2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
196 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
197 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
198 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
199 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
200 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
202 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
203 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
213 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"};
215 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"};
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
224 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
226 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
231 extern qboolean v_flipped_state;
233 r_framebufferstate_t r_fb;
235 /// shadow volume bsp struct with automatically growing nodes buffer
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
267 typedef struct r_qwskincache_s
269 char name[MAX_QPATH];
270 skinframe_t *skinframe;
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
287 const float r_d3dscreenvertex3f[12] =
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
298 for (i = 0;i < verts;i++)
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
312 for (i = 0;i < verts;i++)
322 // FIXME: move this to client?
325 if (gamemode == GAME_NEHAHRA)
327 Cvar_Set("gl_fogenable", "0");
328 Cvar_Set("gl_fogdensity", "0.2");
329 Cvar_Set("gl_fogred", "0.3");
330 Cvar_Set("gl_foggreen", "0.3");
331 Cvar_Set("gl_fogblue", "0.3");
333 r_refdef.fog_density = 0;
334 r_refdef.fog_red = 0;
335 r_refdef.fog_green = 0;
336 r_refdef.fog_blue = 0;
337 r_refdef.fog_alpha = 1;
338 r_refdef.fog_start = 0;
339 r_refdef.fog_end = 16384;
340 r_refdef.fog_height = 1<<30;
341 r_refdef.fog_fadedepth = 128;
342 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
345 static void R_BuildBlankTextures(void)
347 unsigned char data[4];
348 data[2] = 128; // normal X
349 data[1] = 128; // normal Y
350 data[0] = 255; // normal Z
351 data[3] = 255; // height
352 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 static void R_BuildNoTexture(void)
373 unsigned char pix[16][16][4];
374 // this makes a light grey/dark grey checkerboard texture
375 for (y = 0;y < 16;y++)
377 for (x = 0;x < 16;x++)
379 if ((y < 8) ^ (x < 8))
395 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildWhiteCube(void)
400 unsigned char data[6*1*1*4];
401 memset(data, 255, sizeof(data));
402 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNormalizationCube(void)
409 vec_t s, t, intensity;
412 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413 for (side = 0;side < 6;side++)
415 for (y = 0;y < NORMSIZE;y++)
417 for (x = 0;x < NORMSIZE;x++)
419 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 intensity = 127.0f / sqrt(DotProduct(v, v));
456 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459 data[((side*64+y)*64+x)*4+3] = 255;
463 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467 static void R_BuildFogTexture(void)
471 unsigned char data1[FOGWIDTH][4];
472 //unsigned char data2[FOGWIDTH][4];
475 r_refdef.fogmasktable_start = r_refdef.fog_start;
476 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477 r_refdef.fogmasktable_range = r_refdef.fogrange;
478 r_refdef.fogmasktable_density = r_refdef.fog_density;
480 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483 d = (x * r - r_refdef.fogmasktable_start);
484 if(developer_extra.integer)
485 Con_DPrintf("%f ", d);
487 if (r_fog_exp2.integer)
488 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491 if(developer_extra.integer)
492 Con_DPrintf(" : %f ", alpha);
493 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494 if(developer_extra.integer)
495 Con_DPrintf(" = %f\n", alpha);
496 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
499 for (x = 0;x < FOGWIDTH;x++)
501 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
506 //data2[x][0] = 255 - b;
507 //data2[x][1] = 255 - b;
508 //data2[x][2] = 255 - b;
511 if (r_texture_fogattenuation)
513 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523 static void R_BuildFogHeightTexture(void)
525 unsigned char *inpixels;
533 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534 if (r_refdef.fogheighttexturename[0])
535 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
538 r_refdef.fog_height_tablesize = 0;
539 if (r_texture_fogheighttexture)
540 R_FreeTexture(r_texture_fogheighttexture);
541 r_texture_fogheighttexture = NULL;
542 if (r_refdef.fog_height_table2d)
543 Mem_Free(r_refdef.fog_height_table2d);
544 r_refdef.fog_height_table2d = NULL;
545 if (r_refdef.fog_height_table1d)
546 Mem_Free(r_refdef.fog_height_table1d);
547 r_refdef.fog_height_table1d = NULL;
551 r_refdef.fog_height_tablesize = size;
552 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556 // LordHavoc: now the magic - what is that table2d for? it is a cooked
557 // average fog color table accounting for every fog layer between a point
558 // and the camera. (Note: attenuation is handled separately!)
559 for (y = 0;y < size;y++)
561 for (x = 0;x < size;x++)
567 for (j = x;j <= y;j++)
569 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 for (j = x;j >= y;j--)
577 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
588 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
591 //=======================================================================================================================================================
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *vertexfilename;
616 const char *geometryfilename;
617 const char *fragmentfilename;
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
626 {"#define USEDIFFUSE\n", " diffuse"},
627 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628 {"#define USEVIEWTINT\n", " viewtint"},
629 {"#define USECOLORMAPPING\n", " colormapping"},
630 {"#define USESATURATION\n", " saturation"},
631 {"#define USEFOGINSIDE\n", " foginside"},
632 {"#define USEFOGOUTSIDE\n", " fogoutside"},
633 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635 {"#define USEGAMMARAMPS\n", " gammaramps"},
636 {"#define USECUBEFILTER\n", " cubefilter"},
637 {"#define USEGLOW\n", " glow"},
638 {"#define USEBLOOM\n", " bloom"},
639 {"#define USESPECULAR\n", " specular"},
640 {"#define USEPOSTPROCESSING\n", " postprocessing"},
641 {"#define USEREFLECTION\n", " reflection"},
642 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
646 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
647 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
656 {"#define USETRIPPY\n", " trippy"},
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
708 struct r_glsl_permutation_s *hashnext;
710 unsigned int permutation;
712 /// indicates if we have tried compiling this permutation already
714 /// 0 if compilation failed
716 // texture units assigned to each detected uniform
717 int tex_Texture_First;
718 int tex_Texture_Second;
719 int tex_Texture_GammaRamps;
720 int tex_Texture_Normal;
721 int tex_Texture_Color;
722 int tex_Texture_Gloss;
723 int tex_Texture_Glow;
724 int tex_Texture_SecondaryNormal;
725 int tex_Texture_SecondaryColor;
726 int tex_Texture_SecondaryGloss;
727 int tex_Texture_SecondaryGlow;
728 int tex_Texture_Pants;
729 int tex_Texture_Shirt;
730 int tex_Texture_FogHeightTexture;
731 int tex_Texture_FogMask;
732 int tex_Texture_Lightmap;
733 int tex_Texture_Deluxemap;
734 int tex_Texture_Attenuation;
735 int tex_Texture_Cube;
736 int tex_Texture_Refraction;
737 int tex_Texture_Reflection;
738 int tex_Texture_ShadowMap2D;
739 int tex_Texture_CubeProjection;
740 int tex_Texture_ScreenDepth;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenDepth;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 static qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1102 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1104 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1105 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1106 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1107 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1108 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1109 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1110 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1117 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1118 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1119 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1120 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1122 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1123 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1124 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1125 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1129 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1130 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1131 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1132 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1133 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1134 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1137 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1140 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1141 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1142 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1143 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1144 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1145 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1146 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1147 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1148 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158 // initialize the samplers to refer to the texture units we use
1159 p->tex_Texture_First = -1;
1160 p->tex_Texture_Second = -1;
1161 p->tex_Texture_GammaRamps = -1;
1162 p->tex_Texture_Normal = -1;
1163 p->tex_Texture_Color = -1;
1164 p->tex_Texture_Gloss = -1;
1165 p->tex_Texture_Glow = -1;
1166 p->tex_Texture_SecondaryNormal = -1;
1167 p->tex_Texture_SecondaryColor = -1;
1168 p->tex_Texture_SecondaryGloss = -1;
1169 p->tex_Texture_SecondaryGlow = -1;
1170 p->tex_Texture_Pants = -1;
1171 p->tex_Texture_Shirt = -1;
1172 p->tex_Texture_FogHeightTexture = -1;
1173 p->tex_Texture_FogMask = -1;
1174 p->tex_Texture_Lightmap = -1;
1175 p->tex_Texture_Deluxemap = -1;
1176 p->tex_Texture_Attenuation = -1;
1177 p->tex_Texture_Cube = -1;
1178 p->tex_Texture_Refraction = -1;
1179 p->tex_Texture_Reflection = -1;
1180 p->tex_Texture_ShadowMap2D = -1;
1181 p->tex_Texture_CubeProjection = -1;
1182 p->tex_Texture_ScreenDepth = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1216 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1218 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1219 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1221 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1224 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1228 Mem_Free(vertexstring);
1230 Mem_Free(geometrystring);
1232 Mem_Free(fragmentstring);
1235 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1237 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238 if (r_glsl_permutation != perm)
1240 r_glsl_permutation = perm;
1241 if (!r_glsl_permutation->program)
1243 if (!r_glsl_permutation->compiled)
1244 R_GLSL_CompilePermutation(perm, mode, permutation);
1245 if (!r_glsl_permutation->program)
1247 // remove features until we find a valid permutation
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 // reduce i more quickly whenever it would not remove any bits
1252 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253 if (!(permutation & j))
1256 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (r_glsl_permutation->program)
1262 if (i >= SHADERPERMUTATION_COUNT)
1264 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266 qglUseProgram(0);CHECKGLERROR
1267 return; // no bit left to clear, entire mode is broken
1272 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1274 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1290 /// hash lookup data
1291 struct r_hlsl_permutation_s *hashnext;
1293 unsigned int permutation;
1295 /// indicates if we have tried compiling this permutation already
1297 /// NULL if compilation failed
1298 IDirect3DVertexShader9 *vertexshader;
1299 IDirect3DPixelShader9 *pixelshader;
1301 r_hlsl_permutation_t;
1303 typedef enum D3DVSREGISTER_e
1305 D3DVSREGISTER_TexMatrix = 0, // float4x4
1306 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310 D3DVSREGISTER_ModelToLight = 20, // float4x4
1311 D3DVSREGISTER_EyePosition = 24,
1312 D3DVSREGISTER_FogPlane = 25,
1313 D3DVSREGISTER_LightDir = 26,
1314 D3DVSREGISTER_LightPosition = 27,
1318 typedef enum D3DPSREGISTER_e
1320 D3DPSREGISTER_Alpha = 0,
1321 D3DPSREGISTER_BloomBlur_Parameters = 1,
1322 D3DPSREGISTER_ClientTime = 2,
1323 D3DPSREGISTER_Color_Ambient = 3,
1324 D3DPSREGISTER_Color_Diffuse = 4,
1325 D3DPSREGISTER_Color_Specular = 5,
1326 D3DPSREGISTER_Color_Glow = 6,
1327 D3DPSREGISTER_Color_Pants = 7,
1328 D3DPSREGISTER_Color_Shirt = 8,
1329 D3DPSREGISTER_DeferredColor_Ambient = 9,
1330 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331 D3DPSREGISTER_DeferredColor_Specular = 11,
1332 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333 D3DPSREGISTER_DeferredMod_Specular = 13,
1334 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335 D3DPSREGISTER_EyePosition = 15, // unused
1336 D3DPSREGISTER_FogColor = 16,
1337 D3DPSREGISTER_FogHeightFade = 17,
1338 D3DPSREGISTER_FogPlane = 18,
1339 D3DPSREGISTER_FogPlaneViewDist = 19,
1340 D3DPSREGISTER_FogRangeRecip = 20,
1341 D3DPSREGISTER_LightColor = 21,
1342 D3DPSREGISTER_LightDir = 22, // unused
1343 D3DPSREGISTER_LightPosition = 23,
1344 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345 D3DPSREGISTER_PixelSize = 25,
1346 D3DPSREGISTER_ReflectColor = 26,
1347 D3DPSREGISTER_ReflectFactor = 27,
1348 D3DPSREGISTER_ReflectOffset = 28,
1349 D3DPSREGISTER_RefractColor = 29,
1350 D3DPSREGISTER_Saturation = 30,
1351 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353 D3DPSREGISTER_ScreenToDepth = 33,
1354 D3DPSREGISTER_ShadowMap_Parameters = 34,
1355 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356 D3DPSREGISTER_SpecularPower = 36,
1357 D3DPSREGISTER_UserVec1 = 37,
1358 D3DPSREGISTER_UserVec2 = 38,
1359 D3DPSREGISTER_UserVec3 = 39,
1360 D3DPSREGISTER_UserVec4 = 40,
1361 D3DPSREGISTER_ViewTintColor = 41,
1362 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363 D3DPSREGISTER_BloomColorSubtract = 43,
1364 D3DPSREGISTER_ViewToLight = 44, // float4x4
1365 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366 D3DPSREGISTER_NormalmapScrollBlend = 52,
1367 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368 D3DPSREGISTER_OffsetMapping_Bias = 54,
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1382 //unsigned int hashdepth = 0;
1383 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384 r_hlsl_permutation_t *p;
1385 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1387 if (p->mode == mode && p->permutation == permutation)
1389 //if (hashdepth > 10)
1390 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1395 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1397 p->permutation = permutation;
1398 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399 r_hlsl_permutationhash[mode][hashindex] = p;
1400 //if (hashdepth > 10)
1401 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1408 if (!filename || !filename[0])
1410 if (!strcmp(filename, "hlsl/default.hlsl"))
1412 if (!hlslshaderstring)
1414 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415 if (hlslshaderstring)
1416 Con_DPrintf("Loading shaders from file %s...\n", filename);
1418 hlslshaderstring = (char *)builtinhlslshaderstring;
1420 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422 return shaderstring;
1424 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427 if (printfromdisknotice)
1428 Con_DPrintf("from disk %s... ", filename);
1429 return shaderstring;
1431 return shaderstring;
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1440 DWORD *vsbin = NULL;
1441 DWORD *psbin = NULL;
1442 fs_offset_t vsbinsize;
1443 fs_offset_t psbinsize;
1444 // IDirect3DVertexShader9 *vs = NULL;
1445 // IDirect3DPixelShader9 *ps = NULL;
1446 ID3DXBuffer *vslog = NULL;
1447 ID3DXBuffer *vsbuffer = NULL;
1448 ID3DXConstantTable *vsconstanttable = NULL;
1449 ID3DXBuffer *pslog = NULL;
1450 ID3DXBuffer *psbuffer = NULL;
1451 ID3DXConstantTable *psconstanttable = NULL;
1454 char temp[MAX_INPUTLINE];
1455 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1457 qboolean debugshader = gl_paranoid.integer != 0;
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1459 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1462 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1463 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1465 if ((!vsbin && vertstring) || (!psbin && fragstring))
1467 const char* dllnames_d3dx9 [] =
1491 dllhandle_t d3dx9_dll = NULL;
1492 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1493 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1494 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1495 dllfunction_t d3dx9_dllfuncs[] =
1497 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1498 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1499 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1502 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1504 DWORD shaderflags = 0;
1506 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1507 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1508 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1509 if (vertstring && vertstring[0])
1513 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1514 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1515 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1516 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1519 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1522 vsbinsize = vsbuffer->GetBufferSize();
1523 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1524 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1525 vsbuffer->Release();
1529 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1530 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1534 if (fragstring && fragstring[0])
1538 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1539 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1540 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1541 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1544 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1547 psbinsize = psbuffer->GetBufferSize();
1548 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1549 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1550 psbuffer->Release();
1554 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1555 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1559 Sys_UnloadLibrary(&d3dx9_dll);
1562 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1566 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1567 if (FAILED(vsresult))
1568 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1569 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1570 if (FAILED(psresult))
1571 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1573 // free the shader data
1574 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1575 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1578 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1581 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1582 int vertstring_length = 0;
1583 int geomstring_length = 0;
1584 int fragstring_length = 0;
1586 char *vertexstring, *geometrystring, *fragmentstring;
1587 char *vertstring, *geomstring, *fragstring;
1588 char permutationname[256];
1589 char cachename[256];
1590 int vertstrings_count = 0;
1591 int geomstrings_count = 0;
1592 int fragstrings_count = 0;
1593 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1595 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1600 p->vertexshader = NULL;
1601 p->pixelshader = NULL;
1603 permutationname[0] = 0;
1605 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1606 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1607 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1609 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1610 strlcat(cachename, "hlsl/", sizeof(cachename));
1612 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1613 vertstrings_count = 0;
1614 geomstrings_count = 0;
1615 fragstrings_count = 0;
1616 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1617 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1618 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1620 // the first pretext is which type of shader to compile as
1621 // (later these will all be bound together as a program object)
1622 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1623 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1624 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1626 // the second pretext is the mode (for example a light source)
1627 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1628 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1629 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1630 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1631 strlcat(cachename, modeinfo->name, sizeof(cachename));
1633 // now add all the permutation pretexts
1634 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1636 if (permutation & (1<<i))
1638 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1639 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1640 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1641 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1642 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1646 // keep line numbers correct
1647 vertstrings_list[vertstrings_count++] = "\n";
1648 geomstrings_list[geomstrings_count++] = "\n";
1649 fragstrings_list[fragstrings_count++] = "\n";
1654 R_CompileShader_AddStaticParms(mode, permutation);
1655 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1656 vertstrings_count += shaderstaticparms_count;
1657 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1658 geomstrings_count += shaderstaticparms_count;
1659 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1660 fragstrings_count += shaderstaticparms_count;
1662 // replace spaces in the cachename with _ characters
1663 for (i = 0;cachename[i];i++)
1664 if (cachename[i] == ' ')
1667 // now append the shader text itself
1668 vertstrings_list[vertstrings_count++] = vertexstring;
1669 geomstrings_list[geomstrings_count++] = geometrystring;
1670 fragstrings_list[fragstrings_count++] = fragmentstring;
1672 // if any sources were NULL, clear the respective list
1674 vertstrings_count = 0;
1675 if (!geometrystring)
1676 geomstrings_count = 0;
1677 if (!fragmentstring)
1678 fragstrings_count = 0;
1680 vertstring_length = 0;
1681 for (i = 0;i < vertstrings_count;i++)
1682 vertstring_length += strlen(vertstrings_list[i]);
1683 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1684 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1685 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1687 geomstring_length = 0;
1688 for (i = 0;i < geomstrings_count;i++)
1689 geomstring_length += strlen(geomstrings_list[i]);
1690 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1691 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1692 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1694 fragstring_length = 0;
1695 for (i = 0;i < fragstrings_count;i++)
1696 fragstring_length += strlen(fragstrings_list[i]);
1697 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1698 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1699 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1701 // try to load the cached shader, or generate one
1702 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1704 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1705 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1707 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1711 Mem_Free(vertstring);
1713 Mem_Free(geomstring);
1715 Mem_Free(fragstring);
1717 Mem_Free(vertexstring);
1719 Mem_Free(geometrystring);
1721 Mem_Free(fragmentstring);
1724 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1725 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1726 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1729 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1731 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1732 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1733 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1736 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1738 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1740 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1741 if (r_hlsl_permutation != perm)
1743 r_hlsl_permutation = perm;
1744 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1746 if (!r_hlsl_permutation->compiled)
1747 R_HLSL_CompilePermutation(perm, mode, permutation);
1748 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1750 // remove features until we find a valid permutation
1752 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1754 // reduce i more quickly whenever it would not remove any bits
1755 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1756 if (!(permutation & j))
1759 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1760 if (!r_hlsl_permutation->compiled)
1761 R_HLSL_CompilePermutation(perm, mode, permutation);
1762 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1765 if (i >= SHADERPERMUTATION_COUNT)
1767 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1768 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1769 return; // no bit left to clear, entire mode is broken
1773 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1774 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1777 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1778 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1782 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1784 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1786 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1787 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1790 static void R_GLSL_Restart_f(void)
1792 unsigned int i, limit;
1793 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1794 Mem_Free(glslshaderstring);
1795 glslshaderstring = NULL;
1796 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1797 Mem_Free(hlslshaderstring);
1798 hlslshaderstring = NULL;
1799 switch(vid.renderpath)
1801 case RENDERPATH_D3D9:
1804 r_hlsl_permutation_t *p;
1805 r_hlsl_permutation = NULL;
1806 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1807 for (i = 0;i < limit;i++)
1809 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1811 if (p->vertexshader)
1812 IDirect3DVertexShader9_Release(p->vertexshader);
1814 IDirect3DPixelShader9_Release(p->pixelshader);
1815 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1818 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1822 case RENDERPATH_D3D10:
1823 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1825 case RENDERPATH_D3D11:
1826 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1828 case RENDERPATH_GL20:
1829 case RENDERPATH_GLES2:
1831 r_glsl_permutation_t *p;
1832 r_glsl_permutation = NULL;
1833 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1834 for (i = 0;i < limit;i++)
1836 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1838 GL_Backend_FreeProgram(p->program);
1839 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1842 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1845 case RENDERPATH_GL11:
1846 case RENDERPATH_GL13:
1847 case RENDERPATH_GLES1:
1849 case RENDERPATH_SOFT:
1854 static void R_GLSL_DumpShader_f(void)
1859 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1862 FS_Print(file, "/* The engine may define the following macros:\n");
1863 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1864 for (i = 0;i < SHADERMODE_COUNT;i++)
1865 FS_Print(file, glslshadermodeinfo[i].pretext);
1866 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1867 FS_Print(file, shaderpermutationinfo[i].pretext);
1868 FS_Print(file, "*/\n");
1869 FS_Print(file, builtinshaderstring);
1871 Con_Printf("glsl/default.glsl written\n");
1874 Con_Printf("failed to write to glsl/default.glsl\n");
1876 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1879 FS_Print(file, "/* The engine may define the following macros:\n");
1880 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1881 for (i = 0;i < SHADERMODE_COUNT;i++)
1882 FS_Print(file, hlslshadermodeinfo[i].pretext);
1883 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1884 FS_Print(file, shaderpermutationinfo[i].pretext);
1885 FS_Print(file, "*/\n");
1886 FS_Print(file, builtinhlslshaderstring);
1888 Con_Printf("hlsl/default.hlsl written\n");
1891 Con_Printf("failed to write to hlsl/default.hlsl\n");
1894 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1896 unsigned int permutation = 0;
1897 if (r_trippy.integer && !notrippy)
1898 permutation |= SHADERPERMUTATION_TRIPPY;
1899 permutation |= SHADERPERMUTATION_VIEWTINT;
1901 permutation |= SHADERPERMUTATION_DIFFUSE;
1903 permutation |= SHADERPERMUTATION_SPECULAR;
1904 if (texturemode == GL_MODULATE)
1905 permutation |= SHADERPERMUTATION_COLORMAPPING;
1906 else if (texturemode == GL_ADD)
1907 permutation |= SHADERPERMUTATION_GLOW;
1908 else if (texturemode == GL_DECAL)
1909 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1910 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1911 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1912 if (suppresstexalpha)
1913 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1915 texturemode = GL_MODULATE;
1916 if (vid.allowalphatocoverage)
1917 GL_AlphaToCoverage(false);
1918 switch (vid.renderpath)
1920 case RENDERPATH_D3D9:
1922 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1923 R_Mesh_TexBind(GL20TU_FIRST , first );
1924 R_Mesh_TexBind(GL20TU_SECOND, second);
1925 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1926 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1929 case RENDERPATH_D3D10:
1930 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1932 case RENDERPATH_D3D11:
1933 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1935 case RENDERPATH_GL20:
1936 case RENDERPATH_GLES2:
1937 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1939 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1940 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1941 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1943 case RENDERPATH_GL13:
1944 case RENDERPATH_GLES1:
1945 R_Mesh_TexBind(0, first );
1946 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1947 R_Mesh_TexBind(1, second);
1949 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1951 case RENDERPATH_GL11:
1952 R_Mesh_TexBind(0, first );
1954 case RENDERPATH_SOFT:
1955 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1956 R_Mesh_TexBind(GL20TU_FIRST , first );
1957 R_Mesh_TexBind(GL20TU_SECOND, second);
1962 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1964 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1967 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1969 unsigned int permutation = 0;
1970 if (r_trippy.integer && !notrippy)
1971 permutation |= SHADERPERMUTATION_TRIPPY;
1972 if (vid.allowalphatocoverage)
1973 GL_AlphaToCoverage(false);
1974 switch (vid.renderpath)
1976 case RENDERPATH_D3D9:
1978 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1981 case RENDERPATH_D3D10:
1982 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1984 case RENDERPATH_D3D11:
1985 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1987 case RENDERPATH_GL20:
1988 case RENDERPATH_GLES2:
1989 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1991 case RENDERPATH_GL13:
1992 case RENDERPATH_GLES1:
1993 R_Mesh_TexBind(0, 0);
1994 R_Mesh_TexBind(1, 0);
1996 case RENDERPATH_GL11:
1997 R_Mesh_TexBind(0, 0);
1999 case RENDERPATH_SOFT:
2000 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2005 void R_SetupShader_ShowDepth(qboolean notrippy)
2007 int permutation = 0;
2008 if (r_trippy.integer && !notrippy)
2009 permutation |= SHADERPERMUTATION_TRIPPY;
2010 if (vid.allowalphatocoverage)
2011 GL_AlphaToCoverage(false);
2012 switch (vid.renderpath)
2014 case RENDERPATH_D3D9:
2016 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2019 case RENDERPATH_D3D10:
2020 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2022 case RENDERPATH_D3D11:
2023 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2025 case RENDERPATH_GL20:
2026 case RENDERPATH_GLES2:
2027 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2029 case RENDERPATH_GL13:
2030 case RENDERPATH_GLES1:
2032 case RENDERPATH_GL11:
2034 case RENDERPATH_SOFT:
2035 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2040 extern qboolean r_shadow_usingdeferredprepass;
2041 extern cvar_t r_shadow_deferred_8bitrange;
2042 extern rtexture_t *r_shadow_attenuationgradienttexture;
2043 extern rtexture_t *r_shadow_attenuation2dtexture;
2044 extern rtexture_t *r_shadow_attenuation3dtexture;
2045 extern qboolean r_shadow_usingshadowmap2d;
2046 extern qboolean r_shadow_usingshadowmaportho;
2047 extern float r_shadow_shadowmap_texturescale[2];
2048 extern float r_shadow_shadowmap_parameters[4];
2049 extern qboolean r_shadow_shadowmapvsdct;
2050 extern qboolean r_shadow_shadowmapsampler;
2051 extern int r_shadow_shadowmappcf;
2052 extern rtexture_t *r_shadow_shadowmap2dtexture;
2053 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2054 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2055 extern matrix4x4_t r_shadow_shadowmapmatrix;
2056 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2057 extern int r_shadow_prepass_width;
2058 extern int r_shadow_prepass_height;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2060 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2061 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2062 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2063 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2065 #define BLENDFUNC_ALLOWS_COLORMOD 1
2066 #define BLENDFUNC_ALLOWS_FOG 2
2067 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2068 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2069 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2070 static int R_BlendFuncFlags(int src, int dst)
2074 // a blendfunc allows colormod if:
2075 // a) it can never keep the destination pixel invariant, or
2076 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2077 // this is to prevent unintended side effects from colormod
2079 // a blendfunc allows fog if:
2080 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2081 // this is to prevent unintended side effects from fog
2083 // these checks are the output of fogeval.pl
2085 r |= BLENDFUNC_ALLOWS_COLORMOD;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2087 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2089 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2093 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2094 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2095 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2097 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2098 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2104 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2106 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2111 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2113 // select a permutation of the lighting shader appropriate to this
2114 // combination of texture, entity, light source, and fogging, only use the
2115 // minimum features necessary to avoid wasting rendering time in the
2116 // fragment shader on features that are not being used
2117 unsigned int permutation = 0;
2118 unsigned int mode = 0;
2120 static float dummy_colormod[3] = {1, 1, 1};
2121 float *colormod = rsurface.colormod;
2123 matrix4x4_t tempmatrix;
2124 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2125 if (r_trippy.integer && !notrippy)
2126 permutation |= SHADERPERMUTATION_TRIPPY;
2127 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2128 permutation |= SHADERPERMUTATION_ALPHAKILL;
2129 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2130 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2131 if (rsurfacepass == RSURFPASS_BACKGROUND)
2133 // distorted background
2134 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2136 mode = SHADERMODE_WATER;
2137 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2139 // this is the right thing to do for wateralpha
2140 GL_BlendFunc(GL_ONE, GL_ZERO);
2141 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2145 // this is the right thing to do for entity alpha
2146 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2147 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2150 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2152 mode = SHADERMODE_REFRACTION;
2153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2158 mode = SHADERMODE_GENERIC;
2159 permutation |= SHADERPERMUTATION_DIFFUSE;
2160 GL_BlendFunc(GL_ONE, GL_ZERO);
2161 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2163 if (vid.allowalphatocoverage)
2164 GL_AlphaToCoverage(false);
2166 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2168 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2170 switch(rsurface.texture->offsetmapping)
2172 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2173 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2175 case OFFSETMAPPING_OFF: break;
2178 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2179 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2180 // normalmap (deferred prepass), may use alpha test on diffuse
2181 mode = SHADERMODE_DEFERREDGEOMETRY;
2182 GL_BlendFunc(GL_ONE, GL_ZERO);
2183 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2184 if (vid.allowalphatocoverage)
2185 GL_AlphaToCoverage(false);
2187 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2189 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2191 switch(rsurface.texture->offsetmapping)
2193 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2194 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2196 case OFFSETMAPPING_OFF: break;
2199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2200 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2202 mode = SHADERMODE_LIGHTSOURCE;
2203 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2204 permutation |= SHADERPERMUTATION_CUBEFILTER;
2205 if (diffusescale > 0)
2206 permutation |= SHADERPERMUTATION_DIFFUSE;
2207 if (specularscale > 0)
2208 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2209 if (r_refdef.fogenabled)
2210 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2211 if (rsurface.texture->colormapping)
2212 permutation |= SHADERPERMUTATION_COLORMAPPING;
2213 if (r_shadow_usingshadowmap2d)
2215 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2216 if(r_shadow_shadowmapvsdct)
2217 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2219 if (r_shadow_shadowmapsampler)
2220 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2221 if (r_shadow_shadowmappcf > 1)
2222 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2223 else if (r_shadow_shadowmappcf)
2224 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2226 if (rsurface.texture->reflectmasktexture)
2227 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2228 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2229 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2230 if (vid.allowalphatocoverage)
2231 GL_AlphaToCoverage(false);
2233 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2235 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2237 switch(rsurface.texture->offsetmapping)
2239 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2240 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2242 case OFFSETMAPPING_OFF: break;
2245 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2246 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2247 // unshaded geometry (fullbright or ambient model lighting)
2248 mode = SHADERMODE_FLATCOLOR;
2249 ambientscale = diffusescale = specularscale = 0;
2250 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2251 permutation |= SHADERPERMUTATION_GLOW;
2252 if (r_refdef.fogenabled)
2253 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2254 if (rsurface.texture->colormapping)
2255 permutation |= SHADERPERMUTATION_COLORMAPPING;
2256 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2258 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2259 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2261 if (r_shadow_shadowmapsampler)
2262 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2263 if (r_shadow_shadowmappcf > 1)
2264 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2265 else if (r_shadow_shadowmappcf)
2266 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2268 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2269 permutation |= SHADERPERMUTATION_REFLECTION;
2270 if (rsurface.texture->reflectmasktexture)
2271 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2272 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2274 // when using alphatocoverage, we don't need alphakill
2275 if (vid.allowalphatocoverage)
2277 if (r_transparent_alphatocoverage.integer)
2279 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2280 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2283 GL_AlphaToCoverage(false);
2286 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2288 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2290 switch(rsurface.texture->offsetmapping)
2292 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2293 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2295 case OFFSETMAPPING_OFF: break;
2298 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2299 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2300 // directional model lighting
2301 mode = SHADERMODE_LIGHTDIRECTION;
2302 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2303 permutation |= SHADERPERMUTATION_GLOW;
2304 permutation |= SHADERPERMUTATION_DIFFUSE;
2305 if (specularscale > 0)
2306 permutation |= SHADERPERMUTATION_SPECULAR;
2307 if (r_refdef.fogenabled)
2308 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2309 if (rsurface.texture->colormapping)
2310 permutation |= SHADERPERMUTATION_COLORMAPPING;
2311 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2313 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2314 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2316 if (r_shadow_shadowmapsampler)
2317 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2318 if (r_shadow_shadowmappcf > 1)
2319 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2320 else if (r_shadow_shadowmappcf)
