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;
47 static qboolean r_gpuskeletal;
54 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
55 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 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)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 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"};
61 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"};
62 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"};
63 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"};
64 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"};
65 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"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 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"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 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)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 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"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 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"};
81 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
82 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 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)"};
102 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)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 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."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 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."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 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"};
127 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"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 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"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
138 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 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)"};
150 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"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
157 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"};
158 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"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 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"};
162 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)"};
163 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)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 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"};
175 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."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
184 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)"};
186 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)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 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"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 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"};
193 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"};
194 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)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 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"};
224 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"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
231 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
233 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
235 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
236 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"};
238 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
240 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)"};
241 cvar_t r_bufferdatasize[R_BUFFERDATA_COUNT] =
243 {CVAR_SAVE, "r_bufferdatasize_vertex", "4", "vertex buffer size for one frame"},
244 {CVAR_SAVE, "r_bufferdatasize_index16", "1", "index buffer size for one frame (16bit indices)"},
245 {CVAR_SAVE, "r_bufferdatasize_index32", "1", "index buffer size for one frame (32bit indices)"},
246 {CVAR_SAVE, "r_bufferdatasize_uniform", "0.25", "uniform buffer size for one frame"},
249 extern cvar_t v_glslgamma;
250 extern cvar_t v_glslgamma_2d;
252 extern qboolean v_flipped_state;
254 r_framebufferstate_t r_fb;
256 /// shadow volume bsp struct with automatically growing nodes buffer
259 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 const char *builtinhlslshaderstrings[] =
624 #include "shader_hlsl.h"
628 char *glslshaderstring = NULL;
629 char *hlslshaderstring = NULL;
631 //=======================================================================================================================================================
633 typedef struct shaderpermutationinfo_s
638 shaderpermutationinfo_t;
640 typedef struct shadermodeinfo_s
642 const char *filename;
648 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
649 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
651 {"#define USEDIFFUSE\n", " diffuse"},
652 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
653 {"#define USEVIEWTINT\n", " viewtint"},
654 {"#define USECOLORMAPPING\n", " colormapping"},
655 {"#define USESATURATION\n", " saturation"},
656 {"#define USEFOGINSIDE\n", " foginside"},
657 {"#define USEFOGOUTSIDE\n", " fogoutside"},
658 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
659 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
660 {"#define USEGAMMARAMPS\n", " gammaramps"},
661 {"#define USECUBEFILTER\n", " cubefilter"},
662 {"#define USEGLOW\n", " glow"},
663 {"#define USEBLOOM\n", " bloom"},
664 {"#define USESPECULAR\n", " specular"},
665 {"#define USEPOSTPROCESSING\n", " postprocessing"},
666 {"#define USEREFLECTION\n", " reflection"},
667 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
668 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
669 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
670 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
671 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
672 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
673 {"#define USEALPHAKILL\n", " alphakill"},
674 {"#define USEREFLECTCUBE\n", " reflectcube"},
675 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
676 {"#define USEBOUNCEGRID\n", " bouncegrid"},
677 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
678 {"#define USETRIPPY\n", " trippy"},
679 {"#define USEDEPTHRGB\n", " depthrgb"},
680 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
681 {"#define USESKELETAL\n", " skeletal"}
684 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
685 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
687 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
688 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
694 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
695 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
696 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
697 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
698 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
701 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
702 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
708 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
709 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
721 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
722 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
723 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenNormalMap;
764 int tex_Texture_ScreenDiffuse;
765 int tex_Texture_ScreenSpecular;
766 int tex_Texture_ReflectMask;
767 int tex_Texture_ReflectCube;
768 int tex_Texture_BounceGrid;
769 /// locations of detected uniforms in program object, or -1 if not found
770 int loc_Texture_First;
771 int loc_Texture_Second;
772 int loc_Texture_GammaRamps;
773 int loc_Texture_Normal;
774 int loc_Texture_Color;
775 int loc_Texture_Gloss;
776 int loc_Texture_Glow;
777 int loc_Texture_SecondaryNormal;
778 int loc_Texture_SecondaryColor;
779 int loc_Texture_SecondaryGloss;
780 int loc_Texture_SecondaryGlow;
781 int loc_Texture_Pants;
782 int loc_Texture_Shirt;
783 int loc_Texture_FogHeightTexture;
784 int loc_Texture_FogMask;
785 int loc_Texture_Lightmap;
786 int loc_Texture_Deluxemap;
787 int loc_Texture_Attenuation;
788 int loc_Texture_Cube;
789 int loc_Texture_Refraction;
790 int loc_Texture_Reflection;
791 int loc_Texture_ShadowMap2D;
792 int loc_Texture_CubeProjection;
793 int loc_Texture_ScreenNormalMap;
794 int loc_Texture_ScreenDiffuse;
795 int loc_Texture_ScreenSpecular;
796 int loc_Texture_ReflectMask;
797 int loc_Texture_ReflectCube;
798 int loc_Texture_BounceGrid;
800 int loc_BloomBlur_Parameters;
802 int loc_Color_Ambient;
803 int loc_Color_Diffuse;
804 int loc_Color_Specular;
808 int loc_DeferredColor_Ambient;
809 int loc_DeferredColor_Diffuse;
810 int loc_DeferredColor_Specular;
811 int loc_DeferredMod_Diffuse;
812 int loc_DeferredMod_Specular;
813 int loc_DistortScaleRefractReflect;
816 int loc_FogHeightFade;
818 int loc_FogPlaneViewDist;
819 int loc_FogRangeRecip;
822 int loc_LightPosition;
823 int loc_OffsetMapping_ScaleSteps;
824 int loc_OffsetMapping_LodDistance;
825 int loc_OffsetMapping_Bias;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
838 int loc_Skeletal_Transform12;
843 int loc_ViewTintColor;
845 int loc_ModelToLight;
847 int loc_BackgroundTexMatrix;
848 int loc_ModelViewProjectionMatrix;
849 int loc_ModelViewMatrix;
850 int loc_PixelToScreenTexCoord;
851 int loc_ModelToReflectCube;
852 int loc_ShadowMapMatrix;
853 int loc_BloomColorSubtract;
854 int loc_NormalmapScrollBlend;
855 int loc_BounceGridMatrix;
856 int loc_BounceGridIntensity;
857 /// uniform block bindings
858 int ubibind_Skeletal_Transform12_UniformBlock;
859 /// uniform block indices
860 int ubiloc_Skeletal_Transform12_UniformBlock;
862 r_glsl_permutation_t;
864 #define SHADERPERMUTATION_HASHSIZE 256
867 // non-degradable "lightweight" shader parameters to keep the permutations simpler
868 // these can NOT degrade! only use for simple stuff
871 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
872 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
873 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
874 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
875 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
876 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
877 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
878 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
879 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
880 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
881 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
882 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
883 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
885 #define SHADERSTATICPARMS_COUNT 13
887 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
888 static int shaderstaticparms_count = 0;
890 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
891 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
893 extern qboolean r_shadow_shadowmapsampler;
894 extern int r_shadow_shadowmappcf;
895 qboolean R_CompileShader_CheckStaticParms(void)
897 static int r_compileshader_staticparms_save[1];
898 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
899 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
902 if (r_glsl_saturation_redcompensate.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
904 if (r_glsl_vertextextureblend_usebothalphas.integer)
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
906 if (r_shadow_glossexact.integer)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
908 if (r_glsl_postprocess.integer)
910 if (r_glsl_postprocess_uservec1_enable.integer)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
912 if (r_glsl_postprocess_uservec2_enable.integer)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
914 if (r_glsl_postprocess_uservec3_enable.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
916 if (r_glsl_postprocess_uservec4_enable.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
919 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
920 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
922 if (r_shadow_shadowmapsampler)
923 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
924 if (r_shadow_shadowmappcf > 1)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
926 else if (r_shadow_shadowmappcf)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
928 if (r_celshading.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
930 if (r_celoutlines.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
933 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
936 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
937 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
938 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
940 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
941 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
943 shaderstaticparms_count = 0;
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
948 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
949 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
950 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
951 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
952 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
953 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
954 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
955 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
956 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
957 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
958 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
961 /// information about each possible shader permutation
962 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
963 /// currently selected permutation
964 r_glsl_permutation_t *r_glsl_permutation;
965 /// storage for permutations linked in the hash table
966 memexpandablearray_t r_glsl_permutationarray;
968 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
970 //unsigned int hashdepth = 0;
971 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
972 r_glsl_permutation_t *p;
973 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
975 if (p->mode == mode && p->permutation == permutation)
977 //if (hashdepth > 10)
978 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
983 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
985 p->permutation = permutation;
986 p->hashnext = r_glsl_permutationhash[mode][hashindex];
987 r_glsl_permutationhash[mode][hashindex] = p;
988 //if (hashdepth > 10)
989 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
993 static char *R_ShaderStrCat(const char **strings)
996 const char **p = strings;
999 for (p = strings;(t = *p);p++)
1002 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1004 for (p = strings;(t = *p);p++)
1014 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1017 if (!filename || !filename[0])
1019 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1020 if (!strcmp(filename, "glsl/default.glsl"))
1023 return R_ShaderStrCat(builtinshaderstrings);
1024 if (!glslshaderstring)
1026 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1027 if (glslshaderstring)
1028 Con_DPrintf("Loading shaders from file %s...\n", filename);
1030 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1032 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1033 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1034 return shaderstring;
1036 if (!strcmp(filename, "hlsl/default.hlsl"))
1039 return R_ShaderStrCat(builtinhlslshaderstrings);
1040 if (!hlslshaderstring)
1042 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1043 if (hlslshaderstring)
1044 Con_DPrintf("Loading shaders from file %s...\n", filename);
1046 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1048 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1049 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1050 return shaderstring;
1052 // we don't have builtin strings for any other files
1055 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1058 if (printfromdisknotice)
1059 Con_DPrintf("from disk %s... ", filename);
1060 return shaderstring;
1062 return shaderstring;
1065 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1070 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1072 char permutationname[256];
1073 int vertstrings_count = 0;
1074 int geomstrings_count = 0;
1075 int fragstrings_count = 0;
1076 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1077 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1078 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1085 permutationname[0] = 0;
1086 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1088 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1090 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1091 if(vid.support.glshaderversion >= 140)
1093 vertstrings_list[vertstrings_count++] = "#version 140\n";
1094 geomstrings_list[geomstrings_count++] = "#version 140\n";
1095 fragstrings_list[fragstrings_count++] = "#version 140\n";
1096 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1097 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1098 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1100 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1101 else if(vid.support.glshaderversion >= 130)
1103 vertstrings_list[vertstrings_count++] = "#version 130\n";
1104 geomstrings_list[geomstrings_count++] = "#version 130\n";
1105 fragstrings_list[fragstrings_count++] = "#version 130\n";
1106 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1107 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1108 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1111 // the first pretext is which type of shader to compile as
1112 // (later these will all be bound together as a program object)
1113 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1114 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1115 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1117 // the second pretext is the mode (for example a light source)
1118 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1119 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1120 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1121 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1123 // now add all the permutation pretexts
1124 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1126 if (permutation & (1<<i))
1128 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1129 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1130 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1131 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1135 // keep line numbers correct
1136 vertstrings_list[vertstrings_count++] = "\n";
1137 geomstrings_list[geomstrings_count++] = "\n";
1138 fragstrings_list[fragstrings_count++] = "\n";
1143 R_CompileShader_AddStaticParms(mode, permutation);
1144 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 vertstrings_count += shaderstaticparms_count;
1146 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1147 geomstrings_count += shaderstaticparms_count;
1148 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1149 fragstrings_count += shaderstaticparms_count;
1151 // now append the shader text itself
1152 vertstrings_list[vertstrings_count++] = sourcestring;
1153 geomstrings_list[geomstrings_count++] = sourcestring;
1154 fragstrings_list[fragstrings_count++] = sourcestring;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1166 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1167 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1168 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1169 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1170 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1171 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1172 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1173 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1174 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1175 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1176 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1177 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1178 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1179 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1180 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1181 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1182 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1183 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1184 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1185 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1186 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1187 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1188 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1189 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1190 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1191 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1192 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1193 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1194 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1195 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1196 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1197 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1198 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1199 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1200 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1201 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1202 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1203 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1204 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1205 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1206 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1207 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1208 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1209 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1210 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1211 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1212 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1213 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1214 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1215 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1216 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1217 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1218 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1219 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1220 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1221 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1222 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1223 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1224 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1225 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1226 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1227 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1228 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1229 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1230 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1231 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1232 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1233 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1234 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1235 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1236 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1237 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1238 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1239 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1240 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1241 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1242 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1243 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1244 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1245 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1246 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1247 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1248 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1249 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1250 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1251 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1252 // initialize the samplers to refer to the texture units we use
1253 p->tex_Texture_First = -1;
1254 p->tex_Texture_Second = -1;
1255 p->tex_Texture_GammaRamps = -1;
1256 p->tex_Texture_Normal = -1;
1257 p->tex_Texture_Color = -1;
1258 p->tex_Texture_Gloss = -1;
1259 p->tex_Texture_Glow = -1;
1260 p->tex_Texture_SecondaryNormal = -1;
1261 p->tex_Texture_SecondaryColor = -1;
1262 p->tex_Texture_SecondaryGloss = -1;
1263 p->tex_Texture_SecondaryGlow = -1;
1264 p->tex_Texture_Pants = -1;
1265 p->tex_Texture_Shirt = -1;
1266 p->tex_Texture_FogHeightTexture = -1;
1267 p->tex_Texture_FogMask = -1;
1268 p->tex_Texture_Lightmap = -1;
1269 p->tex_Texture_Deluxemap = -1;
1270 p->tex_Texture_Attenuation = -1;
1271 p->tex_Texture_Cube = -1;
1272 p->tex_Texture_Refraction = -1;
1273 p->tex_Texture_Reflection = -1;
1274 p->tex_Texture_ShadowMap2D = -1;
1275 p->tex_Texture_CubeProjection = -1;
1276 p->tex_Texture_ScreenNormalMap = -1;
1277 p->tex_Texture_ScreenDiffuse = -1;
1278 p->tex_Texture_ScreenSpecular = -1;
1279 p->tex_Texture_ReflectMask = -1;
1280 p->tex_Texture_ReflectCube = -1;
1281 p->tex_Texture_BounceGrid = -1;
1282 // bind the texture samplers in use
1284 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1285 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1286 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1287 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1288 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1289 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1290 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1291 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1292 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1293 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1294 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1295 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1296 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1297 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1298 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1299 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1300 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1301 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1302 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1303 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1304 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1305 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1306 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1307 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1308 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1309 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1310 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1311 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1312 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1313 // get the uniform block indices so we can bind them
1314 if (vid.support.arb_uniform_buffer_object)
1315 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1317 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1318 // clear the uniform block bindings
1319 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1320 // bind the uniform blocks in use
1322 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1323 // we're done compiling and setting up the shader, at least until it is used
1325 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1328 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1332 Mem_Free(sourcestring);
1335 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1337 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1338 if (r_glsl_permutation != perm)
1340 r_glsl_permutation = perm;
1341 if (!r_glsl_permutation->program)
1343 if (!r_glsl_permutation->compiled)
1344 R_GLSL_CompilePermutation(perm, mode, permutation);
1345 if (!r_glsl_permutation->program)
1347 // remove features until we find a valid permutation
1349 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1351 // reduce i more quickly whenever it would not remove any bits
1352 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1353 if (!(permutation & j))
