;
4875 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4876 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4877 rsurface.tvector3f = rsurface.modeltvector3f;
4878 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4879 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4880 rsurface.normal3f = rsurface.modelnormal3f;
4881 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4882 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4883 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4886 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4888 dp_model_t *model = ent->model;
4889 if (rsurface.array_size < model->surfmesh.num_vertices)
4890 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4891 rsurface.matrix = ent->matrix;
4892 rsurface.inversematrix = ent->inversematrix;
4893 R_Mesh_Matrix(&rsurface.matrix);
4894 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4895 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4896 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4897 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4898 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4899 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4900 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4901 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4902 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4903 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4904 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4905 rsurface.frameblend[0] = ent->frameblend[0];
4906 rsurface.frameblend[1] = ent->frameblend[1];
4907 rsurface.frameblend[2] = ent->frameblend[2];
4908 rsurface.frameblend[3] = ent->frameblend[3];
4909 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4910 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4911 if (ent->model->brush.submodel)
4913 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4914 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4916 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4920 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4921 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4922 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4923 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4924 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4926 else if (wantnormals)
4928 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4929 rsurface.modelsvector3f = NULL;
4930 rsurface.modeltvector3f = NULL;
4931 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4932 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4936 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4937 rsurface.modelsvector3f = NULL;
4938 rsurface.modeltvector3f = NULL;
4939 rsurface.modelnormal3f = NULL;
4940 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4942 rsurface.modelvertex3f_bufferobject = 0;
4943 rsurface.modelvertex3f_bufferoffset = 0;
4944 rsurface.modelsvector3f_bufferobject = 0;
4945 rsurface.modelsvector3f_bufferoffset = 0;
4946 rsurface.modeltvector3f_bufferobject = 0;
4947 rsurface.modeltvector3f_bufferoffset = 0;
4948 rsurface.modelnormal3f_bufferobject = 0;
4949 rsurface.modelnormal3f_bufferoffset = 0;
4950 rsurface.generatedvertex = true;
4954 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4955 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4956 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4957 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4958 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4959 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4960 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4961 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4962 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4963 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4964 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4965 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4966 rsurface.generatedvertex = false;
4968 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4969 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4970 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4971 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4972 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4973 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4974 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4975 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4976 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4977 rsurface.modelelement3i = model->surfmesh.data_element3i;
4978 rsurface.modelelement3s = model->surfmesh.data_element3s;
4979 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4980 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4981 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4982 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4983 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4984 rsurface.modelsurfaces = model->data_surfaces;
4985 rsurface.vertex3f = rsurface.modelvertex3f;
4986 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4987 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4988 rsurface.svector3f = rsurface.modelsvector3f;
4989 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4990 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4991 rsurface.tvector3f = rsurface.modeltvector3f;
4992 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4993 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4994 rsurface.normal3f = rsurface.modelnormal3f;
4995 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4996 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4997 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5000 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5001 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5004 int texturesurfaceindex;
5009 const float *v1, *in_tc;
5011 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5013 q3shaderinfo_deform_t *deform;
5014 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5015 if (rsurface.generatedvertex)
5017 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5018 generatenormals = true;
5019 for (i = 0;i < Q3MAXDEFORMS;i++)
5021 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5023 generatetangents = true;
5024 generatenormals = true;
5026 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5027 generatenormals = true;
5029 if (generatenormals && !rsurface.modelnormal3f)
5031 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5032 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5033 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5034 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5036 if (generatetangents && !rsurface.modelsvector3f)
5038 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5039 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5040 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5041 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5042 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5043 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5044 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5047 rsurface.vertex3f = rsurface.modelvertex3f;
5048 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5049 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5050 rsurface.svector3f = rsurface.modelsvector3f;
5051 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5052 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5053 rsurface.tvector3f = rsurface.modeltvector3f;
5054 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5055 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5056 rsurface.normal3f = rsurface.modelnormal3f;
5057 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5058 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5059 // if vertices are deformed (sprite flares and things in maps, possibly
5060 // water waves, bulges and other deformations), generate them into
5061 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5062 // (may be static model data or generated data for an animated model, or
5063 // the previous deform pass)
5064 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5066 switch (deform->deform)
5069 case Q3DEFORM_PROJECTIONSHADOW:
5070 case Q3DEFORM_TEXT0:
5071 case Q3DEFORM_TEXT1:
5072 case Q3DEFORM_TEXT2:
5073 case Q3DEFORM_TEXT3:
5074 case Q3DEFORM_TEXT4:
5075 case Q3DEFORM_TEXT5:
5076 case Q3DEFORM_TEXT6:
5077 case Q3DEFORM_TEXT7:
5080 case Q3DEFORM_AUTOSPRITE:
5081 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5082 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5083 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5084 VectorNormalize(newforward);
5085 VectorNormalize(newright);
5086 VectorNormalize(newup);
5087 // make deformed versions of only the model vertices used by the specified surfaces
5088 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5090 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5091 // a single autosprite surface can contain multiple sprites...