2321 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2323 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2324 permutation |= SHADERPERMUTATION_REFLECTION;
2325 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2326 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2327 if (rsurface.texture->reflectmasktexture)
2328 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2329 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2331 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2332 if (r_shadow_bouncegriddirectional)
2333 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2335 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2337 // when using alphatocoverage, we don't need alphakill
2338 if (vid.allowalphatocoverage)
2340 if (r_transparent_alphatocoverage.integer)
2342 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2343 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2346 GL_AlphaToCoverage(false);
2349 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2351 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2353 switch(rsurface.texture->offsetmapping)
2355 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2356 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2358 case OFFSETMAPPING_OFF: break;
2361 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2362 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2363 // ambient model lighting
2364 mode = SHADERMODE_LIGHTDIRECTION;
2365 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2366 permutation |= SHADERPERMUTATION_GLOW;
2367 if (r_refdef.fogenabled)
2368 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2369 if (rsurface.texture->colormapping)
2370 permutation |= SHADERPERMUTATION_COLORMAPPING;
2371 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2373 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2374 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2376 if (r_shadow_shadowmapsampler)
2377 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2378 if (r_shadow_shadowmappcf > 1)
2379 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2380 else if (r_shadow_shadowmappcf)
2381 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2383 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2384 permutation |= SHADERPERMUTATION_REFLECTION;
2385 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2386 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2387 if (rsurface.texture->reflectmasktexture)
2388 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2389 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2391 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2392 if (r_shadow_bouncegriddirectional)
2393 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2395 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2397 // when using alphatocoverage, we don't need alphakill
2398 if (vid.allowalphatocoverage)
2400 if (r_transparent_alphatocoverage.integer)
2402 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2403 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2406 GL_AlphaToCoverage(false);
2411 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2413 switch(rsurface.texture->offsetmapping)
2415 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2416 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2418 case OFFSETMAPPING_OFF: break;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2422 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2424 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2425 permutation |= SHADERPERMUTATION_GLOW;
2426 if (r_refdef.fogenabled)
2427 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2428 if (rsurface.texture->colormapping)
2429 permutation |= SHADERPERMUTATION_COLORMAPPING;
2430 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2432 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2433 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2435 if (r_shadow_shadowmapsampler)
2436 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2437 if (r_shadow_shadowmappcf > 1)
2438 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2439 else if (r_shadow_shadowmappcf)
2440 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2442 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2443 permutation |= SHADERPERMUTATION_REFLECTION;
2444 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2445 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2446 if (rsurface.texture->reflectmasktexture)
2447 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2448 if (FAKELIGHT_ENABLED)
2450 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2451 mode = SHADERMODE_FAKELIGHT;
2452 permutation |= SHADERPERMUTATION_DIFFUSE;
2453 if (specularscale > 0)
2454 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2456 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2458 // deluxemapping (light direction texture)
2459 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2460 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2462 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2463 permutation |= SHADERPERMUTATION_DIFFUSE;
2464 if (specularscale > 0)
2465 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2467 else if (r_glsl_deluxemapping.integer >= 2)
2469 // fake deluxemapping (uniform light direction in tangentspace)
2470 if (rsurface.uselightmaptexture)
2471 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2473 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2474 permutation |= SHADERPERMUTATION_DIFFUSE;
2475 if (specularscale > 0)
2476 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2478 else if (rsurface.uselightmaptexture)
2480 // ordinary lightmapping (q1bsp, q3bsp)
2481 mode = SHADERMODE_LIGHTMAP;
2485 // ordinary vertex coloring (q3bsp)
2486 mode = SHADERMODE_VERTEXCOLOR;
2488 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2490 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2491 if (r_shadow_bouncegriddirectional)
2492 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2494 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2496 // when using alphatocoverage, we don't need alphakill
2497 if (vid.allowalphatocoverage)
2499 if (r_transparent_alphatocoverage.integer)
2501 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2502 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2505 GL_AlphaToCoverage(false);
2508 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2509 colormod = dummy_colormod;
2510 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2511 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2512 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2513 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2514 switch(vid.renderpath)
2516 case RENDERPATH_D3D9:
2518 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2519 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2520 R_SetupShader_SetPermutationHLSL(mode, permutation);
2521 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2522 if (mode == SHADERMODE_LIGHTSOURCE)
2524 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2525 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2529 if (mode == SHADERMODE_LIGHTDIRECTION)
2531 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2534 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2535 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2536 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2537 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2538 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2540 if (mode == SHADERMODE_LIGHTSOURCE)
2542 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2543 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2544 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2545 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2546 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2548 // additive passes are only darkened by fog, not tinted
2549 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2550 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2554 if (mode == SHADERMODE_FLATCOLOR)
2556 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2558 else if (mode == SHADERMODE_LIGHTDIRECTION)
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2564 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2565 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2574 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2576 // additive passes are only darkened by fog, not tinted
2577 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2578 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2580 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2581 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2586 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2587 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2588 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2589 if (mode == SHADERMODE_WATER)
2590 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2592 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2593 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2595 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2596 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2597 if (rsurface.texture->pantstexture)
2598 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2601 if (rsurface.texture->shirttexture)
2602 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2604 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2605 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2606 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2607 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2608 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2609 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2610 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2611 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2613 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2615 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2616 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2617 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2618 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2620 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2621 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2622 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2623 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2624 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2625 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2626 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2627 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2628 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2629 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2630 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2631 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2632 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2633 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2634 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2635 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2636 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2637 if (rsurfacepass == RSURFPASS_BACKGROUND)
2639 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2640 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2641 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2645 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2647 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2648 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2649 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2650 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2651 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2653 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2654 if (rsurface.rtlight)
2656 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2657 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2662 case RENDERPATH_D3D10:
2663 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2665 case RENDERPATH_D3D11:
2666 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2668 case RENDERPATH_GL20:
2669 case RENDERPATH_GLES2:
2670 if (!vid.useinterleavedarrays)
2672 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2673 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2674 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2675 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2676 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2677 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2678 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2679 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2683 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2684 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2686 R_SetupShader_SetPermutationGLSL(mode, permutation);
2687 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2688 if (mode == SHADERMODE_LIGHTSOURCE)
2690 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2691 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2692 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2693 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2694 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2695 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2697 // additive passes are only darkened by fog, not tinted
2698 if (r_glsl_permutation->loc_FogColor >= 0)
2699 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2700 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2704 if (mode == SHADERMODE_FLATCOLOR)
2706 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2708 else if (mode == SHADERMODE_LIGHTDIRECTION)
2710 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2711 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2712 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2713 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2714 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2715 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2716 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2720 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2721 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2722 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2723 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2724 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2726 // additive passes are only darkened by fog, not tinted
2727 if (r_glsl_permutation->loc_FogColor >= 0)
2729 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2730 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2732 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2734 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2735 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2736 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2737 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2738 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2739 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2740 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2741 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2742 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2744 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2745 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2746 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2747 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2748 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2750 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2751 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2752 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2753 if (r_glsl_permutation->loc_Color_Pants >= 0)
2755 if (rsurface.texture->pantstexture)
2756 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2758 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2760 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2762 if (rsurface.texture->shirttexture)
2763 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2765 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2767 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2768 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2769 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2770 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2771 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2772 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2773 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2774 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2775 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2777 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2778 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2779 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2780 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2781 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2782 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2784 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2785 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2786 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2787 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2788 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2789 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2790 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2791 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2794 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2795 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2796 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2797 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2798 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2799 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2800 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2801 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2802 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2803 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2804 if (rsurfacepass == RSURFPASS_BACKGROUND)
2806 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2807 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2808 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2812 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2814 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2815 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2817 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2818 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2820 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2821 if (rsurface.rtlight)
2823 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2824 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2827 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2830 case RENDERPATH_GL11:
2831 case RENDERPATH_GL13:
2832 case RENDERPATH_GLES1:
2834 case RENDERPATH_SOFT:
2835 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2836 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2837 R_SetupShader_SetPermutationSoft(mode, permutation);
2838 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2839 if (mode == SHADERMODE_LIGHTSOURCE)
2841 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2848 // additive passes are only darkened by fog, not tinted
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2850 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2854 if (mode == SHADERMODE_FLATCOLOR)
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2858 else if (mode == SHADERMODE_LIGHTDIRECTION)
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2876 // additive passes are only darkened by fog, not tinted
2877 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2885 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2886 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2888 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2889 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2891 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2892 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2893 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2894 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2895 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2898 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2899 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2900 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2902 if (rsurface.texture->pantstexture)
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2907 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2909 if (rsurface.texture->shirttexture)
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2914 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2918 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2919 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2920 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2922 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2925 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2927 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2929 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2930 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2931 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2932 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2936 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2938 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2940 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2941 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2942 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2943 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2944 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2945 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2946 if (rsurfacepass == RSURFPASS_BACKGROUND)
2948 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2949 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2950 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2954 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2957 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2959 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2960 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2962 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2963 if (rsurface.rtlight)
2965 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2966 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2973 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2975 // select a permutation of the lighting shader appropriate to this
2976 // combination of texture, entity, light source, and fogging, only use the
2977 // minimum features necessary to avoid wasting rendering time in the
2978 // fragment shader on features that are not being used
2979 unsigned int permutation = 0;
2980 unsigned int mode = 0;
2981 const float *lightcolorbase = rtlight->currentcolor;
2982 float ambientscale = rtlight->ambientscale;
2983 float diffusescale = rtlight->diffusescale;
2984 float specularscale = rtlight->specularscale;
2985 // this is the location of the light in view space
2986 vec3_t viewlightorigin;
2987 // this transforms from view space (camera) to light space (cubemap)
2988 matrix4x4_t viewtolight;
2989 matrix4x4_t lighttoview;
2990 float viewtolight16f[16];
2991 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2993 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2994 if (rtlight->currentcubemap != r_texture_whitecube)
2995 permutation |= SHADERPERMUTATION_CUBEFILTER;
2996 if (diffusescale > 0)
2997 permutation |= SHADERPERMUTATION_DIFFUSE;
2998 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2999 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3000 if (r_shadow_usingshadowmap2d)
3002 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3003 if (r_shadow_shadowmapvsdct)
3004 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3006 if (r_shadow_shadowmapsampler)
3007 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3008 if (r_shadow_shadowmappcf > 1)
3009 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3010 else if (r_shadow_shadowmappcf)
3011 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3013 if (vid.allowalphatocoverage)
3014 GL_AlphaToCoverage(false);
3015 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3016 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3017 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3018 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3019 switch(vid.renderpath)
3021 case RENDERPATH_D3D9:
3023 R_SetupShader_SetPermutationHLSL(mode, permutation);
3024 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3025 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3028 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3029 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3030 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3031 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3032 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3033 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3035 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3036 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3037 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3038 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3039 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3040 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3043 case RENDERPATH_D3D10:
3044 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046 case RENDERPATH_D3D11:
3047 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3049 case RENDERPATH_GL20:
3050 case RENDERPATH_GLES2:
3051 R_SetupShader_SetPermutationGLSL(mode, permutation);
3052 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3053 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3054 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3055 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3056 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3057 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3058 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3059 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3060 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3061 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3063 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3064 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3065 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3066 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3067 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3068 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3070 case RENDERPATH_GL11:
3071 case RENDERPATH_GL13:
3072 case RENDERPATH_GLES1:
3074 case RENDERPATH_SOFT:
3075 R_SetupShader_SetPermutationGLSL(mode, permutation);
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3077 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3080 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3081 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3082 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3083 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3084 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3085 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3087 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3088 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3089 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3090 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3091 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3092 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3097 #define SKINFRAME_HASH 1024
3101 int loadsequence; // incremented each level change
3102 memexpandablearray_t array;
3103 skinframe_t *hash[SKINFRAME_HASH];
3106 r_skinframe_t r_skinframe;
3108 void R_SkinFrame_PrepareForPurge(void)
3110 r_skinframe.loadsequence++;
3111 // wrap it without hitting zero
3112 if (r_skinframe.loadsequence >= 200)
3113 r_skinframe.loadsequence = 1;
3116 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3120 // mark the skinframe as used for the purging code
3121 skinframe->loadsequence = r_skinframe.loadsequence;
3124 void R_SkinFrame_Purge(void)
3128 for (i = 0;i < SKINFRAME_HASH;i++)
3130 for (s = r_skinframe.hash[i];s;s = s->next)
3132 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3134 if (s->merged == s->base)
3136 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3137 R_PurgeTexture(s->stain );s->stain = NULL;
3138 R_PurgeTexture(s->merged);s->merged = NULL;
3139 R_PurgeTexture(s->base );s->base = NULL;
3140 R_PurgeTexture(s->pants );s->pants = NULL;
3141 R_PurgeTexture(s->shirt );s->shirt = NULL;
3142 R_PurgeTexture(s->nmap );s->nmap = NULL;
3143 R_PurgeTexture(s->gloss );s->gloss = NULL;
3144 R_PurgeTexture(s->glow );s->glow = NULL;
3145 R_PurgeTexture(s->fog );s->fog = NULL;
3146 R_PurgeTexture(s->reflect);s->reflect = NULL;
3147 s->loadsequence = 0;
3153 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3155 char basename[MAX_QPATH];
3157 Image_StripImageExtension(name, basename, sizeof(basename));
3159 if( last == NULL ) {
3161 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3162 item = r_skinframe.hash[hashindex];
3167 // linearly search through the hash bucket
3168 for( ; item ; item = item->next ) {
3169 if( !strcmp( item->basename, basename ) ) {
3176 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3180 char basename[MAX_QPATH];
3182 Image_StripImageExtension(name, basename, sizeof(basename));
3184 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3185 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3186 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3190 rtexture_t *dyntexture;
3191 // check whether its a dynamic texture
3192 dyntexture = CL_GetDynTexture( basename );
3193 if (!add && !dyntexture)
3195 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3196 memset(item, 0, sizeof(*item));
3197 strlcpy(item->basename, basename, sizeof(item->basename));
3198 item->base = dyntexture; // either NULL or dyntexture handle
3199 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3200 item->comparewidth = comparewidth;
3201 item->compareheight = compareheight;
3202 item->comparecrc = comparecrc;
3203 item->next = r_skinframe.hash[hashindex];
3204 r_skinframe.hash[hashindex] = item;
3206 else if (textureflags & TEXF_FORCE_RELOAD)
3208 rtexture_t *dyntexture;
3209 // check whether its a dynamic texture
3210 dyntexture = CL_GetDynTexture( basename );
3211 if (!add && !dyntexture)
3213 if (item->merged == item->base)
3214 item->merged = NULL;
3215 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3216 R_PurgeTexture(item->stain );item->stain = NULL;
3217 R_PurgeTexture(item->merged);item->merged = NULL;
3218 R_PurgeTexture(item->base );item->base = NULL;
3219 R_PurgeTexture(item->pants );item->pants = NULL;
3220 R_PurgeTexture(item->shirt );item->shirt = NULL;
3221 R_PurgeTexture(item->nmap );item->nmap = NULL;
3222 R_PurgeTexture(item->gloss );item->gloss = NULL;
3223 R_PurgeTexture(item->glow );item->glow = NULL;
3224 R_PurgeTexture(item->fog );item->fog = NULL;
3225 R_PurgeTexture(item->reflect);item->reflect = NULL;
3226 item->loadsequence = 0;
3228 else if( item->base == NULL )
3230 rtexture_t *dyntexture;
3231 // check whether its a dynamic texture
3232 // 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]
3233 dyntexture = CL_GetDynTexture( basename );
3234 item->base = dyntexture; // either NULL or dyntexture handle
3237 R_SkinFrame_MarkUsed(item);
3241 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3243 unsigned long long avgcolor[5], wsum; \
3251 for(pix = 0; pix < cnt; ++pix) \
3254 for(comp = 0; comp < 3; ++comp) \
3256 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3259 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261 for(comp = 0; comp < 3; ++comp) \
3262 avgcolor[comp] += getpixel * w; \
3265 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3266 avgcolor[4] += getpixel; \
3268 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3270 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3271 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3272 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3273 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3276 extern cvar_t gl_picmip;
3277 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3280 unsigned char *pixels;
3281 unsigned char *bumppixels;
3282 unsigned char *basepixels = NULL;
3283 int basepixels_width = 0;
3284 int basepixels_height = 0;
3285 skinframe_t *skinframe;
3286 rtexture_t *ddsbase = NULL;
3287 qboolean ddshasalpha = false;
3288 float ddsavgcolor[4];
3289 char basename[MAX_QPATH];
3290 int miplevel = R_PicmipForFlags(textureflags);
3291 int savemiplevel = miplevel;
3295 if (cls.state == ca_dedicated)
3298 // return an existing skinframe if already loaded
3299 // if loading of the first image fails, don't make a new skinframe as it
3300 // would cause all future lookups of this to be missing
3301 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3302 if (skinframe && skinframe->base)
3305 Image_StripImageExtension(name, basename, sizeof(basename));
3307 // check for DDS texture file first
3308 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3310 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3311 if (basepixels == NULL)
3315 // FIXME handle miplevel
3317 if (developer_loading.integer)
3318 Con_Printf("loading skin \"%s\"\n", name);
3320 // we've got some pixels to store, so really allocate this new texture now
3322 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3323 textureflags &= ~TEXF_FORCE_RELOAD;
3324 skinframe->stain = NULL;
3325 skinframe->merged = NULL;
3326 skinframe->base = NULL;
3327 skinframe->pants = NULL;
3328 skinframe->shirt = NULL;
3329 skinframe->nmap = NULL;
3330 skinframe->gloss = NULL;
3331 skinframe->glow = NULL;
3332 skinframe->fog = NULL;
3333 skinframe->reflect = NULL;
3334 skinframe->hasalpha = false;
3338 skinframe->base = ddsbase;
3339 skinframe->hasalpha = ddshasalpha;
3340 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3341 if (r_loadfog && skinframe->hasalpha)
3342 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3343 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3347 basepixels_width = image_width;
3348 basepixels_height = image_height;
3349 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3350 if (textureflags & TEXF_ALPHA)
3352 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3354 if (basepixels[j] < 255)
3356 skinframe->hasalpha = true;
3360 if (r_loadfog && skinframe->hasalpha)
3362 // has transparent pixels
3363 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3364 for (j = 0;j < image_width * image_height * 4;j += 4)
3369 pixels[j+3] = basepixels[j+3];
3371 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3375 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3377 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3378 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3379 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3380 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3381 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3387 mymiplevel = savemiplevel;
3388 if (r_loadnormalmap)
3389 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3390 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3392 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3394 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3395 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3398 // _norm is the name used by tenebrae and has been adopted as standard
3399 if (r_loadnormalmap && skinframe->nmap == NULL)
3401 mymiplevel = savemiplevel;
3402 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3404 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3408 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3410 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3411 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3412 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3414 Mem_Free(bumppixels);
3416 else if (r_shadow_bumpscale_basetexture.value > 0)
3418 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3419 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3420 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3424 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3425 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3429 // _luma is supported only for tenebrae compatibility
3430 // _glow is the preferred name
3431 mymiplevel = savemiplevel;
3432 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3434 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3436 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3437 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3439 Mem_Free(pixels);pixels = NULL;
3442 mymiplevel = savemiplevel;
3443 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3445 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3447 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3448 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3454 mymiplevel = savemiplevel;
3455 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3457 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3459 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3460 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3466 mymiplevel = savemiplevel;
3467 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3469 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3471 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3472 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3478 mymiplevel = savemiplevel;
3479 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3481 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3483 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3484 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3491 Mem_Free(basepixels);
3496 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3497 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3500 unsigned char *temp1, *temp2;
3501 skinframe_t *skinframe;
3504 if (cls.state == ca_dedicated)
3507 // if already loaded just return it, otherwise make a new skinframe
3508 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3509 if (skinframe && skinframe->base)
3511 textureflags &= ~TEXF_FORCE_RELOAD;
3513 skinframe->stain = NULL;
3514 skinframe->merged = NULL;
3515 skinframe->base = NULL;
3516 skinframe->pants = NULL;
3517 skinframe->shirt = NULL;
3518 skinframe->nmap = NULL;
3519 skinframe->gloss = NULL;
3520 skinframe->glow = NULL;
3521 skinframe->fog = NULL;
3522 skinframe->reflect = NULL;
3523 skinframe->hasalpha = false;
3525 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3529 if (developer_loading.integer)
3530 Con_Printf("loading 32bit skin \"%s\"\n", name);
3532 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3534 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3535 temp2 = temp1 + width * height * 4;
3536 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3537 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3540 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3541 if (textureflags & TEXF_ALPHA)
3543 for (i = 3;i < width * height * 4;i += 4)
3545 if (skindata[i] < 255)
3547 skinframe->hasalpha = true;
3551 if (r_loadfog && skinframe->hasalpha)
3553 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3554 memcpy(fogpixels, skindata, width * height * 4);
3555 for (i = 0;i < width * height * 4;i += 4)
3556 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3557 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3558 Mem_Free(fogpixels);
3562 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3563 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3568 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3572 skinframe_t *skinframe;
3574 if (cls.state == ca_dedicated)
3577 // if already loaded just return it, otherwise make a new skinframe
3578 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3579 if (skinframe && skinframe->base)
3581 textureflags &= ~TEXF_FORCE_RELOAD;
3583 skinframe->stain = NULL;
3584 skinframe->merged = NULL;
3585 skinframe->base = NULL;
3586 skinframe->pants = NULL;
3587 skinframe->shirt = NULL;
3588 skinframe->nmap = NULL;
3589 skinframe->gloss = NULL;
3590 skinframe->glow = NULL;
3591 skinframe->fog = NULL;
3592 skinframe->reflect = NULL;
3593 skinframe->hasalpha = false;
3595 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3599 if (developer_loading.integer)
3600 Con_Printf("loading quake skin \"%s\"\n", name);
3602 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3603 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3604 memcpy(skinframe->qpixels, skindata, width*height);
3605 skinframe->qwidth = width;
3606 skinframe->qheight = height;
3609 for (i = 0;i < width * height;i++)
3610 featuresmask |= palette_featureflags[skindata[i]];
3612 skinframe->hasalpha = false;
3613 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3614 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3615 skinframe->qgeneratemerged = true;
3616 skinframe->qgeneratebase = skinframe->qhascolormapping;
3617 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3619 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3620 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3625 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3629 unsigned char *skindata;
3632 if (!skinframe->qpixels)
3635 if (!skinframe->qhascolormapping)
3636 colormapped = false;
3640 if (!skinframe->qgeneratebase)
3645 if (!skinframe->qgeneratemerged)
3649 width = skinframe->qwidth;
3650 height = skinframe->qheight;
3651 skindata = skinframe->qpixels;
3653 if (skinframe->qgeneratenmap)
3655 unsigned char *temp1, *temp2;
3656 skinframe->qgeneratenmap = false;
3657 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3658 temp2 = temp1 + width * height * 4;
3659 // use either a custom palette or the quake palette
3660 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3661 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3662 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3666 if (skinframe->qgenerateglow)
3668 skinframe->qgenerateglow = false;
3669 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3674 skinframe->qgeneratebase = false;
3675 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3676 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3677 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3681 skinframe->qgeneratemerged = false;
3682 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3685 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3687 Mem_Free(skinframe->qpixels);
3688 skinframe->qpixels = NULL;
3692 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3695 skinframe_t *skinframe;
3698 if (cls.state == ca_dedicated)
3701 // if already loaded just return it, otherwise make a new skinframe
3702 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3703 if (skinframe && skinframe->base)
3705 textureflags &= ~TEXF_FORCE_RELOAD;
3707 skinframe->stain = NULL;
3708 skinframe->merged = NULL;
3709 skinframe->base = NULL;
3710 skinframe->pants = NULL;
3711 skinframe->shirt = NULL;
3712 skinframe->nmap = NULL;