1356 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1357 if (!r_glsl_permutation->compiled)
1358 R_GLSL_CompilePermutation(perm, mode, permutation);
1359 if (r_glsl_permutation->program)
1362 if (i >= SHADERPERMUTATION_COUNT)
1364 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1365 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1366 qglUseProgram(0);CHECKGLERROR
1367 return; // no bit left to clear, entire mode is broken
1372 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1374 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1375 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1376 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1383 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1384 extern D3DCAPS9 vid_d3d9caps;
1387 struct r_hlsl_permutation_s;
1388 typedef struct r_hlsl_permutation_s
1390 /// hash lookup data
1391 struct r_hlsl_permutation_s *hashnext;
1393 unsigned int permutation;
1395 /// indicates if we have tried compiling this permutation already
1397 /// NULL if compilation failed
1398 IDirect3DVertexShader9 *vertexshader;
1399 IDirect3DPixelShader9 *pixelshader;
1401 r_hlsl_permutation_t;
1403 typedef enum D3DVSREGISTER_e
1405 D3DVSREGISTER_TexMatrix = 0, // float4x4
1406 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1407 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1408 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1409 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1410 D3DVSREGISTER_ModelToLight = 20, // float4x4
1411 D3DVSREGISTER_EyePosition = 24,
1412 D3DVSREGISTER_FogPlane = 25,
1413 D3DVSREGISTER_LightDir = 26,
1414 D3DVSREGISTER_LightPosition = 27,
1418 typedef enum D3DPSREGISTER_e
1420 D3DPSREGISTER_Alpha = 0,
1421 D3DPSREGISTER_BloomBlur_Parameters = 1,
1422 D3DPSREGISTER_ClientTime = 2,
1423 D3DPSREGISTER_Color_Ambient = 3,
1424 D3DPSREGISTER_Color_Diffuse = 4,
1425 D3DPSREGISTER_Color_Specular = 5,
1426 D3DPSREGISTER_Color_Glow = 6,
1427 D3DPSREGISTER_Color_Pants = 7,
1428 D3DPSREGISTER_Color_Shirt = 8,
1429 D3DPSREGISTER_DeferredColor_Ambient = 9,
1430 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1431 D3DPSREGISTER_DeferredColor_Specular = 11,
1432 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1433 D3DPSREGISTER_DeferredMod_Specular = 13,
1434 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1435 D3DPSREGISTER_EyePosition = 15, // unused
1436 D3DPSREGISTER_FogColor = 16,
1437 D3DPSREGISTER_FogHeightFade = 17,
1438 D3DPSREGISTER_FogPlane = 18,
1439 D3DPSREGISTER_FogPlaneViewDist = 19,
1440 D3DPSREGISTER_FogRangeRecip = 20,
1441 D3DPSREGISTER_LightColor = 21,
1442 D3DPSREGISTER_LightDir = 22, // unused
1443 D3DPSREGISTER_LightPosition = 23,
1444 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1445 D3DPSREGISTER_PixelSize = 25,
1446 D3DPSREGISTER_ReflectColor = 26,
1447 D3DPSREGISTER_ReflectFactor = 27,
1448 D3DPSREGISTER_ReflectOffset = 28,
1449 D3DPSREGISTER_RefractColor = 29,
1450 D3DPSREGISTER_Saturation = 30,
1451 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1452 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1453 D3DPSREGISTER_ScreenToDepth = 33,
1454 D3DPSREGISTER_ShadowMap_Parameters = 34,
1455 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1456 D3DPSREGISTER_SpecularPower = 36,
1457 D3DPSREGISTER_UserVec1 = 37,
1458 D3DPSREGISTER_UserVec2 = 38,
1459 D3DPSREGISTER_UserVec3 = 39,
1460 D3DPSREGISTER_UserVec4 = 40,
1461 D3DPSREGISTER_ViewTintColor = 41,
1462 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1463 D3DPSREGISTER_BloomColorSubtract = 43,
1464 D3DPSREGISTER_ViewToLight = 44, // float4x4
1465 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1466 D3DPSREGISTER_NormalmapScrollBlend = 52,
1467 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1468 D3DPSREGISTER_OffsetMapping_Bias = 54,
1473 /// information about each possible shader permutation
1474 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1475 /// currently selected permutation
1476 r_hlsl_permutation_t *r_hlsl_permutation;
1477 /// storage for permutations linked in the hash table
1478 memexpandablearray_t r_hlsl_permutationarray;
1480 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1482 //unsigned int hashdepth = 0;
1483 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1484 r_hlsl_permutation_t *p;
1485 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1487 if (p->mode == mode && p->permutation == permutation)
1489 //if (hashdepth > 10)
1490 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1495 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1497 p->permutation = permutation;
1498 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1499 r_hlsl_permutationhash[mode][hashindex] = p;
1500 //if (hashdepth > 10)
1501 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1506 //#include <d3dx9shader.h>
1507 //#include <d3dx9mesh.h>
1509 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1511 DWORD *vsbin = NULL;
1512 DWORD *psbin = NULL;
1513 fs_offset_t vsbinsize;
1514 fs_offset_t psbinsize;
1515 // IDirect3DVertexShader9 *vs = NULL;
1516 // IDirect3DPixelShader9 *ps = NULL;
1517 ID3DXBuffer *vslog = NULL;
1518 ID3DXBuffer *vsbuffer = NULL;
1519 ID3DXConstantTable *vsconstanttable = NULL;
1520 ID3DXBuffer *pslog = NULL;
1521 ID3DXBuffer *psbuffer = NULL;
1522 ID3DXConstantTable *psconstanttable = NULL;
1525 char temp[MAX_INPUTLINE];
1526 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1528 qboolean debugshader = gl_paranoid.integer != 0;
1529 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1530 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1533 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1534 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1536 if ((!vsbin && vertstring) || (!psbin && fragstring))
1538 const char* dllnames_d3dx9 [] =
1562 dllhandle_t d3dx9_dll = NULL;
1563 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1564 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1565 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1566 dllfunction_t d3dx9_dllfuncs[] =
1568 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1569 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1570 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1573 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1574 #ifndef ID3DXBuffer_GetBufferPointer
1575 #if !defined(__cplusplus) || defined(CINTERFACE)
1576 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1577 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1578 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1580 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1581 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1582 #define ID3DXBuffer_Release(p) (p)->Release()
1585 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1587 DWORD shaderflags = 0;
1589 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1590 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1591 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 if (vertstring && vertstring[0])
1596 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1597 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1600 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1603 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1604 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1605 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1606 ID3DXBuffer_Release(vsbuffer);
1610 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1611 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1612 ID3DXBuffer_Release(vslog);
1615 if (fragstring && fragstring[0])
1619 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1620 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1623 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1626 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1627 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1628 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1629 ID3DXBuffer_Release(psbuffer);
1633 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1634 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1635 ID3DXBuffer_Release(pslog);
1638 Sys_UnloadLibrary(&d3dx9_dll);
1641 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1645 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1646 if (FAILED(vsresult))
1647 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1648 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1649 if (FAILED(psresult))
1650 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1652 // free the shader data
1653 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1654 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1657 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1660 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1661 int vertstring_length = 0;
1662 int geomstring_length = 0;
1663 int fragstring_length = 0;
1666 char *vertstring, *geomstring, *fragstring;
1667 char permutationname[256];
1668 char cachename[256];
1669 int vertstrings_count = 0;
1670 int geomstrings_count = 0;
1671 int fragstrings_count = 0;
1672 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1673 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1674 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1679 p->vertexshader = NULL;
1680 p->pixelshader = NULL;
1682 permutationname[0] = 0;
1684 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1686 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1687 strlcat(cachename, "hlsl/", sizeof(cachename));
1689 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1690 vertstrings_count = 0;
1691 geomstrings_count = 0;
1692 fragstrings_count = 0;
1693 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1694 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1695 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1697 // the first pretext is which type of shader to compile as
1698 // (later these will all be bound together as a program object)
1699 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1700 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1701 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1703 // the second pretext is the mode (for example a light source)
1704 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1705 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1706 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1707 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1708 strlcat(cachename, modeinfo->name, sizeof(cachename));
1710 // now add all the permutation pretexts
1711 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1713 if (permutation & (1<<i))
1715 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1716 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1717 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1718 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1719 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1723 // keep line numbers correct
1724 vertstrings_list[vertstrings_count++] = "\n";
1725 geomstrings_list[geomstrings_count++] = "\n";
1726 fragstrings_list[fragstrings_count++] = "\n";
1731 R_CompileShader_AddStaticParms(mode, permutation);
1732 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1733 vertstrings_count += shaderstaticparms_count;
1734 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1735 geomstrings_count += shaderstaticparms_count;
1736 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1737 fragstrings_count += shaderstaticparms_count;
1739 // replace spaces in the cachename with _ characters
1740 for (i = 0;cachename[i];i++)
1741 if (cachename[i] == ' ')
1744 // now append the shader text itself
1745 vertstrings_list[vertstrings_count++] = sourcestring;
1746 geomstrings_list[geomstrings_count++] = sourcestring;
1747 fragstrings_list[fragstrings_count++] = sourcestring;
1749 vertstring_length = 0;
1750 for (i = 0;i < vertstrings_count;i++)
1751 vertstring_length += strlen(vertstrings_list[i]);
1752 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1753 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1754 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1756 geomstring_length = 0;
1757 for (i = 0;i < geomstrings_count;i++)
1758 geomstring_length += strlen(geomstrings_list[i]);
1759 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1760 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1761 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1763 fragstring_length = 0;
1764 for (i = 0;i < fragstrings_count;i++)
1765 fragstring_length += strlen(fragstrings_list[i]);
1766 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1767 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1768 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1770 // try to load the cached shader, or generate one
1771 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1773 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1774 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1776 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1780 Mem_Free(vertstring);
1782 Mem_Free(geomstring);
1784 Mem_Free(fragstring);
1786 Mem_Free(sourcestring);
1789 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1790 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1791 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);}
1792 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);}
1793 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);}
1794 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);}
1796 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1797 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1798 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);}
1799 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);}
1800 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);}
1801 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);}
1803 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1805 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1806 if (r_hlsl_permutation != perm)
1808 r_hlsl_permutation = perm;
1809 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1811 if (!r_hlsl_permutation->compiled)
1812 R_HLSL_CompilePermutation(perm, mode, permutation);
1813 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1815 // remove features until we find a valid permutation
1817 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1819 // reduce i more quickly whenever it would not remove any bits
1820 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1821 if (!(permutation & j))
1824 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1825 if (!r_hlsl_permutation->compiled)
1826 R_HLSL_CompilePermutation(perm, mode, permutation);
1827 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1830 if (i >= SHADERPERMUTATION_COUNT)
1832 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1833 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1834 return; // no bit left to clear, entire mode is broken
1838 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1839 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1841 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1842 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1843 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1847 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1849 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1850 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1851 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1852 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1855 void R_GLSL_Restart_f(void)
1857 unsigned int i, limit;
1858 if (glslshaderstring)
1859 Mem_Free(glslshaderstring);
1860 glslshaderstring = NULL;
1861 if (hlslshaderstring)
1862 Mem_Free(hlslshaderstring);
1863 hlslshaderstring = NULL;
1864 switch(vid.renderpath)
1866 case RENDERPATH_D3D9:
1869 r_hlsl_permutation_t *p;
1870 r_hlsl_permutation = NULL;
1871 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1872 for (i = 0;i < limit;i++)
1874 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1876 if (p->vertexshader)
1877 IDirect3DVertexShader9_Release(p->vertexshader);
1879 IDirect3DPixelShader9_Release(p->pixelshader);
1880 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1883 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1887 case RENDERPATH_D3D10:
1888 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1890 case RENDERPATH_D3D11:
1891 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1893 case RENDERPATH_GL20:
1894 case RENDERPATH_GLES2:
1896 r_glsl_permutation_t *p;
1897 r_glsl_permutation = NULL;
1898 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1899 for (i = 0;i < limit;i++)
1901 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1903 GL_Backend_FreeProgram(p->program);
1904 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1907 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1910 case RENDERPATH_GL11:
1911 case RENDERPATH_GL13:
1912 case RENDERPATH_GLES1:
1914 case RENDERPATH_SOFT:
1919 static void R_GLSL_DumpShader_f(void)
1921 int i, language, mode, dupe;
1923 shadermodeinfo_t *modeinfo;
1926 for (language = 0;language < 2;language++)
1928 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1929 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1931 // don't dump the same file multiple times (most or all shaders come from the same file)
1932 for (dupe = mode - 1;dupe >= 0;dupe--)
1933 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1937 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1940 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1943 FS_Print(file, "/* The engine may define the following macros:\n");
1944 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1945 for (i = 0;i < SHADERMODE_COUNT;i++)
1946 FS_Print(file, modeinfo[i].pretext);
1947 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1948 FS_Print(file, shaderpermutationinfo[i].pretext);
1949 FS_Print(file, "*/\n");
1950 FS_Print(file, text);
1952 Con_Printf("%s written\n", modeinfo[mode].filename);
1955 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1961 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1963 unsigned int permutation = 0;
1964 if (r_trippy.integer && !notrippy)
1965 permutation |= SHADERPERMUTATION_TRIPPY;
1966 permutation |= SHADERPERMUTATION_VIEWTINT;
1968 permutation |= SHADERPERMUTATION_DIFFUSE;
1970 permutation |= SHADERPERMUTATION_SPECULAR;
1971 if (texturemode == GL_MODULATE)
1972 permutation |= SHADERPERMUTATION_COLORMAPPING;
1973 else if (texturemode == GL_ADD)
1974 permutation |= SHADERPERMUTATION_GLOW;
1975 else if (texturemode == GL_DECAL)
1976 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1977 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1978 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1979 if (suppresstexalpha)
1980 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1982 texturemode = GL_MODULATE;
1983 if (vid.allowalphatocoverage)
1984 GL_AlphaToCoverage(false);
1985 switch (vid.renderpath)
1987 case RENDERPATH_D3D9:
1989 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1990 R_Mesh_TexBind(GL20TU_FIRST , first );
1991 R_Mesh_TexBind(GL20TU_SECOND, second);
1992 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1993 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1996 case RENDERPATH_D3D10:
1997 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1999 case RENDERPATH_D3D11:
2000 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2002 case RENDERPATH_GL20:
2003 case RENDERPATH_GLES2:
2004 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2005 if (r_glsl_permutation->tex_Texture_First >= 0)
2006 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2007 if (r_glsl_permutation->tex_Texture_Second >= 0)
2008 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2009 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2010 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2012 case RENDERPATH_GL13:
2013 case RENDERPATH_GLES1:
2014 R_Mesh_TexBind(0, first );
2015 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2016 R_Mesh_TexMatrix(0, NULL);
2017 R_Mesh_TexBind(1, second);
2020 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2021 R_Mesh_TexMatrix(1, NULL);
2024 case RENDERPATH_GL11:
2025 R_Mesh_TexBind(0, first );
2026 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2027 R_Mesh_TexMatrix(0, NULL);
2029 case RENDERPATH_SOFT:
2030 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2031 R_Mesh_TexBind(GL20TU_FIRST , first );
2032 R_Mesh_TexBind(GL20TU_SECOND, second);
2037 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2039 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2042 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2044 unsigned int permutation = 0;
2045 if (r_trippy.integer && !notrippy)
2046 permutation |= SHADERPERMUTATION_TRIPPY;
2048 permutation |= SHADERPERMUTATION_DEPTHRGB;
2050 permutation |= SHADERPERMUTATION_SKELETAL;
2052 if (vid.allowalphatocoverage)
2053 GL_AlphaToCoverage(false);
2054 switch (vid.renderpath)
2056 case RENDERPATH_D3D9:
2058 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2061 case RENDERPATH_D3D10:
2062 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2064 case RENDERPATH_D3D11:
2065 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2067 case RENDERPATH_GL20:
2068 case RENDERPATH_GLES2:
2069 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2070 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2072 case RENDERPATH_GL13:
2073 case RENDERPATH_GLES1:
2074 R_Mesh_TexBind(0, 0);
2075 R_Mesh_TexBind(1, 0);
2077 case RENDERPATH_GL11:
2078 R_Mesh_TexBind(0, 0);
2080 case RENDERPATH_SOFT:
2081 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2086 extern qboolean r_shadow_usingdeferredprepass;
2087 extern rtexture_t *r_shadow_attenuationgradienttexture;
2088 extern rtexture_t *r_shadow_attenuation2dtexture;
2089 extern rtexture_t *r_shadow_attenuation3dtexture;
2090 extern qboolean r_shadow_usingshadowmap2d;
2091 extern qboolean r_shadow_usingshadowmaportho;
2092 extern float r_shadow_shadowmap_texturescale[2];
2093 extern float r_shadow_shadowmap_parameters[4];
2094 extern qboolean r_shadow_shadowmapvsdct;
2095 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2096 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2097 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2098 extern matrix4x4_t r_shadow_shadowmapmatrix;
2099 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2100 extern int r_shadow_prepass_width;
2101 extern int r_shadow_prepass_height;
2102 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2103 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2104 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2105 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2107 #define BLENDFUNC_ALLOWS_COLORMOD 1
2108 #define BLENDFUNC_ALLOWS_FOG 2
2109 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2110 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2111 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2112 static int R_BlendFuncFlags(int src, int dst)
2116 // a blendfunc allows colormod if:
2117 // a) it can never keep the destination pixel invariant, or
2118 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2119 // this is to prevent unintended side effects from colormod
2121 // a blendfunc allows fog if:
2122 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2123 // this is to prevent unintended side effects from fog
2125 // these checks are the output of fogeval.pl
2127 r |= BLENDFUNC_ALLOWS_COLORMOD;
2128 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2129 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2130 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2131 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2132 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2133 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2134 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2135 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2136 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2137 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2138 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2139 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2140 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2141 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2142 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2143 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2144 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2145 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2146 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2147 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2148 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2153 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)
2155 // select a permutation of the lighting shader appropriate to this
2156 // combination of texture, entity, light source, and fogging, only use the
2157 // minimum features necessary to avoid wasting rendering time in the
2158 // fragment shader on features that are not being used
2159 unsigned int permutation = 0;
2160 unsigned int mode = 0;
2162 static float dummy_colormod[3] = {1, 1, 1};
2163 float *colormod = rsurface.colormod;
2165 matrix4x4_t tempmatrix;
2166 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2167 if (r_trippy.integer && !notrippy)
2168 permutation |= SHADERPERMUTATION_TRIPPY;
2169 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2170 permutation |= SHADERPERMUTATION_ALPHAKILL;
2171 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2172 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2173 if (rsurfacepass == RSURFPASS_BACKGROUND)
2175 // distorted background
2176 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2178 mode = SHADERMODE_WATER;
2179 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2180 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2181 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2183 // this is the right thing to do for wateralpha
2184 GL_BlendFunc(GL_ONE, GL_ZERO);
2185 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2189 // this is the right thing to do for entity alpha
2190 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2191 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2194 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2196 mode = SHADERMODE_REFRACTION;
2197 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2198 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2199 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2200 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2204 mode = SHADERMODE_GENERIC;
2205 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2206 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2207 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2209 if (vid.allowalphatocoverage)
2210 GL_AlphaToCoverage(false);
2212 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2214 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2216 switch(rsurface.texture->offsetmapping)
2218 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2219 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2220 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2221 case OFFSETMAPPING_OFF: break;
2224 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2225 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2226 // normalmap (deferred prepass), may use alpha test on diffuse
2227 mode = SHADERMODE_DEFERREDGEOMETRY;
2228 GL_BlendFunc(GL_ONE, GL_ZERO);
2229 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2230 if (vid.allowalphatocoverage)
2231 GL_AlphaToCoverage(false);
2233 else if (rsurfacepass == RSURFPASS_RTLIGHT)
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 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2248 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2250 mode = SHADERMODE_LIGHTSOURCE;
2251 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2252 permutation |= SHADERPERMUTATION_CUBEFILTER;
2253 if (diffusescale > 0)
2254 permutation |= SHADERPERMUTATION_DIFFUSE;
2255 if (specularscale > 0)
2256 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2257 if (r_refdef.fogenabled)
2258 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2259 if (rsurface.texture->colormapping)
2260 permutation |= SHADERPERMUTATION_COLORMAPPING;
2261 if (r_shadow_usingshadowmap2d)
2263 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2264 if(r_shadow_shadowmapvsdct)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2267 if (r_shadow_shadowmap2ddepthbuffer)
2268 permutation |= SHADERPERMUTATION_DEPTHRGB;