5092 for (j = 0;j < surface->num_vertices - 3;j += 4)
5094 VectorClear(center);
5095 for (i = 0;i < 4;i++)
5096 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5097 VectorScale(center, 0.25f, center);
5098 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5099 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5100 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5101 for (i = 0;i < 4;i++)
5103 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5104 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5107 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5108 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5110 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5111 rsurface.vertex3f_bufferobject = 0;
5112 rsurface.vertex3f_bufferoffset = 0;
5113 rsurface.svector3f = rsurface.array_deformedsvector3f;
5114 rsurface.svector3f_bufferobject = 0;
5115 rsurface.svector3f_bufferoffset = 0;
5116 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5117 rsurface.tvector3f_bufferobject = 0;
5118 rsurface.tvector3f_bufferoffset = 0;
5119 rsurface.normal3f = rsurface.array_deformednormal3f;
5120 rsurface.normal3f_bufferobject = 0;
5121 rsurface.normal3f_bufferoffset = 0;
5123 case Q3DEFORM_AUTOSPRITE2:
5124 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5125 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5126 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5127 VectorNormalize(newforward);
5128 VectorNormalize(newright);
5129 VectorNormalize(newup);
5130 // make deformed versions of only the model vertices used by the specified surfaces
5131 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5133 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5134 const float *v1, *v2;
5144 memset(shortest, 0, sizeof(shortest));
5145 // a single autosprite surface can contain multiple sprites...
5146 for (j = 0;j < surface->num_vertices - 3;j += 4)
5148 VectorClear(center);
5149 for (i = 0;i < 4;i++)
5150 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5151 VectorScale(center, 0.25f, center);
5152 // find the two shortest edges, then use them to define the
5153 // axis vectors for rotating around the central axis
5154 for (i = 0;i < 6;i++)
5156 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5157 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5159 Debug_PolygonBegin(NULL, 0);
5160 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5161 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5162 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5165 l = VectorDistance2(v1, v2);
5166 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5168 l += (1.0f / 1024.0f);
5169 if (shortest[0].length2 > l || i == 0)
5171 shortest[1] = shortest[0];
5172 shortest[0].length2 = l;
5173 shortest[0].v1 = v1;
5174 shortest[0].v2 = v2;
5176 else if (shortest[1].length2 > l || i == 1)
5178 shortest[1].length2 = l;
5179 shortest[1].v1 = v1;
5180 shortest[1].v2 = v2;
5183 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5184 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5186 Debug_PolygonBegin(NULL, 0);
5187 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5188 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5189 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5192 // this calculates the right vector from the shortest edge
5193 // and the up vector from the edge midpoints
5194 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5195 VectorNormalize(right);
5196 VectorSubtract(end, start, up);
5197 VectorNormalize(up);
5198 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5199 //VectorSubtract(rsurface.modelorg, center, forward);
5200 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5201 VectorNegate(forward, forward);
5202 VectorReflect(forward, 0, up, forward);
5203 VectorNormalize(forward);
5204 CrossProduct(up, forward, newright);
5205 VectorNormalize(newright);
5207 Debug_PolygonBegin(NULL, 0);
5208 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5209 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5210 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5214 Debug_PolygonBegin(NULL, 0);
5215 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5216 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5217 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5220 // rotate the quad around the up axis vector, this is made
5221 // especially easy by the fact we know the quad is flat,
5222 // so we only have to subtract the center position and
5223 // measure distance along the right vector, and then
5224 // multiply that by the newright vector and add back the
5226 // we also need to subtract the old position to undo the
5227 // displacement from the center, which we do with a
5228 // DotProduct, the subtraction/addition of center is also
5229 // optimized into DotProducts here
5230 l = DotProduct(right, center);
5231 for (i = 0;i < 4;i++)
5233 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5234 f = DotProduct(right, v1) - l;
5235 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5238 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5239 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5241 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5242 rsurface.vertex3f_bufferobject = 0;
5243 rsurface.vertex3f_bufferoffset = 0;
5244 rsurface.svector3f = rsurface.array_deformedsvector3f;
5245 rsurface.svector3f_bufferobject = 0;
5246 rsurface.svector3f_bufferoffset = 0;
5247 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5248 rsurface.tvector3f_bufferobject = 0;
5249 rsurface.tvector3f_bufferoffset = 0;
5250 rsurface.normal3f = rsurface.array_deformednormal3f;
5251 rsurface.normal3f_bufferobject = 0;
5252 rsurface.normal3f_bufferoffset = 0;
5254 case Q3DEFORM_NORMAL:
5255 // deform the normals to make reflections wavey
5256 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5258 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5259 for (j = 0;j < surface->num_vertices;j++)
5262 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5263 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5264 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5265 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5266 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5267 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5268 VectorNormalize(normal);
5270 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5272 rsurface.svector3f = rsurface.array_deformedsvector3f;
5273 rsurface.svector3f_bufferobject = 0;
5274 rsurface.svector3f_bufferoffset = 0;
5275 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5276 rsurface.tvector3f_bufferobject = 0;
5277 rsurface.tvector3f_bufferoffset = 0;
5278 rsurface.normal3f = rsurface.array_deformednormal3f;
5279 rsurface.normal3f_bufferobject = 0;
5280 rsurface.normal3f_bufferoffset = 0;
5283 // deform vertex array to make wavey water and flags and such
5284 waveparms[0] = deform->waveparms[0];
5285 waveparms[1] = deform->waveparms[1];
5286 waveparms[2] = deform->waveparms[2];
5287 waveparms[3] = deform->waveparms[3];
5288 // this is how a divisor of vertex influence on deformation
5289 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5290 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5291 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5293 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5294 for (j = 0;j < surface->num_vertices;j++)