3713 skinframe->gloss = NULL;
3714 skinframe->glow = NULL;
3715 skinframe->fog = NULL;
3716 skinframe->reflect = NULL;
3717 skinframe->hasalpha = false;
3719 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3723 if (developer_loading.integer)
3724 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3726 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3727 if (textureflags & TEXF_ALPHA)
3729 for (i = 0;i < width * height;i++)
3731 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3733 skinframe->hasalpha = true;
3737 if (r_loadfog && skinframe->hasalpha)
3738 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3741 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3742 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3747 skinframe_t *R_SkinFrame_LoadMissing(void)
3749 skinframe_t *skinframe;
3751 if (cls.state == ca_dedicated)
3754 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3755 skinframe->stain = NULL;
3756 skinframe->merged = NULL;
3757 skinframe->base = NULL;
3758 skinframe->pants = NULL;
3759 skinframe->shirt = NULL;
3760 skinframe->nmap = NULL;
3761 skinframe->gloss = NULL;
3762 skinframe->glow = NULL;
3763 skinframe->fog = NULL;
3764 skinframe->reflect = NULL;
3765 skinframe->hasalpha = false;
3767 skinframe->avgcolor[0] = rand() / RAND_MAX;
3768 skinframe->avgcolor[1] = rand() / RAND_MAX;
3769 skinframe->avgcolor[2] = rand() / RAND_MAX;
3770 skinframe->avgcolor[3] = 1;
3775 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3776 typedef struct suffixinfo_s
3779 qboolean flipx, flipy, flipdiagonal;
3782 static suffixinfo_t suffix[3][6] =
3785 {"px", false, false, false},
3786 {"nx", false, false, false},
3787 {"py", false, false, false},
3788 {"ny", false, false, false},
3789 {"pz", false, false, false},
3790 {"nz", false, false, false}
3793 {"posx", false, false, false},
3794 {"negx", false, false, false},
3795 {"posy", false, false, false},
3796 {"negy", false, false, false},
3797 {"posz", false, false, false},
3798 {"negz", false, false, false}
3801 {"rt", true, false, true},
3802 {"lf", false, true, true},
3803 {"ft", true, true, false},
3804 {"bk", false, false, false},
3805 {"up", true, false, true},
3806 {"dn", true, false, true}
3810 static int componentorder[4] = {0, 1, 2, 3};
3812 static rtexture_t *R_LoadCubemap(const char *basename)
3814 int i, j, cubemapsize;
3815 unsigned char *cubemappixels, *image_buffer;
3816 rtexture_t *cubemaptexture;
3818 // must start 0 so the first loadimagepixels has no requested width/height
3820 cubemappixels = NULL;
3821 cubemaptexture = NULL;
3822 // keep trying different suffix groups (posx, px, rt) until one loads
3823 for (j = 0;j < 3 && !cubemappixels;j++)
3825 // load the 6 images in the suffix group
3826 for (i = 0;i < 6;i++)
3828 // generate an image name based on the base and and suffix
3829 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3831 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3833 // an image loaded, make sure width and height are equal
3834 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3836 // if this is the first image to load successfully, allocate the cubemap memory
3837 if (!cubemappixels && image_width >= 1)
3839 cubemapsize = image_width;
3840 // note this clears to black, so unavailable sides are black
3841 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3843 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3845 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3848 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3850 Mem_Free(image_buffer);
3854 // if a cubemap loaded, upload it
3857 if (developer_loading.integer)
3858 Con_Printf("loading cubemap \"%s\"\n", basename);
3860 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3861 Mem_Free(cubemappixels);
3865 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3866 if (developer_loading.integer)
3868 Con_Printf("(tried tried images ");
3869 for (j = 0;j < 3;j++)
3870 for (i = 0;i < 6;i++)
3871 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3872 Con_Print(" and was unable to find any of them).\n");
3875 return cubemaptexture;
3878 rtexture_t *R_GetCubemap(const char *basename)
3881 for (i = 0;i < r_texture_numcubemaps;i++)
3882 if (r_texture_cubemaps[i] != NULL)
3883 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3884 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3885 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3886 return r_texture_whitecube;
3887 r_texture_numcubemaps++;
3888 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3889 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3890 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3891 return r_texture_cubemaps[i]->texture;
3894 static void R_Main_FreeViewCache(void)
3896 if (r_refdef.viewcache.entityvisible)
3897 Mem_Free(r_refdef.viewcache.entityvisible);
3898 if (r_refdef.viewcache.world_pvsbits)
3899 Mem_Free(r_refdef.viewcache.world_pvsbits);
3900 if (r_refdef.viewcache.world_leafvisible)
3901 Mem_Free(r_refdef.viewcache.world_leafvisible);
3902 if (r_refdef.viewcache.world_surfacevisible)
3903 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3904 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3907 static void R_Main_ResizeViewCache(void)
3909 int numentities = r_refdef.scene.numentities;
3910 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3911 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3912 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3913 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3914 if (r_refdef.viewcache.maxentities < numentities)
3916 r_refdef.viewcache.maxentities = numentities;
3917 if (r_refdef.viewcache.entityvisible)
3918 Mem_Free(r_refdef.viewcache.entityvisible);
3919 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3921 if (r_refdef.viewcache.world_numclusters != numclusters)
3923 r_refdef.viewcache.world_numclusters = numclusters;
3924 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3925 if (r_refdef.viewcache.world_pvsbits)
3926 Mem_Free(r_refdef.viewcache.world_pvsbits);
3927 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3929 if (r_refdef.viewcache.world_numleafs != numleafs)
3931 r_refdef.viewcache.world_numleafs = numleafs;
3932 if (r_refdef.viewcache.world_leafvisible)
3933 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3936 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3938 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3939 if (r_refdef.viewcache.world_surfacevisible)
3940 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3941 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3945 extern rtexture_t *loadingscreentexture;
3946 static void gl_main_start(void)
3948 loadingscreentexture = NULL;
3949 r_texture_blanknormalmap = NULL;
3950 r_texture_white = NULL;
3951 r_texture_grey128 = NULL;
3952 r_texture_black = NULL;
3953 r_texture_whitecube = NULL;
3954 r_texture_normalizationcube = NULL;
3955 r_texture_fogattenuation = NULL;
3956 r_texture_fogheighttexture = NULL;
3957 r_texture_gammaramps = NULL;
3958 r_texture_numcubemaps = 0;
3960 r_loaddds = r_texture_dds_load.integer != 0;
3961 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3963 switch(vid.renderpath)
3965 case RENDERPATH_GL20:
3966 case RENDERPATH_D3D9:
3967 case RENDERPATH_D3D10:
3968 case RENDERPATH_D3D11:
3969 case RENDERPATH_SOFT:
3970 case RENDERPATH_GLES2:
3971 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3972 Cvar_SetValueQuick(&gl_combine, 1);
3973 Cvar_SetValueQuick(&r_glsl, 1);
3974 r_loadnormalmap = true;
3978 case RENDERPATH_GL13:
3979 case RENDERPATH_GLES1:
3980 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3981 Cvar_SetValueQuick(&gl_combine, 1);
3982 Cvar_SetValueQuick(&r_glsl, 0);
3983 r_loadnormalmap = false;
3984 r_loadgloss = false;
3987 case RENDERPATH_GL11:
3988 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3989 Cvar_SetValueQuick(&gl_combine, 0);
3990 Cvar_SetValueQuick(&r_glsl, 0);
3991 r_loadnormalmap = false;
3992 r_loadgloss = false;
3998 R_FrameData_Reset();
4002 memset(r_queries, 0, sizeof(r_queries));
4004 r_qwskincache = NULL;
4005 r_qwskincache_size = 0;
4007 // due to caching of texture_t references, the collision cache must be reset
4008 Collision_Cache_Reset(true);
4010 // set up r_skinframe loading system for textures
4011 memset(&r_skinframe, 0, sizeof(r_skinframe));
4012 r_skinframe.loadsequence = 1;
4013 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4015 r_main_texturepool = R_AllocTexturePool();
4016 R_BuildBlankTextures();
4018 if (vid.support.arb_texture_cube_map)
4021 R_BuildNormalizationCube();
4023 r_texture_fogattenuation = NULL;
4024 r_texture_fogheighttexture = NULL;
4025 r_texture_gammaramps = NULL;
4026 //r_texture_fogintensity = NULL;
4027 memset(&r_fb, 0, sizeof(r_fb));
4028 r_glsl_permutation = NULL;
4029 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4030 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4031 glslshaderstring = NULL;
4033 r_hlsl_permutation = NULL;
4034 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4035 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4037 hlslshaderstring = NULL;
4038 memset(&r_svbsp, 0, sizeof (r_svbsp));
4040 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4041 r_texture_numcubemaps = 0;
4043 r_refdef.fogmasktable_density = 0;
4046 static void gl_main_shutdown(void)
4049 R_FrameData_Reset();
4051 R_Main_FreeViewCache();
4053 switch(vid.renderpath)
4055 case RENDERPATH_GL11:
4056 case RENDERPATH_GL13:
4057 case RENDERPATH_GL20:
4058 case RENDERPATH_GLES1:
4059 case RENDERPATH_GLES2:
4060 #ifdef GL_SAMPLES_PASSED_ARB
4062 qglDeleteQueriesARB(r_maxqueries, r_queries);
4065 case RENDERPATH_D3D9:
4066 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4068 case RENDERPATH_D3D10:
4069 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4071 case RENDERPATH_D3D11:
4072 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4074 case RENDERPATH_SOFT:
4080 memset(r_queries, 0, sizeof(r_queries));
4082 r_qwskincache = NULL;
4083 r_qwskincache_size = 0;
4085 // clear out the r_skinframe state
4086 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4087 memset(&r_skinframe, 0, sizeof(r_skinframe));
4090 Mem_Free(r_svbsp.nodes);
4091 memset(&r_svbsp, 0, sizeof (r_svbsp));
4092 R_FreeTexturePool(&r_main_texturepool);
4093 loadingscreentexture = NULL;
4094 r_texture_blanknormalmap = NULL;
4095 r_texture_white = NULL;
4096 r_texture_grey128 = NULL;
4097 r_texture_black = NULL;
4098 r_texture_whitecube = NULL;
4099 r_texture_normalizationcube = NULL;
4100 r_texture_fogattenuation = NULL;
4101 r_texture_fogheighttexture = NULL;
4102 r_texture_gammaramps = NULL;
4103 r_texture_numcubemaps = 0;
4104 //r_texture_fogintensity = NULL;
4105 memset(&r_fb, 0, sizeof(r_fb));
4108 r_glsl_permutation = NULL;
4109 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4110 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4111 glslshaderstring = NULL;
4113 r_hlsl_permutation = NULL;
4114 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4115 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4117 hlslshaderstring = NULL;
4120 static void gl_main_newmap(void)
4122 // FIXME: move this code to client
4123 char *entities, entname[MAX_QPATH];
4125 Mem_Free(r_qwskincache);
4126 r_qwskincache = NULL;
4127 r_qwskincache_size = 0;
4130 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4131 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4133 CL_ParseEntityLump(entities);
4137 if (cl.worldmodel->brush.entities)
4138 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4140 R_Main_FreeViewCache();
4142 R_FrameData_Reset();
4145 void GL_Main_Init(void)
4147 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4149 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4150 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4151 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4152 if (gamemode == GAME_NEHAHRA)
4154 Cvar_RegisterVariable (&gl_fogenable);
4155 Cvar_RegisterVariable (&gl_fogdensity);
4156 Cvar_RegisterVariable (&gl_fogred);
4157 Cvar_RegisterVariable (&gl_foggreen);
4158 Cvar_RegisterVariable (&gl_fogblue);
4159 Cvar_RegisterVariable (&gl_fogstart);
4160 Cvar_RegisterVariable (&gl_fogend);
4161 Cvar_RegisterVariable (&gl_skyclip);
4163 Cvar_RegisterVariable(&r_motionblur);
4164 Cvar_RegisterVariable(&r_damageblur);
4165 Cvar_RegisterVariable(&r_motionblur_averaging);
4166 Cvar_RegisterVariable(&r_motionblur_randomize);
4167 Cvar_RegisterVariable(&r_motionblur_minblur);
4168 Cvar_RegisterVariable(&r_motionblur_maxblur);
4169 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4170 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4171 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4172 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4173 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4174 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4175 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4176 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4177 Cvar_RegisterVariable(&r_equalize_entities_by);
4178 Cvar_RegisterVariable(&r_equalize_entities_to);
4179 Cvar_RegisterVariable(&r_depthfirst);
4180 Cvar_RegisterVariable(&r_useinfinitefarclip);
4181 Cvar_RegisterVariable(&r_farclip_base);
4182 Cvar_RegisterVariable(&r_farclip_world);
4183 Cvar_RegisterVariable(&r_nearclip);
4184 Cvar_RegisterVariable(&r_deformvertexes);
4185 Cvar_RegisterVariable(&r_transparent);
4186 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4187 Cvar_RegisterVariable(&r_showoverdraw);
4188 Cvar_RegisterVariable(&r_showbboxes);
4189 Cvar_RegisterVariable(&r_showsurfaces);
4190 Cvar_RegisterVariable(&r_showtris);
4191 Cvar_RegisterVariable(&r_shownormals);
4192 Cvar_RegisterVariable(&r_showlighting);
4193 Cvar_RegisterVariable(&r_showshadowvolumes);
4194 Cvar_RegisterVariable(&r_showcollisionbrushes);
4195 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4196 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4197 Cvar_RegisterVariable(&r_showdisabledepthtest);
4198 Cvar_RegisterVariable(&r_drawportals);
4199 Cvar_RegisterVariable(&r_drawentities);
4200 Cvar_RegisterVariable(&r_draw2d);
4201 Cvar_RegisterVariable(&r_drawworld);
4202 Cvar_RegisterVariable(&r_cullentities_trace);
4203 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4204 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4205 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4206 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4207 Cvar_RegisterVariable(&r_sortentities);
4208 Cvar_RegisterVariable(&r_drawviewmodel);
4209 Cvar_RegisterVariable(&r_drawexteriormodel);
4210 Cvar_RegisterVariable(&r_speeds);
4211 Cvar_RegisterVariable(&r_fullbrights);
4212 Cvar_RegisterVariable(&r_wateralpha);
4213 Cvar_RegisterVariable(&r_dynamic);
4214 Cvar_RegisterVariable(&r_fakelight);
4215 Cvar_RegisterVariable(&r_fakelight_intensity);
4216 Cvar_RegisterVariable(&r_fullbright);
4217 Cvar_RegisterVariable(&r_shadows);
4218 Cvar_RegisterVariable(&r_shadows_darken);
4219 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4220 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4221 Cvar_RegisterVariable(&r_shadows_throwdistance);
4222 Cvar_RegisterVariable(&r_shadows_throwdirection);
4223 Cvar_RegisterVariable(&r_shadows_focus);
4224 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4225 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4226 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4227 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4228 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4229 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4230 Cvar_RegisterVariable(&r_fog_exp2);
4231 Cvar_RegisterVariable(&r_fog_clear);
4232 Cvar_RegisterVariable(&r_drawfog);
4233 Cvar_RegisterVariable(&r_transparentdepthmasking);
4234 Cvar_RegisterVariable(&r_transparent_sortmindist);
4235 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4236 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4237 Cvar_RegisterVariable(&r_texture_dds_load);
4238 Cvar_RegisterVariable(&r_texture_dds_save);
4239 Cvar_RegisterVariable(&r_textureunits);
4240 Cvar_RegisterVariable(&gl_combine);
4241 Cvar_RegisterVariable(&r_viewfbo);
4242 Cvar_RegisterVariable(&r_viewscale);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4247 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4248 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4249 Cvar_RegisterVariable(&r_glsl);
4250 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4257 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4259 Cvar_RegisterVariable(&r_glsl_postprocess);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4266 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4269 Cvar_RegisterVariable(&r_water);
4270 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4271 Cvar_RegisterVariable(&r_water_clippingplanebias);
4272 Cvar_RegisterVariable(&r_water_refractdistort);
4273 Cvar_RegisterVariable(&r_water_reflectdistort);
4274 Cvar_RegisterVariable(&r_water_scissormode);
4275 Cvar_RegisterVariable(&r_water_lowquality);
4276 Cvar_RegisterVariable(&r_water_hideplayer);
4277 Cvar_RegisterVariable(&r_water_fbo);
4279 Cvar_RegisterVariable(&r_lerpsprites);
4280 Cvar_RegisterVariable(&r_lerpmodels);
4281 Cvar_RegisterVariable(&r_lerplightstyles);
4282 Cvar_RegisterVariable(&r_waterscroll);
4283 Cvar_RegisterVariable(&r_bloom);
4284 Cvar_RegisterVariable(&r_bloom_colorscale);
4285 Cvar_RegisterVariable(&r_bloom_brighten);
4286 Cvar_RegisterVariable(&r_bloom_blur);
4287 Cvar_RegisterVariable(&r_bloom_resolution);
4288 Cvar_RegisterVariable(&r_bloom_colorexponent);
4289 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4290 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4291 Cvar_RegisterVariable(&r_hdr_glowintensity);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4298 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4300 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4301 Cvar_RegisterVariable(&developer_texturelogging);
4302 Cvar_RegisterVariable(&gl_lightmaps);
4303 Cvar_RegisterVariable(&r_test);
4304 Cvar_RegisterVariable(&r_glsl_saturation);
4305 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4306 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4307 Cvar_RegisterVariable(&r_framedatasize);
4308 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4309 Cvar_SetValue("r_fullbrights", 0);
4310 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4313 void Render_Init(void)
4326 R_LightningBeams_Init();
4336 extern char *ENGINE_EXTENSIONS;
4339 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4340 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4341 gl_version = (const char *)qglGetString(GL_VERSION);
4342 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4346 if (!gl_platformextensions)
4347 gl_platformextensions = "";
4349 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4350 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4351 Con_Printf("GL_VERSION: %s\n", gl_version);
4352 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4353 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4355 VID_CheckExtensions();
4357 // LordHavoc: report supported extensions
4358 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4360 // clear to black (loading plaque will be seen over this)
4361 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4365 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4369 if (r_trippy.integer)
4371 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4373 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4376 p = r_refdef.view.frustum + i;
4381 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4385 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4389 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4393 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4397 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4401 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4405 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4409 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4417 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4421 if (r_trippy.integer)
4423 for (i = 0;i < numplanes;i++)
4430 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4434 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4442 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4450 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4454 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4458 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4466 //==================================================================================
4468 // LordHavoc: this stores temporary data used within the same frame
4470 typedef struct r_framedata_mem_s
4472 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4473 size_t size; // how much usable space
4474 size_t current; // how much space in use
4475 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4476 size_t wantedsize; // how much space was allocated
4477 unsigned char *data; // start of real data (16byte aligned)
4481 static r_framedata_mem_t *r_framedata_mem;
4483 void R_FrameData_Reset(void)
4485 while (r_framedata_mem)
4487 r_framedata_mem_t *next = r_framedata_mem->purge;
4488 Mem_Free(r_framedata_mem);
4489 r_framedata_mem = next;
4493 static void R_FrameData_Resize(void)
4496 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4497 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4498 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4500 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4501 newmem->wantedsize = wantedsize;
4502 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4503 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4504 newmem->current = 0;
4506 newmem->purge = r_framedata_mem;
4507 r_framedata_mem = newmem;
4511 void R_FrameData_NewFrame(void)
4513 R_FrameData_Resize();
4514 if (!r_framedata_mem)
4516 // if we ran out of space on the last frame, free the old memory now
4517 while (r_framedata_mem->purge)
4519 // repeatedly remove the second item in the list, leaving only head
4520 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4521 Mem_Free(r_framedata_mem->purge);
4522 r_framedata_mem->purge = next;
4524 // reset the current mem pointer
4525 r_framedata_mem->current = 0;
4526 r_framedata_mem->mark = 0;
4529 void *R_FrameData_Alloc(size_t size)
4533 // align to 16 byte boundary - the data pointer is already aligned, so we
4534 // only need to ensure the size of every allocation is also aligned
4535 size = (size + 15) & ~15;
4537 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4539 // emergency - we ran out of space, allocate more memory
4540 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4541 R_FrameData_Resize();
4544 data = r_framedata_mem->data + r_framedata_mem->current;
4545 r_framedata_mem->current += size;
4547 // count the usage for stats
4548 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4549 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4551 return (void *)data;
4554 void *R_FrameData_Store(size_t size, void *data)
4556 void *d = R_FrameData_Alloc(size);
4558 memcpy(d, data, size);
4562 void R_FrameData_SetMark(void)
4564 if (!r_framedata_mem)
4566 r_framedata_mem->mark = r_framedata_mem->current;
4569 void R_FrameData_ReturnToMark(void)
4571 if (!r_framedata_mem)
4573 r_framedata_mem->current = r_framedata_mem->mark;
4576 //==================================================================================
4578 // LordHavoc: animcache originally written by Echon, rewritten since then
4581 * Animation cache prevents re-generating mesh data for an animated model
4582 * multiple times in one frame for lighting, shadowing, reflections, etc.
4585 void R_AnimCache_Free(void)
4589 void R_AnimCache_ClearCache(void)
4592 entity_render_t *ent;
4594 for (i = 0;i < r_refdef.scene.numentities;i++)
4596 ent = r_refdef.scene.entities[i];
4597 ent->animcache_vertex3f = NULL;
4598 ent->animcache_normal3f = NULL;
4599 ent->animcache_svector3f = NULL;
4600 ent->animcache_tvector3f = NULL;
4601 ent->animcache_vertexmesh = NULL;
4602 ent->animcache_vertex3fbuffer = NULL;
4603 ent->animcache_vertexmeshbuffer = NULL;
4607 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4611 // check if we need the meshbuffers
4612 if (!vid.useinterleavedarrays)
4615 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4616 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4617 // TODO: upload vertex3f buffer?
4618 if (ent->animcache_vertexmesh)
4620 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4621 for (i = 0;i < numvertices;i++)
4622 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4623 if (ent->animcache_svector3f)
4624 for (i = 0;i < numvertices;i++)
4625 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4626 if (ent->animcache_tvector3f)
4627 for (i = 0;i < numvertices;i++)
4628 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4629 if (ent->animcache_normal3f)
4630 for (i = 0;i < numvertices;i++)
4631 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4632 // TODO: upload vertexmeshbuffer?
4636 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4638 dp_model_t *model = ent->model;
4640 // see if it's already cached this frame
4641 if (ent->animcache_vertex3f)
4643 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4644 if (wantnormals || wanttangents)
4646 if (ent->animcache_normal3f)
4647 wantnormals = false;
4648 if (ent->animcache_svector3f)
4649 wanttangents = false;
4650 if (wantnormals || wanttangents)
4652 numvertices = model->surfmesh.num_vertices;
4654 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4657 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4660 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4661 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4667 // see if this ent is worth caching
4668 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4670 // get some memory for this entity and generate mesh data
4671 numvertices = model->surfmesh.num_vertices;
4672 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4674 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4680 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4681 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4686 void R_AnimCache_CacheVisibleEntities(void)
4689 qboolean wantnormals = true;
4690 qboolean wanttangents = !r_showsurfaces.integer;
4692 switch(vid.renderpath)
4694 case RENDERPATH_GL20:
4695 case RENDERPATH_D3D9:
4696 case RENDERPATH_D3D10:
4697 case RENDERPATH_D3D11:
4698 case RENDERPATH_GLES2:
4700 case RENDERPATH_GL11:
4701 case RENDERPATH_GL13:
4702 case RENDERPATH_GLES1:
4703 wanttangents = false;
4705 case RENDERPATH_SOFT:
4709 if (r_shownormals.integer)
4710 wanttangents = wantnormals = true;
4712 // TODO: thread this
4713 // NOTE: R_PrepareRTLights() also caches entities
4715 for (i = 0;i < r_refdef.scene.numentities;i++)
4716 if (r_refdef.viewcache.entityvisible[i])
4717 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4720 //==================================================================================
4722 extern cvar_t r_overheadsprites_pushback;
4724 static void R_View_UpdateEntityLighting (void)
4727 entity_render_t *ent;
4728 vec3_t tempdiffusenormal, avg;
4729 vec_t f, fa, fd, fdd;
4730 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4732 for (i = 0;i < r_refdef.scene.numentities;i++)
4734 ent = r_refdef.scene.entities[i];
4736 // skip unseen models and models that updated by CSQC
4737 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4741 if (ent->model && ent->model->brush.num_leafs)
4743 // TODO: use modellight for r_ambient settings on world?
4744 VectorSet(ent->modellight_ambient, 0, 0, 0);
4745 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4746 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4750 // fetch the lighting from the worldmodel data
4751 VectorClear(ent->modellight_ambient);
4752 VectorClear(ent->modellight_diffuse);
4753 VectorClear(tempdiffusenormal);
4754 if (ent->flags & RENDER_LIGHT)
4757 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4759 // complete lightning for lit sprites
4760 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4761 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4763 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4764 org[2] = org[2] + r_overheadsprites_pushback.value;
4765 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4768 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4770 if(ent->flags & RENDER_EQUALIZE)
4772 // first fix up ambient lighting...
4773 if(r_equalize_entities_minambient.value > 0)
4775 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4778 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4779 if(fa < r_equalize_entities_minambient.value * fd)
4782 // fa'/fd' = minambient
4783 // fa'+0.25*fd' = fa+0.25*fd
4785 // fa' = fd' * minambient
4786 // fd'*(0.25+minambient) = fa+0.25*fd
4788 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4789 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4791 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4792 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4793 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4794 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4799 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4801 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4802 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4806 // adjust brightness and saturation to target
4807 avg[0] = avg[1] = avg[2] = fa / f;
4808 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4809 avg[0] = avg[1] = avg[2] = fd / f;
4810 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4816 VectorSet(ent->modellight_ambient, 1, 1, 1);
4818 // move the light direction into modelspace coordinates for lighting code
4819 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4820 if(VectorLength2(ent->modellight_lightdir) == 0)
4821 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4822 VectorNormalize(ent->modellight_lightdir);
4826 #define MAX_LINEOFSIGHTTRACES 64
4828 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4831 vec3_t boxmins, boxmaxs;
4834 dp_model_t *model = r_refdef.scene.worldmodel;
4836 if (!model || !model->brush.TraceLineOfSight)
4839 // expand the box a little
4840 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4841 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4842 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4843 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4844 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4845 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4847 // return true if eye is inside enlarged box
4848 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4852 VectorCopy(eye, start);
4853 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4854 if (model->brush.TraceLineOfSight(model, start, end))
4857 // try various random positions
4858 for (i = 0;i < numsamples;i++)
4860 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4861 if (model->brush.TraceLineOfSight(model, start, end))
4869 static void R_View_UpdateEntityVisible (void)
4874 entity_render_t *ent;
4876 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4877 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4878 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4879 : RENDER_EXTERIORMODEL;
4880 if (!r_drawviewmodel.integer)
4881 renderimask |= RENDER_VIEWMODEL;
4882 if (!r_drawexteriormodel.integer)
4883 renderimask |= RENDER_EXTERIORMODEL;
4884 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4886 // worldmodel can check visibility
4887 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4888 for (i = 0;i < r_refdef.scene.numentities;i++)
4890 ent = r_refdef.scene.entities[i];
4891 if (!(ent->flags & renderimask))
4892 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4893 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4894 r_refdef.viewcache.entityvisible[i] = true;
4899 // no worldmodel or it can't check visibility
4900 for (i = 0;i < r_refdef.scene.numentities;i++)
4902 ent = r_refdef.scene.entities[i];
4903 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));
4906 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4907 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4909 for (i = 0;i < r_refdef.scene.numentities;i++)
4911 if (!r_refdef.viewcache.entityvisible[i])
4913 ent = r_refdef.scene.entities[i];
4914 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4916 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4918 continue; // temp entities do pvs only
4919 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4920 ent->last_trace_visibility = realtime;
4921 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4922 r_refdef.viewcache.entityvisible[i] = 0;
4928 /// only used if skyrendermasked, and normally returns false
4929 static int R_DrawBrushModelsSky (void)
4932 entity_render_t *ent;
4935 for (i = 0;i < r_refdef.scene.numentities;i++)
4937 if (!r_refdef.viewcache.entityvisible[i])
4939 ent = r_refdef.scene.entities[i];
4940 if (!ent->model || !ent->model->DrawSky)
4942 ent->model->DrawSky(ent);
4948 static void R_DrawNoModel(entity_render_t *ent);
4949 static void R_DrawModels(void)
4952 entity_render_t *ent;
4954 for (i = 0;i < r_refdef.scene.numentities;i++)
4956 if (!r_refdef.viewcache.entityvisible[i])
4958 ent = r_refdef.scene.entities[i];
4959 r_refdef.stats.entities++;
4961 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4964 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4965 Con_Printf("R_DrawModels\n");
4966 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4967 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4968 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4971 if (ent->model && ent->model->Draw != NULL)
4972 ent->model->Draw(ent);
4978 static void R_DrawModelsDepth(void)
4981 entity_render_t *ent;
4983 for (i = 0;i < r_refdef.scene.numentities;i++)
4985 if (!r_refdef.viewcache.entityvisible[i])
4987 ent = r_refdef.scene.entities[i];
4988 if (ent->model && ent->model->DrawDepth != NULL)
4989 ent->model->DrawDepth(ent);
4993 static void R_DrawModelsDebug(void)
4996 entity_render_t *ent;
4998 for (i = 0;i < r_refdef.scene.numentities;i++)
5000 if (!r_refdef.viewcache.entityvisible[i])
5002 ent = r_refdef.scene.entities[i];
5003 if (ent->model && ent->model->DrawDebug != NULL)
5004 ent->model->DrawDebug(ent);
5008 static void R_DrawModelsAddWaterPlanes(void)
5011 entity_render_t *ent;
5013 for (i = 0;i < r_refdef.scene.numentities;i++)
5015 if (!r_refdef.viewcache.entityvisible[i])
5017 ent = r_refdef.scene.entities[i];
5018 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5019 ent->model->DrawAddWaterPlanes(ent);
5023 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5025 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5027 if (r_hdr_irisadaptation.integer)
5032 vec3_t diffusenormal;
5034 vec_t brightness = 0.0f;
5039 VectorCopy(r_refdef.view.forward, forward);
5040 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5042 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5043 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5044 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5045 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5046 d = DotProduct(forward, diffusenormal);
5047 brightness += VectorLength(ambient);
5049 brightness += d * VectorLength(diffuse);
5051 brightness *= 1.0f / c;
5052 brightness += 0.00001f; // make sure it's never zero
5053 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5054 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5055 current = r_hdr_irisadaptation_value.value;
5057 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5058 else if (current > goal)
5059 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5060 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5061 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5063 else if (r_hdr_irisadaptation_value.value != 1.0f)
5064 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5067 static void R_View_SetFrustum(const int *scissor)
5070 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5071 vec3_t forward, left, up, origin, v;
5075 // flipped x coordinates (because x points left here)
5076 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5077 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5079 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5080 switch(vid.renderpath)
5082 case RENDERPATH_D3D9:
5083 case RENDERPATH_D3D10:
5084 case RENDERPATH_D3D11:
5085 // non-flipped y coordinates
5086 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5087 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5089 case RENDERPATH_SOFT:
5090 case RENDERPATH_GL11:
5091 case RENDERPATH_GL13:
5092 case RENDERPATH_GL20:
5093 case RENDERPATH_GLES1:
5094 case RENDERPATH_GLES2:
5095 // non-flipped y coordinates
5096 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5097 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5102 // we can't trust r_refdef.view.forward and friends in reflected scenes
5103 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5106 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5107 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5108 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5109 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5110 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5111 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5112 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5113 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5114 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5115 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5116 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5117 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5121 zNear = r_refdef.nearclip;
5122 nudge = 1.0 - 1.0 / (1<<23);
5123 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5124 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5125 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5126 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5127 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5128 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5129 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5130 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5136 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5137 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5138 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5139 r_refdef.view.frustum[0].dist = m[15] - m[12];
5141 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5142 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5143 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5144 r_refdef.view.frustum[1].dist = m[15] + m[12];
5146 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5147 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5148 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5149 r_refdef.view.frustum[2].dist = m[15] - m[13];
5151 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5152 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5153 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5154 r_refdef.view.frustum[3].dist = m[15] + m[13];
5156 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5157 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5158 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5159 r_refdef.view.frustum[4].dist = m[15] - m[14];
5161 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5162 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5163 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5164 r_refdef.view.frustum[5].dist = m[15] + m[14];
5167 if (r_refdef.view.useperspective)
5169 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5170 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5171 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5172 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5173 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5175 // then the normals from the corners relative to origin
5176 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5177 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5178 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5179 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5181 // in a NORMAL view, forward cross left == up
5182 // in a REFLECTED view, forward cross left == down
5183 // so our cross products above need to be adjusted for a left handed coordinate system
5184 CrossProduct(forward, left, v);
5185 if(DotProduct(v, up) < 0)
5187 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5188 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5189 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5190 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5193 // Leaving those out was a mistake, those were in the old code, and they
5194 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5195 // I couldn't reproduce it after adding those normalizations. --blub
5196 VectorNormalize(r_refdef.view.frustum[0].normal);
5197 VectorNormalize(r_refdef.view.frustum[1].normal);
5198 VectorNormalize(r_refdef.view.frustum[2].normal);
5199 VectorNormalize(r_refdef.view.frustum[3].normal);
5201 // make the corners absolute
5202 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5203 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5204 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5205 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5208 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5210 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5211 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5212 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5213 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5214 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5218 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5219 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5220 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5221 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5222 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5223 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5224 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5225 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5226 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5227 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5229 r_refdef.view.numfrustumplanes = 5;
5231 if (r_refdef.view.useclipplane)
5233 r_refdef.view.numfrustumplanes = 6;
5234 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5237 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5238 PlaneClassify(r_refdef.view.frustum + i);
5240 // LordHavoc: note to all quake engine coders, Quake had a special case
5241 // for 90 degrees which assumed a square view (wrong), so I removed it,
5242 // Quake2 has it disabled as well.