2270 if (rsurface.texture->reflectmasktexture)
2271 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2272 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2273 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2274 if (vid.allowalphatocoverage)
2275 GL_AlphaToCoverage(false);
2277 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2279 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2281 switch(rsurface.texture->offsetmapping)
2283 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2284 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2285 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2286 case OFFSETMAPPING_OFF: break;
2289 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2290 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2291 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2292 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2293 // unshaded geometry (fullbright or ambient model lighting)
2294 mode = SHADERMODE_FLATCOLOR;
2295 ambientscale = diffusescale = specularscale = 0;
2296 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2297 permutation |= SHADERPERMUTATION_GLOW;
2298 if (r_refdef.fogenabled)
2299 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2300 if (rsurface.texture->colormapping)
2301 permutation |= SHADERPERMUTATION_COLORMAPPING;
2302 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2304 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2305 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2307 if (r_shadow_shadowmap2ddepthbuffer)
2308 permutation |= SHADERPERMUTATION_DEPTHRGB;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2311 permutation |= SHADERPERMUTATION_REFLECTION;
2312 if (rsurface.texture->reflectmasktexture)
2313 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2314 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2315 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2316 // when using alphatocoverage, we don't need alphakill
2317 if (vid.allowalphatocoverage)
2319 if (r_transparent_alphatocoverage.integer)
2321 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2322 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2325 GL_AlphaToCoverage(false);
2328 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2330 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2332 switch(rsurface.texture->offsetmapping)
2334 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2335 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2336 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2337 case OFFSETMAPPING_OFF: break;
2340 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2341 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2342 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2343 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2344 // directional model lighting
2345 mode = SHADERMODE_LIGHTDIRECTION;
2346 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2347 permutation |= SHADERPERMUTATION_GLOW;
2348 permutation |= SHADERPERMUTATION_DIFFUSE;
2349 if (specularscale > 0)
2350 permutation |= SHADERPERMUTATION_SPECULAR;
2351 if (r_refdef.fogenabled)
2352 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2353 if (rsurface.texture->colormapping)
2354 permutation |= SHADERPERMUTATION_COLORMAPPING;
2355 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2357 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2358 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2360 if (r_shadow_shadowmap2ddepthbuffer)
2361 permutation |= SHADERPERMUTATION_DEPTHRGB;
2363 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2364 permutation |= SHADERPERMUTATION_REFLECTION;
2365 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2366 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2367 if (rsurface.texture->reflectmasktexture)
2368 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2369 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2371 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2372 if (r_shadow_bouncegriddirectional)
2373 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2375 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2376 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2377 // when using alphatocoverage, we don't need alphakill
2378 if (vid.allowalphatocoverage)
2380 if (r_transparent_alphatocoverage.integer)
2382 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2383 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2386 GL_AlphaToCoverage(false);
2389 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2391 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2393 switch(rsurface.texture->offsetmapping)
2395 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2396 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2397 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2398 case OFFSETMAPPING_OFF: break;
2401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2402 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2403 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2404 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2405 // ambient model lighting
2406 mode = SHADERMODE_LIGHTDIRECTION;
2407 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2408 permutation |= SHADERPERMUTATION_GLOW;
2409 if (r_refdef.fogenabled)
2410 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2411 if (rsurface.texture->colormapping)
2412 permutation |= SHADERPERMUTATION_COLORMAPPING;
2413 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2415 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2416 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2418 if (r_shadow_shadowmap2ddepthbuffer)
2419 permutation |= SHADERPERMUTATION_DEPTHRGB;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2422 permutation |= SHADERPERMUTATION_REFLECTION;
2423 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2424 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2425 if (rsurface.texture->reflectmasktexture)
2426 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2427 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2429 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2430 if (r_shadow_bouncegriddirectional)
2431 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2433 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2434 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2435 // when using alphatocoverage, we don't need alphakill
2436 if (vid.allowalphatocoverage)
2438 if (r_transparent_alphatocoverage.integer)
2440 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2441 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2444 GL_AlphaToCoverage(false);
2449 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2451 switch(rsurface.texture->offsetmapping)
2453 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2454 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2455 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2456 case OFFSETMAPPING_OFF: break;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2462 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2464 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2465 permutation |= SHADERPERMUTATION_GLOW;
2466 if (r_refdef.fogenabled)
2467 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2468 if (rsurface.texture->colormapping)
2469 permutation |= SHADERPERMUTATION_COLORMAPPING;
2470 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2472 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2473 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2475 if (r_shadow_shadowmap2ddepthbuffer)
2476 permutation |= SHADERPERMUTATION_DEPTHRGB;
2478 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2479 permutation |= SHADERPERMUTATION_REFLECTION;
2480 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2481 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2482 if (rsurface.texture->reflectmasktexture)
2483 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2484 if (FAKELIGHT_ENABLED)
2486 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2487 mode = SHADERMODE_FAKELIGHT;
2488 permutation |= SHADERPERMUTATION_DIFFUSE;
2489 if (specularscale > 0)
2490 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2492 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2494 // deluxemapping (light direction texture)
2495 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2496 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2498 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2499 permutation |= SHADERPERMUTATION_DIFFUSE;
2500 if (specularscale > 0)
2501 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2503 else if (r_glsl_deluxemapping.integer >= 2)
2505 // fake deluxemapping (uniform light direction in tangentspace)
2506 if (rsurface.uselightmaptexture)
2507 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2509 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2510 permutation |= SHADERPERMUTATION_DIFFUSE;
2511 if (specularscale > 0)
2512 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2514 else if (rsurface.uselightmaptexture)
2516 // ordinary lightmapping (q1bsp, q3bsp)
2517 mode = SHADERMODE_LIGHTMAP;
2521 // ordinary vertex coloring (q3bsp)
2522 mode = SHADERMODE_VERTEXCOLOR;
2524 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2526 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2527 if (r_shadow_bouncegriddirectional)
2528 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2530 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2531 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2532 // when using alphatocoverage, we don't need alphakill
2533 if (vid.allowalphatocoverage)
2535 if (r_transparent_alphatocoverage.integer)
2537 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2538 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2541 GL_AlphaToCoverage(false);
2544 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2545 colormod = dummy_colormod;
2546 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2547 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2548 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2549 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2550 switch(vid.renderpath)
2552 case RENDERPATH_D3D9:
2554 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2555 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2556 R_SetupShader_SetPermutationHLSL(mode, permutation);
2557 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2558 if (mode == SHADERMODE_LIGHTSOURCE)
2560 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2561 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2565 if (mode == SHADERMODE_LIGHTDIRECTION)
2567 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2570 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2571 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2572 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2573 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2574 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2576 if (mode == SHADERMODE_LIGHTSOURCE)
2578 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2584 // additive passes are only darkened by fog, not tinted
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2590 if (mode == SHADERMODE_FLATCOLOR)
2592 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2594 else if (mode == SHADERMODE_LIGHTDIRECTION)
2596 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]);
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2598 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);
2599 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2601 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2602 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2608 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);
2609 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2610 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2612 // additive passes are only darkened by fog, not tinted
2613 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2614 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2616 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2617 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);
2618 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2619 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2620 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2621 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2622 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2623 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2624 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2625 if (mode == SHADERMODE_WATER)
2626 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2628 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2629 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2630 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2631 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));
2632 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2633 if (rsurface.texture->pantstexture)
2634 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2636 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2637 if (rsurface.texture->shirttexture)
2638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2641 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2642 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2643 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2644 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2645 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2646 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2647 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2648 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2649 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2651 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2652 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2653 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2654 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2656 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2657 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2658 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2659 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2660 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2661 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2662 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2663 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2664 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2665 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2666 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2667 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2668 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2669 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2670 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2671 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2672 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2673 if (rsurfacepass == RSURFPASS_BACKGROUND)
2675 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2676 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2677 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2681 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2683 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2684 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2685 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2686 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2688 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2689 if (rsurface.rtlight)
2691 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2692 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2697 case RENDERPATH_D3D10:
2698 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2700 case RENDERPATH_D3D11:
2701 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2703 case RENDERPATH_GL20:
2704 case RENDERPATH_GLES2:
2705 if (!vid.useinterleavedarrays)
2707 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2708 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2709 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2710 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2711 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2712 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2713 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2714 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2715 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2716 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2717 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2721 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2722 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2724 // this has to be after RSurf_PrepareVerticesForBatch
2725 if (rsurface.batchskeletaltransform3x4buffer)
2726 permutation |= SHADERPERMUTATION_SKELETAL;
2727 R_SetupShader_SetPermutationGLSL(mode, permutation);
2728 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2729 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2730 if (mode == SHADERMODE_LIGHTSOURCE)
2732 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2733 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2734 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2735 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2736 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2737 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);
2739 // additive passes are only darkened by fog, not tinted
2740 if (r_glsl_permutation->loc_FogColor >= 0)
2741 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2742 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);
2746 if (mode == SHADERMODE_FLATCOLOR)
2748 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2750 else if (mode == SHADERMODE_LIGHTDIRECTION)
2752 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]);
2753 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]);
2754 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);
2755 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2756 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2757 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]);
2758 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]);
2762 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]);
2763 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]);
2764 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);
2765 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2766 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2768 // additive passes are only darkened by fog, not tinted
2769 if (r_glsl_permutation->loc_FogColor >= 0)
2771 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2772 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2774 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2776 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);
2777 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]);
2778 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]);
2779 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]);
2780 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]);
2781 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2782 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2783 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);
2784 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]);
2786 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2787 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2788 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2789 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]);
2790 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]);
2792 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2793 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));
2794 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2795 if (r_glsl_permutation->loc_Color_Pants >= 0)
2797 if (rsurface.texture->pantstexture)
2798 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2800 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2802 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2804 if (rsurface.texture->shirttexture)
2805 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2807 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2809 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]);
2810 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2811 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2812 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2813 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2814 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2815 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2816 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2817 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2819 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2820 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2821 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]);
2822 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2823 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);}
2824 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2826 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2827 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2828 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2829 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2830 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2831 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2832 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2833 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2834 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2835 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2836 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2837 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2838 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2839 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2840 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);
2841 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2842 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2843 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2844 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2845 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2846 if (rsurfacepass == RSURFPASS_BACKGROUND)
2848 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);
2849 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);
2850 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);
2854 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);
2856 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2857 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2858 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2859 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2861 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2862 if (rsurface.rtlight)
2864 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2865 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2868 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2871 case RENDERPATH_GL11:
2872 case RENDERPATH_GL13:
2873 case RENDERPATH_GLES1:
2875 case RENDERPATH_SOFT:
2876 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2877 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2878 R_SetupShader_SetPermutationSoft(mode, permutation);
2879 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2880 if (mode == SHADERMODE_LIGHTSOURCE)
2882 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2886 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2889 // additive passes are only darkened by fog, not tinted
2890 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2895 if (mode == SHADERMODE_FLATCOLOR)
2897 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2899 else if (mode == SHADERMODE_LIGHTDIRECTION)
2901 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]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2903 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);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2905 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2906 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]);
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2913 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);
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2917 // additive passes are only darkened by fog, not tinted
2918 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2921 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2922 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);
2923 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]);
2924 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]);
2925 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]);
2926 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]);
2927 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2932 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2933 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2934 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2935 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2936 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]);
2938 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2939 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));
2940 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2941 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2943 if (rsurface.texture->pantstexture)
2944 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2946 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2948 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2950 if (rsurface.texture->shirttexture)
2951 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2953 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2955 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2956 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2957 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2958 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2959 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2960 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2961 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2962 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2963 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2965 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2966 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2967 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2968 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2970 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2971 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2972 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2973 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2974 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2975 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2976 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2977 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2978 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2979 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2980 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2981 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2982 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2983 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2984 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2985 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2986 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2987 if (rsurfacepass == RSURFPASS_BACKGROUND)
2989 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2990 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2991 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2995 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2997 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2998 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2999 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3000 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3002 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3003 if (rsurface.rtlight)
3005 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3006 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3013 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3015 // select a permutation of the lighting shader appropriate to this
3016 // combination of texture, entity, light source, and fogging, only use the
3017 // minimum features necessary to avoid wasting rendering time in the
3018 // fragment shader on features that are not being used
3019 unsigned int permutation = 0;