5296 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5297 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5298 // if the wavefunc depends on time, evaluate it per-vertex
5301 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5302 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5304 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5307 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5308 rsurface.vertex3f_bufferobject = 0;
5309 rsurface.vertex3f_bufferoffset = 0;
5311 case Q3DEFORM_BULGE:
5312 // deform vertex array to make the surface have moving bulges
5313 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5315 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5316 for (j = 0;j < surface->num_vertices;j++)
5318 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5319 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5322 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5323 rsurface.vertex3f_bufferobject = 0;
5324 rsurface.vertex3f_bufferoffset = 0;
5327 // deform vertex array
5328 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5329 VectorScale(deform->parms, scale, waveparms);
5330 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5332 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5333 for (j = 0;j < surface->num_vertices;j++)
5334 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5336 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5337 rsurface.vertex3f_bufferobject = 0;
5338 rsurface.vertex3f_bufferoffset = 0;
5342 // generate texcoords based on the chosen texcoord source
5343 switch(rsurface.texture->tcgen.tcgen)
5346 case Q3TCGEN_TEXTURE:
5347 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5348 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5349 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5351 case Q3TCGEN_LIGHTMAP:
5352 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5353 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5354 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5356 case Q3TCGEN_VECTOR:
5357 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5359 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5360 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5362 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5363 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5366 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5367 rsurface.texcoordtexture2f_bufferobject = 0;
5368 rsurface.texcoordtexture2f_bufferoffset = 0;
5370 case Q3TCGEN_ENVIRONMENT:
5371 // make environment reflections using a spheremap
5372 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5374 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5375 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5376 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5377 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5378 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5380 float l, d, eyedir[3];
5381 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5382 l = 0.5f / VectorLength(eyedir);
5383 d = DotProduct(normal, eyedir)*2;
5384 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5385 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5388 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5389 rsurface.texcoordtexture2f_bufferobject = 0;
5390 rsurface.texcoordtexture2f_bufferoffset = 0;
5393 // the only tcmod that needs software vertex processing is turbulent, so
5394 // check for it here and apply the changes if needed
5395 // and we only support that as the first one
5396 // (handling a mixture of turbulent and other tcmods would be problematic
5397 // without punting it entirely to a software path)
5398 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5400 amplitude = rsurface.texture->tcmods[0].parms[1];
5401 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5402 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5404 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5405 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5407 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5408 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5411 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5412 rsurface.texcoordtexture2f_bufferobject = 0;
5413 rsurface.texcoordtexture2f_bufferoffset = 0;
5415 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5416 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5417 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5418 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5421 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5424 const msurface_t *surface = texturesurfacelist[0];
5425 const msurface_t *surface2;
5430 // TODO: lock all array ranges before render, rather than on each surface
5431 if (texturenumsurfaces == 1)
5433 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5434 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5436 else if (r_batchmode.integer == 2)
5438 #define MAXBATCHTRIANGLES 4096
5439 int batchtriangles = 0;
5440 int batchelements[MAXBATCHTRIANGLES*3];
5441 for (i = 0;i < texturenumsurfaces;i = j)
5443 surface = texturesurfacelist[i];
5445 if (surface->num_triangles > MAXBATCHTRIANGLES)
5447 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5450 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5451 batchtriangles = surface->num_triangles;
5452 firstvertex = surface->num_firstvertex;
5453 endvertex = surface->num_firstvertex + surface->num_vertices;
5454 for (;j < texturenumsurfaces;j++)
5456 surface2 = texturesurfacelist[j];
5457 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5459 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5460 batchtriangles += surface2->num_triangles;
5461 firstvertex = min(firstvertex, surface2->num_firstvertex);
5462 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5464 surface2 = texturesurfacelist[j-1];
5465 numvertices = endvertex - firstvertex;
5466 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5469 else if (r_batchmode.integer == 1)
5471 for (i = 0;i < texturenumsurfaces;i = j)
5473 surface = texturesurfacelist[i];
5474 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5475 if (texturesurfacelist[j] != surface2)
5477 surface2 = texturesurfacelist[j-1];
5478 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5479 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5480 GL_LockArrays(surface->num_firstvertex, numvertices);
5481 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5486 for (i = 0;i < texturenumsurfaces;i++)
5488 surface = texturesurfacelist[i];
5489 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5490 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5495 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5497 int i, planeindex, vertexindex;
5501 r_waterstate_waterplane_t *p, *bestp;
5502 msurface_t *surface;
5503 if (r_waterstate.renderingscene)
5505 for (i = 0;i < texturenumsurfaces;i++)
5507 surface = texturesurfacelist[i];
5508 if (lightmaptexunit >= 0)
5509 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5510 if (deluxemaptexunit >= 0)
5511 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512 // pick the closest matching water plane
5515 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5518 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5520 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5521 d += fabs(PlaneDiff(vert, &p->plane));
5523 if (bestd > d || !bestp)
5531 if (refractiontexunit >= 0)
5532 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5533 if (reflectiontexunit >= 0)