5244 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5245 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5246 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5247 //PlaneClassify(&frustum[0]);
5249 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5250 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5251 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5252 //PlaneClassify(&frustum[1]);
5254 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5255 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5256 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5257 //PlaneClassify(&frustum[2]);
5259 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5260 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5261 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5262 //PlaneClassify(&frustum[3]);
5265 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5266 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5267 //PlaneClassify(&frustum[4]);
5270 static void R_View_UpdateWithScissor(const int *myscissor)
5272 R_Main_ResizeViewCache();
5273 R_View_SetFrustum(myscissor);
5274 R_View_WorldVisibility(r_refdef.view.useclipplane);
5275 R_View_UpdateEntityVisible();
5276 R_View_UpdateEntityLighting();
5277 R_AnimCache_CacheVisibleEntities();
5280 static void R_View_Update(void)
5282 R_Main_ResizeViewCache();
5283 R_View_SetFrustum(NULL);
5284 R_View_WorldVisibility(r_refdef.view.useclipplane);
5285 R_View_UpdateEntityVisible();
5286 R_View_UpdateEntityLighting();
5287 R_AnimCache_CacheVisibleEntities();
5290 float viewscalefpsadjusted = 1.0f;
5292 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5294 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5295 scale = bound(0.03125f, scale, 1.0f);
5296 *outwidth = (int)ceil(width * scale);
5297 *outheight = (int)ceil(height * scale);
5300 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5302 const float *customclipplane = NULL;
5304 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5305 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5307 // LordHavoc: couldn't figure out how to make this approach the
5308 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5309 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5310 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5311 dist = r_refdef.view.clipplane.dist;
5312 plane[0] = r_refdef.view.clipplane.normal[0];
5313 plane[1] = r_refdef.view.clipplane.normal[1];
5314 plane[2] = r_refdef.view.clipplane.normal[2];
5316 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5319 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5320 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5322 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5323 if (!r_refdef.view.useperspective)
5324 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5325 else if (vid.stencil && r_useinfinitefarclip.integer)
5326 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5328 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5329 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5330 R_SetViewport(&r_refdef.view.viewport);
5331 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5333 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5334 float screenplane[4];
5335 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5336 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5337 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5338 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5339 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5343 void R_EntityMatrix(const matrix4x4_t *matrix)
5345 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5347 gl_modelmatrixchanged = false;
5348 gl_modelmatrix = *matrix;
5349 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5350 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5351 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5352 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5354 switch(vid.renderpath)
5356 case RENDERPATH_D3D9:
5358 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5359 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5362 case RENDERPATH_D3D10:
5363 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5365 case RENDERPATH_D3D11:
5366 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5368 case RENDERPATH_GL11:
5369 case RENDERPATH_GL13:
5370 case RENDERPATH_GLES1:
5371 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5373 case RENDERPATH_SOFT:
5374 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5375 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5377 case RENDERPATH_GL20:
5378 case RENDERPATH_GLES2:
5379 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5380 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5386 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5388 r_viewport_t viewport;
5391 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5392 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5393 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5394 R_SetViewport(&viewport);
5395 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5396 GL_Color(1, 1, 1, 1);
5397 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5398 GL_BlendFunc(GL_ONE, GL_ZERO);
5399 GL_ScissorTest(false);
5400 GL_DepthMask(false);
5401 GL_DepthRange(0, 1);
5402 GL_DepthTest(false);
5403 GL_DepthFunc(GL_LEQUAL);
5404 R_EntityMatrix(&identitymatrix);
5405 R_Mesh_ResetTextureState();
5406 GL_PolygonOffset(0, 0);
5407 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5408 switch(vid.renderpath)
5410 case RENDERPATH_GL11:
5411 case RENDERPATH_GL13:
5412 case RENDERPATH_GL20:
5413 case RENDERPATH_GLES1:
5414 case RENDERPATH_GLES2:
5415 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5417 case RENDERPATH_D3D9:
5418 case RENDERPATH_D3D10:
5419 case RENDERPATH_D3D11:
5420 case RENDERPATH_SOFT:
5423 GL_CullFace(GL_NONE);
5426 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5430 R_SetupView(true, fbo, depthtexture, colortexture);
5431 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5432 GL_Color(1, 1, 1, 1);
5433 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5434 GL_BlendFunc(GL_ONE, GL_ZERO);
5435 GL_ScissorTest(true);
5437 GL_DepthRange(0, 1);
5439 GL_DepthFunc(GL_LEQUAL);
5440 R_EntityMatrix(&identitymatrix);
5441 R_Mesh_ResetTextureState();
5442 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5443 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5444 switch(vid.renderpath)
5446 case RENDERPATH_GL11:
5447 case RENDERPATH_GL13:
5448 case RENDERPATH_GL20:
5449 case RENDERPATH_GLES1:
5450 case RENDERPATH_GLES2:
5451 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5453 case RENDERPATH_D3D9:
5454 case RENDERPATH_D3D10:
5455 case RENDERPATH_D3D11:
5456 case RENDERPATH_SOFT:
5459 GL_CullFace(r_refdef.view.cullface_back);
5464 R_RenderView_UpdateViewVectors
5467 static void R_RenderView_UpdateViewVectors(void)
5469 // break apart the view matrix into vectors for various purposes
5470 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5471 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5472 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5473 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5474 // make an inverted copy of the view matrix for tracking sprites
5475 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5478 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5479 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5481 static void R_Water_StartFrame(void)
5484 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5485 r_waterstate_waterplane_t *p;
5486 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5488 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5491 switch(vid.renderpath)
5493 case RENDERPATH_GL20:
5494 case RENDERPATH_D3D9:
5495 case RENDERPATH_D3D10:
5496 case RENDERPATH_D3D11:
5497 case RENDERPATH_SOFT:
5498 case RENDERPATH_GLES2:
5500 case RENDERPATH_GL11:
5501 case RENDERPATH_GL13:
5502 case RENDERPATH_GLES1:
5506 // set waterwidth and waterheight to the water resolution that will be
5507 // used (often less than the screen resolution for faster rendering)
5508 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5510 // calculate desired texture sizes
5511 // can't use water if the card does not support the texture size
5512 if (!r_water.integer || r_showsurfaces.integer)
5513 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5514 else if (vid.support.arb_texture_non_power_of_two)
5516 texturewidth = waterwidth;
5517 textureheight = waterheight;
5518 camerawidth = waterwidth;
5519 cameraheight = waterheight;
5523 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5524 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5525 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5526 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5529 // allocate textures as needed
5530 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5532 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5533 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5535 if (p->texture_refraction)
5536 R_FreeTexture(p->texture_refraction);
5537 p->texture_refraction = NULL;
5538 if (p->fbo_refraction)
5539 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5540 p->fbo_refraction = 0;
5541 if (p->texture_reflection)
5542 R_FreeTexture(p->texture_reflection);
5543 p->texture_reflection = NULL;
5544 if (p->fbo_reflection)
5545 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5546 p->fbo_reflection = 0;
5547 if (p->texture_camera)
5548 R_FreeTexture(p->texture_camera);
5549 p->texture_camera = NULL;
5551 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5554 memset(&r_fb.water, 0, sizeof(r_fb.water));
5555 r_fb.water.texturewidth = texturewidth;
5556 r_fb.water.textureheight = textureheight;
5557 r_fb.water.camerawidth = camerawidth;
5558 r_fb.water.cameraheight = cameraheight;
5561 if (r_fb.water.texturewidth)
5563 int scaledwidth, scaledheight;
5565 r_fb.water.enabled = true;
5567 // water resolution is usually reduced
5568 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5569 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5570 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5572 // set up variables that will be used in shader setup
5573 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5574 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5575 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5576 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5579 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5580 r_fb.water.numwaterplanes = 0;
5583 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5585 int planeindex, bestplaneindex, vertexindex;
5586 vec3_t mins, maxs, normal, center, v, n;
5587 vec_t planescore, bestplanescore;
5589 r_waterstate_waterplane_t *p;
5590 texture_t *t = R_GetCurrentTexture(surface->texture);
5592 rsurface.texture = t;
5593 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5594 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5595 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5597 // average the vertex normals, find the surface bounds (after deformvertexes)
5598 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5599 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5600 VectorCopy(n, normal);
5601 VectorCopy(v, mins);
5602 VectorCopy(v, maxs);
5603 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5605 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5606 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5607 VectorAdd(normal, n, normal);
5608 mins[0] = min(mins[0], v[0]);
5609 mins[1] = min(mins[1], v[1]);
5610 mins[2] = min(mins[2], v[2]);
5611 maxs[0] = max(maxs[0], v[0]);
5612 maxs[1] = max(maxs[1], v[1]);
5613 maxs[2] = max(maxs[2], v[2]);
5615 VectorNormalize(normal);
5616 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5618 VectorCopy(normal, plane.normal);
5619 VectorNormalize(plane.normal);
5620 plane.dist = DotProduct(center, plane.normal);
5621 PlaneClassify(&plane);
5622 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5624 // skip backfaces (except if nocullface is set)
5625 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5627 VectorNegate(plane.normal, plane.normal);
5629 PlaneClassify(&plane);
5633 // find a matching plane if there is one
5634 bestplaneindex = -1;
5635 bestplanescore = 1048576.0f;
5636 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5638 if(p->camera_entity == t->camera_entity)
5640 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5641 if (bestplaneindex < 0 || bestplanescore > planescore)
5643 bestplaneindex = planeindex;
5644 bestplanescore = planescore;
5648 planeindex = bestplaneindex;
5649 p = r_fb.water.waterplanes + planeindex;
5651 // if this surface does not fit any known plane rendered this frame, add one
5652 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5654 // store the new plane
5655 planeindex = r_fb.water.numwaterplanes++;
5656 p = r_fb.water.waterplanes + planeindex;
5658 // clear materialflags and pvs
5659 p->materialflags = 0;
5660 p->pvsvalid = false;
5661 p->camera_entity = t->camera_entity;
5662 VectorCopy(mins, p->mins);
5663 VectorCopy(maxs, p->maxs);
5667 // merge mins/maxs when we're adding this surface to the plane
5668 p->mins[0] = min(p->mins[0], mins[0]);
5669 p->mins[1] = min(p->mins[1], mins[1]);
5670 p->mins[2] = min(p->mins[2], mins[2]);
5671 p->maxs[0] = max(p->maxs[0], maxs[0]);
5672 p->maxs[1] = max(p->maxs[1], maxs[1]);
5673 p->maxs[2] = max(p->maxs[2], maxs[2]);
5675 // merge this surface's materialflags into the waterplane
5676 p->materialflags |= t->currentmaterialflags;
5677 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5679 // merge this surface's PVS into the waterplane
5680 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5681 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5683 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5689 extern cvar_t r_drawparticles;
5690 extern cvar_t r_drawdecals;
5692 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5695 r_refdef_view_t originalview;
5696 r_refdef_view_t myview;
5697 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5698 r_waterstate_waterplane_t *p;
5700 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5703 originalview = r_refdef.view;
5705 // lowquality hack, temporarily shut down some cvars and restore afterwards
5706 qualityreduction = r_water_lowquality.integer;
5707 if (qualityreduction > 0)
5709 if (qualityreduction >= 1)
5711 old_r_shadows = r_shadows.integer;
5712 old_r_worldrtlight = r_shadow_realtime_world.integer;
5713 old_r_dlight = r_shadow_realtime_dlight.integer;
5714 Cvar_SetValueQuick(&r_shadows, 0);
5715 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5716 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5718 if (qualityreduction >= 2)
5720 old_r_dynamic = r_dynamic.integer;
5721 old_r_particles = r_drawparticles.integer;
5722 old_r_decals = r_drawdecals.integer;
5723 Cvar_SetValueQuick(&r_dynamic, 0);
5724 Cvar_SetValueQuick(&r_drawparticles, 0);
5725 Cvar_SetValueQuick(&r_drawdecals, 0);
5729 // make sure enough textures are allocated
5730 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5732 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5734 if (!p->texture_refraction)
5735 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5736 if (!p->texture_refraction)
5740 if (r_fb.water.depthtexture == NULL)
5741 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5742 if (p->fbo_refraction == 0)
5743 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5746 else if (p->materialflags & MATERIALFLAG_CAMERA)
5748 if (!p->texture_camera)
5749 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5750 if (!p->texture_camera)
5754 if (r_fb.water.depthtexture == NULL)
5755 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5756 if (p->fbo_camera == 0)
5757 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5761 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5763 if (!p->texture_reflection)
5764 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5765 if (!p->texture_reflection)
5769 if (r_fb.water.depthtexture == NULL)
5770 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false, vid.support.ext_packed_depth_stencil);
5771 if (p->fbo_reflection == 0)
5772 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5778 r_refdef.view = originalview;
5779 r_refdef.view.showdebug = false;
5780 r_refdef.view.width = r_fb.water.waterwidth;
5781 r_refdef.view.height = r_fb.water.waterheight;
5782 r_refdef.view.useclipplane = true;
5783 myview = r_refdef.view;
5784 r_fb.water.renderingscene = true;
5785 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5787 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5789 r_refdef.view = myview;
5790 if(r_water_scissormode.integer)
5792 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5793 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5794 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5797 // render reflected scene and copy into texture
5798 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5799 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5800 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5801 r_refdef.view.clipplane = p->plane;
5802 // reverse the cullface settings for this render
5803 r_refdef.view.cullface_front = GL_FRONT;
5804 r_refdef.view.cullface_back = GL_BACK;
5805 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5807 r_refdef.view.usecustompvs = true;
5809 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5811 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5814 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5815 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5816 R_ClearScreen(r_refdef.fogenabled);
5817 if(r_water_scissormode.integer & 2)
5818 R_View_UpdateWithScissor(myscissor);
5821 if(r_water_scissormode.integer & 1)
5822 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5823 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5825 if (!p->fbo_reflection)
5826 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5827 r_fb.water.hideplayer = false;
5830 // render the normal view scene and copy into texture
5831 // (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)
5832 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5834 r_refdef.view = myview;
5835 if(r_water_scissormode.integer)
5837 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5838 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5839 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5842 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5844 r_refdef.view.clipplane = p->plane;
5845 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5846 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5848 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5850 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5851 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5852 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5853 R_RenderView_UpdateViewVectors();
5854 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5856 r_refdef.view.usecustompvs = true;
5857 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5861 PlaneClassify(&r_refdef.view.clipplane);
5863 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5864 R_ClearScreen(r_refdef.fogenabled);
5865 if(r_water_scissormode.integer & 2)
5866 R_View_UpdateWithScissor(myscissor);
5869 if(r_water_scissormode.integer & 1)
5870 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5871 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5873 if (!p->fbo_refraction)
5874 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5875 r_fb.water.hideplayer = false;
5877 else if (p->materialflags & MATERIALFLAG_CAMERA)
5879 r_refdef.view = myview;
5881 r_refdef.view.clipplane = p->plane;
5882 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5883 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5885 r_refdef.view.width = r_fb.water.camerawidth;
5886 r_refdef.view.height = r_fb.water.cameraheight;
5887 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5888 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5889 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5890 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5892 if(p->camera_entity)
5894 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5895 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5898 // note: all of the view is used for displaying... so
5899 // there is no use in scissoring
5901 // reverse the cullface settings for this render
5902 r_refdef.view.cullface_front = GL_FRONT;
5903 r_refdef.view.cullface_back = GL_BACK;
5904 // also reverse the view matrix
5905 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5906 R_RenderView_UpdateViewVectors();
5907 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5909 r_refdef.view.usecustompvs = true;
5910 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5913 // camera needs no clipplane
5914 r_refdef.view.useclipplane = false;
5916 PlaneClassify(&r_refdef.view.clipplane);
5918 r_fb.water.hideplayer = false;
5920 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5921 R_ClearScreen(r_refdef.fogenabled);
5923 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5926 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5927 r_fb.water.hideplayer = false;
5931 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5932 r_fb.water.renderingscene = false;
5933 r_refdef.view = originalview;
5934 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5935 if (!r_fb.water.depthtexture)
5936 R_ClearScreen(r_refdef.fogenabled);
5940 r_refdef.view = originalview;
5941 r_fb.water.renderingscene = false;
5942 Cvar_SetValueQuick(&r_water, 0);
5943 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5945 // lowquality hack, restore cvars
5946 if (qualityreduction > 0)
5948 if (qualityreduction >= 1)
5950 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5951 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5952 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5954 if (qualityreduction >= 2)
5956 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5957 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5958 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5963 static void R_Bloom_StartFrame(void)
5966 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5967 int viewwidth, viewheight;
5968 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5969 textype_t textype = TEXTYPE_COLORBUFFER;
5971 switch (vid.renderpath)
5973 case RENDERPATH_GL20:
5974 case RENDERPATH_GLES2:
5975 if (vid.support.ext_framebuffer_object)
5977 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5978 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5981 case RENDERPATH_GL11:
5982 case RENDERPATH_GL13:
5983 case RENDERPATH_GLES1:
5984 case RENDERPATH_D3D9:
5985 case RENDERPATH_D3D10:
5986 case RENDERPATH_D3D11:
5987 case RENDERPATH_SOFT:
5991 if (r_viewscale_fpsscaling.integer)
5993 double actualframetime;
5994 double targetframetime;
5996 actualframetime = r_refdef.lastdrawscreentime;
5997 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5998 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5999 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6000 if (r_viewscale_fpsscaling_stepsize.value > 0)
6001 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6002 viewscalefpsadjusted += adjust;
6003 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6006 viewscalefpsadjusted = 1.0f;
6008 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6010 switch(vid.renderpath)
6012 case RENDERPATH_GL20:
6013 case RENDERPATH_D3D9:
6014 case RENDERPATH_D3D10:
6015 case RENDERPATH_D3D11:
6016 case RENDERPATH_SOFT:
6017 case RENDERPATH_GLES2:
6019 case RENDERPATH_GL11:
6020 case RENDERPATH_GL13:
6021 case RENDERPATH_GLES1:
6025 // set bloomwidth and bloomheight to the bloom resolution that will be
6026 // used (often less than the screen resolution for faster rendering)
6027 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6028 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6029 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6030 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6031 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6033 // calculate desired texture sizes
6034 if (vid.support.arb_texture_non_power_of_two)
6036 screentexturewidth = vid.width;
6037 screentextureheight = vid.height;
6038 bloomtexturewidth = r_fb.bloomwidth;
6039 bloomtextureheight = r_fb.bloomheight;
6043 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6044 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6045 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6046 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6049 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6051 Cvar_SetValueQuick(&r_bloom, 0);
6052 Cvar_SetValueQuick(&r_motionblur, 0);
6053 Cvar_SetValueQuick(&r_damageblur, 0);
6056 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6058 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6060 && r_viewscale.value == 1.0f
6061 && !r_viewscale_fpsscaling.integer)
6062 screentexturewidth = screentextureheight = 0;
6063 if (!r_bloom.integer)
6064 bloomtexturewidth = bloomtextureheight = 0;
6066 // allocate textures as needed
6067 if (r_fb.screentexturewidth != screentexturewidth
6068 || r_fb.screentextureheight != screentextureheight
6069 || r_fb.bloomtexturewidth != bloomtexturewidth
6070 || r_fb.bloomtextureheight != bloomtextureheight
6071 || r_fb.textype != textype
6072 || useviewfbo != (r_fb.fbo != 0))
6074 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6076 if (r_fb.bloomtexture[i])
6077 R_FreeTexture(r_fb.bloomtexture[i]);
6078 r_fb.bloomtexture[i] = NULL;
6080 if (r_fb.bloomfbo[i])
6081 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6082 r_fb.bloomfbo[i] = 0;
6086 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6089 if (r_fb.colortexture)
6090 R_FreeTexture(r_fb.colortexture);
6091 r_fb.colortexture = NULL;
6093 if (r_fb.depthtexture)
6094 R_FreeTexture(r_fb.depthtexture);
6095 r_fb.depthtexture = NULL;
6097 if (r_fb.ghosttexture)
6098 R_FreeTexture(r_fb.ghosttexture);
6099 r_fb.ghosttexture = NULL;
6101 r_fb.screentexturewidth = screentexturewidth;
6102 r_fb.screentextureheight = screentextureheight;
6103 r_fb.bloomtexturewidth = bloomtexturewidth;
6104 r_fb.bloomtextureheight = bloomtextureheight;
6105 r_fb.textype = textype;
6107 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6109 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6110 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6111 r_fb.ghosttexture_valid = false;
6112 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6115 // FIXME: choose depth bits based on a cvar
6116 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false, vid.support.ext_packed_depth_stencil);
6117 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6118 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6120 // render depth into one texture and color into the other
6124 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6125 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6126 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6127 if (status != GL_FRAMEBUFFER_COMPLETE)
6128 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6134 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6136 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6138 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6140 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6145 // bloom texture is a different resolution
6146 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6147 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6148 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6149 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6150 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6152 // set up a texcoord array for the full resolution screen image
6153 // (we have to keep this around to copy back during final render)
6154 r_fb.screentexcoord2f[0] = 0;
6155 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6156 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6157 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6158 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6159 r_fb.screentexcoord2f[5] = 0;
6160 r_fb.screentexcoord2f[6] = 0;
6161 r_fb.screentexcoord2f[7] = 0;
6163 // set up a texcoord array for the reduced resolution bloom image
6164 // (which will be additive blended over the screen image)
6165 r_fb.bloomtexcoord2f[0] = 0;
6166 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6167 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6168 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6169 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6170 r_fb.bloomtexcoord2f[5] = 0;
6171 r_fb.bloomtexcoord2f[6] = 0;
6172 r_fb.bloomtexcoord2f[7] = 0;
6174 switch(vid.renderpath)
6176 case RENDERPATH_GL11:
6177 case RENDERPATH_GL13:
6178 case RENDERPATH_GL20:
6179 case RENDERPATH_SOFT:
6180 case RENDERPATH_GLES1:
6181 case RENDERPATH_GLES2:
6183 case RENDERPATH_D3D9:
6184 case RENDERPATH_D3D10:
6185 case RENDERPATH_D3D11:
6188 for (i = 0;i < 4;i++)
6190 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6191 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6192 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6193 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6199 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6202 r_refdef.view.clear = true;
6205 static void R_Bloom_MakeTexture(void)
6208 float xoffset, yoffset, r, brighten;
6210 float colorscale = r_bloom_colorscale.value;
6212 r_refdef.stats.bloom++;
6216 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6217 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6220 // scale down screen texture to the bloom texture size
6222 r_fb.bloomindex = 0;
6223 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6224 R_SetViewport(&r_fb.bloomviewport);
6225 GL_BlendFunc(GL_ONE, GL_ZERO);
6226 GL_Color(colorscale, colorscale, colorscale, 1);
6227 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6228 switch(vid.renderpath)
6230 case RENDERPATH_GL11:
6231 case RENDERPATH_GL13:
6232 case RENDERPATH_GL20:
6233 case RENDERPATH_GLES1:
6234 case RENDERPATH_GLES2:
6235 case RENDERPATH_SOFT:
6236 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6238 case RENDERPATH_D3D9:
6239 case RENDERPATH_D3D10:
6240 case RENDERPATH_D3D11:
6241 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6244 // TODO: do boxfilter scale-down in shader?
6245 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6246 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6247 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6249 // we now have a properly scaled bloom image
6250 if (!r_fb.bloomfbo[r_fb.bloomindex])
6252 // copy it into the bloom texture
6253 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6254 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6257 // multiply bloom image by itself as many times as desired
6258 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6260 intex = r_fb.bloomtexture[r_fb.bloomindex];
6261 r_fb.bloomindex ^= 1;
6262 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6264 r = bound(0, r_bloom_colorexponent.value / x, 1);
6265 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6267 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6268 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6269 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6270 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6272 if (!r_fb.bloomfbo[r_fb.bloomindex])
6274 // copy the darkened image to a texture
6275 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6276 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6280 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6281 brighten = r_bloom_brighten.value;
6282 brighten = sqrt(brighten);
6284 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6286 for (dir = 0;dir < 2;dir++)
6288 intex = r_fb.bloomtexture[r_fb.bloomindex];
6289 r_fb.bloomindex ^= 1;
6290 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6291 // blend on at multiple vertical offsets to achieve a vertical blur
6292 // TODO: do offset blends using GLSL
6293 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6294 GL_BlendFunc(GL_ONE, GL_ZERO);
6295 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6296 for (x = -range;x <= range;x++)
6298 if (!dir){xoffset = 0;yoffset = x;}
6299 else {xoffset = x;yoffset = 0;}
6300 xoffset /= (float)r_fb.bloomtexturewidth;
6301 yoffset /= (float)r_fb.bloomtextureheight;
6302 // compute a texcoord array with the specified x and y offset
6303 r_fb.offsettexcoord2f[0] = xoffset+0;
6304 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6305 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6306 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6307 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6308 r_fb.offsettexcoord2f[5] = yoffset+0;
6309 r_fb.offsettexcoord2f[6] = xoffset+0;
6310 r_fb.offsettexcoord2f[7] = yoffset+0;
6311 // this r value looks like a 'dot' particle, fading sharply to
6312 // black at the edges
6313 // (probably not realistic but looks good enough)
6314 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6315 //r = brighten/(range*2+1);
6316 r = brighten / (range * 2 + 1);
6318 r *= (1 - x*x/(float)(range*range));
6319 GL_Color(r, r, r, 1);
6320 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6321 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6322 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6323 GL_BlendFunc(GL_ONE, GL_ONE);
6326 if (!r_fb.bloomfbo[r_fb.bloomindex])
6328 // copy the vertically or horizontally blurred bloom view to a texture
6329 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6330 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6335 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6337 unsigned int permutation;
6338 float uservecs[4][4];
6340 switch (vid.renderpath)
6342 case RENDERPATH_GL20:
6343 case RENDERPATH_D3D9:
6344 case RENDERPATH_D3D10:
6345 case RENDERPATH_D3D11:
6346 case RENDERPATH_SOFT:
6347 case RENDERPATH_GLES2:
6349 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6350 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6351 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6352 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6353 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6355 if (r_fb.colortexture)
6359 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6360 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6363 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6365 // declare variables
6366 float blur_factor, blur_mouseaccel, blur_velocity;
6367 static float blur_average;
6368 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6370 // set a goal for the factoring
6371 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6372 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6373 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6374 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6375 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6376 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6378 // from the goal, pick an averaged value between goal and last value
6379 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6380 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6382 // enforce minimum amount of blur
6383 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6385 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6387 // calculate values into a standard alpha
6388 cl.motionbluralpha = 1 - exp(-
6390 (r_motionblur.value * blur_factor / 80)
6392 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6395 max(0.0001, cl.time - cl.oldtime) // fps independent
6398 // randomization for the blur value to combat persistent ghosting
6399 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6400 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6403 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6404 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6406 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6407 GL_Color(1, 1, 1, cl.motionbluralpha);
6408 switch(vid.renderpath)
6410 case RENDERPATH_GL11:
6411 case RENDERPATH_GL13:
6412 case RENDERPATH_GL20:
6413 case RENDERPATH_GLES1:
6414 case RENDERPATH_GLES2:
6415 case RENDERPATH_SOFT:
6416 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6418 case RENDERPATH_D3D9:
6419 case RENDERPATH_D3D10:
6420 case RENDERPATH_D3D11:
6421 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6424 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6425 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6426 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6429 // updates old view angles for next pass
6430 VectorCopy(cl.viewangles, blur_oldangles);
6432 // copy view into the ghost texture
6433 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6434 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6435 r_fb.ghosttexture_valid = true;
6440 // no r_fb.colortexture means we're rendering to the real fb
6441 // we may still have to do view tint...