3020 unsigned int mode = 0;
3021 const float *lightcolorbase = rtlight->currentcolor;
3022 float ambientscale = rtlight->ambientscale;
3023 float diffusescale = rtlight->diffusescale;
3024 float specularscale = rtlight->specularscale;
3025 // this is the location of the light in view space
3026 vec3_t viewlightorigin;
3027 // this transforms from view space (camera) to light space (cubemap)
3028 matrix4x4_t viewtolight;
3029 matrix4x4_t lighttoview;
3030 float viewtolight16f[16];
3032 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3033 if (rtlight->currentcubemap != r_texture_whitecube)
3034 permutation |= SHADERPERMUTATION_CUBEFILTER;
3035 if (diffusescale > 0)
3036 permutation |= SHADERPERMUTATION_DIFFUSE;
3037 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3038 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3039 if (r_shadow_usingshadowmap2d)
3041 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3042 if (r_shadow_shadowmapvsdct)
3043 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3045 if (r_shadow_shadowmap2ddepthbuffer)
3046 permutation |= SHADERPERMUTATION_DEPTHRGB;
3048 if (vid.allowalphatocoverage)
3049 GL_AlphaToCoverage(false);
3050 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3051 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3052 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3053 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3054 switch(vid.renderpath)
3056 case RENDERPATH_D3D9:
3058 R_SetupShader_SetPermutationHLSL(mode, permutation);
3059 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3060 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3061 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3062 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3063 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3064 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3065 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3066 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);
3067 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3068 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3070 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3071 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3072 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3073 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3074 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3077 case RENDERPATH_D3D10:
3078 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3080 case RENDERPATH_D3D11:
3081 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3083 case RENDERPATH_GL20:
3084 case RENDERPATH_GLES2:
3085 R_SetupShader_SetPermutationGLSL(mode, permutation);
3086 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3087 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3088 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3089 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3090 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3091 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]);
3092 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]);
3093 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);
3094 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]);
3095 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3097 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3098 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3099 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3100 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3101 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3103 case RENDERPATH_GL11:
3104 case RENDERPATH_GL13:
3105 case RENDERPATH_GLES1:
3107 case RENDERPATH_SOFT:
3108 R_SetupShader_SetPermutationGLSL(mode, permutation);
3109 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3110 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3111 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3112 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3113 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3114 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3115 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]);
3116 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);
3117 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3118 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3120 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3121 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3122 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3123 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3124 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3129 #define SKINFRAME_HASH 1024
3133 int loadsequence; // incremented each level change
3134 memexpandablearray_t array;
3135 skinframe_t *hash[SKINFRAME_HASH];
3138 r_skinframe_t r_skinframe;
3140 void R_SkinFrame_PrepareForPurge(void)
3142 r_skinframe.loadsequence++;
3143 // wrap it without hitting zero
3144 if (r_skinframe.loadsequence >= 200)
3145 r_skinframe.loadsequence = 1;
3148 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3152 // mark the skinframe as used for the purging code
3153 skinframe->loadsequence = r_skinframe.loadsequence;
3156 void R_SkinFrame_Purge(void)
3160 for (i = 0;i < SKINFRAME_HASH;i++)
3162 for (s = r_skinframe.hash[i];s;s = s->next)
3164 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3166 if (s->merged == s->base)
3168 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3169 R_PurgeTexture(s->stain );s->stain = NULL;
3170 R_PurgeTexture(s->merged);s->merged = NULL;
3171 R_PurgeTexture(s->base );s->base = NULL;
3172 R_PurgeTexture(s->pants );s->pants = NULL;
3173 R_PurgeTexture(s->shirt );s->shirt = NULL;
3174 R_PurgeTexture(s->nmap );s->nmap = NULL;
3175 R_PurgeTexture(s->gloss );s->gloss = NULL;
3176 R_PurgeTexture(s->glow );s->glow = NULL;
3177 R_PurgeTexture(s->fog );s->fog = NULL;
3178 R_PurgeTexture(s->reflect);s->reflect = NULL;
3179 s->loadsequence = 0;
3185 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3187 char basename[MAX_QPATH];
3189 Image_StripImageExtension(name, basename, sizeof(basename));
3191 if( last == NULL ) {
3193 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3194 item = r_skinframe.hash[hashindex];
3199 // linearly search through the hash bucket
3200 for( ; item ; item = item->next ) {
3201 if( !strcmp( item->basename, basename ) ) {
3208 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3212 char basename[MAX_QPATH];
3214 Image_StripImageExtension(name, basename, sizeof(basename));
3216 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3217 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3218 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3222 rtexture_t *dyntexture;
3223 // check whether its a dynamic texture
3224 dyntexture = CL_GetDynTexture( basename );
3225 if (!add && !dyntexture)
3227 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3228 memset(item, 0, sizeof(*item));
3229 strlcpy(item->basename, basename, sizeof(item->basename));
3230 item->base = dyntexture; // either NULL or dyntexture handle
3231 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3232 item->comparewidth = comparewidth;
3233 item->compareheight = compareheight;
3234 item->comparecrc = comparecrc;
3235 item->next = r_skinframe.hash[hashindex];
3236 r_skinframe.hash[hashindex] = item;
3238 else if (textureflags & TEXF_FORCE_RELOAD)
3240 rtexture_t *dyntexture;
3241 // check whether its a dynamic texture
3242 dyntexture = CL_GetDynTexture( basename );
3243 if (!add && !dyntexture)
3245 if (item->merged == item->base)
3246 item->merged = NULL;
3247 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3248 R_PurgeTexture(item->stain );item->stain = NULL;
3249 R_PurgeTexture(item->merged);item->merged = NULL;
3250 R_PurgeTexture(item->base );item->base = NULL;
3251 R_PurgeTexture(item->pants );item->pants = NULL;
3252 R_PurgeTexture(item->shirt );item->shirt = NULL;
3253 R_PurgeTexture(item->nmap );item->nmap = NULL;
3254 R_PurgeTexture(item->gloss );item->gloss = NULL;
3255 R_PurgeTexture(item->glow );item->glow = NULL;
3256 R_PurgeTexture(item->fog );item->fog = NULL;
3257 R_PurgeTexture(item->reflect);item->reflect = NULL;
3258 item->loadsequence = 0;
3260 else if( item->base == NULL )
3262 rtexture_t *dyntexture;
3263 // check whether its a dynamic texture
3264 // 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]
3265 dyntexture = CL_GetDynTexture( basename );
3266 item->base = dyntexture; // either NULL or dyntexture handle
3269 R_SkinFrame_MarkUsed(item);
3273 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3275 unsigned long long avgcolor[5], wsum; \
3283 for(pix = 0; pix < cnt; ++pix) \
3286 for(comp = 0; comp < 3; ++comp) \
3288 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3291 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3293 for(comp = 0; comp < 3; ++comp) \
3294 avgcolor[comp] += getpixel * w; \
3297 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3298 avgcolor[4] += getpixel; \
3300 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3302 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3303 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3304 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3305 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3308 extern cvar_t gl_picmip;
3309 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3312 unsigned char *pixels;
3313 unsigned char *bumppixels;
3314 unsigned char *basepixels = NULL;
3315 int basepixels_width = 0;
3316 int basepixels_height = 0;
3317 skinframe_t *skinframe;
3318 rtexture_t *ddsbase = NULL;
3319 qboolean ddshasalpha = false;
3320 float ddsavgcolor[4];
3321 char basename[MAX_QPATH];
3322 int miplevel = R_PicmipForFlags(textureflags);
3323 int savemiplevel = miplevel;
3327 if (cls.state == ca_dedicated)
3330 // return an existing skinframe if already loaded
3331 // if loading of the first image fails, don't make a new skinframe as it
3332 // would cause all future lookups of this to be missing
3333 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3334 if (skinframe && skinframe->base)
3337 Image_StripImageExtension(name, basename, sizeof(basename));
3339 // check for DDS texture file first
3340 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3342 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3343 if (basepixels == NULL)
3347 // FIXME handle miplevel
3349 if (developer_loading.integer)
3350 Con_Printf("loading skin \"%s\"\n", name);
3352 // we've got some pixels to store, so really allocate this new texture now
3354 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3355 textureflags &= ~TEXF_FORCE_RELOAD;
3356 skinframe->stain = NULL;
3357 skinframe->merged = NULL;
3358 skinframe->base = NULL;
3359 skinframe->pants = NULL;
3360 skinframe->shirt = NULL;
3361 skinframe->nmap = NULL;
3362 skinframe->gloss = NULL;
3363 skinframe->glow = NULL;
3364 skinframe->fog = NULL;
3365 skinframe->reflect = NULL;
3366 skinframe->hasalpha = false;
3370 skinframe->base = ddsbase;
3371 skinframe->hasalpha = ddshasalpha;
3372 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3373 if (r_loadfog && skinframe->hasalpha)
3374 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3375 //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]);
3379 basepixels_width = image_width;
3380 basepixels_height = image_height;
3381 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);
3382 if (textureflags & TEXF_ALPHA)
3384 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3386 if (basepixels[j] < 255)
3388 skinframe->hasalpha = true;
3392 if (r_loadfog && skinframe->hasalpha)
3394 // has transparent pixels
3395 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3396 for (j = 0;j < image_width * image_height * 4;j += 4)
3401 pixels[j+3] = basepixels[j+3];
3403 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);
3407 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3409 //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]);
3410 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3411 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3412 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3413 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3419 mymiplevel = savemiplevel;
3420 if (r_loadnormalmap)
3421 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3422 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3424 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3425 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3426 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3427 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3430 // _norm is the name used by tenebrae and has been adopted as standard
3431 if (r_loadnormalmap && skinframe->nmap == NULL)
3433 mymiplevel = savemiplevel;
3434 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3436 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);
3440 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3442 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3443 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3444 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);
3446 Mem_Free(bumppixels);
3448 else if (r_shadow_bumpscale_basetexture.value > 0)
3450 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3451 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3452 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);
3456 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3457 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3461 // _luma is supported only for tenebrae compatibility
3462 // _glow is the preferred name
3463 mymiplevel = savemiplevel;
3464 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))))
3466 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);
3468 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3469 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3471 Mem_Free(pixels);pixels = NULL;
3474 mymiplevel = savemiplevel;
3475 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3477 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);
3479 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3480 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 mymiplevel = savemiplevel;
3487 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3489 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);
3491 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3492 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3498 mymiplevel = savemiplevel;
3499 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3501 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);
3503 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3504 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3510 mymiplevel = savemiplevel;
3511 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3513 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);
3515 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3516 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3523 Mem_Free(basepixels);
3528 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3529 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3532 unsigned char *temp1, *temp2;
3533 skinframe_t *skinframe;
3536 if (cls.state == ca_dedicated)
3539 // if already loaded just return it, otherwise make a new skinframe
3540 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3541 if (skinframe->base)
3543 textureflags &= ~TEXF_FORCE_RELOAD;
3545 skinframe->stain = NULL;
3546 skinframe->merged = NULL;
3547 skinframe->base = NULL;
3548 skinframe->pants = NULL;
3549 skinframe->shirt = NULL;
3550 skinframe->nmap = NULL;
3551 skinframe->gloss = NULL;
3552 skinframe->glow = NULL;
3553 skinframe->fog = NULL;
3554 skinframe->reflect = NULL;
3555 skinframe->hasalpha = false;
3557 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3561 if (developer_loading.integer)
3562 Con_Printf("loading 32bit skin \"%s\"\n", name);
3564 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3566 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3567 temp2 = temp1 + width * height * 4;
3568 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3569 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);
3572 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3573 if (textureflags & TEXF_ALPHA)
3575 for (i = 3;i < width * height * 4;i += 4)
3577 if (skindata[i] < 255)
3579 skinframe->hasalpha = true;
3583 if (r_loadfog && skinframe->hasalpha)
3585 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3586 memcpy(fogpixels, skindata, width * height * 4);
3587 for (i = 0;i < width * height * 4;i += 4)
3588 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3589 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3590 Mem_Free(fogpixels);
3594 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3595 //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]);
3600 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3604 skinframe_t *skinframe;
3606 if (cls.state == ca_dedicated)
3609 // if already loaded just return it, otherwise make a new skinframe
3610 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3611 if (skinframe->base)
3613 //textureflags &= ~TEXF_FORCE_RELOAD;
3615 skinframe->stain = NULL;
3616 skinframe->merged = NULL;
3617 skinframe->base = NULL;
3618 skinframe->pants = NULL;
3619 skinframe->shirt = NULL;
3620 skinframe->nmap = NULL;
3621 skinframe->gloss = NULL;
3622 skinframe->glow = NULL;
3623 skinframe->fog = NULL;
3624 skinframe->reflect = NULL;
3625 skinframe->hasalpha = false;
3627 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3631 if (developer_loading.integer)
3632 Con_Printf("loading quake skin \"%s\"\n", name);
3634 // 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)
3635 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3636 memcpy(skinframe->qpixels, skindata, width*height);
3637 skinframe->qwidth = width;
3638 skinframe->qheight = height;
3641 for (i = 0;i < width * height;i++)
3642 featuresmask |= palette_featureflags[skindata[i]];
3644 skinframe->hasalpha = false;
3645 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3646 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3647 skinframe->qgeneratemerged = true;
3648 skinframe->qgeneratebase = skinframe->qhascolormapping;
3649 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3651 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3652 //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]);
3657 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3661 unsigned char *skindata;
3664 if (!skinframe->qpixels)
3667 if (!skinframe->qhascolormapping)
3668 colormapped = false;
3672 if (!skinframe->qgeneratebase)
3677 if (!skinframe->qgeneratemerged)
3681 width = skinframe->qwidth;
3682 height = skinframe->qheight;
3683 skindata = skinframe->qpixels;
3685 if (skinframe->qgeneratenmap)
3687 unsigned char *temp1, *temp2;
3688 skinframe->qgeneratenmap = false;
3689 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3690 temp2 = temp1 + width * height * 4;
3691 // use either a custom palette or the quake palette
3692 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3693 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3694 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);
3698 if (skinframe->qgenerateglow)
3700 skinframe->qgenerateglow = false;
3701 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
3706 skinframe->qgeneratebase = false;
3707 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);
3708 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);
3709 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);
3713 skinframe->qgeneratemerged = false;
3714 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);
3717 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3719 Mem_Free(skinframe->qpixels);
3720 skinframe->qpixels = NULL;
3724 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)
3727 skinframe_t *skinframe;
3730 if (cls.state == ca_dedicated)
3733 // if already loaded just return it, otherwise make a new skinframe
3734 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3735 if (skinframe->base)
3737 textureflags &= ~TEXF_FORCE_RELOAD;
3739 skinframe->stain = NULL;
3740 skinframe->merged = NULL;
3741 skinframe->base = NULL;
3742 skinframe->pants = NULL;
3743 skinframe->shirt = NULL;
3744 skinframe->nmap = NULL;
3745 skinframe->gloss = NULL;
3746 skinframe->glow = NULL;
3747 skinframe->fog = NULL;
3748 skinframe->reflect = NULL;
3749 skinframe->hasalpha = false;
3751 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3755 if (developer_loading.integer)
3756 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3758 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3759 if (textureflags & TEXF_ALPHA)
3761 for (i = 0;i < width * height;i++)
3763 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3765 skinframe->hasalpha = true;
3769 if (r_loadfog && skinframe->hasalpha)
3770 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3773 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3774 //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]);
3779 skinframe_t *R_SkinFrame_LoadMissing(void)
3781 skinframe_t *skinframe;
3783 if (cls.state == ca_dedicated)
3786 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3787 skinframe->stain = NULL;
3788 skinframe->merged = NULL;
3789 skinframe->base = NULL;
3790 skinframe->pants = NULL;
3791 skinframe->shirt = NULL;
3792 skinframe->nmap = NULL;
3793 skinframe->gloss = NULL;
3794 skinframe->glow = NULL;
3795 skinframe->fog = NULL;
3796 skinframe->reflect = NULL;
3797 skinframe->hasalpha = false;
3799 skinframe->avgcolor[0] = rand() / RAND_MAX;
3800 skinframe->avgcolor[1] = rand() / RAND_MAX;
3801 skinframe->avgcolor[2] = rand() / RAND_MAX;
3802 skinframe->avgcolor[3] = 1;
3807 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3808 typedef struct suffixinfo_s
3811 qboolean flipx, flipy, flipdiagonal;
3814 static suffixinfo_t suffix[3][6] =
3817 {"px", false, false, false},
3818 {"nx", false, false, false},
3819 {"py", false, false, false},
3820 {"ny", false, false, false},
3821 {"pz", false, false, false},
3822 {"nz", false, false, false}
3825 {"posx", false, false, false},
3826 {"negx", false, false, false},
3827 {"posy", false, false, false},
3828 {"negy", false, false, false},
3829 {"posz", false, false, false},
3830 {"negz", false, false, false}
3833 {"rt", true, false, true},
3834 {"lf", false, true, true},
3835 {"ft", true, true, false},
3836 {"bk", false, false, false},
3837 {"up", true, false, true},
3838 {"dn", true, false, true}
3842 static int componentorder[4] = {0, 1, 2, 3};
3844 static rtexture_t *R_LoadCubemap(const char *basename)
3846 int i, j, cubemapsize;
3847 unsigned char *cubemappixels, *image_buffer;
3848 rtexture_t *cubemaptexture;
3850 // must start 0 so the first loadimagepixels has no requested width/height
3852 cubemappixels = NULL;
3853 cubemaptexture = NULL;
3854 // keep trying different suffix groups (posx, px, rt) until one loads
3855 for (j = 0;j < 3 && !cubemappixels;j++)
3857 // load the 6 images in the suffix group
3858 for (i = 0;i < 6;i++)
3860 // generate an image name based on the base and and suffix
3861 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3863 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3865 // an image loaded, make sure width and height are equal
3866 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3868 // if this is the first image to load successfully, allocate the cubemap memory
3869 if (!cubemappixels && image_width >= 1)
3871 cubemapsize = image_width;
3872 // note this clears to black, so unavailable sides are black
3873 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3875 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3877 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);
3880 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3882 Mem_Free(image_buffer);
3886 // if a cubemap loaded, upload it
3889 if (developer_loading.integer)
3890 Con_Printf("loading cubemap \"%s\"\n", basename);
3892 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);
3893 Mem_Free(cubemappixels);
3897 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3898 if (developer_loading.integer)
3900 Con_Printf("(tried tried images ");
3901 for (j = 0;j < 3;j++)
3902 for (i = 0;i < 6;i++)
3903 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3904 Con_Print(" and was unable to find any of them).\n");
3907 return cubemaptexture;
3910 rtexture_t *R_GetCubemap(const char *basename)
3913 for (i = 0;i < r_texture_numcubemaps;i++)
3914 if (r_texture_cubemaps[i] != NULL)
3915 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3916 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3917 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3918 return r_texture_whitecube;
3919 r_texture_numcubemaps++;
3920 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3921 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3922 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3923 return r_texture_cubemaps[i]->texture;
3926 static void R_Main_FreeViewCache(void)
3928 if (r_refdef.viewcache.entityvisible)
3929 Mem_Free(r_refdef.viewcache.entityvisible);
3930 if (r_refdef.viewcache.world_pvsbits)
3931 Mem_Free(r_refdef.viewcache.world_pvsbits);
3932 if (r_refdef.viewcache.world_leafvisible)
3933 Mem_Free(r_refdef.viewcache.world_leafvisible);
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3939 static void R_Main_ResizeViewCache(void)
3941 int numentities = r_refdef.scene.numentities;
3942 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3943 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3944 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3945 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3946 if (r_refdef.viewcache.maxentities < numentities)
3948 r_refdef.viewcache.maxentities = numentities;
3949 if (r_refdef.viewcache.entityvisible)
3950 Mem_Free(r_refdef.viewcache.entityvisible);
3951 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3953 if (r_refdef.viewcache.world_numclusters != numclusters)
3955 r_refdef.viewcache.world_numclusters = numclusters;
3956 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3957 if (r_refdef.viewcache.world_pvsbits)
3958 Mem_Free(r_refdef.viewcache.world_pvsbits);
3959 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3961 if (r_refdef.viewcache.world_numleafs != numleafs)
3963 r_refdef.viewcache.world_numleafs = numleafs;
3964 if (r_refdef.viewcache.world_leafvisible)
3965 Mem_Free(r_refdef.viewcache.world_leafvisible);
3966 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3968 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3970 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3971 if (r_refdef.viewcache.world_surfacevisible)
3972 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3973 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3977 extern rtexture_t *loadingscreentexture;
3978 static void gl_main_start(void)
3980 loadingscreentexture = NULL;
3981 r_texture_blanknormalmap = NULL;
3982 r_texture_white = NULL;
3983 r_texture_grey128 = NULL;
3984 r_texture_black = NULL;
3985 r_texture_whitecube = NULL;
3986 r_texture_normalizationcube = NULL;
3987 r_texture_fogattenuation = NULL;
3988 r_texture_fogheighttexture = NULL;
3989 r_texture_gammaramps = NULL;
3990 r_texture_numcubemaps = 0;
3991 r_uniformbufferalignment = 32;
3993 r_loaddds = r_texture_dds_load.integer != 0;
3994 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3996 switch(vid.renderpath)
3998 case RENDERPATH_GL20:
3999 case RENDERPATH_D3D9:
4000 case RENDERPATH_D3D10:
4001 case RENDERPATH_D3D11:
4002 case RENDERPATH_SOFT:
4003 case RENDERPATH_GLES2:
4004 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4005 Cvar_SetValueQuick(&gl_combine, 1);
4006 Cvar_SetValueQuick(&r_glsl, 1);
4007 r_loadnormalmap = true;
4010 if (vid.support.arb_uniform_buffer_object)
4011 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4013 case RENDERPATH_GL13:
4014 case RENDERPATH_GLES1:
4015 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4016 Cvar_SetValueQuick(&gl_combine, 1);
4017 Cvar_SetValueQuick(&r_glsl, 0);
4018 r_loadnormalmap = false;
4019 r_loadgloss = false;
4022 case RENDERPATH_GL11:
4023 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4024 Cvar_SetValueQuick(&gl_combine, 0);
4025 Cvar_SetValueQuick(&r_glsl, 0);
4026 r_loadnormalmap = false;
4027 r_loadgloss = false;
4033 R_FrameData_Reset();
4034 R_BufferData_Reset();
4038 memset(r_queries, 0, sizeof(r_queries));
4040 r_qwskincache = NULL;
4041 r_qwskincache_size = 0;
4043 // due to caching of texture_t references, the collision cache must be reset
4044 Collision_Cache_Reset(true);