5534 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5538 if (refractiontexunit >= 0)
5539 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5540 if (reflectiontexunit >= 0)
5541 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5543 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5544 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5548 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5552 const msurface_t *surface = texturesurfacelist[0];
5553 const msurface_t *surface2;
5558 // TODO: lock all array ranges before render, rather than on each surface
5559 if (texturenumsurfaces == 1)
5561 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5562 if (deluxemaptexunit >= 0)
5563 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5564 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5565 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5567 else if (r_batchmode.integer == 2)
5569 #define MAXBATCHTRIANGLES 4096
5570 int batchtriangles = 0;
5571 int batchelements[MAXBATCHTRIANGLES*3];
5572 for (i = 0;i < texturenumsurfaces;i = j)
5574 surface = texturesurfacelist[i];
5575 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5576 if (deluxemaptexunit >= 0)
5577 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5579 if (surface->num_triangles > MAXBATCHTRIANGLES)
5581 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5584 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5585 batchtriangles = surface->num_triangles;
5586 firstvertex = surface->num_firstvertex;
5587 endvertex = surface->num_firstvertex + surface->num_vertices;
5588 for (;j < texturenumsurfaces;j++)
5590 surface2 = texturesurfacelist[j];
5591 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5593 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5594 batchtriangles += surface2->num_triangles;
5595 firstvertex = min(firstvertex, surface2->num_firstvertex);
5596 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5598 surface2 = texturesurfacelist[j-1];
5599 numvertices = endvertex - firstvertex;
5600 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5603 else if (r_batchmode.integer == 1)
5606 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5607 for (i = 0;i < texturenumsurfaces;i = j)
5609 surface = texturesurfacelist[i];
5610 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5611 if (texturesurfacelist[j] != surface2)
5613 Con_Printf(" %i", j - i);
5616 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5618 for (i = 0;i < texturenumsurfaces;i = j)
5620 surface = texturesurfacelist[i];
5621 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5622 if (deluxemaptexunit >= 0)
5623 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5624 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5625 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5628 Con_Printf(" %i", j - i);
5630 surface2 = texturesurfacelist[j-1];
5631 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5632 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5633 GL_LockArrays(surface->num_firstvertex, numvertices);
5634 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5642 for (i = 0;i < texturenumsurfaces;i++)
5644 surface = texturesurfacelist[i];
5645 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5646 if (deluxemaptexunit >= 0)
5647 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5648 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5649 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5654 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5657 int texturesurfaceindex;
5658 if (r_showsurfaces.integer == 2)
5660 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5662 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5663 for (j = 0;j < surface->num_triangles;j++)
5665 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5666 GL_Color(f, f, f, 1);
5667 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5676 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5677 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5678 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5679 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5684 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5686 int texturesurfaceindex;
5690 if (rsurface.lightmapcolor4f)
5692 // generate color arrays for the surfaces in this list
5693 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5695 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5696 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5698 f = FogPoint_Model(v);
5708 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5710 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5711 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5713 f = FogPoint_Model(v);
5721 rsurface.lightmapcolor4f = rsurface.array_color4f;
5722 rsurface.lightmapcolor4f_bufferobject = 0;
5723 rsurface.lightmapcolor4f_bufferoffset = 0;
5726 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5728 int texturesurfaceindex;
5731 if (!rsurface.lightmapcolor4f)
5733 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5735 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5736 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5744 rsurface.lightmapcolor4f = rsurface.array_color4f;
5745 rsurface.lightmapcolor4f_bufferobject = 0;
5746 rsurface.lightmapcolor4f_bufferoffset = 0;
5749 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5752 rsurface.lightmapcolor4f = NULL;
5753 rsurface.lightmapcolor4f_bufferobject = 0;
5754 rsurface.lightmapcolor4f_bufferoffset = 0;
5755 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5756 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5757 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5758 GL_Color(r, g, b, a);
5759 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5762 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5764 // TODO: optimize applyfog && applycolor case
5765 // just apply fog if necessary, and tint the fog color array if necessary
5766 rsurface.lightmapcolor4f = NULL;
5767 rsurface.lightmapcolor4f_bufferobject = 0;
5768 rsurface.lightmapcolor4f_bufferoffset = 0;
5769 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5770 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5771 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5772 GL_Color(r, g, b, a);
5773 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5776 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5778 int texturesurfaceindex;
5782 if (texturesurfacelist[0]->lightmapinfo)
5784 // generate color arrays for the surfaces in this list
5785 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5787 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5788 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5790 if (surface->lightmapinfo->samples)
5792 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5793 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5794 VectorScale(lm, scale, c);
5795 if (surface->lightmapinfo->styles[1] != 255)
5797 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5799 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5800 VectorMA(c, scale, lm, c);
5801 if (surface->lightmapinfo->styles[2] != 255)
5804 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5805 VectorMA(c, scale, lm, c);
5806 if (surface->lightmapinfo->styles[3] != 255)
5809 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5810 VectorMA(c, scale, lm, c);
5820 rsurface.lightmapcolor4f = rsurface.array_color4f;
5821 rsurface.lightmapcolor4f_bufferobject = 0;