6442 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6444 // apply a color tint to the whole view
6445 R_ResetViewRendering2D(0, NULL, NULL);
6446 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6447 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6448 R_SetupShader_Generic_NoTexture(false, true);
6449 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6450 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6452 break; // no screen processing, no bloom, skip it
6455 if (r_fb.bloomtexture[0])
6457 // make the bloom texture
6458 R_Bloom_MakeTexture();
6461 #if _MSC_VER >= 1400
6462 #define sscanf sscanf_s
6464 memset(uservecs, 0, sizeof(uservecs));
6465 if (r_glsl_postprocess_uservec1_enable.integer)
6466 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6467 if (r_glsl_postprocess_uservec2_enable.integer)
6468 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6469 if (r_glsl_postprocess_uservec3_enable.integer)
6470 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6471 if (r_glsl_postprocess_uservec4_enable.integer)
6472 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6474 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6475 GL_Color(1, 1, 1, 1);
6476 GL_BlendFunc(GL_ONE, GL_ZERO);
6478 switch(vid.renderpath)
6480 case RENDERPATH_GL20:
6481 case RENDERPATH_GLES2:
6482 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6483 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6484 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6485 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6486 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6487 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6488 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6489 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6490 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6491 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6492 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6493 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6494 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6495 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6497 case RENDERPATH_D3D9:
6499 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6500 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6501 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6502 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6503 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6504 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6505 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6506 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6507 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6508 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6509 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6510 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6511 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6512 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6513 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6516 case RENDERPATH_D3D10:
6517 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6519 case RENDERPATH_D3D11:
6520 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6522 case RENDERPATH_SOFT:
6523 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6524 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6525 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6526 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6527 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6528 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6529 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6530 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6531 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6532 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6533 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6534 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6535 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6536 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6541 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6542 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6544 case RENDERPATH_GL11:
6545 case RENDERPATH_GL13:
6546 case RENDERPATH_GLES1:
6547 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6549 // apply a color tint to the whole view
6550 R_ResetViewRendering2D(0, NULL, NULL);
6551 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6552 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6553 R_SetupShader_Generic_NoTexture(false, true);
6554 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6555 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6561 matrix4x4_t r_waterscrollmatrix;
6563 void R_UpdateFog(void)
6566 if (gamemode == GAME_NEHAHRA)
6568 if (gl_fogenable.integer)
6570 r_refdef.oldgl_fogenable = true;
6571 r_refdef.fog_density = gl_fogdensity.value;
6572 r_refdef.fog_red = gl_fogred.value;
6573 r_refdef.fog_green = gl_foggreen.value;
6574 r_refdef.fog_blue = gl_fogblue.value;
6575 r_refdef.fog_alpha = 1;
6576 r_refdef.fog_start = 0;
6577 r_refdef.fog_end = gl_skyclip.value;
6578 r_refdef.fog_height = 1<<30;
6579 r_refdef.fog_fadedepth = 128;
6581 else if (r_refdef.oldgl_fogenable)
6583 r_refdef.oldgl_fogenable = false;
6584 r_refdef.fog_density = 0;
6585 r_refdef.fog_red = 0;
6586 r_refdef.fog_green = 0;
6587 r_refdef.fog_blue = 0;
6588 r_refdef.fog_alpha = 0;
6589 r_refdef.fog_start = 0;
6590 r_refdef.fog_end = 0;
6591 r_refdef.fog_height = 1<<30;
6592 r_refdef.fog_fadedepth = 128;
6597 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6598 r_refdef.fog_start = max(0, r_refdef.fog_start);
6599 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6601 if (r_refdef.fog_density && r_drawfog.integer)
6603 r_refdef.fogenabled = true;
6604 // this is the point where the fog reaches 0.9986 alpha, which we
6605 // consider a good enough cutoff point for the texture
6606 // (0.9986 * 256 == 255.6)
6607 if (r_fog_exp2.integer)
6608 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6610 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6611 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6612 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6613 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6614 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6615 R_BuildFogHeightTexture();
6616 // fog color was already set
6617 // update the fog texture
6618 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)
6619 R_BuildFogTexture();
6620 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6621 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6624 r_refdef.fogenabled = false;
6627 if (r_refdef.fog_density)
6629 r_refdef.fogcolor[0] = r_refdef.fog_red;
6630 r_refdef.fogcolor[1] = r_refdef.fog_green;
6631 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6633 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6634 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6635 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6636 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6640 VectorCopy(r_refdef.fogcolor, fogvec);
6641 // color.rgb *= ContrastBoost * SceneBrightness;
6642 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6643 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6644 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6645 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6650 void R_UpdateVariables(void)
6654 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6656 r_refdef.farclip = r_farclip_base.value;
6657 if (r_refdef.scene.worldmodel)
6658 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6659 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6661 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6662 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6663 r_refdef.polygonfactor = 0;
6664 r_refdef.polygonoffset = 0;
6665 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6666 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6668 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6669 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6670 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6671 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6672 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6673 if (FAKELIGHT_ENABLED)
6675 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6677 if (r_showsurfaces.integer)
6679 r_refdef.scene.rtworld = false;
6680 r_refdef.scene.rtworldshadows = false;
6681 r_refdef.scene.rtdlight = false;
6682 r_refdef.scene.rtdlightshadows = false;
6683 r_refdef.lightmapintensity = 0;
6686 switch(vid.renderpath)
6688 case RENDERPATH_GL20:
6689 case RENDERPATH_D3D9:
6690 case RENDERPATH_D3D10:
6691 case RENDERPATH_D3D11:
6692 case RENDERPATH_SOFT:
6693 case RENDERPATH_GLES2:
6694 if(v_glslgamma.integer && !vid_gammatables_trivial)
6696 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6698 // build GLSL gamma texture
6699 #define RAMPWIDTH 256
6700 unsigned short ramp[RAMPWIDTH * 3];
6701 unsigned char rampbgr[RAMPWIDTH][4];
6704 r_texture_gammaramps_serial = vid_gammatables_serial;
6706 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6707 for(i = 0; i < RAMPWIDTH; ++i)
6709 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6710 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6711 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6714 if (r_texture_gammaramps)
6716 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6720 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6726 // remove GLSL gamma texture
6729 case RENDERPATH_GL11:
6730 case RENDERPATH_GL13:
6731 case RENDERPATH_GLES1:
6736 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6737 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6743 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6744 if( scenetype != r_currentscenetype ) {
6745 // store the old scenetype
6746 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6747 r_currentscenetype = scenetype;
6748 // move in the new scene
6749 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6758 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6760 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6761 if( scenetype == r_currentscenetype ) {
6762 return &r_refdef.scene;
6764 return &r_scenes_store[ scenetype ];
6768 static int R_SortEntities_Compare(const void *ap, const void *bp)
6770 const entity_render_t *a = *(const entity_render_t **)ap;
6771 const entity_render_t *b = *(const entity_render_t **)bp;
6774 if(a->model < b->model)
6776 if(a->model > b->model)
6780 // TODO possibly calculate the REAL skinnum here first using
6782 if(a->skinnum < b->skinnum)
6784 if(a->skinnum > b->skinnum)
6787 // everything we compared is equal
6790 static void R_SortEntities(void)
6792 // below or equal 2 ents, sorting never gains anything
6793 if(r_refdef.scene.numentities <= 2)
6796 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6804 int dpsoftrast_test;
6805 extern cvar_t r_shadow_bouncegrid;
6806 void R_RenderView(void)
6808 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6810 rtexture_t *depthtexture;
6811 rtexture_t *colortexture;
6813 dpsoftrast_test = r_test.integer;
6815 if (r_timereport_active)
6816 R_TimeReport("start");
6817 r_textureframe++; // used only by R_GetCurrentTexture
6818 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6820 if(R_CompileShader_CheckStaticParms())
6823 if (!r_drawentities.integer)
6824 r_refdef.scene.numentities = 0;
6825 else if (r_sortentities.integer)
6828 R_AnimCache_ClearCache();
6829 R_FrameData_NewFrame();
6831 /* adjust for stereo display */
6832 if(R_Stereo_Active())
6834 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6835 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6838 if (r_refdef.view.isoverlay)
6840 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6841 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6842 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6843 R_TimeReport("depthclear");
6845 r_refdef.view.showdebug = false;
6847 r_fb.water.enabled = false;
6848 r_fb.water.numwaterplanes = 0;
6850 R_RenderScene(0, NULL, NULL);
6852 r_refdef.view.matrix = originalmatrix;
6858 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6860 r_refdef.view.matrix = originalmatrix;
6864 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6866 R_RenderView_UpdateViewVectors();
6868 R_Shadow_UpdateWorldLightSelection();
6870 R_Bloom_StartFrame();
6871 R_Water_StartFrame();
6873 // now we probably have an fbo to render into
6875 depthtexture = r_fb.depthtexture;
6876 colortexture = r_fb.colortexture;
6879 if (r_timereport_active)
6880 R_TimeReport("viewsetup");
6882 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6884 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6886 R_ClearScreen(r_refdef.fogenabled);
6887 if (r_timereport_active)
6888 R_TimeReport("viewclear");
6890 r_refdef.view.clear = true;
6892 r_refdef.view.showdebug = true;
6895 if (r_timereport_active)
6896 R_TimeReport("visibility");
6898 R_Shadow_UpdateBounceGridTexture();
6899 if (r_timereport_active && r_shadow_bouncegrid.integer)
6900 R_TimeReport("bouncegrid");
6902 r_fb.water.numwaterplanes = 0;
6903 if (r_fb.water.enabled)
6904 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6906 R_RenderScene(fbo, depthtexture, colortexture);
6907 r_fb.water.numwaterplanes = 0;
6909 R_BlendView(fbo, depthtexture, colortexture);
6910 if (r_timereport_active)
6911 R_TimeReport("blendview");
6913 GL_Scissor(0, 0, vid.width, vid.height);
6914 GL_ScissorTest(false);
6916 r_refdef.view.matrix = originalmatrix;
6921 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6923 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6925 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6926 if (r_timereport_active)
6927 R_TimeReport("waterworld");
6930 // don't let sound skip if going slow
6931 if (r_refdef.scene.extraupdate)
6934 R_DrawModelsAddWaterPlanes();
6935 if (r_timereport_active)
6936 R_TimeReport("watermodels");
6938 if (r_fb.water.numwaterplanes)
6940 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6941 if (r_timereport_active)
6942 R_TimeReport("waterscenes");
6946 extern cvar_t cl_locs_show;
6947 static void R_DrawLocs(void);
6948 static void R_DrawEntityBBoxes(void);
6949 static void R_DrawModelDecals(void);
6950 extern cvar_t cl_decals_newsystem;
6951 extern qboolean r_shadow_usingdeferredprepass;
6952 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6954 qboolean shadowmapping = false;
6956 if (r_timereport_active)
6957 R_TimeReport("beginscene");
6959 r_refdef.stats.renders++;
6963 // don't let sound skip if going slow
6964 if (r_refdef.scene.extraupdate)
6967 R_MeshQueue_BeginScene();
6971 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);
6973 if (r_timereport_active)
6974 R_TimeReport("skystartframe");
6976 if (cl.csqc_vidvars.drawworld)
6978 // don't let sound skip if going slow
6979 if (r_refdef.scene.extraupdate)
6982 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6984 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6985 if (r_timereport_active)
6986 R_TimeReport("worldsky");
6989 if (R_DrawBrushModelsSky() && r_timereport_active)
6990 R_TimeReport("bmodelsky");
6992 if (skyrendermasked && skyrenderlater)
6994 // we have to force off the water clipping plane while rendering sky
6995 R_SetupView(false, fbo, depthtexture, colortexture);
6997 R_SetupView(true, fbo, depthtexture, colortexture);
6998 if (r_timereport_active)
6999 R_TimeReport("sky");
7003 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7004 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7005 R_Shadow_PrepareModelShadows();
7006 if (r_timereport_active)
7007 R_TimeReport("preparelights");
7009 if (R_Shadow_ShadowMappingEnabled())
7010 shadowmapping = true;
7012 if (r_shadow_usingdeferredprepass)
7013 R_Shadow_DrawPrepass();
7015 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7017 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7018 if (r_timereport_active)
7019 R_TimeReport("worlddepth");
7021 if (r_depthfirst.integer >= 2)
7023 R_DrawModelsDepth();
7024 if (r_timereport_active)
7025 R_TimeReport("modeldepth");
7028 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7030 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7031 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7032 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7033 // don't let sound skip if going slow
7034 if (r_refdef.scene.extraupdate)
7038 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7040 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7041 if (r_timereport_active)
7042 R_TimeReport("world");
7045 // don't let sound skip if going slow
7046 if (r_refdef.scene.extraupdate)
7050 if (r_timereport_active)
7051 R_TimeReport("models");
7053 // don't let sound skip if going slow
7054 if (r_refdef.scene.extraupdate)
7057 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7059 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7060 R_DrawModelShadows(fbo, depthtexture, colortexture);
7061 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7062 // don't let sound skip if going slow
7063 if (r_refdef.scene.extraupdate)
7067 if (!r_shadow_usingdeferredprepass)
7069 R_Shadow_DrawLights();
7070 if (r_timereport_active)
7071 R_TimeReport("rtlights");
7074 // don't let sound skip if going slow
7075 if (r_refdef.scene.extraupdate)
7078 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7080 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7081 R_DrawModelShadows(fbo, depthtexture, colortexture);
7082 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7083 // don't let sound skip if going slow
7084 if (r_refdef.scene.extraupdate)
7088 if (cl.csqc_vidvars.drawworld)
7090 if (cl_decals_newsystem.integer)
7092 R_DrawModelDecals();
7093 if (r_timereport_active)
7094 R_TimeReport("modeldecals");
7099 if (r_timereport_active)
7100 R_TimeReport("decals");
7104 if (r_timereport_active)
7105 R_TimeReport("particles");
7108 if (r_timereport_active)
7109 R_TimeReport("explosions");
7111 R_DrawLightningBeams();
7112 if (r_timereport_active)
7113 R_TimeReport("lightning");
7117 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7119 if (r_refdef.view.showdebug)
7121 if (cl_locs_show.integer)
7124 if (r_timereport_active)
7125 R_TimeReport("showlocs");
7128 if (r_drawportals.integer)
7131 if (r_timereport_active)
7132 R_TimeReport("portals");
7135 if (r_showbboxes.value > 0)
7137 R_DrawEntityBBoxes();
7138 if (r_timereport_active)
7139 R_TimeReport("bboxes");
7143 if (r_transparent.integer)
7145 R_MeshQueue_RenderTransparent();
7146 if (r_timereport_active)
7147 R_TimeReport("drawtrans");
7150 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7152 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7153 if (r_timereport_active)
7154 R_TimeReport("worlddebug");
7155 R_DrawModelsDebug();
7156 if (r_timereport_active)
7157 R_TimeReport("modeldebug");
7160 if (cl.csqc_vidvars.drawworld)
7162 R_Shadow_DrawCoronas();
7163 if (r_timereport_active)
7164 R_TimeReport("coronas");
7169 GL_DepthTest(false);
7170 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7171 GL_Color(1, 1, 1, 1);
7172 qglBegin(GL_POLYGON);
7173 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7174 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7175 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7176 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7178 qglBegin(GL_POLYGON);
7179 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7180 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7181 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7182 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7184 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7188 // don't let sound skip if going slow
7189 if (r_refdef.scene.extraupdate)
7193 static const unsigned short bboxelements[36] =
7203 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7206 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7208 RSurf_ActiveWorldEntity();
7210 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7211 GL_DepthMask(false);
7212 GL_DepthRange(0, 1);
7213 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7214 // R_Mesh_ResetTextureState();
7216 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7217 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7218 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7219 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7220 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7221 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7222 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7223 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7224 R_FillColors(color4f, 8, cr, cg, cb, ca);
7225 if (r_refdef.fogenabled)
7227 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7229 f1 = RSurf_FogVertex(v);
7231 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7232 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7233 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7236 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7237 R_Mesh_ResetTextureState();
7238 R_SetupShader_Generic_NoTexture(false, false);
7239 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7242 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7244 prvm_prog_t *prog = SVVM_prog;
7247 prvm_edict_t *edict;
7249 // this function draws bounding boxes of server entities
7253 GL_CullFace(GL_NONE);
7254 R_SetupShader_Generic_NoTexture(false, false);
7256 for (i = 0;i < numsurfaces;i++)
7258 edict = PRVM_EDICT_NUM(surfacelist[i]);
7259 switch ((int)PRVM_serveredictfloat(edict, solid))
7261 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7262 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7263 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7264 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7265 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7266 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7268 color[3] *= r_showbboxes.value;
7269 color[3] = bound(0, color[3], 1);
7270 GL_DepthTest(!r_showdisabledepthtest.integer);
7271 GL_CullFace(r_refdef.view.cullface_front);
7272 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7276 static void R_DrawEntityBBoxes(void)
7279 prvm_edict_t *edict;
7281 prvm_prog_t *prog = SVVM_prog;
7283 // this function draws bounding boxes of server entities
7287 for (i = 0;i < prog->num_edicts;i++)
7289 edict = PRVM_EDICT_NUM(i);
7290 if (edict->priv.server->free)
7292 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7293 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7295 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7297 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7298 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7302 static const int nomodelelement3i[24] =
7314 static const unsigned short nomodelelement3s[24] =
7326 static const float nomodelvertex3f[6*3] =
7336 static const float nomodelcolor4f[6*4] =
7338 0.0f, 0.0f, 0.5f, 1.0f,
7339 0.0f, 0.0f, 0.5f, 1.0f,
7340 0.0f, 0.5f, 0.0f, 1.0f,
7341 0.0f, 0.5f, 0.0f, 1.0f,
7342 0.5f, 0.0f, 0.0f, 1.0f,
7343 0.5f, 0.0f, 0.0f, 1.0f
7346 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7352 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7354 // this is only called once per entity so numsurfaces is always 1, and
7355 // surfacelist is always {0}, so this code does not handle batches
7357 if (rsurface.ent_flags & RENDER_ADDITIVE)
7359 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7360 GL_DepthMask(false);
7362 else if (rsurface.colormod[3] < 1)
7364 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7365 GL_DepthMask(false);
7369 GL_BlendFunc(GL_ONE, GL_ZERO);
7372 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7373 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7374 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7375 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7376 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7377 for (i = 0, c = color4f;i < 6;i++, c += 4)
7379 c[0] *= rsurface.colormod[0];
7380 c[1] *= rsurface.colormod[1];
7381 c[2] *= rsurface.colormod[2];
7382 c[3] *= rsurface.colormod[3];
7384 if (r_refdef.fogenabled)
7386 for (i = 0, c = color4f;i < 6;i++, c += 4)
7388 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7390 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7391 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7392 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7395 // R_Mesh_ResetTextureState();
7396 R_SetupShader_Generic_NoTexture(false, false);
7397 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7398 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7401 void R_DrawNoModel(entity_render_t *ent)
7404 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7405 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7406 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7408 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7411 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7413 vec3_t right1, right2, diff, normal;
7415 VectorSubtract (org2, org1, normal);
7417 // calculate 'right' vector for start
7418 VectorSubtract (r_refdef.view.origin, org1, diff);
7419 CrossProduct (normal, diff, right1);
7420 VectorNormalize (right1);
7422 // calculate 'right' vector for end
7423 VectorSubtract (r_refdef.view.origin, org2, diff);
7424 CrossProduct (normal, diff, right2);
7425 VectorNormalize (right2);
7427 vert[ 0] = org1[0] + width * right1[0];
7428 vert[ 1] = org1[1] + width * right1[1];
7429 vert[ 2] = org1[2] + width * right1[2];
7430 vert[ 3] = org1[0] - width * right1[0];
7431 vert[ 4] = org1[1] - width * right1[1];
7432 vert[ 5] = org1[2] - width * right1[2];
7433 vert[ 6] = org2[0] - width * right2[0];
7434 vert[ 7] = org2[1] - width * right2[1];
7435 vert[ 8] = org2[2] - width * right2[2];
7436 vert[ 9] = org2[0] + width * right2[0];
7437 vert[10] = org2[1] + width * right2[1];
7438 vert[11] = org2[2] + width * right2[2];
7441 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7443 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7444 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7445 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7446 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7447 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7448 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7449 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7450 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7451 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7452 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7453 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7454 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7457 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7462 VectorSet(v, x, y, z);
7463 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7464 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7466 if (i == mesh->numvertices)
7468 if (mesh->numvertices < mesh->maxvertices)
7470 VectorCopy(v, vertex3f);
7471 mesh->numvertices++;
7473 return mesh->numvertices;
7479 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7483 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7484 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7485 e = mesh->element3i + mesh->numtriangles * 3;
7486 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7488 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7489 if (mesh->numtriangles < mesh->maxtriangles)
7494 mesh->numtriangles++;
7496 element[1] = element[2];
7500 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7504 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7505 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7506 e = mesh->element3i + mesh->numtriangles * 3;
7507 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7509 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7510 if (mesh->numtriangles < mesh->maxtriangles)
7515 mesh->numtriangles++;
7517 element[1] = element[2];
7521 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7522 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7524 int planenum, planenum2;
7527 mplane_t *plane, *plane2;
7529 double temppoints[2][256*3];
7530 // figure out how large a bounding box we need to properly compute this brush
7532 for (w = 0;w < numplanes;w++)
7533 maxdist = max(maxdist, fabs(planes[w].dist));
7534 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7535 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7536 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7540 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7541 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7543 if (planenum2 == planenum)
7545 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);
7548 if (tempnumpoints < 3)
7550 // generate elements forming a triangle fan for this polygon
7551 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7555 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)
7557 texturelayer_t *layer;
7558 layer = t->currentlayers + t->currentnumlayers++;
7560 layer->depthmask = depthmask;
7561 layer->blendfunc1 = blendfunc1;
7562 layer->blendfunc2 = blendfunc2;
7563 layer->texture = texture;
7564 layer->texmatrix = *matrix;
7565 layer->color[0] = r;
7566 layer->color[1] = g;
7567 layer->color[2] = b;
7568 layer->color[3] = a;
7571 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7573 if(parms[0] == 0 && parms[1] == 0)
7575 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7576 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7581 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7584 index = parms[2] + rsurface.shadertime * parms[3];
7585 index -= floor(index);
7586 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7589 case Q3WAVEFUNC_NONE:
7590 case Q3WAVEFUNC_NOISE:
7591 case Q3WAVEFUNC_COUNT:
7594 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7595 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7596 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7597 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7598 case Q3WAVEFUNC_TRIANGLE:
7600 f = index - floor(index);
7613 f = parms[0] + parms[1] * f;
7614 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7615 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7619 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7625 matrix4x4_t matrix, temp;
7626 switch(tcmod->tcmod)
7630 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7631 matrix = r_waterscrollmatrix;
7633 matrix = identitymatrix;
7635 case Q3TCMOD_ENTITYTRANSLATE:
7636 // this is used in Q3 to allow the gamecode to control texcoord
7637 // scrolling on the entity, which is not supported in darkplaces yet.
7638 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7640 case Q3TCMOD_ROTATE:
7641 f = tcmod->parms[0] * rsurface.shadertime;
7642 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7643 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7644 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7647 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7649 case Q3TCMOD_SCROLL:
7650 // extra care is needed because of precision breakdown with large values of time
7651 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7652 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7653 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7655 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7656 w = (int) tcmod->parms[0];
7657 h = (int) tcmod->parms[1];
7658 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7660 idx = (int) floor(f * w * h);
7661 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7663 case Q3TCMOD_STRETCH:
7664 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7665 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7667 case Q3TCMOD_TRANSFORM:
7668 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7669 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7670 VectorSet(tcmat + 6, 0 , 0 , 1);
7671 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7672 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7674 case Q3TCMOD_TURBULENT:
7675 // this is handled in the RSurf_PrepareVertices function
7676 matrix = identitymatrix;
7680 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7683 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7685 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7686 char name[MAX_QPATH];
7687 skinframe_t *skinframe;
7688 unsigned char pixels[296*194];
7689 strlcpy(cache->name, skinname, sizeof(cache->name));
7690 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7691 if (developer_loading.integer)
7692 Con_Printf("loading %s\n", name);
7693 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7694 if (!skinframe || !skinframe->base)
7697 fs_offset_t filesize;
7699 f = FS_LoadFile(name, tempmempool, true, &filesize);
7702 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7703 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7707 cache->skinframe = skinframe;
7710 texture_t *R_GetCurrentTexture(texture_t *t)
7713 const entity_render_t *ent = rsurface.entity;
7714 dp_model_t *model = ent->model;
7715 q3shaderinfo_layer_tcmod_t *tcmod;
7717 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7718 return t->currentframe;
7719 t->update_lastrenderframe = r_textureframe;
7720 t->update_lastrenderentity = (void *)ent;
7722 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7723 t->camera_entity = ent->entitynumber;
7725 t->camera_entity = 0;
7727 // switch to an alternate material if this is a q1bsp animated material
7729 texture_t *texture = t;
7730 int s = rsurface.ent_skinnum;
7731 if ((unsigned int)s >= (unsigned int)model->numskins)
7733 if (model->skinscenes)
7735 if (model->skinscenes[s].framecount > 1)
7736 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7738 s = model->skinscenes[s].firstframe;
7741 t = t + s * model->num_surfaces;
7744 // use an alternate animation if the entity's frame is not 0,
7745 // and only if the texture has an alternate animation
7746 if (rsurface.ent_alttextures && t->anim_total[1])
7747 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7749 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7751 texture->currentframe = t;
7754 // update currentskinframe to be a qw skin or animation frame
7755 if (rsurface.ent_qwskin >= 0)
7757 i = rsurface.ent_qwskin;
7758 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7760 r_qwskincache_size = cl.maxclients;
7762 Mem_Free(r_qwskincache);
7763 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7765 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7766 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7767 t->currentskinframe = r_qwskincache[i].skinframe;
7768 if (t->currentskinframe == NULL)
7769 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7771 else if (t->numskinframes >= 2)
7772 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7773 if (t->backgroundnumskinframes >= 2)
7774 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7776 t->currentmaterialflags = t->basematerialflags;
7777 t->currentalpha = rsurface.colormod[3];
7778 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7779 t->currentalpha *= r_wateralpha.value;
7780 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7781 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7782 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7783 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7784 if (!(rsurface.ent_flags & RENDER_LIGHT))
7785 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7786 else if (FAKELIGHT_ENABLED)
7788 // no modellight if using fakelight for the map
7790 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7792 // pick a model lighting mode
7793 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7794 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7796 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7798 if (rsurface.ent_flags & RENDER_ADDITIVE)
7799 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7800 else if (t->currentalpha < 1)
7801 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7802 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7803 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7804 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7805 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7806 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7807 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7808 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7809 if (t->backgroundnumskinframes)
7810 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7811 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7813 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7814 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7817 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7818 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7820 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7821 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7823 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7824 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7826 // there is no tcmod
7827 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7829 t->currenttexmatrix = r_waterscrollmatrix;
7830 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7832 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7834 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7835 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7838 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7839 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7840 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7841 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7843 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7844 if (t->currentskinframe->qpixels)
7845 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7846 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7847 if (!t->basetexture)
7848 t->basetexture = r_texture_notexture;
7849 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7850 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7851 t->nmaptexture = t->currentskinframe->nmap;
7852 if (!t->nmaptexture)
7853 t->nmaptexture = r_texture_blanknormalmap;
7854 t->glosstexture = r_texture_black;
7855 t->glowtexture = t->currentskinframe->glow;
7856 t->fogtexture = t->currentskinframe->fog;
7857 t->reflectmasktexture = t->currentskinframe->reflect;
7858 if (t->backgroundnumskinframes)
7860 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7861 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7862 t->backgroundglosstexture = r_texture_black;
7863 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7864 if (!t->backgroundnmaptexture)
7865 t->backgroundnmaptexture = r_texture_blanknormalmap;
7869 t->backgroundbasetexture = r_texture_white;
7870 t->backgroundnmaptexture = r_texture_blanknormalmap;
7871 t->backgroundglosstexture = r_texture_black;
7872 t->backgroundglowtexture = NULL;
7874 t->specularpower = r_shadow_glossexponent.value;
7875 // TODO: store reference values for these in the texture?