4046 // set up r_skinframe loading system for textures
4047 memset(&r_skinframe, 0, sizeof(r_skinframe));
4048 r_skinframe.loadsequence = 1;
4049 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4051 r_main_texturepool = R_AllocTexturePool();
4052 R_BuildBlankTextures();
4054 if (vid.support.arb_texture_cube_map)
4057 R_BuildNormalizationCube();
4059 r_texture_fogattenuation = NULL;
4060 r_texture_fogheighttexture = NULL;
4061 r_texture_gammaramps = NULL;
4062 //r_texture_fogintensity = NULL;
4063 memset(&r_fb, 0, sizeof(r_fb));
4064 r_glsl_permutation = NULL;
4065 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4066 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4067 glslshaderstring = NULL;
4069 r_hlsl_permutation = NULL;
4070 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4071 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4073 hlslshaderstring = NULL;
4074 memset(&r_svbsp, 0, sizeof (r_svbsp));
4076 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4077 r_texture_numcubemaps = 0;
4079 r_refdef.fogmasktable_density = 0;
4082 static void gl_main_shutdown(void)
4085 R_FrameData_Reset();
4086 R_BufferData_Reset();
4088 R_Main_FreeViewCache();
4090 switch(vid.renderpath)
4092 case RENDERPATH_GL11:
4093 case RENDERPATH_GL13:
4094 case RENDERPATH_GL20:
4095 case RENDERPATH_GLES1:
4096 case RENDERPATH_GLES2:
4097 #ifdef GL_SAMPLES_PASSED_ARB
4099 qglDeleteQueriesARB(r_maxqueries, r_queries);
4102 case RENDERPATH_D3D9:
4103 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4105 case RENDERPATH_D3D10:
4106 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4108 case RENDERPATH_D3D11:
4109 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4111 case RENDERPATH_SOFT:
4117 memset(r_queries, 0, sizeof(r_queries));
4119 r_qwskincache = NULL;
4120 r_qwskincache_size = 0;
4122 // clear out the r_skinframe state
4123 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4124 memset(&r_skinframe, 0, sizeof(r_skinframe));
4127 Mem_Free(r_svbsp.nodes);
4128 memset(&r_svbsp, 0, sizeof (r_svbsp));
4129 R_FreeTexturePool(&r_main_texturepool);
4130 loadingscreentexture = NULL;
4131 r_texture_blanknormalmap = NULL;
4132 r_texture_white = NULL;
4133 r_texture_grey128 = NULL;
4134 r_texture_black = NULL;
4135 r_texture_whitecube = NULL;
4136 r_texture_normalizationcube = NULL;
4137 r_texture_fogattenuation = NULL;
4138 r_texture_fogheighttexture = NULL;
4139 r_texture_gammaramps = NULL;
4140 r_texture_numcubemaps = 0;
4141 //r_texture_fogintensity = NULL;
4142 memset(&r_fb, 0, sizeof(r_fb));
4145 r_glsl_permutation = NULL;
4146 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4147 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4148 glslshaderstring = NULL;
4150 r_hlsl_permutation = NULL;
4151 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4152 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4154 hlslshaderstring = NULL;
4157 static void gl_main_newmap(void)
4159 // FIXME: move this code to client
4160 char *entities, entname[MAX_QPATH];
4162 Mem_Free(r_qwskincache);
4163 r_qwskincache = NULL;
4164 r_qwskincache_size = 0;
4167 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4168 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4170 CL_ParseEntityLump(entities);
4174 if (cl.worldmodel->brush.entities)
4175 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4177 R_Main_FreeViewCache();
4179 R_FrameData_Reset();
4180 R_BufferData_Reset();
4183 void GL_Main_Init(void)
4186 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4188 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4189 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4190 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4191 if (gamemode == GAME_NEHAHRA)
4193 Cvar_RegisterVariable (&gl_fogenable);
4194 Cvar_RegisterVariable (&gl_fogdensity);
4195 Cvar_RegisterVariable (&gl_fogred);
4196 Cvar_RegisterVariable (&gl_foggreen);
4197 Cvar_RegisterVariable (&gl_fogblue);
4198 Cvar_RegisterVariable (&gl_fogstart);
4199 Cvar_RegisterVariable (&gl_fogend);
4200 Cvar_RegisterVariable (&gl_skyclip);
4202 Cvar_RegisterVariable(&r_motionblur);
4203 Cvar_RegisterVariable(&r_damageblur);
4204 Cvar_RegisterVariable(&r_motionblur_averaging);
4205 Cvar_RegisterVariable(&r_motionblur_randomize);
4206 Cvar_RegisterVariable(&r_motionblur_minblur);
4207 Cvar_RegisterVariable(&r_motionblur_maxblur);
4208 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4209 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4210 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4211 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4212 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4213 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4214 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4215 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4216 Cvar_RegisterVariable(&r_equalize_entities_by);
4217 Cvar_RegisterVariable(&r_equalize_entities_to);
4218 Cvar_RegisterVariable(&r_depthfirst);
4219 Cvar_RegisterVariable(&r_useinfinitefarclip);
4220 Cvar_RegisterVariable(&r_farclip_base);
4221 Cvar_RegisterVariable(&r_farclip_world);
4222 Cvar_RegisterVariable(&r_nearclip);
4223 Cvar_RegisterVariable(&r_deformvertexes);
4224 Cvar_RegisterVariable(&r_transparent);
4225 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4226 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4227 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4228 Cvar_RegisterVariable(&r_showoverdraw);
4229 Cvar_RegisterVariable(&r_showbboxes);
4230 Cvar_RegisterVariable(&r_showsurfaces);
4231 Cvar_RegisterVariable(&r_showtris);
4232 Cvar_RegisterVariable(&r_shownormals);
4233 Cvar_RegisterVariable(&r_showlighting);
4234 Cvar_RegisterVariable(&r_showshadowvolumes);
4235 Cvar_RegisterVariable(&r_showcollisionbrushes);
4236 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4237 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4238 Cvar_RegisterVariable(&r_showdisabledepthtest);
4239 Cvar_RegisterVariable(&r_drawportals);
4240 Cvar_RegisterVariable(&r_drawentities);
4241 Cvar_RegisterVariable(&r_draw2d);
4242 Cvar_RegisterVariable(&r_drawworld);
4243 Cvar_RegisterVariable(&r_cullentities_trace);
4244 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4245 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4246 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4247 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4248 Cvar_RegisterVariable(&r_sortentities);
4249 Cvar_RegisterVariable(&r_drawviewmodel);
4250 Cvar_RegisterVariable(&r_drawexteriormodel);
4251 Cvar_RegisterVariable(&r_speeds);
4252 Cvar_RegisterVariable(&r_fullbrights);
4253 Cvar_RegisterVariable(&r_wateralpha);
4254 Cvar_RegisterVariable(&r_dynamic);
4255 Cvar_RegisterVariable(&r_fakelight);
4256 Cvar_RegisterVariable(&r_fakelight_intensity);
4257 Cvar_RegisterVariable(&r_fullbright);
4258 Cvar_RegisterVariable(&r_shadows);
4259 Cvar_RegisterVariable(&r_shadows_darken);
4260 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4261 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4262 Cvar_RegisterVariable(&r_shadows_throwdistance);
4263 Cvar_RegisterVariable(&r_shadows_throwdirection);
4264 Cvar_RegisterVariable(&r_shadows_focus);
4265 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4266 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4267 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4268 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4269 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4270 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4271 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4272 Cvar_RegisterVariable(&r_fog_exp2);
4273 Cvar_RegisterVariable(&r_fog_clear);
4274 Cvar_RegisterVariable(&r_drawfog);
4275 Cvar_RegisterVariable(&r_transparentdepthmasking);
4276 Cvar_RegisterVariable(&r_transparent_sortmindist);
4277 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4278 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4279 Cvar_RegisterVariable(&r_texture_dds_load);
4280 Cvar_RegisterVariable(&r_texture_dds_save);
4281 Cvar_RegisterVariable(&r_textureunits);
4282 Cvar_RegisterVariable(&gl_combine);
4283 Cvar_RegisterVariable(&r_usedepthtextures);
4284 Cvar_RegisterVariable(&r_viewfbo);
4285 Cvar_RegisterVariable(&r_viewscale);
4286 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4287 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4288 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4292 Cvar_RegisterVariable(&r_glsl);
4293 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4294 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4295 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4299 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4300 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4301 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4302 Cvar_RegisterVariable(&r_glsl_postprocess);
4303 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4304 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4311 Cvar_RegisterVariable(&r_celshading);
4312 Cvar_RegisterVariable(&r_celoutlines);
4314 Cvar_RegisterVariable(&r_water);
4315 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4316 Cvar_RegisterVariable(&r_water_clippingplanebias);
4317 Cvar_RegisterVariable(&r_water_refractdistort);
4318 Cvar_RegisterVariable(&r_water_reflectdistort);
4319 Cvar_RegisterVariable(&r_water_scissormode);
4320 Cvar_RegisterVariable(&r_water_lowquality);
4321 Cvar_RegisterVariable(&r_water_hideplayer);
4322 Cvar_RegisterVariable(&r_water_fbo);
4324 Cvar_RegisterVariable(&r_lerpsprites);
4325 Cvar_RegisterVariable(&r_lerpmodels);
4326 Cvar_RegisterVariable(&r_lerplightstyles);
4327 Cvar_RegisterVariable(&r_waterscroll);
4328 Cvar_RegisterVariable(&r_bloom);
4329 Cvar_RegisterVariable(&r_bloom_colorscale);
4330 Cvar_RegisterVariable(&r_bloom_brighten);
4331 Cvar_RegisterVariable(&r_bloom_blur);
4332 Cvar_RegisterVariable(&r_bloom_resolution);
4333 Cvar_RegisterVariable(&r_bloom_colorexponent);
4334 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4335 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4336 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4337 Cvar_RegisterVariable(&r_hdr_glowintensity);
4338 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4339 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4340 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4342 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4343 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4344 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4345 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4346 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4347 Cvar_RegisterVariable(&developer_texturelogging);
4348 Cvar_RegisterVariable(&gl_lightmaps);
4349 Cvar_RegisterVariable(&r_test);
4350 Cvar_RegisterVariable(&r_batch_multidraw);
4351 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4352 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4353 Cvar_RegisterVariable(&r_glsl_skeletal);
4354 Cvar_RegisterVariable(&r_glsl_saturation);
4355 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4356 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4357 Cvar_RegisterVariable(&r_framedatasize);
4358 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4359 Cvar_RegisterVariable(&r_bufferdatasize[i]);
4360 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4361 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4362 Cvar_SetValue("r_fullbrights", 0);
4363 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4366 void Render_Init(void)
4379 R_LightningBeams_Init();
4389 extern char *ENGINE_EXTENSIONS;
4392 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4393 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4394 gl_version = (const char *)qglGetString(GL_VERSION);
4395 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4399 if (!gl_platformextensions)
4400 gl_platformextensions = "";
4402 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4403 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4404 Con_Printf("GL_VERSION: %s\n", gl_version);
4405 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4406 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4408 VID_CheckExtensions();
4410 // LordHavoc: report supported extensions
4411 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4413 // clear to black (loading plaque will be seen over this)
4414 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4418 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4422 if (r_trippy.integer)
4424 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4426 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4429 p = r_refdef.view.frustum + i;
4434 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4438 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4442 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4446 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4450 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4454 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4458 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4462 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4470 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4474 if (r_trippy.integer)
4476 for (i = 0;i < numplanes;i++)
4483 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4487 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4491 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4495 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4499 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4503 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4507 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4511 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4519 //==================================================================================
4521 // LordHavoc: this stores temporary data used within the same frame
4523 typedef struct r_framedata_mem_s
4525 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4526 size_t size; // how much usable space
4527 size_t current; // how much space in use
4528 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4529 size_t wantedsize; // how much space was allocated
4530 unsigned char *data; // start of real data (16byte aligned)
4534 static r_framedata_mem_t *r_framedata_mem;
4536 void R_FrameData_Reset(void)
4538 while (r_framedata_mem)
4540 r_framedata_mem_t *next = r_framedata_mem->purge;
4541 Mem_Free(r_framedata_mem);
4542 r_framedata_mem = next;
4546 static void R_FrameData_Resize(qboolean mustgrow)
4549 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4550 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4551 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4553 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4554 newmem->wantedsize = wantedsize;
4555 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4556 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4557 newmem->current = 0;
4559 newmem->purge = r_framedata_mem;
4560 r_framedata_mem = newmem;
4564 void R_FrameData_NewFrame(void)
4566 R_FrameData_Resize(false);
4567 if (!r_framedata_mem)
4569 // if we ran out of space on the last frame, free the old memory now
4570 while (r_framedata_mem->purge)
4572 // repeatedly remove the second item in the list, leaving only head
4573 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4574 Mem_Free(r_framedata_mem->purge);
4575 r_framedata_mem->purge = next;
4577 // reset the current mem pointer
4578 r_framedata_mem->current = 0;
4579 r_framedata_mem->mark = 0;
4582 void *R_FrameData_Alloc(size_t size)
4587 // align to 16 byte boundary - the data pointer is already aligned, so we
4588 // only need to ensure the size of every allocation is also aligned
4589 size = (size + 15) & ~15;
4591 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4593 // emergency - we ran out of space, allocate more memory
4594 newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
4595 // this might not be a growing it, but we'll allocate another buffer every time
4596 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4597 R_FrameData_Resize(true);
4600 data = r_framedata_mem->data + r_framedata_mem->current;
4601 r_framedata_mem->current += size;
4603 // count the usage for stats
4604 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4605 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4607 return (void *)data;
4610 void *R_FrameData_Store(size_t size, void *data)
4612 void *d = R_FrameData_Alloc(size);
4614 memcpy(d, data, size);
4618 void R_FrameData_SetMark(void)
4620 if (!r_framedata_mem)
4622 r_framedata_mem->mark = r_framedata_mem->current;
4625 void R_FrameData_ReturnToMark(void)
4627 if (!r_framedata_mem)
4629 r_framedata_mem->current = r_framedata_mem->mark;
4632 //==================================================================================
4634 // avoid reusing the same buffer objects on consecutive buffers
4635 #define R_BUFFERDATA_CYCLE 2
4637 typedef struct r_bufferdata_buffer_s
4639 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4640 size_t size; // how much usable space
4641 size_t current; // how much space in use
4642 r_meshbuffer_t *buffer; // the buffer itself
4644 r_bufferdata_buffer_t;
4646 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4647 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4649 /// frees all dynamic buffers
4650 void R_BufferData_Reset(void)
4653 r_bufferdata_buffer_t **p, *mem;
4654 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4656 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4659 p = &r_bufferdata_buffer[r_bufferdata_cycle][type];
4665 R_Mesh_DestroyMeshBuffer(mem->buffer);
4672 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4673 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow)
4675 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4677 size = (size_t)(r_bufferdatasize[type].value * 1024*1024);
4678 size = bound(65536, size, 512*1024*1024);
4679 if (!mem || mem->size != size || mustgrow)
4681 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4684 if (type == R_BUFFERDATA_VERTEX)
4685 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4686 else if (type == R_BUFFERDATA_INDEX16)
4687 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4688 else if (type == R_BUFFERDATA_INDEX32)
4689 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4690 else if (type == R_BUFFERDATA_UNIFORM)
4691 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4692 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4693 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4697 void R_BufferData_NewFrame(void)
4700 r_bufferdata_buffer_t **p, *mem;
4701 // cycle to the next frame's buffers
4702 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4703 // if we ran out of space on the last time we used these buffers, free the old memory now
4704 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4706 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4708 R_BufferData_Resize((r_bufferdata_type_t)type, false);
4709 // free all but the head buffer, this is how we recycle obsolete
4710 // buffers after they are no longer in use
4711 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4717 R_Mesh_DestroyMeshBuffer(mem->buffer);
4720 // reset the current offset
4721 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4726 r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset, qboolean allowfail)
4728 r_bufferdata_buffer_t *mem;
4733 *returnbufferoffset = 0;
4735 // align size to a byte boundary appropriate for the buffer type, this
4736 // makes all allocations have aligned start offsets
4737 if (type == R_BUFFERDATA_UNIFORM)
4738 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4740 padsize = (datasize + 15) & ~15;
4742 while (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4744 // emergency - we ran out of space, allocate more memory
4745 newvalue = bound(0.25f, r_bufferdatasize[type].value * 2.0f, 256.0f);
4746 // if we're already at the limit, just fail (if allowfail is false we might run out of video ram)
4747 if (newvalue == r_bufferdatasize[type].value && allowfail)
4749 Cvar_SetValueQuick(&r_bufferdatasize[type], newvalue);
4750 R_BufferData_Resize(type, true);
4753 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4754 offset = mem->current;
4755 mem->current += padsize;
4757 // upload the data to the buffer at the chosen offset
4759 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4760 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4762 // count the usage for stats
4763 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4764 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4766 // return the buffer offset
4767 *returnbufferoffset = offset;
4772 //==================================================================================
4774 // LordHavoc: animcache originally written by Echon, rewritten since then
4777 * Animation cache prevents re-generating mesh data for an animated model
4778 * multiple times in one frame for lighting, shadowing, reflections, etc.
4781 void R_AnimCache_Free(void)
4785 void R_AnimCache_ClearCache(void)
4788 entity_render_t *ent;
4790 for (i = 0;i < r_refdef.scene.numentities;i++)
4792 ent = r_refdef.scene.entities[i];
4793 ent->animcache_vertex3f = NULL;
4794 ent->animcache_vertex3f_vertexbuffer = NULL;
4795 ent->animcache_vertex3f_bufferoffset = 0;
4796 ent->animcache_normal3f = NULL;
4797 ent->animcache_normal3f_vertexbuffer = NULL;
4798 ent->animcache_normal3f_bufferoffset = 0;
4799 ent->animcache_svector3f = NULL;
4800 ent->animcache_svector3f_vertexbuffer = NULL;
4801 ent->animcache_svector3f_bufferoffset = 0;
4802 ent->animcache_tvector3f = NULL;
4803 ent->animcache_tvector3f_vertexbuffer = NULL;
4804 ent->animcache_tvector3f_bufferoffset = 0;
4805 ent->animcache_vertexmesh = NULL;
4806 ent->animcache_vertexmesh_vertexbuffer = NULL;
4807 ent->animcache_vertexmesh_bufferoffset = 0;
4808 ent->animcache_skeletaltransform3x4 = NULL;
4809 ent->animcache_skeletaltransform3x4buffer = NULL;
4810 ent->animcache_skeletaltransform3x4offset = 0;
4811 ent->animcache_skeletaltransform3x4size = 0;
4815 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4819 // check if we need the meshbuffers
4820 if (!vid.useinterleavedarrays)
4823 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4824 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4825 // TODO: upload vertexbuffer?
4826 if (ent->animcache_vertexmesh)
4828 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4829 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4830 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4831 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4832 for (i = 0;i < numvertices;i++)
4833 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4834 if (ent->animcache_svector3f)
4835 for (i = 0;i < numvertices;i++)
4836 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4837 if (ent->animcache_tvector3f)
4838 for (i = 0;i < numvertices;i++)
4839 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4840 if (ent->animcache_normal3f)
4841 for (i = 0;i < numvertices;i++)
4842 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4846 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4848 dp_model_t *model = ent->model;
4851 // see if this ent is worth caching
4852 if (!model || !model->Draw || !model->AnimateVertices)
4854 // nothing to cache if it contains no animations and has no skeleton
4855 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4857 // see if it is already cached for gpuskeletal
4858 if (ent->animcache_skeletaltransform3x4)
4860 // see if it is already cached as a mesh
4861 if (ent->animcache_vertex3f)
4863 // check if we need to add normals or tangents
4864 if (ent->animcache_normal3f)
4865 wantnormals = false;
4866 if (ent->animcache_svector3f)
4867 wanttangents = false;
4868 if (!wantnormals && !wanttangents)
4872 // check which kind of cache we need to generate
4873 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4875 // cache the skeleton so the vertex shader can use it
4876 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4877 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4878 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4879 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4880 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4881 // note: this can fail if the buffer is at the grow limit
4882 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4883 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset, true);
4885 else if (ent->animcache_vertex3f)
4887 // mesh was already cached but we may need to add normals/tangents
4888 // (this only happens with multiple views, reflections, cameras, etc)
4889 if (wantnormals || wanttangents)
4891 numvertices = model->surfmesh.num_vertices;
4893 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4896 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4897 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4899 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4900 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4901 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4902 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4903 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4908 // generate mesh cache
4909 numvertices = model->surfmesh.num_vertices;
4910 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4912 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4915 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4916 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4918 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4919 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4920 if (wantnormals || wanttangents)
4922 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4923 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4924 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4926 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4927 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4928 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4933 void R_AnimCache_CacheVisibleEntities(void)
4936 qboolean wantnormals = true;
4937 qboolean wanttangents = !r_showsurfaces.integer;
4939 switch(vid.renderpath)
4941 case RENDERPATH_GL20:
4942 case RENDERPATH_D3D9:
4943 case RENDERPATH_D3D10:
4944 case RENDERPATH_D3D11:
4945 case RENDERPATH_GLES2:
4947 case RENDERPATH_GL11:
4948 case RENDERPATH_GL13:
4949 case RENDERPATH_GLES1:
4950 wanttangents = false;
4952 case RENDERPATH_SOFT:
4956 if (r_shownormals.integer)
4957 wanttangents = wantnormals = true;
4959 // TODO: thread this
4960 // NOTE: R_PrepareRTLights() also caches entities
4962 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (r_refdef.viewcache.entityvisible[i])
4964 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4967 //==================================================================================
4969 extern cvar_t r_overheadsprites_pushback;
4971 static void R_View_UpdateEntityLighting (void)
4974 entity_render_t *ent;
4975 vec3_t tempdiffusenormal, avg;
4976 vec_t f, fa, fd, fdd;
4977 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4979 for (i = 0;i < r_refdef.scene.numentities;i++)
4981 ent = r_refdef.scene.entities[i];
4983 // skip unseen models
4984 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4988 if (ent->model && ent->model == cl.worldmodel)
4990 // TODO: use modellight for r_ambient settings on world?
4991 VectorSet(ent->modellight_ambient, 0, 0, 0);
4992 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4993 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4997 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4999 // aleady updated by CSQC
5000 // TODO: force modellight on BSP models in this case?
5001 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5005 // fetch the lighting from the worldmodel data
5006 VectorClear(ent->modellight_ambient);
5007 VectorClear(ent->modellight_diffuse);
5008 VectorClear(tempdiffusenormal);
5009 if (ent->flags & RENDER_LIGHT)
5012 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5014 // complete lightning for lit sprites
5015 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5016 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5018 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5019 org[2] = org[2] + r_overheadsprites_pushback.value;
5020 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5023 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5025 if(ent->flags & RENDER_EQUALIZE)
5027 // first fix up ambient lighting...