5822 rsurface.lightmapcolor4f_bufferoffset = 0;
5826 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5827 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5828 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5830 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5831 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5832 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5833 GL_Color(r, g, b, a);
5834 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5837 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5839 int texturesurfaceindex;
5843 vec3_t ambientcolor;
5844 vec3_t diffusecolor;
5848 VectorCopy(rsurface.modellight_lightdir, lightdir);
5849 f = 0.5f * r_refdef.lightmapintensity;
5850 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5851 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5852 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5853 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5854 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5855 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5856 if (VectorLength2(diffusecolor) > 0)
5858 // generate color arrays for the surfaces in this list
5859 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5861 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5862 int numverts = surface->num_vertices;
5863 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5864 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5865 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5866 // q3-style directional shading
5867 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5869 if ((f = DotProduct(c2, lightdir)) > 0)
5870 VectorMA(ambientcolor, f, diffusecolor, c);
5872 VectorCopy(ambientcolor, c);
5881 rsurface.lightmapcolor4f = rsurface.array_color4f;
5882 rsurface.lightmapcolor4f_bufferobject = 0;
5883 rsurface.lightmapcolor4f_bufferoffset = 0;
5887 r = ambientcolor[0];
5888 g = ambientcolor[1];
5889 b = ambientcolor[2];
5890 rsurface.lightmapcolor4f = NULL;
5891 rsurface.lightmapcolor4f_bufferobject = 0;
5892 rsurface.lightmapcolor4f_bufferoffset = 0;
5894 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5895 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5896 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5897 GL_Color(r, g, b, a);
5898 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5901 void RSurf_SetupDepthAndCulling(void)
5903 // submodels are biased to avoid z-fighting with world surfaces that they
5904 // may be exactly overlapping (avoids z-fighting artifacts on certain
5905 // doors and things in Quake maps)
5906 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5907 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5908 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5909 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5912 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5914 // transparent sky would be ridiculous
5915 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5917 R_SetupGenericShader(false);
5920 skyrendernow = false;
5921 // we have to force off the water clipping plane while rendering sky
5925 // restore entity matrix
5926 R_Mesh_Matrix(&rsurface.matrix);
5928 RSurf_SetupDepthAndCulling();
5930 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5931 // skymasking on them, and Quake3 never did sky masking (unlike
5932 // software Quake and software Quake2), so disable the sky masking
5933 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5934 // and skymasking also looks very bad when noclipping outside the
5935 // level, so don't use it then either.
5936 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5938 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5939 R_Mesh_ColorPointer(NULL, 0, 0);
5940 R_Mesh_ResetTextureState();
5941 if (skyrendermasked)
5943 R_SetupDepthOrShadowShader();
5944 // depth-only (masking)
5945 GL_ColorMask(0,0,0,0);
5946 // just to make sure that braindead drivers don't draw
5947 // anything despite that colormask...
5948 GL_BlendFunc(GL_ZERO, GL_ONE);
5952 R_SetupGenericShader(false);
5954 GL_BlendFunc(GL_ONE, GL_ZERO);
5956 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5957 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5958 if (skyrendermasked)
5959 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5961 R_Mesh_ResetTextureState();
5962 GL_Color(1, 1, 1, 1);
5965 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5967 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5970 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5971 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5972 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5973 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5974 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5975 if (rsurface.texture->backgroundcurrentskinframe)
5977 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5978 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5979 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5980 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5982 if(rsurface.texture->colormapping)
5984 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5985 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5987 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5988 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5989 R_Mesh_ColorPointer(NULL, 0, 0);
5991 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5993 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5995 // render background
5996 GL_BlendFunc(GL_ONE, GL_ZERO);
5998 GL_AlphaTest(false);
6000 GL_Color(1, 1, 1, 1);
6001 R_Mesh_ColorPointer(NULL, 0, 0);
6003 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6004 if (r_glsl_permutation)
6006 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6007 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6008 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6009 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6010 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6011 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6012 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6014 GL_LockArrays(0, 0);
6016 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6017 GL_DepthMask(false);
6018 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6019 R_Mesh_ColorPointer(NULL, 0, 0);
6021 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6022 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6023 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6026 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6027 if (!r_glsl_permutation)
6030 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6031 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6032 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6033 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6034 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6035 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6037 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6039 GL_BlendFunc(GL_ONE, GL_ZERO);
6041 GL_AlphaTest(false);
6045 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6046 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6047 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6050 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6052 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6053 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6055 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6059 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6060 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6062 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6064 GL_LockArrays(0, 0);