7876 t->specularscale = 0;
7877 if (r_shadow_gloss.integer > 0)
7879 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7881 if (r_shadow_glossintensity.value > 0)
7883 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7884 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7885 t->specularscale = r_shadow_glossintensity.value;
7888 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7890 t->glosstexture = r_texture_white;
7891 t->backgroundglosstexture = r_texture_white;
7892 t->specularscale = r_shadow_gloss2intensity.value;
7893 t->specularpower = r_shadow_gloss2exponent.value;
7896 t->specularscale *= t->specularscalemod;
7897 t->specularpower *= t->specularpowermod;
7898 t->rtlightambient = 0;
7900 // lightmaps mode looks bad with dlights using actual texturing, so turn
7901 // off the colormap and glossmap, but leave the normalmap on as it still
7902 // accurately represents the shading involved
7903 if (gl_lightmaps.integer)
7905 t->basetexture = r_texture_grey128;
7906 t->pantstexture = r_texture_black;
7907 t->shirttexture = r_texture_black;
7908 t->nmaptexture = r_texture_blanknormalmap;
7909 t->glosstexture = r_texture_black;
7910 t->glowtexture = NULL;
7911 t->fogtexture = NULL;
7912 t->reflectmasktexture = NULL;
7913 t->backgroundbasetexture = NULL;
7914 t->backgroundnmaptexture = r_texture_blanknormalmap;
7915 t->backgroundglosstexture = r_texture_black;
7916 t->backgroundglowtexture = NULL;
7917 t->specularscale = 0;
7918 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7921 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7922 VectorClear(t->dlightcolor);
7923 t->currentnumlayers = 0;
7924 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7926 int blendfunc1, blendfunc2;
7928 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7930 blendfunc1 = GL_SRC_ALPHA;
7931 blendfunc2 = GL_ONE;
7933 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7935 blendfunc1 = GL_SRC_ALPHA;
7936 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7938 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7940 blendfunc1 = t->customblendfunc[0];
7941 blendfunc2 = t->customblendfunc[1];
7945 blendfunc1 = GL_ONE;
7946 blendfunc2 = GL_ZERO;
7948 // don't colormod evilblend textures
7949 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7950 VectorSet(t->lightmapcolor, 1, 1, 1);
7951 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7952 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7954 // fullbright is not affected by r_refdef.lightmapintensity
7955 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]);
7956 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7957 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7958 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7959 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7963 vec3_t ambientcolor;
7965 // set the color tint used for lights affecting this surface
7966 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7968 // q3bsp has no lightmap updates, so the lightstylevalue that
7969 // would normally be baked into the lightmap must be
7970 // applied to the color
7971 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7972 if (model->type == mod_brushq3)
7973 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7974 colorscale *= r_refdef.lightmapintensity;
7975 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7976 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7977 // basic lit geometry
7978 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]);
7979 // add pants/shirt if needed
7980 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7981 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7982 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7983 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7984 // now add ambient passes if needed
7985 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7987 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]);
7988 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7989 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7990 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7991 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7994 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7995 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
7996 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7998 // if this is opaque use alpha blend which will darken the earlier
8001 // if this is an alpha blended material, all the earlier passes
8002 // were darkened by fog already, so we only need to add the fog
8003 // color ontop through the fog mask texture
8005 // if this is an additive blended material, all the earlier passes
8006 // were darkened by fog already, and we should not add fog color
8007 // (because the background was not darkened, there is no fog color
8008 // that was lost behind it).
8009 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8013 return t->currentframe;
8016 rsurfacestate_t rsurface;
8018 void RSurf_ActiveWorldEntity(void)
8020 dp_model_t *model = r_refdef.scene.worldmodel;
8021 //if (rsurface.entity == r_refdef.scene.worldentity)
8023 rsurface.entity = r_refdef.scene.worldentity;
8024 rsurface.skeleton = NULL;
8025 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8026 rsurface.ent_skinnum = 0;
8027 rsurface.ent_qwskin = -1;
8028 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8029 rsurface.shadertime = r_refdef.scene.time;
8030 rsurface.matrix = identitymatrix;
8031 rsurface.inversematrix = identitymatrix;
8032 rsurface.matrixscale = 1;
8033 rsurface.inversematrixscale = 1;
8034 R_EntityMatrix(&identitymatrix);
8035 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8036 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8037 rsurface.fograngerecip = r_refdef.fograngerecip;
8038 rsurface.fogheightfade = r_refdef.fogheightfade;
8039 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8040 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8041 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8042 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8043 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8044 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8045 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8046 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8047 rsurface.colormod[3] = 1;
8048 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8049 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8050 rsurface.frameblend[0].lerp = 1;
8051 rsurface.ent_alttextures = false;
8052 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8053 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8054 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8055 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8056 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8057 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8058 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8059 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8060 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8061 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8062 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8063 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8064 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8065 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8066 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8067 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8068 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8069 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8070 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8071 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8072 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8073 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8074 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8075 rsurface.modelelement3i = model->surfmesh.data_element3i;
8076 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8077 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8078 rsurface.modelelement3s = model->surfmesh.data_element3s;
8079 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8080 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8081 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8082 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8083 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8084 rsurface.modelsurfaces = model->data_surfaces;
8085 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8086 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8087 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8088 rsurface.modelgeneratedvertex = false;
8089 rsurface.batchgeneratedvertex = false;
8090 rsurface.batchfirstvertex = 0;
8091 rsurface.batchnumvertices = 0;
8092 rsurface.batchfirsttriangle = 0;
8093 rsurface.batchnumtriangles = 0;
8094 rsurface.batchvertex3f = NULL;
8095 rsurface.batchvertex3f_vertexbuffer = NULL;
8096 rsurface.batchvertex3f_bufferoffset = 0;
8097 rsurface.batchsvector3f = NULL;
8098 rsurface.batchsvector3f_vertexbuffer = NULL;
8099 rsurface.batchsvector3f_bufferoffset = 0;
8100 rsurface.batchtvector3f = NULL;
8101 rsurface.batchtvector3f_vertexbuffer = NULL;
8102 rsurface.batchtvector3f_bufferoffset = 0;
8103 rsurface.batchnormal3f = NULL;
8104 rsurface.batchnormal3f_vertexbuffer = NULL;
8105 rsurface.batchnormal3f_bufferoffset = 0;
8106 rsurface.batchlightmapcolor4f = NULL;
8107 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8108 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8109 rsurface.batchtexcoordtexture2f = NULL;
8110 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8111 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8112 rsurface.batchtexcoordlightmap2f = NULL;
8113 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8114 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8115 rsurface.batchvertexmesh = NULL;
8116 rsurface.batchvertexmeshbuffer = NULL;
8117 rsurface.batchvertex3fbuffer = NULL;
8118 rsurface.batchelement3i = NULL;
8119 rsurface.batchelement3i_indexbuffer = NULL;
8120 rsurface.batchelement3i_bufferoffset = 0;
8121 rsurface.batchelement3s = NULL;
8122 rsurface.batchelement3s_indexbuffer = NULL;
8123 rsurface.batchelement3s_bufferoffset = 0;
8124 rsurface.passcolor4f = NULL;
8125 rsurface.passcolor4f_vertexbuffer = NULL;
8126 rsurface.passcolor4f_bufferoffset = 0;
8129 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8131 dp_model_t *model = ent->model;
8132 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8134 rsurface.entity = (entity_render_t *)ent;
8135 rsurface.skeleton = ent->skeleton;
8136 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8137 rsurface.ent_skinnum = ent->skinnum;
8138 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8139 rsurface.ent_flags = ent->flags;
8140 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8141 rsurface.matrix = ent->matrix;
8142 rsurface.inversematrix = ent->inversematrix;
8143 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8144 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8145 R_EntityMatrix(&rsurface.matrix);
8146 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8147 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8148 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8149 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8150 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8151 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8152 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8153 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8154 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8155 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8156 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8157 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8158 rsurface.colormod[3] = ent->alpha;
8159 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8160 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8161 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8162 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8163 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8164 if (ent->model->brush.submodel && !prepass)
8166 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8167 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8169 if (model->surfmesh.isanimated && model->AnimateVertices)
8171 if (ent->animcache_vertex3f)
8173 rsurface.modelvertex3f = ent->animcache_vertex3f;
8174 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8175 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8176 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8177 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8178 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8179 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8181 else if (wanttangents)
8183 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8184 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8185 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8186 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8187 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8188 rsurface.modelvertexmesh = NULL;
8189 rsurface.modelvertexmeshbuffer = NULL;
8190 rsurface.modelvertex3fbuffer = NULL;
8192 else if (wantnormals)
8194 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8195 rsurface.modelsvector3f = NULL;
8196 rsurface.modeltvector3f = NULL;
8197 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8198 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8199 rsurface.modelvertexmesh = NULL;
8200 rsurface.modelvertexmeshbuffer = NULL;
8201 rsurface.modelvertex3fbuffer = NULL;
8205 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8206 rsurface.modelsvector3f = NULL;
8207 rsurface.modeltvector3f = NULL;
8208 rsurface.modelnormal3f = NULL;
8209 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8210 rsurface.modelvertexmesh = NULL;
8211 rsurface.modelvertexmeshbuffer = NULL;
8212 rsurface.modelvertex3fbuffer = NULL;
8214 rsurface.modelvertex3f_vertexbuffer = 0;
8215 rsurface.modelvertex3f_bufferoffset = 0;
8216 rsurface.modelsvector3f_vertexbuffer = 0;
8217 rsurface.modelsvector3f_bufferoffset = 0;
8218 rsurface.modeltvector3f_vertexbuffer = 0;
8219 rsurface.modeltvector3f_bufferoffset = 0;
8220 rsurface.modelnormal3f_vertexbuffer = 0;
8221 rsurface.modelnormal3f_bufferoffset = 0;
8222 rsurface.modelgeneratedvertex = true;
8226 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8227 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8228 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8229 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8230 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8231 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8232 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8233 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8234 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8235 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8236 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8237 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8238 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8239 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8240 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8241 rsurface.modelgeneratedvertex = false;
8243 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8244 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8245 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8246 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8247 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8248 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8249 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8250 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8251 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8252 rsurface.modelelement3i = model->surfmesh.data_element3i;
8253 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8254 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8255 rsurface.modelelement3s = model->surfmesh.data_element3s;
8256 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8257 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8258 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8259 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8260 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8261 rsurface.modelsurfaces = model->data_surfaces;
8262 rsurface.batchgeneratedvertex = false;
8263 rsurface.batchfirstvertex = 0;
8264 rsurface.batchnumvertices = 0;
8265 rsurface.batchfirsttriangle = 0;
8266 rsurface.batchnumtriangles = 0;
8267 rsurface.batchvertex3f = NULL;
8268 rsurface.batchvertex3f_vertexbuffer = NULL;
8269 rsurface.batchvertex3f_bufferoffset = 0;
8270 rsurface.batchsvector3f = NULL;
8271 rsurface.batchsvector3f_vertexbuffer = NULL;
8272 rsurface.batchsvector3f_bufferoffset = 0;
8273 rsurface.batchtvector3f = NULL;
8274 rsurface.batchtvector3f_vertexbuffer = NULL;
8275 rsurface.batchtvector3f_bufferoffset = 0;
8276 rsurface.batchnormal3f = NULL;
8277 rsurface.batchnormal3f_vertexbuffer = NULL;
8278 rsurface.batchnormal3f_bufferoffset = 0;
8279 rsurface.batchlightmapcolor4f = NULL;
8280 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8281 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8282 rsurface.batchtexcoordtexture2f = NULL;
8283 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8284 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8285 rsurface.batchtexcoordlightmap2f = NULL;
8286 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8287 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8288 rsurface.batchvertexmesh = NULL;
8289 rsurface.batchvertexmeshbuffer = NULL;
8290 rsurface.batchvertex3fbuffer = NULL;
8291 rsurface.batchelement3i = NULL;
8292 rsurface.batchelement3i_indexbuffer = NULL;
8293 rsurface.batchelement3i_bufferoffset = 0;
8294 rsurface.batchelement3s = NULL;
8295 rsurface.batchelement3s_indexbuffer = NULL;
8296 rsurface.batchelement3s_bufferoffset = 0;
8297 rsurface.passcolor4f = NULL;
8298 rsurface.passcolor4f_vertexbuffer = NULL;
8299 rsurface.passcolor4f_bufferoffset = 0;
8302 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8304 rsurface.entity = r_refdef.scene.worldentity;
8305 rsurface.skeleton = NULL;
8306 rsurface.ent_skinnum = 0;
8307 rsurface.ent_qwskin = -1;
8308 rsurface.ent_flags = entflags;
8309 rsurface.shadertime = r_refdef.scene.time - shadertime;
8310 rsurface.modelnumvertices = numvertices;
8311 rsurface.modelnumtriangles = numtriangles;
8312 rsurface.matrix = *matrix;
8313 rsurface.inversematrix = *inversematrix;
8314 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8315 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8316 R_EntityMatrix(&rsurface.matrix);
8317 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8318 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8319 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8320 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8321 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8322 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8323 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8324 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8325 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8326 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8327 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8328 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8329 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8330 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8331 rsurface.frameblend[0].lerp = 1;
8332 rsurface.ent_alttextures = false;
8333 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8334 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8337 rsurface.modelvertex3f = (float *)vertex3f;
8338 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8339 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8340 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8342 else if (wantnormals)
8344 rsurface.modelvertex3f = (float *)vertex3f;
8345 rsurface.modelsvector3f = NULL;
8346 rsurface.modeltvector3f = NULL;
8347 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8351 rsurface.modelvertex3f = (float *)vertex3f;
8352 rsurface.modelsvector3f = NULL;
8353 rsurface.modeltvector3f = NULL;
8354 rsurface.modelnormal3f = NULL;
8356 rsurface.modelvertexmesh = NULL;
8357 rsurface.modelvertexmeshbuffer = NULL;
8358 rsurface.modelvertex3fbuffer = NULL;
8359 rsurface.modelvertex3f_vertexbuffer = 0;
8360 rsurface.modelvertex3f_bufferoffset = 0;
8361 rsurface.modelsvector3f_vertexbuffer = 0;
8362 rsurface.modelsvector3f_bufferoffset = 0;
8363 rsurface.modeltvector3f_vertexbuffer = 0;
8364 rsurface.modeltvector3f_bufferoffset = 0;
8365 rsurface.modelnormal3f_vertexbuffer = 0;
8366 rsurface.modelnormal3f_bufferoffset = 0;
8367 rsurface.modelgeneratedvertex = true;
8368 rsurface.modellightmapcolor4f = (float *)color4f;
8369 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8370 rsurface.modellightmapcolor4f_bufferoffset = 0;
8371 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8372 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8373 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8374 rsurface.modeltexcoordlightmap2f = NULL;
8375 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8376 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8377 rsurface.modelelement3i = (int *)element3i;
8378 rsurface.modelelement3i_indexbuffer = NULL;
8379 rsurface.modelelement3i_bufferoffset = 0;
8380 rsurface.modelelement3s = (unsigned short *)element3s;
8381 rsurface.modelelement3s_indexbuffer = NULL;
8382 rsurface.modelelement3s_bufferoffset = 0;
8383 rsurface.modellightmapoffsets = NULL;
8384 rsurface.modelsurfaces = NULL;
8385 rsurface.batchgeneratedvertex = false;
8386 rsurface.batchfirstvertex = 0;
8387 rsurface.batchnumvertices = 0;
8388 rsurface.batchfirsttriangle = 0;
8389 rsurface.batchnumtriangles = 0;
8390 rsurface.batchvertex3f = NULL;
8391 rsurface.batchvertex3f_vertexbuffer = NULL;
8392 rsurface.batchvertex3f_bufferoffset = 0;
8393 rsurface.batchsvector3f = NULL;
8394 rsurface.batchsvector3f_vertexbuffer = NULL;
8395 rsurface.batchsvector3f_bufferoffset = 0;
8396 rsurface.batchtvector3f = NULL;
8397 rsurface.batchtvector3f_vertexbuffer = NULL;
8398 rsurface.batchtvector3f_bufferoffset = 0;
8399 rsurface.batchnormal3f = NULL;
8400 rsurface.batchnormal3f_vertexbuffer = NULL;
8401 rsurface.batchnormal3f_bufferoffset = 0;
8402 rsurface.batchlightmapcolor4f = NULL;
8403 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8404 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8405 rsurface.batchtexcoordtexture2f = NULL;
8406 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8407 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8408 rsurface.batchtexcoordlightmap2f = NULL;
8409 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8410 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8411 rsurface.batchvertexmesh = NULL;
8412 rsurface.batchvertexmeshbuffer = NULL;
8413 rsurface.batchvertex3fbuffer = NULL;
8414 rsurface.batchelement3i = NULL;
8415 rsurface.batchelement3i_indexbuffer = NULL;
8416 rsurface.batchelement3i_bufferoffset = 0;
8417 rsurface.batchelement3s = NULL;
8418 rsurface.batchelement3s_indexbuffer = NULL;
8419 rsurface.batchelement3s_bufferoffset = 0;
8420 rsurface.passcolor4f = NULL;
8421 rsurface.passcolor4f_vertexbuffer = NULL;
8422 rsurface.passcolor4f_bufferoffset = 0;
8424 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8426 if ((wantnormals || wanttangents) && !normal3f)
8428 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8429 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8431 if (wanttangents && !svector3f)
8433 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8434 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8435 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8440 float RSurf_FogPoint(const float *v)
8442 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8443 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8444 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8445 float FogHeightFade = r_refdef.fogheightfade;
8447 unsigned int fogmasktableindex;
8448 if (r_refdef.fogplaneviewabove)
8449 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8451 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8452 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8453 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8456 float RSurf_FogVertex(const float *v)
8458 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8459 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8460 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8461 float FogHeightFade = rsurface.fogheightfade;
8463 unsigned int fogmasktableindex;
8464 if (r_refdef.fogplaneviewabove)
8465 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8467 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8468 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8469 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8472 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8475 for (i = 0;i < numelements;i++)
8476 outelement3i[i] = inelement3i[i] + adjust;
8479 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8480 extern cvar_t gl_vbo;
8481 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8489 int surfacefirsttriangle;
8490 int surfacenumtriangles;
8491 int surfacefirstvertex;
8492 int surfaceendvertex;
8493 int surfacenumvertices;
8494 int batchnumvertices;
8495 int batchnumtriangles;
8499 qboolean dynamicvertex;
8503 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8505 q3shaderinfo_deform_t *deform;
8506 const msurface_t *surface, *firstsurface;
8507 r_vertexmesh_t *vertexmesh;
8508 if (!texturenumsurfaces)
8510 // find vertex range of this surface batch
8512 firstsurface = texturesurfacelist[0];
8513 firsttriangle = firstsurface->num_firsttriangle;
8514 batchnumvertices = 0;
8515 batchnumtriangles = 0;
8516 firstvertex = endvertex = firstsurface->num_firstvertex;
8517 for (i = 0;i < texturenumsurfaces;i++)
8519 surface = texturesurfacelist[i];
8520 if (surface != firstsurface + i)
8522 surfacefirstvertex = surface->num_firstvertex;
8523 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8524 surfacenumvertices = surface->num_vertices;
8525 surfacenumtriangles = surface->num_triangles;
8526 if (firstvertex > surfacefirstvertex)
8527 firstvertex = surfacefirstvertex;
8528 if (endvertex < surfaceendvertex)
8529 endvertex = surfaceendvertex;
8530 batchnumvertices += surfacenumvertices;
8531 batchnumtriangles += surfacenumtriangles;
8534 // we now know the vertex range used, and if there are any gaps in it
8535 rsurface.batchfirstvertex = firstvertex;
8536 rsurface.batchnumvertices = endvertex - firstvertex;
8537 rsurface.batchfirsttriangle = firsttriangle;
8538 rsurface.batchnumtriangles = batchnumtriangles;
8540 // this variable holds flags for which properties have been updated that
8541 // may require regenerating vertexmesh array...
8544 // check if any dynamic vertex processing must occur
8545 dynamicvertex = false;
8547 // if there is a chance of animated vertex colors, it's a dynamic batch
8548 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8550 dynamicvertex = true;
8551 batchneed |= BATCHNEED_NOGAPS;
8552 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8555 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8557 switch (deform->deform)
8560 case Q3DEFORM_PROJECTIONSHADOW:
8561 case Q3DEFORM_TEXT0:
8562 case Q3DEFORM_TEXT1:
8563 case Q3DEFORM_TEXT2:
8564 case Q3DEFORM_TEXT3:
8565 case Q3DEFORM_TEXT4:
8566 case Q3DEFORM_TEXT5:
8567 case Q3DEFORM_TEXT6:
8568 case Q3DEFORM_TEXT7:
8571 case Q3DEFORM_AUTOSPRITE:
8572 dynamicvertex = true;
8573 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8574 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8576 case Q3DEFORM_AUTOSPRITE2:
8577 dynamicvertex = true;
8578 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8579 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8581 case Q3DEFORM_NORMAL:
8582 dynamicvertex = true;
8583 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8584 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8587 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8588 break; // if wavefunc is a nop, ignore this transform
8589 dynamicvertex = true;
8590 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8591 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8593 case Q3DEFORM_BULGE:
8594 dynamicvertex = true;
8595 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8596 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8599 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8600 break; // if wavefunc is a nop, ignore this transform
8601 dynamicvertex = true;
8602 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8603 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8607 switch(rsurface.texture->tcgen.tcgen)
8610 case Q3TCGEN_TEXTURE:
8612 case Q3TCGEN_LIGHTMAP:
8613 dynamicvertex = true;
8614 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8615 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8617 case Q3TCGEN_VECTOR:
8618 dynamicvertex = true;
8619 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8620 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8622 case Q3TCGEN_ENVIRONMENT:
8623 dynamicvertex = true;
8624 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8625 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8628 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8630 dynamicvertex = true;
8631 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8632 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8635 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8637 dynamicvertex = true;
8638 batchneed |= BATCHNEED_NOGAPS;
8639 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8642 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8644 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8645 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8646 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8647 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8648 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8649 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8650 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8653 // when the model data has no vertex buffer (dynamic mesh), we need to
8655 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8656 batchneed |= BATCHNEED_NOGAPS;
8658 // if needsupdate, we have to do a dynamic vertex batch for sure
8659 if (needsupdate & batchneed)
8660 dynamicvertex = true;
8662 // see if we need to build vertexmesh from arrays
8663 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8664 dynamicvertex = true;
8666 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8667 // also some drivers strongly dislike firstvertex
8668 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8669 dynamicvertex = true;
8671 rsurface.batchvertex3f = rsurface.modelvertex3f;
8672 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8673 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8674 rsurface.batchsvector3f = rsurface.modelsvector3f;
8675 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8676 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8677 rsurface.batchtvector3f = rsurface.modeltvector3f;
8678 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8679 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8680 rsurface.batchnormal3f = rsurface.modelnormal3f;
8681 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8682 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8683 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8684 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8685 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8686 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8687 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8688 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8689 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8690 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8691 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8692 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8693 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8694 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8695 rsurface.batchelement3i = rsurface.modelelement3i;
8696 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8697 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8698 rsurface.batchelement3s = rsurface.modelelement3s;
8699 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8700 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8702 // if any dynamic vertex processing has to occur in software, we copy the
8703 // entire surface list together before processing to rebase the vertices
8704 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8706 // if any gaps exist and we do not have a static vertex buffer, we have to
8707 // copy the surface list together to avoid wasting upload bandwidth on the
8708 // vertices in the gaps.
8710 // if gaps exist and we have a static vertex buffer, we still have to
8711 // combine the index buffer ranges into one dynamic index buffer.
8713 // in all cases we end up with data that can be drawn in one call.
8717 // static vertex data, just set pointers...
8718 rsurface.batchgeneratedvertex = false;
8719 // if there are gaps, we want to build a combined index buffer,
8720 // otherwise use the original static buffer with an appropriate offset
8723 // build a new triangle elements array for this batch
8724 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8725 rsurface.batchfirsttriangle = 0;
8727 for (i = 0;i < texturenumsurfaces;i++)
8729 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8730 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8731 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8732 numtriangles += surfacenumtriangles;
8734 rsurface.batchelement3i_indexbuffer = NULL;
8735 rsurface.batchelement3i_bufferoffset = 0;
8736 rsurface.batchelement3s = NULL;
8737 rsurface.batchelement3s_indexbuffer = NULL;
8738 rsurface.batchelement3s_bufferoffset = 0;
8739 if (endvertex <= 65536)
8741 // make a 16bit (unsigned short) index array if possible
8742 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8743 for (i = 0;i < numtriangles*3;i++)
8744 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8750 // something needs software processing, do it for real...
8751 // we only directly handle separate array data in this case and then
8752 // generate interleaved data if needed...
8753 rsurface.batchgeneratedvertex = true;
8755 // now copy the vertex data into a combined array and make an index array
8756 // (this is what Quake3 does all the time)
8757 //if (gaps || rsurface.batchfirstvertex)
8759 rsurface.batchvertex3fbuffer = NULL;
8760 rsurface.batchvertexmesh = NULL;
8761 rsurface.batchvertexmeshbuffer = NULL;
8762 rsurface.batchvertex3f = NULL;
8763 rsurface.batchvertex3f_vertexbuffer = NULL;
8764 rsurface.batchvertex3f_bufferoffset = 0;
8765 rsurface.batchsvector3f = NULL;
8766 rsurface.batchsvector3f_vertexbuffer = NULL;
8767 rsurface.batchsvector3f_bufferoffset = 0;
8768 rsurface.batchtvector3f = NULL;
8769 rsurface.batchtvector3f_vertexbuffer = NULL;
8770 rsurface.batchtvector3f_bufferoffset = 0;
8771 rsurface.batchnormal3f = NULL;
8772 rsurface.batchnormal3f_vertexbuffer = NULL;
8773 rsurface.batchnormal3f_bufferoffset = 0;
8774 rsurface.batchlightmapcolor4f = NULL;
8775 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8776 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8777 rsurface.batchtexcoordtexture2f = NULL;
8778 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8779 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8780 rsurface.batchtexcoordlightmap2f = NULL;
8781 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8782 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8783 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8784 rsurface.batchelement3i_indexbuffer = NULL;
8785 rsurface.batchelement3i_bufferoffset = 0;
8786 rsurface.batchelement3s = NULL;
8787 rsurface.batchelement3s_indexbuffer = NULL;
8788 rsurface.batchelement3s_bufferoffset = 0;
8789 // we'll only be setting up certain arrays as needed
8790 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8791 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8792 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8793 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8794 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8795 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8796 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8798 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8799 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8801 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8802 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8803 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8804 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8805 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8806 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8809 for (i = 0;i < texturenumsurfaces;i++)
8811 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8812 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8813 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8814 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8815 // copy only the data requested
8816 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8817 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8818 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8820 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8822 if (rsurface.batchvertex3f)
8823 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8825 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8827 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8829 if (rsurface.modelnormal3f)
8830 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8832 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8834 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8836 if (rsurface.modelsvector3f)
8838 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8839 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8843 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8844 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8847 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8849 if (rsurface.modellightmapcolor4f)
8850 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8852 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8854 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8856 if (rsurface.modeltexcoordtexture2f)
8857 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8859 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8861 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8863 if (rsurface.modeltexcoordlightmap2f)
8864 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8866 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8869 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8870 numvertices += surfacenumvertices;
8871 numtriangles += surfacenumtriangles;
8874 // generate a 16bit index array as well if possible
8875 // (in general, dynamic batches fit)
8876 if (numvertices <= 65536)
8878 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8879 for (i = 0;i < numtriangles*3;i++)
8880 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8883 // since we've copied everything, the batch now starts at 0
8884 rsurface.batchfirstvertex = 0;
8885 rsurface.batchnumvertices = batchnumvertices;
8886 rsurface.batchfirsttriangle = 0;
8887 rsurface.batchnumtriangles = batchnumtriangles;
8890 // q1bsp surfaces rendered in vertex color mode have to have colors
8891 // calculated based on lightstyles
8892 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8894 // generate color arrays for the surfaces in this list
8899 const unsigned char *lm;
8900 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8901 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8902 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8904 for (i = 0;i < texturenumsurfaces;i++)
8906 surface = texturesurfacelist[i];
8907 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8908 surfacenumvertices = surface->num_vertices;
8909 if (surface->lightmapinfo->samples)
8911 for (j = 0;j < surfacenumvertices;j++)
8913 lm = surface->lightmapinfo->samples + offsets[j];
8914 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8915 VectorScale(lm, scale, c);
8916 if (surface->lightmapinfo->styles[1] != 255)
8918 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8920 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8921 VectorMA(c, scale, lm, c);
8922 if (surface->lightmapinfo->styles[2] != 255)
8925 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8926 VectorMA(c, scale, lm, c);
8927 if (surface->lightmapinfo->styles[3] != 255)
8930 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8931 VectorMA(c, scale, lm, c);
8938 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8944 for (j = 0;j < surfacenumvertices;j++)
8946 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8953 // if vertices are deformed (sprite flares and things in maps, possibly
8954 // water waves, bulges and other deformations), modify the copied vertices
8956 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8958 switch (deform->deform)
8961 case Q3DEFORM_PROJECTIONSHADOW:
8962 case Q3DEFORM_TEXT0:
8963 case Q3DEFORM_TEXT1:
8964 case Q3DEFORM_TEXT2:
8965 case Q3DEFORM_TEXT3:
8966 case Q3DEFORM_TEXT4:
8967 case Q3DEFORM_TEXT5:
8968 case Q3DEFORM_TEXT6:
8969 case Q3DEFORM_TEXT7:
8972 case Q3DEFORM_AUTOSPRITE:
8973 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8974 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8975 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8976 VectorNormalize(newforward);
8977 VectorNormalize(newright);
8978 VectorNormalize(newup);
8979 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8980 // rsurface.batchvertex3f_vertexbuffer = NULL;
8981 // rsurface.batchvertex3f_bufferoffset = 0;
8982 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8983 // rsurface.batchsvector3f_vertexbuffer = NULL;
8984 // rsurface.batchsvector3f_bufferoffset = 0;
8985 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8986 // rsurface.batchtvector3f_vertexbuffer = NULL;
8987 // rsurface.batchtvector3f_bufferoffset = 0;
8988 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8989 // rsurface.batchnormal3f_vertexbuffer = NULL;
8990 // rsurface.batchnormal3f_bufferoffset = 0;
8991 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8992 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8993 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8994 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8995 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8996 // a single autosprite surface can contain multiple sprites...