5028 if(r_equalize_entities_minambient.value > 0)
5030 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5033 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5034 if(fa < r_equalize_entities_minambient.value * fd)
5037 // fa'/fd' = minambient
5038 // fa'+0.25*fd' = fa+0.25*fd
5040 // fa' = fd' * minambient
5041 // fd'*(0.25+minambient) = fa+0.25*fd
5043 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5044 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5046 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5047 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
5048 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5049 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5054 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5056 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5057 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5061 // adjust brightness and saturation to target
5062 avg[0] = avg[1] = avg[2] = fa / f;
5063 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5064 avg[0] = avg[1] = avg[2] = fd / f;
5065 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5071 VectorSet(ent->modellight_ambient, 1, 1, 1);
5074 // move the light direction into modelspace coordinates for lighting code
5075 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5076 if(VectorLength2(ent->modellight_lightdir) == 0)
5077 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5078 VectorNormalize(ent->modellight_lightdir);
5082 #define MAX_LINEOFSIGHTTRACES 64
5084 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5087 vec3_t boxmins, boxmaxs;
5090 dp_model_t *model = r_refdef.scene.worldmodel;
5092 if (!model || !model->brush.TraceLineOfSight)
5095 // expand the box a little
5096 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
5097 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
5098 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
5099 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
5100 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
5101 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
5103 // return true if eye is inside enlarged box
5104 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
5108 VectorCopy(eye, start);
5109 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5110 if (model->brush.TraceLineOfSight(model, start, end))
5113 // try various random positions
5114 for (i = 0;i < numsamples;i++)
5116 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5117 if (model->brush.TraceLineOfSight(model, start, end))
5125 static void R_View_UpdateEntityVisible (void)
5130 entity_render_t *ent;
5132 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5133 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5134 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5135 : RENDER_EXTERIORMODEL;
5136 if (!r_drawviewmodel.integer)
5137 renderimask |= RENDER_VIEWMODEL;
5138 if (!r_drawexteriormodel.integer)
5139 renderimask |= RENDER_EXTERIORMODEL;
5140 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5142 // worldmodel can check visibility
5143 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5144 for (i = 0;i < r_refdef.scene.numentities;i++)
5146 ent = r_refdef.scene.entities[i];
5147 if (!(ent->flags & renderimask))
5148 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)))
5149 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))
5150 r_refdef.viewcache.entityvisible[i] = true;
5155 // no worldmodel or it can't check visibility
5156 for (i = 0;i < r_refdef.scene.numentities;i++)
5158 ent = r_refdef.scene.entities[i];
5159 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));
5162 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5163 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5165 for (i = 0;i < r_refdef.scene.numentities;i++)
5167 if (!r_refdef.viewcache.entityvisible[i])
5169 ent = r_refdef.scene.entities[i];
5170 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5172 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5174 continue; // temp entities do pvs only
5175 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5176 ent->last_trace_visibility = realtime;
5177 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5178 r_refdef.viewcache.entityvisible[i] = 0;
5184 /// only used if skyrendermasked, and normally returns false
5185 static int R_DrawBrushModelsSky (void)
5188 entity_render_t *ent;
5191 for (i = 0;i < r_refdef.scene.numentities;i++)
5193 if (!r_refdef.viewcache.entityvisible[i])
5195 ent = r_refdef.scene.entities[i];
5196 if (!ent->model || !ent->model->DrawSky)
5198 ent->model->DrawSky(ent);
5204 static void R_DrawNoModel(entity_render_t *ent);
5205 static void R_DrawModels(void)
5208 entity_render_t *ent;
5210 for (i = 0;i < r_refdef.scene.numentities;i++)
5212 if (!r_refdef.viewcache.entityvisible[i])
5214 ent = r_refdef.scene.entities[i];
5215 r_refdef.stats[r_stat_entities]++;
5217 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5220 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5221 Con_Printf("R_DrawModels\n");
5222 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]);
5223 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);
5224 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);
5227 if (ent->model && ent->model->Draw != NULL)
5228 ent->model->Draw(ent);
5234 static void R_DrawModelsDepth(void)
5237 entity_render_t *ent;
5239 for (i = 0;i < r_refdef.scene.numentities;i++)
5241 if (!r_refdef.viewcache.entityvisible[i])
5243 ent = r_refdef.scene.entities[i];
5244 if (ent->model && ent->model->DrawDepth != NULL)
5245 ent->model->DrawDepth(ent);
5249 static void R_DrawModelsDebug(void)
5252 entity_render_t *ent;
5254 for (i = 0;i < r_refdef.scene.numentities;i++)
5256 if (!r_refdef.viewcache.entityvisible[i])
5258 ent = r_refdef.scene.entities[i];
5259 if (ent->model && ent->model->DrawDebug != NULL)
5260 ent->model->DrawDebug(ent);
5264 static void R_DrawModelsAddWaterPlanes(void)
5267 entity_render_t *ent;
5269 for (i = 0;i < r_refdef.scene.numentities;i++)
5271 if (!r_refdef.viewcache.entityvisible[i])
5273 ent = r_refdef.scene.entities[i];
5274 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5275 ent->model->DrawAddWaterPlanes(ent);
5279 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}};
5281 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5283 if (r_hdr_irisadaptation.integer)
5288 vec3_t diffusenormal;
5290 vec_t brightness = 0.0f;
5295 VectorCopy(r_refdef.view.forward, forward);
5296 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5298 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5299 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5300 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5301 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5302 d = DotProduct(forward, diffusenormal);
5303 brightness += VectorLength(ambient);
5305 brightness += d * VectorLength(diffuse);
5307 brightness *= 1.0f / c;
5308 brightness += 0.00001f; // make sure it's never zero
5309 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5310 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5311 current = r_hdr_irisadaptation_value.value;
5313 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5314 else if (current > goal)
5315 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5316 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5317 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5319 else if (r_hdr_irisadaptation_value.value != 1.0f)
5320 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5323 static void R_View_SetFrustum(const int *scissor)
5326 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5327 vec3_t forward, left, up, origin, v;
5331 // flipped x coordinates (because x points left here)
5332 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5333 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5335 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5336 switch(vid.renderpath)
5338 case RENDERPATH_D3D9:
5339 case RENDERPATH_D3D10:
5340 case RENDERPATH_D3D11:
5341 // non-flipped y coordinates
5342 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5343 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5345 case RENDERPATH_SOFT:
5346 case RENDERPATH_GL11:
5347 case RENDERPATH_GL13:
5348 case RENDERPATH_GL20:
5349 case RENDERPATH_GLES1:
5350 case RENDERPATH_GLES2:
5351 // non-flipped y coordinates
5352 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5353 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5358 // we can't trust r_refdef.view.forward and friends in reflected scenes
5359 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5362 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5363 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5364 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5365 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5366 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5367 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5368 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5369 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5370 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5371 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5372 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5373 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5377 zNear = r_refdef.nearclip;
5378 nudge = 1.0 - 1.0 / (1<<23);
5379 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5380 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5381 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5382 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5383 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5384 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5385 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5386 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5392 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5393 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5394 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5395 r_refdef.view.frustum[0].dist = m[15] - m[12];
5397 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5398 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5399 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5400 r_refdef.view.frustum[1].dist = m[15] + m[12];
5402 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5403 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5404 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5405 r_refdef.view.frustum[2].dist = m[15] - m[13];
5407 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5408 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5409 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5410 r_refdef.view.frustum[3].dist = m[15] + m[13];
5412 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5413 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5414 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5415 r_refdef.view.frustum[4].dist = m[15] - m[14];
5417 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5418 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5419 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5420 r_refdef.view.frustum[5].dist = m[15] + m[14];
5423 if (r_refdef.view.useperspective)
5425 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5426 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]);
5427 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]);
5428 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]);
5429 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]);
5431 // then the normals from the corners relative to origin
5432 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5433 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5434 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5435 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5437 // in a NORMAL view, forward cross left == up
5438 // in a REFLECTED view, forward cross left == down
5439 // so our cross products above need to be adjusted for a left handed coordinate system
5440 CrossProduct(forward, left, v);
5441 if(DotProduct(v, up) < 0)
5443 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5444 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5445 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5446 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5449 // Leaving those out was a mistake, those were in the old code, and they
5450 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5451 // I couldn't reproduce it after adding those normalizations. --blub
5452 VectorNormalize(r_refdef.view.frustum[0].normal);
5453 VectorNormalize(r_refdef.view.frustum[1].normal);
5454 VectorNormalize(r_refdef.view.frustum[2].normal);
5455 VectorNormalize(r_refdef.view.frustum[3].normal);
5457 // make the corners absolute
5458 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5459 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5460 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5461 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5464 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5466 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5467 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5468 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5469 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5470 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5474 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5475 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5476 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5477 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5478 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5479 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5480 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5481 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5482 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5483 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5485 r_refdef.view.numfrustumplanes = 5;
5487 if (r_refdef.view.useclipplane)
5489 r_refdef.view.numfrustumplanes = 6;
5490 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5493 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5494 PlaneClassify(r_refdef.view.frustum + i);
5496 // LordHavoc: note to all quake engine coders, Quake had a special case
5497 // for 90 degrees which assumed a square view (wrong), so I removed it,
5498 // Quake2 has it disabled as well.
5500 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5501 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5502 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5503 //PlaneClassify(&frustum[0]);
5505 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5506 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5507 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5508 //PlaneClassify(&frustum[1]);
5510 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5511 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5512 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5513 //PlaneClassify(&frustum[2]);
5515 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5516 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5517 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5518 //PlaneClassify(&frustum[3]);
5521 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5522 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5523 //PlaneClassify(&frustum[4]);
5526 static void R_View_UpdateWithScissor(const int *myscissor)
5528 R_Main_ResizeViewCache();
5529 R_View_SetFrustum(myscissor);
5530 R_View_WorldVisibility(r_refdef.view.useclipplane);
5531 R_View_UpdateEntityVisible();
5532 R_View_UpdateEntityLighting();
5535 static void R_View_Update(void)
5537 R_Main_ResizeViewCache();
5538 R_View_SetFrustum(NULL);
5539 R_View_WorldVisibility(r_refdef.view.useclipplane);
5540 R_View_UpdateEntityVisible();
5541 R_View_UpdateEntityLighting();
5544 float viewscalefpsadjusted = 1.0f;
5546 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5548 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5549 scale = bound(0.03125f, scale, 1.0f);
5550 *outwidth = (int)ceil(width * scale);
5551 *outheight = (int)ceil(height * scale);
5554 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5556 const float *customclipplane = NULL;
5558 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5559 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5561 // LordHavoc: couldn't figure out how to make this approach the
5562 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5563 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5564 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5565 dist = r_refdef.view.clipplane.dist;
5566 plane[0] = r_refdef.view.clipplane.normal[0];
5567 plane[1] = r_refdef.view.clipplane.normal[1];
5568 plane[2] = r_refdef.view.clipplane.normal[2];
5570 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5573 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5574 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5576 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5577 if (!r_refdef.view.useperspective)
5578 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);
5579 else if (vid.stencil && r_useinfinitefarclip.integer)
5580 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);
5582 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);
5583 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5584 R_SetViewport(&r_refdef.view.viewport);
5585 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5587 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5588 float screenplane[4];
5589 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5590 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5591 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5592 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5593 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5597 void R_EntityMatrix(const matrix4x4_t *matrix)
5599 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5601 gl_modelmatrixchanged = false;
5602 gl_modelmatrix = *matrix;
5603 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5604 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5605 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5606 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5608 switch(vid.renderpath)
5610 case RENDERPATH_D3D9:
5612 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5613 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5616 case RENDERPATH_D3D10:
5617 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5619 case RENDERPATH_D3D11:
5620 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5622 case RENDERPATH_GL11:
5623 case RENDERPATH_GL13:
5624 case RENDERPATH_GLES1:
5625 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5627 case RENDERPATH_SOFT:
5628 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5629 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5631 case RENDERPATH_GL20:
5632 case RENDERPATH_GLES2:
5633 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5634 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5640 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5642 r_viewport_t viewport;
5646 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5647 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5648 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5649 R_SetViewport(&viewport);
5650 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5651 GL_Color(1, 1, 1, 1);
5652 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5653 GL_BlendFunc(GL_ONE, GL_ZERO);
5654 GL_ScissorTest(false);
5655 GL_DepthMask(false);
5656 GL_DepthRange(0, 1);
5657 GL_DepthTest(false);
5658 GL_DepthFunc(GL_LEQUAL);
5659 R_EntityMatrix(&identitymatrix);
5660 R_Mesh_ResetTextureState();
5661 GL_PolygonOffset(0, 0);
5662 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5663 switch(vid.renderpath)
5665 case RENDERPATH_GL11:
5666 case RENDERPATH_GL13:
5667 case RENDERPATH_GL20:
5668 case RENDERPATH_GLES1:
5669 case RENDERPATH_GLES2:
5670 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5672 case RENDERPATH_D3D9:
5673 case RENDERPATH_D3D10:
5674 case RENDERPATH_D3D11:
5675 case RENDERPATH_SOFT:
5678 GL_CullFace(GL_NONE);
5683 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5687 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5690 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5694 R_SetupView(true, fbo, depthtexture, colortexture);
5695 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5696 GL_Color(1, 1, 1, 1);
5697 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5698 GL_BlendFunc(GL_ONE, GL_ZERO);
5699 GL_ScissorTest(true);
5701 GL_DepthRange(0, 1);
5703 GL_DepthFunc(GL_LEQUAL);
5704 R_EntityMatrix(&identitymatrix);
5705 R_Mesh_ResetTextureState();
5706 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5707 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5708 switch(vid.renderpath)
5710 case RENDERPATH_GL11:
5711 case RENDERPATH_GL13:
5712 case RENDERPATH_GL20:
5713 case RENDERPATH_GLES1:
5714 case RENDERPATH_GLES2:
5715 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5717 case RENDERPATH_D3D9:
5718 case RENDERPATH_D3D10:
5719 case RENDERPATH_D3D11:
5720 case RENDERPATH_SOFT:
5723 GL_CullFace(r_refdef.view.cullface_back);
5728 R_RenderView_UpdateViewVectors
5731 void R_RenderView_UpdateViewVectors(void)
5733 // break apart the view matrix into vectors for various purposes
5734 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5735 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5736 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5737 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5738 // make an inverted copy of the view matrix for tracking sprites
5739 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5742 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5743 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5745 static void R_Water_StartFrame(void)
5748 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5749 r_waterstate_waterplane_t *p;
5750 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5752 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5755 switch(vid.renderpath)
5757 case RENDERPATH_GL20:
5758 case RENDERPATH_D3D9:
5759 case RENDERPATH_D3D10:
5760 case RENDERPATH_D3D11:
5761 case RENDERPATH_SOFT:
5762 case RENDERPATH_GLES2:
5764 case RENDERPATH_GL11:
5765 case RENDERPATH_GL13:
5766 case RENDERPATH_GLES1:
5770 // set waterwidth and waterheight to the water resolution that will be
5771 // used (often less than the screen resolution for faster rendering)
5772 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5774 // calculate desired texture sizes
5775 // can't use water if the card does not support the texture size
5776 if (!r_water.integer || r_showsurfaces.integer)
5777 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5778 else if (vid.support.arb_texture_non_power_of_two)
5780 texturewidth = waterwidth;
5781 textureheight = waterheight;
5782 camerawidth = waterwidth;
5783 cameraheight = waterheight;
5787 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5788 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5789 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5790 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5793 // allocate textures as needed
5794 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))
5796 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5797 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5799 if (p->texture_refraction)
5800 R_FreeTexture(p->texture_refraction);
5801 p->texture_refraction = NULL;
5802 if (p->fbo_refraction)
5803 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5804 p->fbo_refraction = 0;
5805 if (p->texture_reflection)
5806 R_FreeTexture(p->texture_reflection);
5807 p->texture_reflection = NULL;
5808 if (p->fbo_reflection)
5809 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5810 p->fbo_reflection = 0;
5811 if (p->texture_camera)
5812 R_FreeTexture(p->texture_camera);
5813 p->texture_camera = NULL;
5815 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5818 memset(&r_fb.water, 0, sizeof(r_fb.water));
5819 r_fb.water.texturewidth = texturewidth;
5820 r_fb.water.textureheight = textureheight;
5821 r_fb.water.camerawidth = camerawidth;
5822 r_fb.water.cameraheight = cameraheight;
5825 if (r_fb.water.texturewidth)
5827 int scaledwidth, scaledheight;
5829 r_fb.water.enabled = true;
5831 // water resolution is usually reduced
5832 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5833 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5834 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5836 // set up variables that will be used in shader setup
5837 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5838 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5839 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5840 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5843 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5844 r_fb.water.numwaterplanes = 0;
5847 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5849 int planeindex, bestplaneindex, vertexindex;
5850 vec3_t mins, maxs, normal, center, v, n;
5851 vec_t planescore, bestplanescore;
5853 r_waterstate_waterplane_t *p;
5854 texture_t *t = R_GetCurrentTexture(surface->texture);
5856 rsurface.texture = t;
5857 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5858 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5859 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5861 // average the vertex normals, find the surface bounds (after deformvertexes)
5862 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5863 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5864 VectorCopy(n, normal);
5865 VectorCopy(v, mins);
5866 VectorCopy(v, maxs);
5867 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5869 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5870 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5871 VectorAdd(normal, n, normal);
5872 mins[0] = min(mins[0], v[0]);
5873 mins[1] = min(mins[1], v[1]);
5874 mins[2] = min(mins[2], v[2]);
5875 maxs[0] = max(maxs[0], v[0]);
5876 maxs[1] = max(maxs[1], v[1]);
5877 maxs[2] = max(maxs[2], v[2]);
5879 VectorNormalize(normal);
5880 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5882 VectorCopy(normal, plane.normal);
5883 VectorNormalize(plane.normal);
5884 plane.dist = DotProduct(center, plane.normal);
5885 PlaneClassify(&plane);
5886 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5888 // skip backfaces (except if nocullface is set)
5889 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5891 VectorNegate(plane.normal, plane.normal);
5893 PlaneClassify(&plane);
5897 // find a matching plane if there is one
5898 bestplaneindex = -1;
5899 bestplanescore = 1048576.0f;
5900 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5902 if(p->camera_entity == t->camera_entity)
5904 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5905 if (bestplaneindex < 0 || bestplanescore > planescore)
5907 bestplaneindex = planeindex;
5908 bestplanescore = planescore;
5912 planeindex = bestplaneindex;
5913 p = r_fb.water.waterplanes + planeindex;