6067 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6069 // OpenGL 1.3 path - anything not completely ancient
6070 int texturesurfaceindex;
6071 qboolean applycolor;
6075 const texturelayer_t *layer;
6076 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6078 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6081 int layertexrgbscale;
6082 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6084 if (layerindex == 0)
6088 GL_AlphaTest(false);
6089 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6092 GL_DepthMask(layer->depthmask && writedepth);
6093 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6094 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6096 layertexrgbscale = 4;
6097 VectorScale(layer->color, 0.25f, layercolor);
6099 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6101 layertexrgbscale = 2;
6102 VectorScale(layer->color, 0.5f, layercolor);
6106 layertexrgbscale = 1;
6107 VectorScale(layer->color, 1.0f, layercolor);
6109 layercolor[3] = layer->color[3];
6110 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6111 R_Mesh_ColorPointer(NULL, 0, 0);
6112 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6113 switch (layer->type)
6115 case TEXTURELAYERTYPE_LITTEXTURE:
6116 memset(&m, 0, sizeof(m));
6117 m.tex[0] = R_GetTexture(r_texture_white);
6118 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6119 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6120 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6121 m.tex[1] = R_GetTexture(layer->texture);
6122 m.texmatrix[1] = layer->texmatrix;
6123 m.texrgbscale[1] = layertexrgbscale;
6124 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6125 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6126 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6127 R_Mesh_TextureState(&m);
6128 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6129 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6130 else if (rsurface.uselightmaptexture)
6131 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6133 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6135 case TEXTURELAYERTYPE_TEXTURE:
6136 memset(&m, 0, sizeof(m));
6137 m.tex[0] = R_GetTexture(layer->texture);
6138 m.texmatrix[0] = layer->texmatrix;
6139 m.texrgbscale[0] = layertexrgbscale;
6140 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6141 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6142 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6143 R_Mesh_TextureState(&m);
6144 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6146 case TEXTURELAYERTYPE_FOG:
6147 memset(&m, 0, sizeof(m));
6148 m.texrgbscale[0] = layertexrgbscale;
6151 m.tex[0] = R_GetTexture(layer->texture);
6152 m.texmatrix[0] = layer->texmatrix;
6153 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6154 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6155 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6157 R_Mesh_TextureState(&m);
6158 // generate a color array for the fog pass
6159 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6160 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6164 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6165 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6167 f = 1 - FogPoint_Model(v);
6168 c[0] = layercolor[0];
6169 c[1] = layercolor[1];
6170 c[2] = layercolor[2];
6171 c[3] = f * layercolor[3];
6174 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6177 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6179 GL_LockArrays(0, 0);
6182 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6184 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6185 GL_AlphaTest(false);
6189 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6191 // OpenGL 1.1 - crusty old voodoo path
6192 int texturesurfaceindex;
6196 const texturelayer_t *layer;
6197 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6199 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6201 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6203 if (layerindex == 0)
6207 GL_AlphaTest(false);
6208 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6211 GL_DepthMask(layer->depthmask && writedepth);
6212 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6213 R_Mesh_ColorPointer(NULL, 0, 0);
6214 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6215 switch (layer->type)
6217 case TEXTURELAYERTYPE_LITTEXTURE:
6218 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6220 // two-pass lit texture with 2x rgbscale
6221 // first the lightmap pass
6222 memset(&m, 0, sizeof(m));
6223 m.tex[0] = R_GetTexture(r_texture_white);
6224 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6225 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6226 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6227 R_Mesh_TextureState(&m);
6228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6229 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6230 else if (rsurface.uselightmaptexture)
6231 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6233 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6234 GL_LockArrays(0, 0);
6235 // then apply the texture to it
6236 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6237 memset(&m, 0, sizeof(m));
6238 m.tex[0] = R_GetTexture(layer->texture);
6239 m.texmatrix[0] = layer->texmatrix;
6240 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6241 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6242 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6243 R_Mesh_TextureState(&m);
6244 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6248 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6249 memset(&m, 0, sizeof(m));
6250 m.tex[0] = R_GetTexture(layer->texture);
6251 m.texmatrix[0] = layer->texmatrix;
6252 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6253 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6254 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6255 R_Mesh_TextureState(&m);
6256 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6257 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6259 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6262 case TEXTURELAYERTYPE_TEXTURE:
6263 // singletexture unlit texture with transparency support
6264 memset(&m, 0, sizeof(m));
6265 m.tex[0] = R_GetTexture(layer->texture);
6266 m.texmatrix[0] = layer->texmatrix;
6267 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6268 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6269 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6270 R_Mesh_TextureState(&m);
6271 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6273 case TEXTURELAYERTYPE_FOG:
6274 // singletexture fogging
6275 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6278 memset(&m, 0, sizeof(m));
6279 m.tex[0] = R_GetTexture(layer->texture);
6280 m.texmatrix[0] = layer->texmatrix;
6281 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6282 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6283 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6284 R_Mesh_TextureState(&m);
6287 R_Mesh_ResetTextureState();
6288 // generate a color array for the fog pass
6289 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6293 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6294 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6296 f = 1 - FogPoint_Model(v);