8997 for (j = 0;j < batchnumvertices - 3;j += 4)
8999 VectorClear(center);
9000 for (i = 0;i < 4;i++)
9001 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9002 VectorScale(center, 0.25f, center);
9003 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9004 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9005 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9006 for (i = 0;i < 4;i++)
9008 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9009 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9012 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9013 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9014 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9016 case Q3DEFORM_AUTOSPRITE2:
9017 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9018 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9019 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9020 VectorNormalize(newforward);
9021 VectorNormalize(newright);
9022 VectorNormalize(newup);
9023 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9024 // rsurface.batchvertex3f_vertexbuffer = NULL;
9025 // rsurface.batchvertex3f_bufferoffset = 0;
9027 const float *v1, *v2;
9037 memset(shortest, 0, sizeof(shortest));
9038 // a single autosprite surface can contain multiple sprites...
9039 for (j = 0;j < batchnumvertices - 3;j += 4)
9041 VectorClear(center);
9042 for (i = 0;i < 4;i++)
9043 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9044 VectorScale(center, 0.25f, center);
9045 // find the two shortest edges, then use them to define the
9046 // axis vectors for rotating around the central axis
9047 for (i = 0;i < 6;i++)
9049 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9050 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9051 l = VectorDistance2(v1, v2);
9052 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9054 l += (1.0f / 1024.0f);
9055 if (shortest[0].length2 > l || i == 0)
9057 shortest[1] = shortest[0];
9058 shortest[0].length2 = l;
9059 shortest[0].v1 = v1;
9060 shortest[0].v2 = v2;
9062 else if (shortest[1].length2 > l || i == 1)
9064 shortest[1].length2 = l;
9065 shortest[1].v1 = v1;
9066 shortest[1].v2 = v2;
9069 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9070 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9071 // this calculates the right vector from the shortest edge
9072 // and the up vector from the edge midpoints
9073 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9074 VectorNormalize(right);
9075 VectorSubtract(end, start, up);
9076 VectorNormalize(up);
9077 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9078 VectorSubtract(rsurface.localvieworigin, center, forward);
9079 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9080 VectorNegate(forward, forward);
9081 VectorReflect(forward, 0, up, forward);
9082 VectorNormalize(forward);
9083 CrossProduct(up, forward, newright);
9084 VectorNormalize(newright);
9085 // rotate the quad around the up axis vector, this is made
9086 // especially easy by the fact we know the quad is flat,
9087 // so we only have to subtract the center position and
9088 // measure distance along the right vector, and then
9089 // multiply that by the newright vector and add back the
9091 // we also need to subtract the old position to undo the
9092 // displacement from the center, which we do with a
9093 // DotProduct, the subtraction/addition of center is also
9094 // optimized into DotProducts here
9095 l = DotProduct(right, center);
9096 for (i = 0;i < 4;i++)
9098 v1 = rsurface.batchvertex3f + 3*(j+i);
9099 f = DotProduct(right, v1) - l;
9100 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9104 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9106 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9107 // rsurface.batchnormal3f_vertexbuffer = NULL;
9108 // rsurface.batchnormal3f_bufferoffset = 0;
9109 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9111 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9113 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9114 // rsurface.batchsvector3f_vertexbuffer = NULL;
9115 // rsurface.batchsvector3f_bufferoffset = 0;
9116 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9117 // rsurface.batchtvector3f_vertexbuffer = NULL;
9118 // rsurface.batchtvector3f_bufferoffset = 0;
9119 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9122 case Q3DEFORM_NORMAL:
9123 // deform the normals to make reflections wavey
9124 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9125 rsurface.batchnormal3f_vertexbuffer = NULL;
9126 rsurface.batchnormal3f_bufferoffset = 0;
9127 for (j = 0;j < batchnumvertices;j++)
9130 float *normal = rsurface.batchnormal3f + 3*j;
9131 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9132 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9133 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9134 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9135 VectorNormalize(normal);
9137 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9139 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9140 // rsurface.batchsvector3f_vertexbuffer = NULL;
9141 // rsurface.batchsvector3f_bufferoffset = 0;
9142 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9143 // rsurface.batchtvector3f_vertexbuffer = NULL;
9144 // rsurface.batchtvector3f_bufferoffset = 0;
9145 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9149 // deform vertex array to make wavey water and flags and such
9150 waveparms[0] = deform->waveparms[0];
9151 waveparms[1] = deform->waveparms[1];
9152 waveparms[2] = deform->waveparms[2];
9153 waveparms[3] = deform->waveparms[3];
9154 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9155 break; // if wavefunc is a nop, don't make a dynamic vertex array
9156 // this is how a divisor of vertex influence on deformation
9157 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9158 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9159 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9160 // rsurface.batchvertex3f_vertexbuffer = NULL;
9161 // rsurface.batchvertex3f_bufferoffset = 0;
9162 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9163 // rsurface.batchnormal3f_vertexbuffer = NULL;
9164 // rsurface.batchnormal3f_bufferoffset = 0;
9165 for (j = 0;j < batchnumvertices;j++)
9167 // if the wavefunc depends on time, evaluate it per-vertex
9170 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9171 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9173 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9175 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9176 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9177 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9179 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9180 // rsurface.batchsvector3f_vertexbuffer = NULL;
9181 // rsurface.batchsvector3f_bufferoffset = 0;
9182 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9183 // rsurface.batchtvector3f_vertexbuffer = NULL;
9184 // rsurface.batchtvector3f_bufferoffset = 0;
9185 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9188 case Q3DEFORM_BULGE:
9189 // deform vertex array to make the surface have moving bulges
9190 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9191 // rsurface.batchvertex3f_vertexbuffer = NULL;
9192 // rsurface.batchvertex3f_bufferoffset = 0;
9193 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9194 // rsurface.batchnormal3f_vertexbuffer = NULL;
9195 // rsurface.batchnormal3f_bufferoffset = 0;
9196 for (j = 0;j < batchnumvertices;j++)
9198 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9199 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9201 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9202 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9203 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9205 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9206 // rsurface.batchsvector3f_vertexbuffer = NULL;
9207 // rsurface.batchsvector3f_bufferoffset = 0;
9208 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9209 // rsurface.batchtvector3f_vertexbuffer = NULL;
9210 // rsurface.batchtvector3f_bufferoffset = 0;
9211 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9215 // deform vertex array
9216 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9217 break; // if wavefunc is a nop, don't make a dynamic vertex array
9218 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9219 VectorScale(deform->parms, scale, waveparms);
9220 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9221 // rsurface.batchvertex3f_vertexbuffer = NULL;
9222 // rsurface.batchvertex3f_bufferoffset = 0;
9223 for (j = 0;j < batchnumvertices;j++)
9224 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9229 // generate texcoords based on the chosen texcoord source
9230 switch(rsurface.texture->tcgen.tcgen)
9233 case Q3TCGEN_TEXTURE:
9235 case Q3TCGEN_LIGHTMAP:
9236 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9237 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9238 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9239 if (rsurface.batchtexcoordlightmap2f)
9240 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9242 case Q3TCGEN_VECTOR:
9243 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9244 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9245 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9246 for (j = 0;j < batchnumvertices;j++)
9248 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9249 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9252 case Q3TCGEN_ENVIRONMENT:
9253 // make environment reflections using a spheremap
9254 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9255 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9256 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9257 for (j = 0;j < batchnumvertices;j++)
9259 // identical to Q3A's method, but executed in worldspace so
9260 // carried models can be shiny too
9262 float viewer[3], d, reflected[3], worldreflected[3];
9264 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9265 // VectorNormalize(viewer);
9267 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9269 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9270 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9271 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9272 // note: this is proportinal to viewer, so we can normalize later
9274 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9275 VectorNormalize(worldreflected);
9277 // note: this sphere map only uses world x and z!
9278 // so positive and negative y will LOOK THE SAME.
9279 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9280 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9284 // the only tcmod that needs software vertex processing is turbulent, so
9285 // check for it here and apply the changes if needed
9286 // and we only support that as the first one
9287 // (handling a mixture of turbulent and other tcmods would be problematic
9288 // without punting it entirely to a software path)
9289 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9291 amplitude = rsurface.texture->tcmods[0].parms[1];
9292 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9293 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9294 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9295 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9296 for (j = 0;j < batchnumvertices;j++)
9298 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9299 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9303 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9305 // convert the modified arrays to vertex structs
9306 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9307 // rsurface.batchvertexmeshbuffer = NULL;
9308 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9309 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9310 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9311 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9312 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9313 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9314 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9316 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9318 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9319 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9322 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9323 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9324 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9325 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9326 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9327 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9328 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9329 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9330 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9334 void RSurf_DrawBatch(void)
9336 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9337 // through the pipeline, killing it earlier in the pipeline would have
9338 // per-surface overhead rather than per-batch overhead, so it's best to
9339 // reject it here, before it hits glDraw.
9340 if (rsurface.batchnumtriangles == 0)
9343 // batch debugging code
9344 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9350 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9351 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9354 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9356 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9358 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9359 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9366 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9369 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9371 // pick the closest matching water plane
9372 int planeindex, vertexindex, bestplaneindex = -1;
9376 r_waterstate_waterplane_t *p;
9377 qboolean prepared = false;
9379 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9381 if(p->camera_entity != rsurface.texture->camera_entity)
9386 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9388 if(rsurface.batchnumvertices == 0)
9391 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9393 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9394 d += fabs(PlaneDiff(vert, &p->plane));
9396 if (bestd > d || bestplaneindex < 0)
9399 bestplaneindex = planeindex;
9402 return bestplaneindex;
9403 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9404 // this situation though, as it might be better to render single larger
9405 // batches with useless stuff (backface culled for example) than to
9406 // render multiple smaller batches
9409 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9412 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9413 rsurface.passcolor4f_vertexbuffer = 0;
9414 rsurface.passcolor4f_bufferoffset = 0;
9415 for (i = 0;i < rsurface.batchnumvertices;i++)
9416 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9419 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9426 if (rsurface.passcolor4f)
9428 // generate color arrays
9429 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9430 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9431 rsurface.passcolor4f_vertexbuffer = 0;
9432 rsurface.passcolor4f_bufferoffset = 0;
9433 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9435 f = RSurf_FogVertex(v);
9444 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9445 rsurface.passcolor4f_vertexbuffer = 0;
9446 rsurface.passcolor4f_bufferoffset = 0;
9447 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9449 f = RSurf_FogVertex(v);
9458 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9465 if (!rsurface.passcolor4f)
9467 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9468 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9469 rsurface.passcolor4f_vertexbuffer = 0;
9470 rsurface.passcolor4f_bufferoffset = 0;
9471 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9473 f = RSurf_FogVertex(v);
9474 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9475 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9476 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9481 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9486 if (!rsurface.passcolor4f)
9488 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9489 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9490 rsurface.passcolor4f_vertexbuffer = 0;
9491 rsurface.passcolor4f_bufferoffset = 0;
9492 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9501 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9506 if (!rsurface.passcolor4f)
9508 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9509 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9510 rsurface.passcolor4f_vertexbuffer = 0;
9511 rsurface.passcolor4f_bufferoffset = 0;
9512 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9514 c2[0] = c[0] + r_refdef.scene.ambient;
9515 c2[1] = c[1] + r_refdef.scene.ambient;
9516 c2[2] = c[2] + r_refdef.scene.ambient;
9521 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9524 rsurface.passcolor4f = NULL;
9525 rsurface.passcolor4f_vertexbuffer = 0;
9526 rsurface.passcolor4f_bufferoffset = 0;
9527 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9528 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9529 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9530 GL_Color(r, g, b, a);
9531 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9535 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9537 // TODO: optimize applyfog && applycolor case
9538 // just apply fog if necessary, and tint the fog color array if necessary
9539 rsurface.passcolor4f = NULL;
9540 rsurface.passcolor4f_vertexbuffer = 0;
9541 rsurface.passcolor4f_bufferoffset = 0;
9542 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9543 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9544 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9545 GL_Color(r, g, b, a);
9549 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9552 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9553 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9554 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9555 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9556 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9557 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9558 GL_Color(r, g, b, a);
9562 static void RSurf_DrawBatch_GL11_ClampColor(void)
9567 if (!rsurface.passcolor4f)
9569 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9571 c2[0] = bound(0.0f, c1[0], 1.0f);
9572 c2[1] = bound(0.0f, c1[1], 1.0f);
9573 c2[2] = bound(0.0f, c1[2], 1.0f);
9574 c2[3] = bound(0.0f, c1[3], 1.0f);
9578 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9588 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9589 rsurface.passcolor4f_vertexbuffer = 0;
9590 rsurface.passcolor4f_bufferoffset = 0;
9591 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9593 f = -DotProduct(r_refdef.view.forward, n);
9595 f = f * 0.85 + 0.15; // work around so stuff won't get black
9596 f *= r_refdef.lightmapintensity;
9597 Vector4Set(c, f, f, f, 1);
9601 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9603 RSurf_DrawBatch_GL11_ApplyFakeLight();
9604 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9605 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9606 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9607 GL_Color(r, g, b, a);
9611 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9619 vec3_t ambientcolor;
9620 vec3_t diffusecolor;
9624 VectorCopy(rsurface.modellight_lightdir, lightdir);
9625 f = 0.5f * r_refdef.lightmapintensity;
9626 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9627 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9628 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9629 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9630 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9631 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9633 if (VectorLength2(diffusecolor) > 0)
9635 // q3-style directional shading
9636 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9637 rsurface.passcolor4f_vertexbuffer = 0;
9638 rsurface.passcolor4f_bufferoffset = 0;
9639 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9641 if ((f = DotProduct(n, lightdir)) > 0)
9642 VectorMA(ambientcolor, f, diffusecolor, c);
9644 VectorCopy(ambientcolor, c);
9651 *applycolor = false;
9655 *r = ambientcolor[0];
9656 *g = ambientcolor[1];
9657 *b = ambientcolor[2];
9658 rsurface.passcolor4f = NULL;
9659 rsurface.passcolor4f_vertexbuffer = 0;
9660 rsurface.passcolor4f_bufferoffset = 0;
9664 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9666 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9667 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9668 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9669 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9670 GL_Color(r, g, b, a);
9674 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9682 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9683 rsurface.passcolor4f_vertexbuffer = 0;
9684 rsurface.passcolor4f_bufferoffset = 0;
9686 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9688 f = 1 - RSurf_FogVertex(v);
9696 void RSurf_SetupDepthAndCulling(void)
9698 // submodels are biased to avoid z-fighting with world surfaces that they
9699 // may be exactly overlapping (avoids z-fighting artifacts on certain
9700 // doors and things in Quake maps)
9701 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9702 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9703 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9704 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9707 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9709 // transparent sky would be ridiculous
9710 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9712 R_SetupShader_Generic_NoTexture(false, false);
9713 skyrenderlater = true;
9714 RSurf_SetupDepthAndCulling();
9716 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9717 // skymasking on them, and Quake3 never did sky masking (unlike
9718 // software Quake and software Quake2), so disable the sky masking
9719 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9720 // and skymasking also looks very bad when noclipping outside the
9721 // level, so don't use it then either.
9722 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9724 R_Mesh_ResetTextureState();
9725 if (skyrendermasked)
9727 R_SetupShader_DepthOrShadow(false);
9728 // depth-only (masking)
9729 GL_ColorMask(0,0,0,0);
9730 // just to make sure that braindead drivers don't draw
9731 // anything despite that colormask...
9732 GL_BlendFunc(GL_ZERO, GL_ONE);
9733 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9734 if (rsurface.batchvertex3fbuffer)
9735 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9737 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9741 R_SetupShader_Generic_NoTexture(false, false);
9743 GL_BlendFunc(GL_ONE, GL_ZERO);
9744 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9745 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9746 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9749 if (skyrendermasked)
9750 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9752 R_Mesh_ResetTextureState();
9753 GL_Color(1, 1, 1, 1);
9756 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9757 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9758 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9760 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9764 // render screenspace normalmap to texture
9766 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9770 // bind lightmap texture
9772 // water/refraction/reflection/camera surfaces have to be handled specially
9773 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9775 int start, end, startplaneindex;
9776 for (start = 0;start < texturenumsurfaces;start = end)
9778 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9779 if(startplaneindex < 0)
9781 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9782 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9786 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9788 // now that we have a batch using the same planeindex, render it
9789 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9791 // render water or distortion background
9793 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9795 // blend surface on top
9796 GL_DepthMask(false);
9797 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9800 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9802 // render surface with reflection texture as input
9803 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9804 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9811 // render surface batch normally
9812 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9813 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9817 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9819 // OpenGL 1.3 path - anything not completely ancient
9820 qboolean applycolor;
9823 const texturelayer_t *layer;
9824 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9825 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9827 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9830 int layertexrgbscale;
9831 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9833 if (layerindex == 0)
9837 GL_AlphaTest(false);
9838 GL_DepthFunc(GL_EQUAL);
9841 GL_DepthMask(layer->depthmask && writedepth);
9842 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9843 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9845 layertexrgbscale = 4;
9846 VectorScale(layer->color, 0.25f, layercolor);
9848 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9850 layertexrgbscale = 2;
9851 VectorScale(layer->color, 0.5f, layercolor);
9855 layertexrgbscale = 1;
9856 VectorScale(layer->color, 1.0f, layercolor);
9858 layercolor[3] = layer->color[3];
9859 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9860 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9861 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9862 switch (layer->type)
9864 case TEXTURELAYERTYPE_LITTEXTURE:
9865 // single-pass lightmapped texture with 2x rgbscale
9866 R_Mesh_TexBind(0, r_texture_white);
9867 R_Mesh_TexMatrix(0, NULL);
9868 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9869 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9870 R_Mesh_TexBind(1, layer->texture);
9871 R_Mesh_TexMatrix(1, &layer->texmatrix);
9872 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9873 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9874 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9875 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9876 else if (FAKELIGHT_ENABLED)
9877 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9878 else if (rsurface.uselightmaptexture)
9879 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9881 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9883 case TEXTURELAYERTYPE_TEXTURE:
9884 // singletexture unlit texture with transparency support
9885 R_Mesh_TexBind(0, layer->texture);
9886 R_Mesh_TexMatrix(0, &layer->texmatrix);
9887 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9888 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9889 R_Mesh_TexBind(1, 0);
9890 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9891 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9893 case TEXTURELAYERTYPE_FOG:
9894 // singletexture fogging
9897 R_Mesh_TexBind(0, layer->texture);
9898 R_Mesh_TexMatrix(0, &layer->texmatrix);
9899 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9900 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9904 R_Mesh_TexBind(0, 0);
9905 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9907 R_Mesh_TexBind(1, 0);
9908 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9909 // generate a color array for the fog pass
9910 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9911 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9915 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9918 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9920 GL_DepthFunc(GL_LEQUAL);
9921 GL_AlphaTest(false);
9925 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9927 // OpenGL 1.1 - crusty old voodoo path
9930 const texturelayer_t *layer;
9931 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9932 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9934 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9936 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9938 if (layerindex == 0)
9942 GL_AlphaTest(false);
9943 GL_DepthFunc(GL_EQUAL);
9946 GL_DepthMask(layer->depthmask && writedepth);
9947 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9948 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9949 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9950 switch (layer->type)
9952 case TEXTURELAYERTYPE_LITTEXTURE:
9953 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9955 // two-pass lit texture with 2x rgbscale
9956 // first the lightmap pass
9957 R_Mesh_TexBind(0, r_texture_white);
9958 R_Mesh_TexMatrix(0, NULL);
9959 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9960 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9961 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9962 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9963 else if (FAKELIGHT_ENABLED)
9964 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9965 else if (rsurface.uselightmaptexture)
9966 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9968 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9969 // then apply the texture to it
9970 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9971 R_Mesh_TexBind(0, layer->texture);
9972 R_Mesh_TexMatrix(0, &layer->texmatrix);
9973 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9974 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9975 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9979 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9980 R_Mesh_TexBind(0, layer->texture);
9981 R_Mesh_TexMatrix(0, &layer->texmatrix);
9982 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9983 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9984 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9985 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9987 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9990 case TEXTURELAYERTYPE_TEXTURE:
9991 // singletexture unlit texture with transparency support
9992 R_Mesh_TexBind(0, layer->texture);
9993 R_Mesh_TexMatrix(0, &layer->texmatrix);
9994 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9995 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9996 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9998 case TEXTURELAYERTYPE_FOG:
9999 // singletexture fogging
10000 if (layer->texture)
10002 R_Mesh_TexBind(0, layer->texture);
10003 R_Mesh_TexMatrix(0, &layer->texmatrix);
10004 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10005 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10009 R_Mesh_TexBind(0, 0);
10010 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10012 // generate a color array for the fog pass
10013 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10014 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10018 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10021 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10023 GL_DepthFunc(GL_LEQUAL);
10024 GL_AlphaTest(false);
10028 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10032 r_vertexgeneric_t *batchvertex;
10035 // R_Mesh_ResetTextureState();
10036 R_SetupShader_Generic_NoTexture(false, false);
10038 if(rsurface.texture && rsurface.texture->currentskinframe)
10040 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10041 c[3] *= rsurface.texture->currentalpha;
10051 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10053 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10054 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10055 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10058 // brighten it up (as texture value 127 means "unlit")
10059 c[0] *= 2 * r_refdef.view.colorscale;
10060 c[1] *= 2 * r_refdef.view.colorscale;
10061 c[2] *= 2 * r_refdef.view.colorscale;
10063 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10064 c[3] *= r_wateralpha.value;
10066 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10068 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10069 GL_DepthMask(false);
10071 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10073 GL_BlendFunc(GL_ONE, GL_ONE);
10074 GL_DepthMask(false);
10076 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10078 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10079 GL_DepthMask(false);
10081 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10083 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10084 GL_DepthMask(false);
10088 GL_BlendFunc(GL_ONE, GL_ZERO);
10089 GL_DepthMask(writedepth);
10092 if (r_showsurfaces.integer == 3)
10094 rsurface.passcolor4f = NULL;
10096 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10098 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10100 rsurface.passcolor4f = NULL;
10101 rsurface.passcolor4f_vertexbuffer = 0;
10102 rsurface.passcolor4f_bufferoffset = 0;
10104 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10106 qboolean applycolor = true;
10109 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10111 r_refdef.lightmapintensity = 1;
10112 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10113 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10115 else if (FAKELIGHT_ENABLED)
10117 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10119 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10120 RSurf_DrawBatch_GL11_ApplyFakeLight();
10121 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10125 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10127 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10128 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10129 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10132 if(!rsurface.passcolor4f)
10133 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10135 RSurf_DrawBatch_GL11_ApplyAmbient();
10136 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10137 if(r_refdef.fogenabled)
10138 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10139 RSurf_DrawBatch_GL11_ClampColor();
10141 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10142 R_SetupShader_Generic_NoTexture(false, false);
10145 else if (!r_refdef.view.showdebug)
10147 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10148 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10149 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10151 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10152 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10154 R_Mesh_PrepareVertices_Generic_Unlock();
10157 else if (r_showsurfaces.integer == 4)
10159 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10160 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10161 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10163 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10164 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10165 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10167 R_Mesh_PrepareVertices_Generic_Unlock();
10170 else if (r_showsurfaces.integer == 2)
10173 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10174 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10175 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10177 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10178 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10179 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10180 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10181 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10182 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10183 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10185 R_Mesh_PrepareVertices_Generic_Unlock();
10186 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10190 int texturesurfaceindex;
10192 const msurface_t *surface;
10193 float surfacecolor4f[4];
10194 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10195 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10197 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10199 surface = texturesurfacelist[texturesurfaceindex];
10200 k = (int)(((size_t)surface) / sizeof(msurface_t));
10201 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10202 for (j = 0;j < surface->num_vertices;j++)
10204 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10205 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10209 R_Mesh_PrepareVertices_Generic_Unlock();
10214 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10217 RSurf_SetupDepthAndCulling();
10218 if (r_showsurfaces.integer)
10220 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10223 switch (vid.renderpath)
10225 case RENDERPATH_GL20:
10226 case RENDERPATH_D3D9:
10227 case RENDERPATH_D3D10:
10228 case RENDERPATH_D3D11:
10229 case RENDERPATH_SOFT:
10230 case RENDERPATH_GLES2:
10231 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10233 case RENDERPATH_GL13:
10234 case RENDERPATH_GLES1:
10235 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10237 case RENDERPATH_GL11:
10238 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10244 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10247 RSurf_SetupDepthAndCulling();
10248 if (r_showsurfaces.integer)
10250 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10253 switch (vid.renderpath)
10255 case RENDERPATH_GL20:
10256 case RENDERPATH_D3D9:
10257 case RENDERPATH_D3D10:
10258 case RENDERPATH_D3D11:
10259 case RENDERPATH_SOFT:
10260 case RENDERPATH_GLES2:
10261 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10263 case RENDERPATH_GL13:
10264 case RENDERPATH_GLES1:
10265 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10267 case RENDERPATH_GL11:
10268 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10274 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10277 int texturenumsurfaces, endsurface;
10278 texture_t *texture;
10279 const msurface_t *surface;
10280 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10282 // if the model is static it doesn't matter what value we give for
10283 // wantnormals and wanttangents, so this logic uses only rules applicable
10284 // to a model, knowing that they are meaningless otherwise
10285 if (ent == r_refdef.scene.worldentity)
10286 RSurf_ActiveWorldEntity();
10287 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10288 RSurf_ActiveModelEntity(ent, false, false, false);
10291 switch (vid.renderpath)
10293 case RENDERPATH_GL20:
10294 case RENDERPATH_D3D9:
10295 case RENDERPATH_D3D10:
10296 case RENDERPATH_D3D11:
10297 case RENDERPATH_SOFT:
10298 case RENDERPATH_GLES2:
10299 RSurf_ActiveModelEntity(ent, true, true, false);
10301 case RENDERPATH_GL11:
10302 case RENDERPATH_GL13:
10303 case RENDERPATH_GLES1:
10304 RSurf_ActiveModelEntity(ent, true, false, false);
10309 if (r_transparentdepthmasking.integer)
10311 qboolean setup = false;
10312 for (i = 0;i < numsurfaces;i = j)
10315 surface = rsurface.modelsurfaces + surfacelist[i];
10316 texture = surface->texture;
10317 rsurface.texture = R_GetCurrentTexture(texture);
10318 rsurface.lightmaptexture = NULL;
10319 rsurface.deluxemaptexture = NULL;
10320 rsurface.uselightmaptexture = false;
10321 // scan ahead until we find a different texture
10322 endsurface = min(i + 1024, numsurfaces);
10323 texturenumsurfaces = 0;
10324 texturesurfacelist[texturenumsurfaces++] = surface;
10325 for (;j < endsurface;j++)
10327 surface = rsurface.modelsurfaces + surfacelist[j];
10328 if (texture != surface->texture)
10330 texturesurfacelist[texturenumsurfaces++] = surface;
10332 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10334 // render the range of surfaces as depth
10338 GL_ColorMask(0,0,0,0);
10340 GL_DepthTest(true);
10341 GL_BlendFunc(GL_ONE, GL_ZERO);
10342 GL_DepthMask(true);
10343 // R_Mesh_ResetTextureState();
10344 R_SetupShader_DepthOrShadow(false);
10346 RSurf_SetupDepthAndCulling();
10347 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10348 if (rsurface.batchvertex3fbuffer)
10349 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10351 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10355 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10358 for (i = 0;i < numsurfaces;i = j)
10361 surface = rsurface.modelsurfaces + surfacelist[i];
10362 texture = surface->texture;
10363 rsurface.texture = R_GetCurrentTexture(texture);
10364 // scan ahead until we find a different texture
10365 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10366 texturenumsurfaces = 0;
10367 texturesurfacelist[texturenumsurfaces++] = surface;
10368 if(FAKELIGHT_ENABLED)
10370 rsurface.lightmaptexture = NULL;
10371 rsurface.deluxemaptexture = NULL;
10372 rsurface.uselightmaptexture = false;
10373 for (;j < endsurface;j++)
10375 surface = rsurface.modelsurfaces + surfacelist[j];
10376 if (texture != surface->texture)
10378 texturesurfacelist[texturenumsurfaces++] = surface;
10383 rsurface.lightmaptexture = surface->lightmaptexture;
10384 rsurface.deluxemaptexture = surface->deluxemaptexture;
10385 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10386 for (;j < endsurface;j++)
10388 surface = rsurface.modelsurfaces + surfacelist[j];
10389 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10391 texturesurfacelist[texturenumsurfaces++] = surface;
10394 // render the range of surfaces
10395 if (ent == r_refdef.scene.worldentity)
10396 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10398 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10400 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10403 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10405 // transparent surfaces get pushed off into the transparent queue
10406 int surfacelistindex;
10407 const msurface_t *surface;
10408 vec3_t tempcenter, center;
10409 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10411 surface = texturesurfacelist[surfacelistindex];
10412 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10413 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10414 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10415 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10416 if (queueentity->transparent_offset) // transparent offset
10418 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10419 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10420 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10422 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10426 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10428 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10430 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10432 RSurf_SetupDepthAndCulling();
10433 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10434 if (rsurface.batchvertex3fbuffer)
10435 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10437 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10441 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10443 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10446 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10449 if (!rsurface.texture->currentnumlayers)
10451 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10452 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10454 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10456 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10457 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10458 else if (!rsurface.texture->currentnumlayers)
10460 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10462 // in the deferred case, transparent surfaces were queued during prepass
10463 if (!r_shadow_usingdeferredprepass)
10464 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10468 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10469 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10474 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10477 texture_t *texture;
10478 R_FrameData_SetMark();
10479 // break the surface list down into batches by texture and use of lightmapping
10480 for (i = 0;i < numsurfaces;i = j)
10483 // texture is the base texture pointer, rsurface.texture is the
10484 // current frame/skin the texture is directing us to use (for example
10485 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10486 // use skin 1 instead)
10487 texture = surfacelist[i]->texture;
10488 rsurface.texture = R_GetCurrentTexture(texture);
10489 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10491 // if this texture is not the kind we want, skip ahead to the next one
10492 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10496 if(FAKELIGHT_ENABLED || depthonly || prepass)
10498 rsurface.lightmaptexture = NULL;
10499 rsurface.deluxemaptexture = NULL;
10500 rsurface.uselightmaptexture = false;
10501 // simply scan ahead until we find a different texture or lightmap state
10502 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10507 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10508 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10509 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10510 // simply scan ahead until we find a different texture or lightmap state
10511 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10514 // render the range of surfaces
10515 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10517 R_FrameData_ReturnToMark();
10520 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10524 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10527 if (!rsurface.texture->currentnumlayers)
10529 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10530 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10532 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10534 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10535 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10536 else if (!rsurface.texture->currentnumlayers)
10538 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10540 // in the deferred case, transparent surfaces were queued during prepass
10541 if (!r_shadow_usingdeferredprepass)
10542 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10546 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10547 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10552 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10555 texture_t *texture;
10556 R_FrameData_SetMark();
10557 // break the surface list down into batches by texture and use of lightmapping
10558 for (i = 0;i < numsurfaces;i = j)
10561 // texture is the base texture pointer, rsurface.texture is the
10562 // current frame/skin the texture is directing us to use (for example
10563 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10564 // use skin 1 instead)
10565 texture = surfacelist[i]->texture;
10566 rsurface.texture = R_GetCurrentTexture(texture);
10567 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10569 // if this texture is not the kind we want, skip ahead to the next one
10570 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10574 if(FAKELIGHT_ENABLED || depthonly || prepass)
10576 rsurface.lightmaptexture = NULL;
10577 rsurface.deluxemaptexture = NULL;
10578 rsurface.uselightmaptexture = false;
10579 // simply scan ahead until we find a different texture or lightmap state
10580 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10585 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10586 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10587 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10588 // simply scan ahead until we find a different texture or lightmap state
10589 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10592 // render the range of surfaces
10593 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10595 R_FrameData_ReturnToMark();
10598 float locboxvertex3f[6*4*3] =
10600 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10601 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10602 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10603 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10604 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10605 1,0,0, 0,0,0, 0,1,0, 1,1,0
10608 unsigned short locboxelements[6*2*3] =
10613 12,13,14, 12,14,15,
10614 16,17,18, 16,18,19,
10618 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10621 cl_locnode_t *loc = (cl_locnode_t *)ent;
10623 float vertex3f[6*4*3];
10625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10626 GL_DepthMask(false);
10627 GL_DepthRange(0, 1);
10628 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10629 GL_DepthTest(true);
10630 GL_CullFace(GL_NONE);
10631 R_EntityMatrix(&identitymatrix);
10633 // R_Mesh_ResetTextureState();
10635 i = surfacelist[0];
10636 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10637 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10638 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10639 surfacelist[0] < 0 ? 0.5f : 0.125f);
10641 if (VectorCompare(loc->mins, loc->maxs))
10643 VectorSet(size, 2, 2, 2);
10644 VectorMA(loc->mins, -0.5f, size, mins);
10648 VectorCopy(loc->mins, mins);
10649 VectorSubtract(loc->maxs, loc->mins, size);
10652 for (i = 0;i < 6*4*3;)
10653 for (j = 0;j < 3;j++, i++)
10654 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10656 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10657 R_SetupShader_Generic_NoTexture(false, false);
10658 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10661 void R_DrawLocs(void)
10664 cl_locnode_t *loc, *nearestloc;
10666 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10667 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10669 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10670 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10674 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10676 if (decalsystem->decals)
10677 Mem_Free(decalsystem->decals);
10678 memset(decalsystem, 0, sizeof(*decalsystem));
10681 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10684 tridecal_t *decals;
10687 // expand or initialize the system
10688 if (decalsystem->maxdecals <= decalsystem->numdecals)
10690 decalsystem_t old = *decalsystem;
10691 qboolean useshortelements;
10692 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10693 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10694 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10695 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10696 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10697 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10698 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10699 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10700 if (decalsystem->numdecals)
10701 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10703 Mem_Free(old.decals);
10704 for (i = 0;i < decalsystem->maxdecals*3;i++)
10705 decalsystem->element3i[i] = i;
10706 if (useshortelements)
10707 for (i = 0;i < decalsystem->maxdecals*3;i++)
10708 decalsystem->element3s[i] = i;
10711 // grab a decal and search for another free slot for the next one
10712 decals = decalsystem->decals;
10713 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10714 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10716 decalsystem->freedecal = i;
10717 if (decalsystem->numdecals <= i)
10718 decalsystem->numdecals = i + 1;
10720 // initialize the decal
10722 decal->triangleindex = triangleindex;
10723 decal->surfaceindex = surfaceindex;
10724 decal->decalsequence = decalsequence;
10725 decal->color4f[0][0] = c0[0];
10726 decal->color4f[0][1] = c0[1];
10727 decal->color4f[0][2] = c0[2];
10728 decal->color4f[0][3] = 1;
10729 decal->color4f[1][0] = c1[0];
10730 decal->color4f[1][1] = c1[1];
10731 decal->color4f[1][2] = c1[2];
10732 decal->color4f[1][3] = 1;
10733 decal->color4f[2][0] = c2[0];
10734 decal->color4f[2][1] = c2[1];
10735 decal->color4f[2][2] = c2[2];
10736 decal->color4f[2][3] = 1;
10737 decal->vertex3f[0][0] = v0[0];
10738 decal->vertex3f[0][1] = v0[1];
10739 decal->vertex3f[0][2] = v0[2];
10740 decal->vertex3f[1][0] = v1[0];
10741 decal->vertex3f[1][1] = v1[1];
10742 decal->vertex3f[1][2] = v1[2];
10743 decal->vertex3f[2][0] = v2[0];
10744 decal->vertex3f[2][1] = v2[1];
10745 decal->vertex3f[2][2] = v2[2];
10746 decal->texcoord2f[0][0] = t0[0];
10747 decal->texcoord2f[0][1] = t0[1];
10748 decal->texcoord2f[1][0] = t1[0];
10749 decal->texcoord2f[1][1] = t1[1];
10750 decal->texcoord2f[2][0] = t2[0];
10751 decal->texcoord2f[2][1] = t2[1];
10752 TriangleNormal(v0, v1, v2, decal->plane);
10753 VectorNormalize(decal->plane);
10754 decal->plane[3] = DotProduct(v0, decal->plane);
10757 extern cvar_t cl_decals_bias;
10758 extern cvar_t cl_decals_models;
10759 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10760 // baseparms, parms, temps
10761 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10766 const float *vertex3f;
10767 const float *normal3f;
10769 float points[2][9][3];
10776 e = rsurface.modelelement3i + 3*triangleindex;
10778 vertex3f = rsurface.modelvertex3f;
10779 normal3f = rsurface.modelnormal3f;
10783 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10785 index = 3*e[cornerindex];
10786 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10791 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10793 index = 3*e[cornerindex];
10794 VectorCopy(vertex3f + index, v[cornerindex]);
10799 //TriangleNormal(v[0], v[1], v[2], normal);
10800 //if (DotProduct(normal, localnormal) < 0.0f)
10802 // clip by each of the box planes formed from the projection matrix
10803 // if anything survives, we emit the decal
10804 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10807 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10810 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10813 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10816 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10819 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10822 // some part of the triangle survived, so we have to accept it...