5915 // if this surface does not fit any known plane rendered this frame, add one
5916 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5918 // store the new plane
5919 planeindex = r_fb.water.numwaterplanes++;
5920 p = r_fb.water.waterplanes + planeindex;
5922 // clear materialflags and pvs
5923 p->materialflags = 0;
5924 p->pvsvalid = false;
5925 p->camera_entity = t->camera_entity;
5926 VectorCopy(mins, p->mins);
5927 VectorCopy(maxs, p->maxs);
5931 // merge mins/maxs when we're adding this surface to the plane
5932 p->mins[0] = min(p->mins[0], mins[0]);
5933 p->mins[1] = min(p->mins[1], mins[1]);
5934 p->mins[2] = min(p->mins[2], mins[2]);
5935 p->maxs[0] = max(p->maxs[0], maxs[0]);
5936 p->maxs[1] = max(p->maxs[1], maxs[1]);
5937 p->maxs[2] = max(p->maxs[2], maxs[2]);
5939 // merge this surface's materialflags into the waterplane
5940 p->materialflags |= t->currentmaterialflags;
5941 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5943 // merge this surface's PVS into the waterplane
5944 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5945 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5947 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5953 extern cvar_t r_drawparticles;
5954 extern cvar_t r_drawdecals;
5956 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5959 r_refdef_view_t originalview;
5960 r_refdef_view_t myview;
5961 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;
5962 r_waterstate_waterplane_t *p;
5964 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5967 originalview = r_refdef.view;
5969 // lowquality hack, temporarily shut down some cvars and restore afterwards
5970 qualityreduction = r_water_lowquality.integer;
5971 if (qualityreduction > 0)
5973 if (qualityreduction >= 1)
5975 old_r_shadows = r_shadows.integer;
5976 old_r_worldrtlight = r_shadow_realtime_world.integer;
5977 old_r_dlight = r_shadow_realtime_dlight.integer;
5978 Cvar_SetValueQuick(&r_shadows, 0);
5979 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5980 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5982 if (qualityreduction >= 2)
5984 old_r_dynamic = r_dynamic.integer;
5985 old_r_particles = r_drawparticles.integer;
5986 old_r_decals = r_drawdecals.integer;
5987 Cvar_SetValueQuick(&r_dynamic, 0);
5988 Cvar_SetValueQuick(&r_drawparticles, 0);
5989 Cvar_SetValueQuick(&r_drawdecals, 0);
5993 // make sure enough textures are allocated
5994 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5996 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5998 if (!p->texture_refraction)
5999 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);
6000 if (!p->texture_refraction)
6004 if (r_fb.water.depthtexture == NULL)
6005 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6006 if (p->fbo_refraction == 0)
6007 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6010 else if (p->materialflags & MATERIALFLAG_CAMERA)
6012 if (!p->texture_camera)
6013 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);
6014 if (!p->texture_camera)
6018 if (r_fb.water.depthtexture == NULL)
6019 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6020 if (p->fbo_camera == 0)
6021 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6025 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6027 if (!p->texture_reflection)
6028 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);
6029 if (!p->texture_reflection)
6033 if (r_fb.water.depthtexture == NULL)
6034 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6035 if (p->fbo_reflection == 0)
6036 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6042 r_refdef.view = originalview;
6043 r_refdef.view.showdebug = false;
6044 r_refdef.view.width = r_fb.water.waterwidth;
6045 r_refdef.view.height = r_fb.water.waterheight;
6046 r_refdef.view.useclipplane = true;
6047 myview = r_refdef.view;
6048 r_fb.water.renderingscene = true;
6049 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6051 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6053 r_refdef.view = myview;
6054 if(r_water_scissormode.integer)
6056 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6057 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6058 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6061 // render reflected scene and copy into texture
6062 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6063 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6064 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6065 r_refdef.view.clipplane = p->plane;
6066 // reverse the cullface settings for this render
6067 r_refdef.view.cullface_front = GL_FRONT;
6068 r_refdef.view.cullface_back = GL_BACK;
6069 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6071 r_refdef.view.usecustompvs = true;
6073 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6075 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6078 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
6079 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6080 R_ClearScreen(r_refdef.fogenabled);
6081 if(r_water_scissormode.integer & 2)
6082 R_View_UpdateWithScissor(myscissor);
6085 R_AnimCache_CacheVisibleEntities();
6086 if(r_water_scissormode.integer & 1)
6087 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6088 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6090 if (!p->fbo_reflection)
6091 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);
6092 r_fb.water.hideplayer = false;
6095 // render the normal view scene and copy into texture
6096 // (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)
6097 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6099 r_refdef.view = myview;
6100 if(r_water_scissormode.integer)
6102 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6103 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6104 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6107 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
6109 r_refdef.view.clipplane = p->plane;
6110 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6111 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6113 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6115 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6116 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6117 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6118 R_RenderView_UpdateViewVectors();
6119 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6121 r_refdef.view.usecustompvs = true;
6122 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);
6126 PlaneClassify(&r_refdef.view.clipplane);
6128 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6129 R_ClearScreen(r_refdef.fogenabled);
6130 if(r_water_scissormode.integer & 2)
6131 R_View_UpdateWithScissor(myscissor);
6134 R_AnimCache_CacheVisibleEntities();
6135 if(r_water_scissormode.integer & 1)
6136 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6137 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6139 if (!p->fbo_refraction)
6140 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);
6141 r_fb.water.hideplayer = false;
6143 else if (p->materialflags & MATERIALFLAG_CAMERA)
6145 r_refdef.view = myview;
6147 r_refdef.view.clipplane = p->plane;
6148 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6149 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6151 r_refdef.view.width = r_fb.water.camerawidth;
6152 r_refdef.view.height = r_fb.water.cameraheight;
6153 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6154 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6155 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6156 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6158 if(p->camera_entity)
6160 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6161 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6164 // note: all of the view is used for displaying... so
6165 // there is no use in scissoring
6167 // reverse the cullface settings for this render
6168 r_refdef.view.cullface_front = GL_FRONT;
6169 r_refdef.view.cullface_back = GL_BACK;
6170 // also reverse the view matrix
6171 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
6172 R_RenderView_UpdateViewVectors();
6173 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6175 r_refdef.view.usecustompvs = true;
6176 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);
6179 // camera needs no clipplane
6180 r_refdef.view.useclipplane = false;
6182 PlaneClassify(&r_refdef.view.clipplane);
6184 r_fb.water.hideplayer = false;
6186 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6187 R_ClearScreen(r_refdef.fogenabled);
6189 R_AnimCache_CacheVisibleEntities();
6190 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6193 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);
6194 r_fb.water.hideplayer = false;
6198 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6199 r_fb.water.renderingscene = false;
6200 r_refdef.view = originalview;
6201 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6202 if (!r_fb.water.depthtexture)
6203 R_ClearScreen(r_refdef.fogenabled);
6205 R_AnimCache_CacheVisibleEntities();
6208 r_refdef.view = originalview;
6209 r_fb.water.renderingscene = false;
6210 Cvar_SetValueQuick(&r_water, 0);
6211 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6213 // lowquality hack, restore cvars
6214 if (qualityreduction > 0)
6216 if (qualityreduction >= 1)
6218 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6219 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6220 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6222 if (qualityreduction >= 2)
6224 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6225 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6226 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6231 static void R_Bloom_StartFrame(void)
6234 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6235 int viewwidth, viewheight;
6236 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6237 textype_t textype = TEXTYPE_COLORBUFFER;
6239 switch (vid.renderpath)
6241 case RENDERPATH_GL20:
6242 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6243 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6245 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6246 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6249 case RENDERPATH_GL11:
6250 case RENDERPATH_GL13:
6251 case RENDERPATH_GLES1:
6252 case RENDERPATH_GLES2:
6253 case RENDERPATH_D3D9:
6254 case RENDERPATH_D3D10:
6255 case RENDERPATH_D3D11:
6256 r_fb.usedepthtextures = false;
6258 case RENDERPATH_SOFT:
6259 r_fb.usedepthtextures = true;
6263 if (r_viewscale_fpsscaling.integer)
6265 double actualframetime;
6266 double targetframetime;
6268 actualframetime = r_refdef.lastdrawscreentime;
6269 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6270 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6271 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6272 if (r_viewscale_fpsscaling_stepsize.value > 0)
6273 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6274 viewscalefpsadjusted += adjust;
6275 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6278 viewscalefpsadjusted = 1.0f;
6280 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6282 switch(vid.renderpath)
6284 case RENDERPATH_GL20:
6285 case RENDERPATH_D3D9:
6286 case RENDERPATH_D3D10:
6287 case RENDERPATH_D3D11:
6288 case RENDERPATH_SOFT:
6289 case RENDERPATH_GLES2:
6291 case RENDERPATH_GL11:
6292 case RENDERPATH_GL13:
6293 case RENDERPATH_GLES1:
6297 // set bloomwidth and bloomheight to the bloom resolution that will be
6298 // used (often less than the screen resolution for faster rendering)
6299 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6300 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6301 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6302 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6303 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6305 // calculate desired texture sizes
6306 if (vid.support.arb_texture_non_power_of_two)
6308 screentexturewidth = vid.width;
6309 screentextureheight = vid.height;
6310 bloomtexturewidth = r_fb.bloomwidth;
6311 bloomtextureheight = r_fb.bloomheight;
6315 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6316 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6317 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6318 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6321 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))
6323 Cvar_SetValueQuick(&r_bloom, 0);
6324 Cvar_SetValueQuick(&r_motionblur, 0);
6325 Cvar_SetValueQuick(&r_damageblur, 0);
6328 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6330 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6332 && r_viewscale.value == 1.0f
6333 && !r_viewscale_fpsscaling.integer)
6334 screentexturewidth = screentextureheight = 0;
6335 if (!r_bloom.integer)
6336 bloomtexturewidth = bloomtextureheight = 0;
6338 // allocate textures as needed
6339 if (r_fb.screentexturewidth != screentexturewidth
6340 || r_fb.screentextureheight != screentextureheight
6341 || r_fb.bloomtexturewidth != bloomtexturewidth
6342 || r_fb.bloomtextureheight != bloomtextureheight
6343 || r_fb.textype != textype
6344 || useviewfbo != (r_fb.fbo != 0))
6346 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6348 if (r_fb.bloomtexture[i])
6349 R_FreeTexture(r_fb.bloomtexture[i]);
6350 r_fb.bloomtexture[i] = NULL;
6352 if (r_fb.bloomfbo[i])
6353 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6354 r_fb.bloomfbo[i] = 0;
6358 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6361 if (r_fb.colortexture)
6362 R_FreeTexture(r_fb.colortexture);
6363 r_fb.colortexture = NULL;
6365 if (r_fb.depthtexture)
6366 R_FreeTexture(r_fb.depthtexture);
6367 r_fb.depthtexture = NULL;
6369 if (r_fb.ghosttexture)
6370 R_FreeTexture(r_fb.ghosttexture);
6371 r_fb.ghosttexture = NULL;
6373 r_fb.screentexturewidth = screentexturewidth;
6374 r_fb.screentextureheight = screentextureheight;
6375 r_fb.bloomtexturewidth = bloomtexturewidth;
6376 r_fb.bloomtextureheight = bloomtextureheight;
6377 r_fb.textype = textype;
6379 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6381 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6382 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);
6383 r_fb.ghosttexture_valid = false;
6384 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);
6387 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6388 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6389 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6393 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6395 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6397 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);
6399 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6404 // bloom texture is a different resolution
6405 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6406 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6407 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6408 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6409 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6411 // set up a texcoord array for the full resolution screen image
6412 // (we have to keep this around to copy back during final render)
6413 r_fb.screentexcoord2f[0] = 0;
6414 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6415 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6416 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6417 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6418 r_fb.screentexcoord2f[5] = 0;
6419 r_fb.screentexcoord2f[6] = 0;
6420 r_fb.screentexcoord2f[7] = 0;
6424 for (i = 1;i < 8;i += 2)
6426 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6430 // set up a texcoord array for the reduced resolution bloom image
6431 // (which will be additive blended over the screen image)
6432 r_fb.bloomtexcoord2f[0] = 0;
6433 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6434 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6435 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6436 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6437 r_fb.bloomtexcoord2f[5] = 0;
6438 r_fb.bloomtexcoord2f[6] = 0;
6439 r_fb.bloomtexcoord2f[7] = 0;
6441 switch(vid.renderpath)
6443 case RENDERPATH_GL11:
6444 case RENDERPATH_GL13:
6445 case RENDERPATH_GL20:
6446 case RENDERPATH_SOFT:
6447 case RENDERPATH_GLES1:
6448 case RENDERPATH_GLES2:
6450 case RENDERPATH_D3D9:
6451 case RENDERPATH_D3D10:
6452 case RENDERPATH_D3D11:
6453 for (i = 0;i < 4;i++)
6455 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6456 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6457 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6458 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6463 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6466 r_refdef.view.clear = true;
6469 static void R_Bloom_MakeTexture(void)
6472 float xoffset, yoffset, r, brighten;
6474 float colorscale = r_bloom_colorscale.value;
6476 r_refdef.stats[r_stat_bloom]++;
6479 // this copy is unnecessary since it happens in R_BlendView already
6482 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);
6483 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6487 // scale down screen texture to the bloom texture size
6489 r_fb.bloomindex = 0;
6490 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6491 R_SetViewport(&r_fb.bloomviewport);
6492 GL_DepthTest(false);
6493 GL_BlendFunc(GL_ONE, GL_ZERO);
6494 GL_Color(colorscale, colorscale, colorscale, 1);
6495 // 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...
6496 switch(vid.renderpath)
6498 case RENDERPATH_GL11:
6499 case RENDERPATH_GL13:
6500 case RENDERPATH_GL20:
6501 case RENDERPATH_GLES1:
6502 case RENDERPATH_GLES2:
6503 case RENDERPATH_SOFT:
6504 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6506 case RENDERPATH_D3D9:
6507 case RENDERPATH_D3D10:
6508 case RENDERPATH_D3D11:
6509 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6512 // TODO: do boxfilter scale-down in shader?
6513 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6514 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6515 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6517 // we now have a properly scaled bloom image
6518 if (!r_fb.bloomfbo[r_fb.bloomindex])
6520 // copy it into the bloom texture
6521 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);
6522 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6525 // multiply bloom image by itself as many times as desired
6526 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6528 intex = r_fb.bloomtexture[r_fb.bloomindex];
6529 r_fb.bloomindex ^= 1;
6530 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6532 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6533 if (!r_fb.bloomfbo[r_fb.bloomindex])
6535 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6536 GL_Color(r,r,r,1); // apply fix factor
6541 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6542 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6543 GL_Color(1,1,1,1); // no fix factor supported here
6545 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6546 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6547 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6548 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6550 if (!r_fb.bloomfbo[r_fb.bloomindex])
6552 // copy the darkened image to a texture
6553 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);
6554 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6558 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6559 brighten = r_bloom_brighten.value;
6560 brighten = sqrt(brighten);
6562 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6564 for (dir = 0;dir < 2;dir++)
6566 intex = r_fb.bloomtexture[r_fb.bloomindex];
6567 r_fb.bloomindex ^= 1;
6568 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6569 // blend on at multiple vertical offsets to achieve a vertical blur
6570 // TODO: do offset blends using GLSL
6571 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6572 GL_BlendFunc(GL_ONE, GL_ZERO);
6573 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6574 for (x = -range;x <= range;x++)
6576 if (!dir){xoffset = 0;yoffset = x;}
6577 else {xoffset = x;yoffset = 0;}
6578 xoffset /= (float)r_fb.bloomtexturewidth;
6579 yoffset /= (float)r_fb.bloomtextureheight;
6580 // compute a texcoord array with the specified x and y offset
6581 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6582 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6583 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6584 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6585 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6586 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6587 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6588 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6589 // this r value looks like a 'dot' particle, fading sharply to
6590 // black at the edges
6591 // (probably not realistic but looks good enough)
6592 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6593 //r = brighten/(range*2+1);
6594 r = brighten / (range * 2 + 1);
6596 r *= (1 - x*x/(float)(range*range));
6597 GL_Color(r, r, r, 1);
6598 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6599 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6600 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6601 GL_BlendFunc(GL_ONE, GL_ONE);
6604 if (!r_fb.bloomfbo[r_fb.bloomindex])
6606 // copy the vertically or horizontally blurred bloom view to a texture
6607 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);
6608 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6613 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6615 unsigned int permutation;
6616 float uservecs[4][4];
6618 R_EntityMatrix(&identitymatrix);
6620 switch (vid.renderpath)
6622 case RENDERPATH_GL20:
6623 case RENDERPATH_D3D9:
6624 case RENDERPATH_D3D10:
6625 case RENDERPATH_D3D11:
6626 case RENDERPATH_SOFT:
6627 case RENDERPATH_GLES2:
6629 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6630 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6631 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6632 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6633 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6635 if (r_fb.colortexture)
6639 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);
6640 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6643 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6645 // declare variables
6646 float blur_factor, blur_mouseaccel, blur_velocity;
6647 static float blur_average;
6648 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6650 // set a goal for the factoring
6651 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6652 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6653 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6654 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6655 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6656 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6658 // from the goal, pick an averaged value between goal and last value
6659 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6660 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6662 // enforce minimum amount of blur
6663 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6665 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6667 // calculate values into a standard alpha
6668 cl.motionbluralpha = 1 - exp(-
6670 (r_motionblur.value * blur_factor / 80)
6672 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6675 max(0.0001, cl.time - cl.oldtime) // fps independent
6678 // randomization for the blur value to combat persistent ghosting
6679 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6680 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6683 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6684 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6686 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6687 GL_Color(1, 1, 1, cl.motionbluralpha);
6688 switch(vid.renderpath)
6690 case RENDERPATH_GL11:
6691 case RENDERPATH_GL13:
6692 case RENDERPATH_GL20:
6693 case RENDERPATH_GLES1:
6694 case RENDERPATH_GLES2:
6695 case RENDERPATH_SOFT:
6696 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6698 case RENDERPATH_D3D9:
6699 case RENDERPATH_D3D10:
6700 case RENDERPATH_D3D11:
6701 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6704 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6705 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6706 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6709 // updates old view angles for next pass
6710 VectorCopy(cl.viewangles, blur_oldangles);
6712 // copy view into the ghost texture
6713 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);
6714 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6715 r_fb.ghosttexture_valid = true;
6720 // no r_fb.colortexture means we're rendering to the real fb
6721 // we may still have to do view tint...
6722 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6724 // apply a color tint to the whole view
6725 R_ResetViewRendering2D(0, NULL, NULL);
6726 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6727 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6728 R_SetupShader_Generic_NoTexture(false, true);
6729 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6730 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6732 break; // no screen processing, no bloom, skip it
6735 if (r_fb.bloomtexture[0])
6737 // make the bloom texture
6738 R_Bloom_MakeTexture();
6741 #if _MSC_VER >= 1400
6742 #define sscanf sscanf_s
6744 memset(uservecs, 0, sizeof(uservecs));
6745 if (r_glsl_postprocess_uservec1_enable.integer)
6746 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6747 if (r_glsl_postprocess_uservec2_enable.integer)
6748 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6749 if (r_glsl_postprocess_uservec3_enable.integer)
6750 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6751 if (r_glsl_postprocess_uservec4_enable.integer)
6752 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6754 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6755 GL_Color(1, 1, 1, 1);
6756 GL_BlendFunc(GL_ONE, GL_ZERO);
6758 switch(vid.renderpath)
6760 case RENDERPATH_GL20:
6761 case RENDERPATH_GLES2:
6762 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6763 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6764 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6765 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6766 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6767 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]);
6768 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6769 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]);
6770 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]);
6771 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]);
6772 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]);
6773 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6774 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6775 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);
6777 case RENDERPATH_D3D9:
6779 // 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...