6297 c[0] = layer->color[0];
6298 c[1] = layer->color[1];
6299 c[2] = layer->color[2];
6300 c[3] = f * layer->color[3];
6303 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6306 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6308 GL_LockArrays(0, 0);
6311 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6313 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6314 GL_AlphaTest(false);
6318 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6321 RSurf_SetupDepthAndCulling();
6322 if (r_glsl.integer && gl_support_fragment_shader)
6323 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6324 else if (gl_combine.integer && r_textureunits.integer >= 2)
6325 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6327 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6331 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6334 int texturenumsurfaces, endsurface;
6336 msurface_t *surface;
6337 msurface_t *texturesurfacelist[1024];
6339 // if the model is static it doesn't matter what value we give for
6340 // wantnormals and wanttangents, so this logic uses only rules applicable
6341 // to a model, knowing that they are meaningless otherwise
6342 if (ent == r_refdef.scene.worldentity)
6343 RSurf_ActiveWorldEntity();
6344 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6345 RSurf_ActiveModelEntity(ent, false, false);
6347 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6349 for (i = 0;i < numsurfaces;i = j)
6352 surface = rsurface.modelsurfaces + surfacelist[i];
6353 texture = surface->texture;
6354 R_UpdateTextureInfo(ent, texture);
6355 rsurface.texture = texture->currentframe;
6356 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6357 // scan ahead until we find a different texture
6358 endsurface = min(i + 1024, numsurfaces);
6359 texturenumsurfaces = 0;
6360 texturesurfacelist[texturenumsurfaces++] = surface;
6361 for (;j < endsurface;j++)
6363 surface = rsurface.modelsurfaces + surfacelist[j];
6364 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6366 texturesurfacelist[texturenumsurfaces++] = surface;
6368 // render the range of surfaces
6369 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6371 GL_AlphaTest(false);
6374 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6379 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6381 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6383 RSurf_SetupDepthAndCulling();
6384 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6385 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6387 else if (r_showsurfaces.integer)
6389 RSurf_SetupDepthAndCulling();
6391 GL_BlendFunc(GL_ONE, GL_ZERO);
6393 GL_AlphaTest(false);
6394 R_Mesh_ColorPointer(NULL, 0, 0);
6395 R_Mesh_ResetTextureState();
6396 R_SetupGenericShader(false);
6397 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6398 if (!r_refdef.view.showdebug)
6400 GL_Color(0, 0, 0, 1);
6401 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6404 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6406 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6407 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6408 else if (!rsurface.texture->currentnumlayers)
6410 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6412 // transparent surfaces get pushed off into the transparent queue
6413 int surfacelistindex;
6414 const msurface_t *surface;
6415 vec3_t tempcenter, center;
6416 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6418 surface = texturesurfacelist[surfacelistindex];
6419 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6420 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6421 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6422 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6423 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6428 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6429 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6434 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6438 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6441 for (i = 0;i < numsurfaces;i++)
6442 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6443 R_Water_AddWaterPlane(surfacelist[i]);
6446 // break the surface list down into batches by texture and use of lightmapping
6447 for (i = 0;i < numsurfaces;i = j)
6450 // texture is the base texture pointer, rsurface.texture is the
6451 // current frame/skin the texture is directing us to use (for example
6452 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6453 // use skin 1 instead)
6454 texture = surfacelist[i]->texture;
6455 rsurface.texture = texture->currentframe;
6456 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6457 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6459 // if this texture is not the kind we want, skip ahead to the next one
6460 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6464 // simply scan ahead until we find a different texture or lightmap state
6465 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6467 // render the range of surfaces
6468 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6472 float locboxvertex3f[6*4*3] =
6474 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6475 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6476 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6477 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6478 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6479 1,0,0, 0,0,0, 0,1,0, 1,1,0
6482 unsigned short locboxelements[6*2*3] =
6492 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6495 cl_locnode_t *loc = (cl_locnode_t *)ent;
6497 float vertex3f[6*4*3];
6499 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6500 GL_DepthMask(false);
6501 GL_DepthRange(0, 1);
6502 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6504 GL_CullFace(GL_NONE);
6505 R_Mesh_Matrix(&identitymatrix);
6507 R_Mesh_VertexPointer(vertex3f, 0, 0);
6508 R_Mesh_ColorPointer(NULL, 0, 0);
6509 R_Mesh_ResetTextureState();
6510 R_SetupGenericShader(false);
6513 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6514 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6515 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6516 surfacelist[0] < 0 ? 0.5f : 0.125f);
6518 if (VectorCompare(loc->mins, loc->maxs))
6520 VectorSet(size, 2, 2, 2);
6521 VectorMA(loc->mins, -0.5f, size, mins);
6525 VectorCopy(loc->mins, mins);
6526 VectorSubtract(loc->maxs, loc->mins, size);
6529 for (i = 0;i < 6*4*3;)
6530 for (j = 0;j < 3;j++, i++)
6531 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6533 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6536 void R_DrawLocs(void)
6539 cl_locnode_t *loc, *nearestloc;
6541 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6542 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6544 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6545 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6549 void R_DrawDebugModel(entity_render_t *ent)
6551 int i, j, k, l, flagsmask;
6552 const int *elements;
6554 msurface_t *surface;
6555 dp_model_t *model = ent->model;
6558 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6560 R_Mesh_ColorPointer(NULL, 0, 0);
6561 R_Mesh_ResetTextureState();
6562 R_SetupGenericShader(false);
6563 GL_DepthRange(0, 1);
6564 GL_DepthTest(!r_showdisabledepthtest.integer);
6565 GL_DepthMask(false);