10825 // dynamic always uses the original triangle
10827 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10829 index = 3*e[cornerindex];
10830 VectorCopy(vertex3f + index, v[cornerindex]);
10833 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10835 // convert vertex positions to texcoords
10836 Matrix4x4_Transform(projection, v[cornerindex], temp);
10837 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10838 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10839 // calculate distance fade from the projection origin
10840 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10841 f = bound(0.0f, f, 1.0f);
10842 c[cornerindex][0] = r * f;
10843 c[cornerindex][1] = g * f;
10844 c[cornerindex][2] = b * f;
10845 c[cornerindex][3] = 1.0f;
10846 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10849 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10851 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10852 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10854 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10856 matrix4x4_t projection;
10857 decalsystem_t *decalsystem;
10860 const msurface_t *surface;
10861 const msurface_t *surfaces;
10862 const int *surfacelist;
10863 const texture_t *texture;
10865 int numsurfacelist;
10866 int surfacelistindex;
10869 float localorigin[3];
10870 float localnormal[3];
10871 float localmins[3];
10872 float localmaxs[3];
10875 float planes[6][4];
10878 int bih_triangles_count;
10879 int bih_triangles[256];
10880 int bih_surfaces[256];
10882 decalsystem = &ent->decalsystem;
10883 model = ent->model;
10884 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10886 R_DecalSystem_Reset(&ent->decalsystem);
10890 if (!model->brush.data_leafs && !cl_decals_models.integer)
10892 if (decalsystem->model)
10893 R_DecalSystem_Reset(decalsystem);
10897 if (decalsystem->model != model)
10898 R_DecalSystem_Reset(decalsystem);
10899 decalsystem->model = model;
10901 RSurf_ActiveModelEntity(ent, true, false, false);
10903 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10904 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10905 VectorNormalize(localnormal);
10906 localsize = worldsize*rsurface.inversematrixscale;
10907 localmins[0] = localorigin[0] - localsize;
10908 localmins[1] = localorigin[1] - localsize;
10909 localmins[2] = localorigin[2] - localsize;
10910 localmaxs[0] = localorigin[0] + localsize;
10911 localmaxs[1] = localorigin[1] + localsize;
10912 localmaxs[2] = localorigin[2] + localsize;
10914 //VectorCopy(localnormal, planes[4]);
10915 //VectorVectors(planes[4], planes[2], planes[0]);
10916 AnglesFromVectors(angles, localnormal, NULL, false);
10917 AngleVectors(angles, planes[0], planes[2], planes[4]);
10918 VectorNegate(planes[0], planes[1]);
10919 VectorNegate(planes[2], planes[3]);
10920 VectorNegate(planes[4], planes[5]);
10921 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10922 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10923 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10924 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10925 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10926 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10931 matrix4x4_t forwardprojection;
10932 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10933 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10938 float projectionvector[4][3];
10939 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10940 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10941 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10942 projectionvector[0][0] = planes[0][0] * ilocalsize;
10943 projectionvector[0][1] = planes[1][0] * ilocalsize;
10944 projectionvector[0][2] = planes[2][0] * ilocalsize;
10945 projectionvector[1][0] = planes[0][1] * ilocalsize;
10946 projectionvector[1][1] = planes[1][1] * ilocalsize;
10947 projectionvector[1][2] = planes[2][1] * ilocalsize;
10948 projectionvector[2][0] = planes[0][2] * ilocalsize;
10949 projectionvector[2][1] = planes[1][2] * ilocalsize;
10950 projectionvector[2][2] = planes[2][2] * ilocalsize;
10951 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10952 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10953 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10954 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10958 dynamic = model->surfmesh.isanimated;
10959 numsurfacelist = model->nummodelsurfaces;
10960 surfacelist = model->sortedmodelsurfaces;
10961 surfaces = model->data_surfaces;
10964 bih_triangles_count = -1;
10967 if(model->render_bih.numleafs)
10968 bih = &model->render_bih;
10969 else if(model->collision_bih.numleafs)
10970 bih = &model->collision_bih;
10973 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10974 if(bih_triangles_count == 0)
10976 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10978 if(bih_triangles_count > 0)
10980 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10982 surfaceindex = bih_surfaces[triangleindex];
10983 surface = surfaces + surfaceindex;
10984 texture = surface->texture;
10985 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10987 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10989 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10994 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10996 surfaceindex = surfacelist[surfacelistindex];
10997 surface = surfaces + surfaceindex;
10998 // check cull box first because it rejects more than any other check
10999 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11001 // skip transparent surfaces
11002 texture = surface->texture;
11003 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11005 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11007 numtriangles = surface->num_triangles;
11008 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11009 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11014 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11015 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11017 int renderentityindex;
11018 float worldmins[3];
11019 float worldmaxs[3];
11020 entity_render_t *ent;
11022 if (!cl_decals_newsystem.integer)
11025 worldmins[0] = worldorigin[0] - worldsize;
11026 worldmins[1] = worldorigin[1] - worldsize;
11027 worldmins[2] = worldorigin[2] - worldsize;
11028 worldmaxs[0] = worldorigin[0] + worldsize;
11029 worldmaxs[1] = worldorigin[1] + worldsize;
11030 worldmaxs[2] = worldorigin[2] + worldsize;
11032 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11034 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11036 ent = r_refdef.scene.entities[renderentityindex];
11037 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11040 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11044 typedef struct r_decalsystem_splatqueue_s
11046 vec3_t worldorigin;
11047 vec3_t worldnormal;
11053 r_decalsystem_splatqueue_t;
11055 int r_decalsystem_numqueued = 0;
11056 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11058 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11060 r_decalsystem_splatqueue_t *queue;
11062 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11065 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11066 VectorCopy(worldorigin, queue->worldorigin);
11067 VectorCopy(worldnormal, queue->worldnormal);
11068 Vector4Set(queue->color, r, g, b, a);
11069 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11070 queue->worldsize = worldsize;
11071 queue->decalsequence = cl.decalsequence++;
11074 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11077 r_decalsystem_splatqueue_t *queue;
11079 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11080 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11081 r_decalsystem_numqueued = 0;
11084 extern cvar_t cl_decals_max;
11085 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11088 decalsystem_t *decalsystem = &ent->decalsystem;
11095 if (!decalsystem->numdecals)
11098 if (r_showsurfaces.integer)
11101 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11103 R_DecalSystem_Reset(decalsystem);
11107 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11108 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11110 if (decalsystem->lastupdatetime)
11111 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11114 decalsystem->lastupdatetime = r_refdef.scene.time;
11115 decal = decalsystem->decals;
11116 numdecals = decalsystem->numdecals;
11118 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11120 if (decal->color4f[0][3])
11122 decal->lived += frametime;
11123 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11125 memset(decal, 0, sizeof(*decal));
11126 if (decalsystem->freedecal > i)
11127 decalsystem->freedecal = i;
11131 decal = decalsystem->decals;
11132 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11135 // collapse the array by shuffling the tail decals into the gaps
11138 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11139 decalsystem->freedecal++;
11140 if (decalsystem->freedecal == numdecals)
11142 decal[decalsystem->freedecal] = decal[--numdecals];
11145 decalsystem->numdecals = numdecals;
11147 if (numdecals <= 0)
11149 // if there are no decals left, reset decalsystem
11150 R_DecalSystem_Reset(decalsystem);
11154 extern skinframe_t *decalskinframe;
11155 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11158 decalsystem_t *decalsystem = &ent->decalsystem;
11167 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11170 numdecals = decalsystem->numdecals;
11174 if (r_showsurfaces.integer)
11177 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11179 R_DecalSystem_Reset(decalsystem);
11183 // if the model is static it doesn't matter what value we give for
11184 // wantnormals and wanttangents, so this logic uses only rules applicable
11185 // to a model, knowing that they are meaningless otherwise
11186 if (ent == r_refdef.scene.worldentity)
11187 RSurf_ActiveWorldEntity();
11189 RSurf_ActiveModelEntity(ent, false, false, false);
11191 decalsystem->lastupdatetime = r_refdef.scene.time;
11192 decal = decalsystem->decals;
11194 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11196 // update vertex positions for animated models
11197 v3f = decalsystem->vertex3f;
11198 c4f = decalsystem->color4f;
11199 t2f = decalsystem->texcoord2f;
11200 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11202 if (!decal->color4f[0][3])
11205 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11209 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11212 // update color values for fading decals
11213 if (decal->lived >= cl_decals_time.value)
11214 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11218 c4f[ 0] = decal->color4f[0][0] * alpha;
11219 c4f[ 1] = decal->color4f[0][1] * alpha;
11220 c4f[ 2] = decal->color4f[0][2] * alpha;
11222 c4f[ 4] = decal->color4f[1][0] * alpha;
11223 c4f[ 5] = decal->color4f[1][1] * alpha;
11224 c4f[ 6] = decal->color4f[1][2] * alpha;
11226 c4f[ 8] = decal->color4f[2][0] * alpha;
11227 c4f[ 9] = decal->color4f[2][1] * alpha;
11228 c4f[10] = decal->color4f[2][2] * alpha;
11231 t2f[0] = decal->texcoord2f[0][0];
11232 t2f[1] = decal->texcoord2f[0][1];
11233 t2f[2] = decal->texcoord2f[1][0];
11234 t2f[3] = decal->texcoord2f[1][1];
11235 t2f[4] = decal->texcoord2f[2][0];
11236 t2f[5] = decal->texcoord2f[2][1];
11238 // update vertex positions for animated models
11239 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11241 e = rsurface.modelelement3i + 3*decal->triangleindex;
11242 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11243 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11244 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11248 VectorCopy(decal->vertex3f[0], v3f);
11249 VectorCopy(decal->vertex3f[1], v3f + 3);
11250 VectorCopy(decal->vertex3f[2], v3f + 6);
11253 if (r_refdef.fogenabled)
11255 alpha = RSurf_FogVertex(v3f);
11256 VectorScale(c4f, alpha, c4f);
11257 alpha = RSurf_FogVertex(v3f + 3);
11258 VectorScale(c4f + 4, alpha, c4f + 4);
11259 alpha = RSurf_FogVertex(v3f + 6);
11260 VectorScale(c4f + 8, alpha, c4f + 8);
11271 r_refdef.stats.drawndecals += numtris;
11273 // now render the decals all at once
11274 // (this assumes they all use one particle font texture!)
11275 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11276 // R_Mesh_ResetTextureState();
11277 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11278 GL_DepthMask(false);
11279 GL_DepthRange(0, 1);
11280 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11281 GL_DepthTest(true);
11282 GL_CullFace(GL_NONE);
11283 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11284 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11285 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11289 static void R_DrawModelDecals(void)
11293 // fade faster when there are too many decals
11294 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11295 for (i = 0;i < r_refdef.scene.numentities;i++)
11296 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11298 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11299 for (i = 0;i < r_refdef.scene.numentities;i++)
11300 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11301 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11303 R_DecalSystem_ApplySplatEntitiesQueue();
11305 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11306 for (i = 0;i < r_refdef.scene.numentities;i++)
11307 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11309 r_refdef.stats.totaldecals += numdecals;
11311 if (r_showsurfaces.integer)
11314 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11316 for (i = 0;i < r_refdef.scene.numentities;i++)
11318 if (!r_refdef.viewcache.entityvisible[i])
11320 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11321 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11325 extern cvar_t mod_collision_bih;
11326 static void R_DrawDebugModel(void)
11328 entity_render_t *ent = rsurface.entity;
11329 int i, j, k, l, flagsmask;
11330 const msurface_t *surface;
11331 dp_model_t *model = ent->model;
11334 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11337 if (r_showoverdraw.value > 0)
11339 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11340 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11341 R_SetupShader_Generic_NoTexture(false, false);
11342 GL_DepthTest(false);
11343 GL_DepthMask(false);
11344 GL_DepthRange(0, 1);
11345 GL_BlendFunc(GL_ONE, GL_ONE);
11346 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11348 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11350 rsurface.texture = R_GetCurrentTexture(surface->texture);
11351 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11353 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11354 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11355 if (!rsurface.texture->currentlayers->depthmask)
11356 GL_Color(c, 0, 0, 1.0f);
11357 else if (ent == r_refdef.scene.worldentity)
11358 GL_Color(c, c, c, 1.0f);
11360 GL_Color(0, c, 0, 1.0f);
11361 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11365 rsurface.texture = NULL;
11368 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11370 // R_Mesh_ResetTextureState();
11371 R_SetupShader_Generic_NoTexture(false, false);
11372 GL_DepthRange(0, 1);
11373 GL_DepthTest(!r_showdisabledepthtest.integer);
11374 GL_DepthMask(false);
11375 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11377 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11381 qboolean cullbox = ent == r_refdef.scene.worldentity;
11382 const q3mbrush_t *brush;
11383 const bih_t *bih = &model->collision_bih;
11384 const bih_leaf_t *bihleaf;
11385 float vertex3f[3][3];
11386 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11388 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11390 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11392 switch (bihleaf->type)
11395 brush = model->brush.data_brushes + bihleaf->itemindex;
11396 if (brush->colbrushf && brush->colbrushf->numtriangles)
11398 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11399 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11400 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11403 case BIH_COLLISIONTRIANGLE:
11404 triangleindex = bihleaf->itemindex;
11405 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11406 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11407 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11408 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11409 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11410 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11412 case BIH_RENDERTRIANGLE:
11413 triangleindex = bihleaf->itemindex;
11414 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11415 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11416 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11417 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11418 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11419 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11425 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11428 if (r_showtris.integer && qglPolygonMode)
11430 if (r_showdisabledepthtest.integer)
11432 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11433 GL_DepthMask(false);
11437 GL_BlendFunc(GL_ONE, GL_ZERO);
11438 GL_DepthMask(true);
11440 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11441 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11443 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11445 rsurface.texture = R_GetCurrentTexture(surface->texture);
11446 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11448 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11449 if (!rsurface.texture->currentlayers->depthmask)
11450 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11451 else if (ent == r_refdef.scene.worldentity)
11452 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11454 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11455 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11459 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11460 rsurface.texture = NULL;
11463 if (r_shownormals.value != 0 && qglBegin)
11465 if (r_showdisabledepthtest.integer)
11467 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11468 GL_DepthMask(false);
11472 GL_BlendFunc(GL_ONE, GL_ZERO);
11473 GL_DepthMask(true);
11475 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11477 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11479 rsurface.texture = R_GetCurrentTexture(surface->texture);
11480 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11482 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11483 qglBegin(GL_LINES);
11484 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11486 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11488 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11489 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11490 qglVertex3f(v[0], v[1], v[2]);
11491 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11492 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11493 qglVertex3f(v[0], v[1], v[2]);
11496 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11498 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11500 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11501 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11502 qglVertex3f(v[0], v[1], v[2]);
11503 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11504 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11505 qglVertex3f(v[0], v[1], v[2]);
11508 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11510 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11512 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11513 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11514 qglVertex3f(v[0], v[1], v[2]);
11515 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11516 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11517 qglVertex3f(v[0], v[1], v[2]);
11520 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11522 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11524 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11525 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11526 qglVertex3f(v[0], v[1], v[2]);
11527 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11528 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11529 qglVertex3f(v[0], v[1], v[2]);
11536 rsurface.texture = NULL;
11541 int r_maxsurfacelist = 0;
11542 const msurface_t **r_surfacelist = NULL;
11543 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11545 int i, j, endj, flagsmask;
11546 dp_model_t *model = r_refdef.scene.worldmodel;
11547 msurface_t *surfaces;
11548 unsigned char *update;
11549 int numsurfacelist = 0;
11553 if (r_maxsurfacelist < model->num_surfaces)
11555 r_maxsurfacelist = model->num_surfaces;
11557 Mem_Free((msurface_t**)r_surfacelist);
11558 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11561 RSurf_ActiveWorldEntity();
11563 surfaces = model->data_surfaces;
11564 update = model->brushq1.lightmapupdateflags;
11566 // update light styles on this submodel
11567 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11569 model_brush_lightstyleinfo_t *style;
11570 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11572 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11574 int *list = style->surfacelist;
11575 style->value = r_refdef.scene.lightstylevalue[style->style];
11576 for (j = 0;j < style->numsurfaces;j++)
11577 update[list[j]] = true;
11582 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11586 R_DrawDebugModel();
11587 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11591 rsurface.lightmaptexture = NULL;
11592 rsurface.deluxemaptexture = NULL;
11593 rsurface.uselightmaptexture = false;
11594 rsurface.texture = NULL;
11595 rsurface.rtlight = NULL;
11596 numsurfacelist = 0;
11597 // add visible surfaces to draw list
11598 for (i = 0;i < model->nummodelsurfaces;i++)
11600 j = model->sortedmodelsurfaces[i];
11601 if (r_refdef.viewcache.world_surfacevisible[j])
11602 r_surfacelist[numsurfacelist++] = surfaces + j;
11604 // update lightmaps if needed
11605 if (model->brushq1.firstrender)
11607 model->brushq1.firstrender = false;
11608 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11610 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11614 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11615 if (r_refdef.viewcache.world_surfacevisible[j])
11617 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11619 // don't do anything if there were no surfaces
11620 if (!numsurfacelist)
11622 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11625 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11627 // add to stats if desired
11628 if (r_speeds.integer && !skysurfaces && !depthonly)
11630 r_refdef.stats.world_surfaces += numsurfacelist;
11631 for (j = 0;j < numsurfacelist;j++)
11632 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11635 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11638 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11640 int i, j, endj, flagsmask;
11641 dp_model_t *model = ent->model;
11642 msurface_t *surfaces;
11643 unsigned char *update;
11644 int numsurfacelist = 0;
11648 if (r_maxsurfacelist < model->num_surfaces)
11650 r_maxsurfacelist = model->num_surfaces;
11652 Mem_Free((msurface_t **)r_surfacelist);
11653 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11656 // if the model is static it doesn't matter what value we give for
11657 // wantnormals and wanttangents, so this logic uses only rules applicable
11658 // to a model, knowing that they are meaningless otherwise
11659 if (ent == r_refdef.scene.worldentity)
11660 RSurf_ActiveWorldEntity();
11661 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11662 RSurf_ActiveModelEntity(ent, false, false, false);
11664 RSurf_ActiveModelEntity(ent, true, true, true);
11665 else if (depthonly)
11667 switch (vid.renderpath)
11669 case RENDERPATH_GL20:
11670 case RENDERPATH_D3D9:
11671 case RENDERPATH_D3D10:
11672 case RENDERPATH_D3D11:
11673 case RENDERPATH_SOFT:
11674 case RENDERPATH_GLES2:
11675 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11677 case RENDERPATH_GL11:
11678 case RENDERPATH_GL13:
11679 case RENDERPATH_GLES1:
11680 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11686 switch (vid.renderpath)
11688 case RENDERPATH_GL20:
11689 case RENDERPATH_D3D9:
11690 case RENDERPATH_D3D10:
11691 case RENDERPATH_D3D11:
11692 case RENDERPATH_SOFT:
11693 case RENDERPATH_GLES2:
11694 RSurf_ActiveModelEntity(ent, true, true, false);
11696 case RENDERPATH_GL11:
11697 case RENDERPATH_GL13:
11698 case RENDERPATH_GLES1:
11699 RSurf_ActiveModelEntity(ent, true, false, false);
11704 surfaces = model->data_surfaces;
11705 update = model->brushq1.lightmapupdateflags;
11707 // update light styles
11708 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11710 model_brush_lightstyleinfo_t *style;
11711 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11713 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11715 int *list = style->surfacelist;
11716 style->value = r_refdef.scene.lightstylevalue[style->style];
11717 for (j = 0;j < style->numsurfaces;j++)
11718 update[list[j]] = true;
11723 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11727 R_DrawDebugModel();
11728 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11732 rsurface.lightmaptexture = NULL;
11733 rsurface.deluxemaptexture = NULL;
11734 rsurface.uselightmaptexture = false;
11735 rsurface.texture = NULL;
11736 rsurface.rtlight = NULL;
11737 numsurfacelist = 0;
11738 // add visible surfaces to draw list
11739 for (i = 0;i < model->nummodelsurfaces;i++)
11740 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11741 // don't do anything if there were no surfaces
11742 if (!numsurfacelist)
11744 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11747 // update lightmaps if needed
11751 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11756 R_BuildLightMap(ent, surfaces + j);
11761 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11763 R_BuildLightMap(ent, surfaces + j);
11764 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11766 // add to stats if desired
11767 if (r_speeds.integer && !skysurfaces && !depthonly)
11769 r_refdef.stats.entities_surfaces += numsurfacelist;
11770 for (j = 0;j < numsurfacelist;j++)
11771 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11774 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11777 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11779 static texture_t texture;
11780 static msurface_t surface;
11781 const msurface_t *surfacelist = &surface;
11783 // fake enough texture and surface state to render this geometry
11785 texture.update_lastrenderframe = -1; // regenerate this texture
11786 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11787 texture.currentskinframe = skinframe;
11788 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11789 texture.offsetmapping = OFFSETMAPPING_OFF;
11790 texture.offsetscale = 1;
11791 texture.specularscalemod = 1;
11792 texture.specularpowermod = 1;
11794 surface.texture = &texture;
11795 surface.num_triangles = numtriangles;
11796 surface.num_firsttriangle = firsttriangle;
11797 surface.num_vertices = numvertices;
11798 surface.num_firstvertex = firstvertex;
11801 rsurface.texture = R_GetCurrentTexture(surface.texture);
11802 rsurface.lightmaptexture = NULL;
11803 rsurface.deluxemaptexture = NULL;
11804 rsurface.uselightmaptexture = false;
11805 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11808 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11810 static msurface_t surface;
11811 const msurface_t *surfacelist = &surface;
11813 // fake enough texture and surface state to render this geometry
11814 surface.texture = texture;
11815 surface.num_triangles = numtriangles;
11816 surface.num_firsttriangle = firsttriangle;
11817 surface.num_vertices = numvertices;
11818 surface.num_firstvertex = firstvertex;
11821 rsurface.texture = R_GetCurrentTexture(surface.texture);
11822 rsurface.lightmaptexture = NULL;
11823 rsurface.deluxemaptexture = NULL;
11824 rsurface.uselightmaptexture = false;
11825 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);