6566 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6568 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6570 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6571 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6573 if (brush->colbrushf && brush->colbrushf->numtriangles)
6575 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6576 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6577 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6580 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6582 if (surface->num_collisiontriangles)
6584 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6585 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6586 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6591 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6593 if (r_showtris.integer || r_shownormals.integer)
6595 if (r_showdisabledepthtest.integer)
6597 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6598 GL_DepthMask(false);
6602 GL_BlendFunc(GL_ONE, GL_ZERO);
6605 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6607 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6609 rsurface.texture = surface->texture->currentframe;
6610 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6612 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6613 if (r_showtris.value > 0)
6615 if (!rsurface.texture->currentlayers->depthmask)
6616 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6617 else if (ent == r_refdef.scene.worldentity)
6618 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6620 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6621 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6624 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6626 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6627 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6628 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6629 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6634 if (r_shownormals.value > 0)
6637 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6639 VectorCopy(rsurface.vertex3f + l * 3, v);
6640 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6641 qglVertex3f(v[0], v[1], v[2]);
6642 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6643 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6644 qglVertex3f(v[0], v[1], v[2]);
6649 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6651 VectorCopy(rsurface.vertex3f + l * 3, v);
6652 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6653 qglVertex3f(v[0], v[1], v[2]);
6654 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6655 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6656 qglVertex3f(v[0], v[1], v[2]);
6661 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6663 VectorCopy(rsurface.vertex3f + l * 3, v);
6664 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6665 qglVertex3f(v[0], v[1], v[2]);
6666 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6667 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6668 qglVertex3f(v[0], v[1], v[2]);
6675 rsurface.texture = NULL;
6679 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6680 int r_maxsurfacelist = 0;
6681 msurface_t **r_surfacelist = NULL;
6682 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6684 int i, j, endj, f, flagsmask;
6686 dp_model_t *model = r_refdef.scene.worldmodel;
6687 msurface_t *surfaces;
6688 unsigned char *update;
6689 int numsurfacelist = 0;
6693 if (r_maxsurfacelist < model->num_surfaces)
6695 r_maxsurfacelist = model->num_surfaces;
6697 Mem_Free(r_surfacelist);
6698 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6701 RSurf_ActiveWorldEntity();
6703 surfaces = model->data_surfaces;
6704 update = model->brushq1.lightmapupdateflags;
6706 // update light styles on this submodel
6707 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6709 model_brush_lightstyleinfo_t *style;
6710 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6712 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6714 int *list = style->surfacelist;
6715 style->value = r_refdef.scene.lightstylevalue[style->style];
6716 for (j = 0;j < style->numsurfaces;j++)
6717 update[list[j]] = true;
6722 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6723 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6727 R_DrawDebugModel(r_refdef.scene.worldentity);
6733 rsurface.uselightmaptexture = false;
6734 rsurface.texture = NULL;
6735 rsurface.rtlight = NULL;
6737 // add visible surfaces to draw list
6738 j = model->firstmodelsurface;
6739 endj = j + model->nummodelsurfaces;
6744 if (r_refdef.viewcache.world_surfacevisible[j])
6746 r_surfacelist[numsurfacelist++] = surfaces + j;
6747 // update lightmap if needed
6749 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
6755 if (r_refdef.viewcache.world_surfacevisible[j])
6756 r_surfacelist[numsurfacelist++] = surfaces + j;
6757 // don't do anything if there were no surfaces
6758 if (!numsurfacelist)
6760 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6761 GL_AlphaTest(false);
6763 // add to stats if desired
6764 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6766 r_refdef.stats.world_surfaces += numsurfacelist;
6767 for (j = 0;j < numsurfacelist;j++)
6768 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
6772 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6774 int i, j, endj, f, flagsmask;
6776 dp_model_t *model = ent->model;
6777 msurface_t *surfaces;
6778 unsigned char *update;
6779 int numsurfacelist = 0;
6783 if (r_maxsurfacelist < model->num_surfaces)
6785 r_maxsurfacelist = model->num_surfaces;
6787 Mem_Free(r_surfacelist);
6788 r_surfacelist = Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6791 // if the model is static it doesn't matter what value we give for
6792 // wantnormals and wanttangents, so this logic uses only rules applicable
6793 // to a model, knowing that they are meaningless otherwise
6794 if (ent == r_refdef.scene.worldentity)
6795 RSurf_ActiveWorldEntity();
6796 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6797 RSurf_ActiveModelEntity(ent, false, false);
6799 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6801 surfaces = model->data_surfaces;
6802 update = model->brushq1.lightmapupdateflags;
6804 // update light styles
6805 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6807 model_brush_lightstyleinfo_t *style;
6808 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6810 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6812 int *list = style->surfacelist;
6813 style->value = r_refdef.scene.lightstylevalue[style->style];
6814 for (j = 0;j < style->numsurfaces;j++)
6815 update[list[j]] = true;
6820 R_UpdateAllTextureInfo(ent);
6821 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6825 R_DrawDebugModel(ent);
6831 rsurface.uselightmaptexture = false;
6832 rsurface.texture = NULL;
6833 rsurface.rtlight = NULL;
6835 // add visible surfaces to draw list
6836 j = model->firstmodelsurface;
6837 endj = j + model->nummodelsurfaces;
6839 r_surfacelist[numsurfacelist++] = surfaces + j;
6840 // don't do anything if there were no surfaces
6841 if (!numsurfacelist)
6843 // update lightmaps if needed
6845 for (j = model->firstmodelsurface;j < endj;j++)
6847 R_BuildLightMap(ent, surfaces + j);
6848 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6849 GL_AlphaTest(false);
6851 // add to stats if desired
6852 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
6854 r_refdef.stats.entities++;
6855 r_refdef.stats.entities_surfaces += numsurfacelist;
6856 for (j = 0;j < numsurfacelist;j++)
6857 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;