6780 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6781 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6782 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6783 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6784 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6785 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6786 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6787 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6788 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6789 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6790 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6791 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6792 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6793 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6796 case RENDERPATH_D3D10:
6797 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6799 case RENDERPATH_D3D11:
6800 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6802 case RENDERPATH_SOFT:
6803 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6804 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6805 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6806 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6807 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6808 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6809 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6810 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6811 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6812 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6813 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6814 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6815 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6816 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6821 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6822 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6824 case RENDERPATH_GL11:
6825 case RENDERPATH_GL13:
6826 case RENDERPATH_GLES1:
6827 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6829 // apply a color tint to the whole view
6830 R_ResetViewRendering2D(0, NULL, NULL);
6831 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6832 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6833 R_SetupShader_Generic_NoTexture(false, true);
6834 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6835 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6841 matrix4x4_t r_waterscrollmatrix;
6843 void R_UpdateFog(void)
6846 if (gamemode == GAME_NEHAHRA)
6848 if (gl_fogenable.integer)
6850 r_refdef.oldgl_fogenable = true;
6851 r_refdef.fog_density = gl_fogdensity.value;
6852 r_refdef.fog_red = gl_fogred.value;
6853 r_refdef.fog_green = gl_foggreen.value;
6854 r_refdef.fog_blue = gl_fogblue.value;
6855 r_refdef.fog_alpha = 1;
6856 r_refdef.fog_start = 0;
6857 r_refdef.fog_end = gl_skyclip.value;
6858 r_refdef.fog_height = 1<<30;
6859 r_refdef.fog_fadedepth = 128;
6861 else if (r_refdef.oldgl_fogenable)
6863 r_refdef.oldgl_fogenable = false;
6864 r_refdef.fog_density = 0;
6865 r_refdef.fog_red = 0;
6866 r_refdef.fog_green = 0;
6867 r_refdef.fog_blue = 0;
6868 r_refdef.fog_alpha = 0;
6869 r_refdef.fog_start = 0;
6870 r_refdef.fog_end = 0;
6871 r_refdef.fog_height = 1<<30;
6872 r_refdef.fog_fadedepth = 128;
6877 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6878 r_refdef.fog_start = max(0, r_refdef.fog_start);
6879 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6881 if (r_refdef.fog_density && r_drawfog.integer)
6883 r_refdef.fogenabled = true;
6884 // this is the point where the fog reaches 0.9986 alpha, which we
6885 // consider a good enough cutoff point for the texture
6886 // (0.9986 * 256 == 255.6)
6887 if (r_fog_exp2.integer)
6888 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6890 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6891 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6892 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6893 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6894 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6895 R_BuildFogHeightTexture();
6896 // fog color was already set
6897 // update the fog texture
6898 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)
6899 R_BuildFogTexture();
6900 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6901 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6904 r_refdef.fogenabled = false;
6907 if (r_refdef.fog_density)
6909 r_refdef.fogcolor[0] = r_refdef.fog_red;
6910 r_refdef.fogcolor[1] = r_refdef.fog_green;
6911 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6913 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6914 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6915 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6916 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6920 VectorCopy(r_refdef.fogcolor, fogvec);
6921 // color.rgb *= ContrastBoost * SceneBrightness;
6922 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6923 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6924 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6925 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6930 void R_UpdateVariables(void)
6934 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6936 r_refdef.farclip = r_farclip_base.value;
6937 if (r_refdef.scene.worldmodel)
6938 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6939 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6941 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6942 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6943 r_refdef.polygonfactor = 0;
6944 r_refdef.polygonoffset = 0;
6945 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6946 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6948 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6949 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6950 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6951 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6952 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6953 if (FAKELIGHT_ENABLED)
6955 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6957 else if (r_refdef.scene.worldmodel)
6959 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6961 if (r_showsurfaces.integer)
6963 r_refdef.scene.rtworld = false;
6964 r_refdef.scene.rtworldshadows = false;
6965 r_refdef.scene.rtdlight = false;
6966 r_refdef.scene.rtdlightshadows = false;
6967 r_refdef.lightmapintensity = 0;
6970 r_gpuskeletal = false;
6971 switch(vid.renderpath)
6973 case RENDERPATH_GL20:
6974 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6975 case RENDERPATH_D3D9:
6976 case RENDERPATH_D3D10:
6977 case RENDERPATH_D3D11:
6978 case RENDERPATH_SOFT:
6979 case RENDERPATH_GLES2:
6980 if(v_glslgamma.integer && !vid_gammatables_trivial)
6982 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6984 // build GLSL gamma texture
6985 #define RAMPWIDTH 256
6986 unsigned short ramp[RAMPWIDTH * 3];
6987 unsigned char rampbgr[RAMPWIDTH][4];
6990 r_texture_gammaramps_serial = vid_gammatables_serial;
6992 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6993 for(i = 0; i < RAMPWIDTH; ++i)
6995 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6996 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6997 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7000 if (r_texture_gammaramps)
7002 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7006 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7012 // remove GLSL gamma texture
7015 case RENDERPATH_GL11:
7016 case RENDERPATH_GL13:
7017 case RENDERPATH_GLES1:
7022 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7023 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7029 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7030 if( scenetype != r_currentscenetype ) {
7031 // store the old scenetype
7032 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7033 r_currentscenetype = scenetype;
7034 // move in the new scene
7035 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7044 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7046 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7047 if( scenetype == r_currentscenetype ) {
7048 return &r_refdef.scene;
7050 return &r_scenes_store[ scenetype ];
7054 static int R_SortEntities_Compare(const void *ap, const void *bp)
7056 const entity_render_t *a = *(const entity_render_t **)ap;
7057 const entity_render_t *b = *(const entity_render_t **)bp;
7060 if(a->model < b->model)
7062 if(a->model > b->model)
7066 // TODO possibly calculate the REAL skinnum here first using
7068 if(a->skinnum < b->skinnum)
7070 if(a->skinnum > b->skinnum)
7073 // everything we compared is equal
7076 static void R_SortEntities(void)
7078 // below or equal 2 ents, sorting never gains anything
7079 if(r_refdef.scene.numentities <= 2)
7082 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7090 int dpsoftrast_test;
7091 extern cvar_t r_shadow_bouncegrid;
7092 void R_RenderView(void)
7094 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7096 rtexture_t *depthtexture;
7097 rtexture_t *colortexture;
7099 dpsoftrast_test = r_test.integer;
7101 if (r_timereport_active)
7102 R_TimeReport("start");
7103 r_textureframe++; // used only by R_GetCurrentTexture
7104 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7106 if(R_CompileShader_CheckStaticParms())
7109 if (!r_drawentities.integer)
7110 r_refdef.scene.numentities = 0;
7111 else if (r_sortentities.integer)
7114 R_AnimCache_ClearCache();
7115 R_FrameData_NewFrame();
7116 R_BufferData_NewFrame();
7118 /* adjust for stereo display */
7119 if(R_Stereo_Active())
7121 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);
7122 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7125 if (r_refdef.view.isoverlay)
7127 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7128 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7129 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7130 R_TimeReport("depthclear");
7132 r_refdef.view.showdebug = false;
7134 r_fb.water.enabled = false;
7135 r_fb.water.numwaterplanes = 0;
7137 R_RenderScene(0, NULL, NULL);
7139 r_refdef.view.matrix = originalmatrix;
7145 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7147 r_refdef.view.matrix = originalmatrix;
7151 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7153 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7154 // in sRGB fallback, behave similar to true sRGB: convert this
7155 // value from linear to sRGB
7156 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7158 R_RenderView_UpdateViewVectors();
7160 R_Shadow_UpdateWorldLightSelection();
7162 R_Bloom_StartFrame();
7164 // apply bloom brightness offset
7165 if(r_fb.bloomtexture[0])
7166 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7168 R_Water_StartFrame();
7170 // now we probably have an fbo to render into
7172 depthtexture = r_fb.depthtexture;
7173 colortexture = r_fb.colortexture;
7176 if (r_timereport_active)
7177 R_TimeReport("viewsetup");
7179 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7181 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7183 R_ClearScreen(r_refdef.fogenabled);
7184 if (r_timereport_active)
7185 R_TimeReport("viewclear");
7187 r_refdef.view.clear = true;
7189 r_refdef.view.showdebug = true;
7192 if (r_timereport_active)
7193 R_TimeReport("visibility");
7195 R_AnimCache_CacheVisibleEntities();
7196 if (r_timereport_active)
7197 R_TimeReport("animcache");
7199 R_Shadow_UpdateBounceGridTexture();
7200 if (r_timereport_active && r_shadow_bouncegrid.integer)
7201 R_TimeReport("bouncegrid");
7203 r_fb.water.numwaterplanes = 0;
7204 if (r_fb.water.enabled)
7205 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7207 R_RenderScene(fbo, depthtexture, colortexture);
7208 r_fb.water.numwaterplanes = 0;
7210 R_BlendView(fbo, depthtexture, colortexture);
7211 if (r_timereport_active)
7212 R_TimeReport("blendview");
7214 GL_Scissor(0, 0, vid.width, vid.height);
7215 GL_ScissorTest(false);
7217 r_refdef.view.matrix = originalmatrix;
7222 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7224 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7226 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7227 if (r_timereport_active)
7228 R_TimeReport("waterworld");
7231 // don't let sound skip if going slow
7232 if (r_refdef.scene.extraupdate)
7235 R_DrawModelsAddWaterPlanes();
7236 if (r_timereport_active)
7237 R_TimeReport("watermodels");
7239 if (r_fb.water.numwaterplanes)
7241 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7242 if (r_timereport_active)
7243 R_TimeReport("waterscenes");
7247 extern cvar_t cl_locs_show;
7248 static void R_DrawLocs(void);
7249 static void R_DrawEntityBBoxes(void);
7250 static void R_DrawModelDecals(void);
7251 extern cvar_t cl_decals_newsystem;
7252 extern qboolean r_shadow_usingdeferredprepass;
7253 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7255 qboolean shadowmapping = false;
7257 if (r_timereport_active)
7258 R_TimeReport("beginscene");
7260 r_refdef.stats[r_stat_renders]++;
7264 // don't let sound skip if going slow
7265 if (r_refdef.scene.extraupdate)
7268 R_MeshQueue_BeginScene();
7272 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);
7274 if (r_timereport_active)
7275 R_TimeReport("skystartframe");
7277 if (cl.csqc_vidvars.drawworld)
7279 // don't let sound skip if going slow
7280 if (r_refdef.scene.extraupdate)
7283 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7285 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7286 if (r_timereport_active)
7287 R_TimeReport("worldsky");
7290 if (R_DrawBrushModelsSky() && r_timereport_active)
7291 R_TimeReport("bmodelsky");
7293 if (skyrendermasked && skyrenderlater)
7295 // we have to force off the water clipping plane while rendering sky
7296 R_SetupView(false, fbo, depthtexture, colortexture);
7298 R_SetupView(true, fbo, depthtexture, colortexture);
7299 if (r_timereport_active)
7300 R_TimeReport("sky");
7304 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7305 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7306 R_Shadow_PrepareModelShadows();
7307 if (r_timereport_active)
7308 R_TimeReport("preparelights");
7310 if (R_Shadow_ShadowMappingEnabled())
7311 shadowmapping = true;
7313 if (r_shadow_usingdeferredprepass)
7314 R_Shadow_DrawPrepass();
7316 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7318 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7319 if (r_timereport_active)
7320 R_TimeReport("worlddepth");
7322 if (r_depthfirst.integer >= 2)
7324 R_DrawModelsDepth();
7325 if (r_timereport_active)
7326 R_TimeReport("modeldepth");
7329 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7331 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7332 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7333 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7334 // don't let sound skip if going slow
7335 if (r_refdef.scene.extraupdate)
7339 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7341 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7342 if (r_timereport_active)
7343 R_TimeReport("world");
7346 // don't let sound skip if going slow
7347 if (r_refdef.scene.extraupdate)
7351 if (r_timereport_active)
7352 R_TimeReport("models");
7354 // don't let sound skip if going slow
7355 if (r_refdef.scene.extraupdate)
7358 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7360 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7361 R_DrawModelShadows(fbo, depthtexture, colortexture);
7362 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7363 // don't let sound skip if going slow
7364 if (r_refdef.scene.extraupdate)
7368 if (!r_shadow_usingdeferredprepass)
7370 R_Shadow_DrawLights();
7371 if (r_timereport_active)
7372 R_TimeReport("rtlights");
7375 // don't let sound skip if going slow
7376 if (r_refdef.scene.extraupdate)
7379 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7381 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7382 R_DrawModelShadows(fbo, depthtexture, colortexture);
7383 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7384 // don't let sound skip if going slow
7385 if (r_refdef.scene.extraupdate)
7389 if (cl.csqc_vidvars.drawworld)
7391 if (cl_decals_newsystem.integer)
7393 R_DrawModelDecals();
7394 if (r_timereport_active)
7395 R_TimeReport("modeldecals");
7400 if (r_timereport_active)
7401 R_TimeReport("decals");
7405 if (r_timereport_active)
7406 R_TimeReport("particles");
7409 if (r_timereport_active)
7410 R_TimeReport("explosions");
7412 R_DrawLightningBeams();
7413 if (r_timereport_active)
7414 R_TimeReport("lightning");
7418 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7420 if (r_refdef.view.showdebug)
7422 if (cl_locs_show.integer)
7425 if (r_timereport_active)
7426 R_TimeReport("showlocs");
7429 if (r_drawportals.integer)
7432 if (r_timereport_active)
7433 R_TimeReport("portals");
7436 if (r_showbboxes.value > 0)
7438 R_DrawEntityBBoxes();
7439 if (r_timereport_active)
7440 R_TimeReport("bboxes");
7444 if (r_transparent.integer)
7446 R_MeshQueue_RenderTransparent();
7447 if (r_timereport_active)
7448 R_TimeReport("drawtrans");
7451 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))
7453 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7454 if (r_timereport_active)
7455 R_TimeReport("worlddebug");
7456 R_DrawModelsDebug();
7457 if (r_timereport_active)
7458 R_TimeReport("modeldebug");
7461 if (cl.csqc_vidvars.drawworld)
7463 R_Shadow_DrawCoronas();
7464 if (r_timereport_active)
7465 R_TimeReport("coronas");
7470 GL_DepthTest(false);
7471 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7472 GL_Color(1, 1, 1, 1);
7473 qglBegin(GL_POLYGON);
7474 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7475 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7476 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7477 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7479 qglBegin(GL_POLYGON);
7480 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]);
7481 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]);
7482 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]);
7483 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]);
7485 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7489 // don't let sound skip if going slow
7490 if (r_refdef.scene.extraupdate)
7494 static const unsigned short bboxelements[36] =
7504 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7507 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7509 RSurf_ActiveWorldEntity();
7511 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7512 GL_DepthMask(false);
7513 GL_DepthRange(0, 1);
7514 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7515 // R_Mesh_ResetTextureState();
7517 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7518 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7519 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7520 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7521 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7522 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7523 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7524 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7525 R_FillColors(color4f, 8, cr, cg, cb, ca);
7526 if (r_refdef.fogenabled)
7528 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7530 f1 = RSurf_FogVertex(v);
7532 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7533 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7534 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7537 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7538 R_Mesh_ResetTextureState();
7539 R_SetupShader_Generic_NoTexture(false, false);
7540 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7543 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7545 prvm_prog_t *prog = SVVM_prog;
7548 prvm_edict_t *edict;
7550 // this function draws bounding boxes of server entities
7554 GL_CullFace(GL_NONE);
7555 R_SetupShader_Generic_NoTexture(false, false);
7557 for (i = 0;i < numsurfaces;i++)
7559 edict = PRVM_EDICT_NUM(surfacelist[i]);
7560 switch ((int)PRVM_serveredictfloat(edict, solid))
7562 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7563 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7564 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7565 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7566 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7567 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7568 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7570 color[3] *= r_showbboxes.value;
7571 color[3] = bound(0, color[3], 1);
7572 GL_DepthTest(!r_showdisabledepthtest.integer);
7573 GL_CullFace(r_refdef.view.cullface_front);
7574 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7578 static void R_DrawEntityBBoxes(void)
7581 prvm_edict_t *edict;
7583 prvm_prog_t *prog = SVVM_prog;
7585 // this function draws bounding boxes of server entities
7589 for (i = 0;i < prog->num_edicts;i++)
7591 edict = PRVM_EDICT_NUM(i);
7592 if (edict->priv.server->free)
7594 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7595 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7597 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7599 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7600 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7604 static const int nomodelelement3i[24] =
7616 static const unsigned short nomodelelement3s[24] =
7628 static const float nomodelvertex3f[6*3] =
7638 static const float nomodelcolor4f[6*4] =
7640 0.0f, 0.0f, 0.5f, 1.0f,
7641 0.0f, 0.0f, 0.5f, 1.0f,
7642 0.0f, 0.5f, 0.0f, 1.0f,
7643 0.0f, 0.5f, 0.0f, 1.0f,
7644 0.5f, 0.0f, 0.0f, 1.0f,
7645 0.5f, 0.0f, 0.0f, 1.0f
7648 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7654 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);
7656 // this is only called once per entity so numsurfaces is always 1, and
7657 // surfacelist is always {0}, so this code does not handle batches
7659 if (rsurface.ent_flags & RENDER_ADDITIVE)
7661 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7662 GL_DepthMask(false);
7664 else if (rsurface.colormod[3] < 1)
7666 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7667 GL_DepthMask(false);
7671 GL_BlendFunc(GL_ONE, GL_ZERO);
7674 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7675 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7676 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7677 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7678 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7679 for (i = 0, c = color4f;i < 6;i++, c += 4)
7681 c[0] *= rsurface.colormod[0];
7682 c[1] *= rsurface.colormod[1];
7683 c[2] *= rsurface.colormod[2];
7684 c[3] *= rsurface.colormod[3];
7686 if (r_refdef.fogenabled)
7688 for (i = 0, c = color4f;i < 6;i++, c += 4)
7690 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7692 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7693 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7694 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7697 // R_Mesh_ResetTextureState();
7698 R_SetupShader_Generic_NoTexture(false, false);
7699 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7700 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7703 void R_DrawNoModel(entity_render_t *ent)
7706 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7707 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7708 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7710 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7713 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7715 vec3_t right1, right2, diff, normal;
7717 VectorSubtract (org2, org1, normal);
7719 // calculate 'right' vector for start
7720 VectorSubtract (r_refdef.view.origin, org1, diff);
7721 CrossProduct (normal, diff, right1);
7722 VectorNormalize (right1);
7724 // calculate 'right' vector for end
7725 VectorSubtract (r_refdef.view.origin, org2, diff);
7726 CrossProduct (normal, diff, right2);
7727 VectorNormalize (right2);
7729 vert[ 0] = org1[0] + width * right1[0];
7730 vert[ 1] = org1[1] + width * right1[1];
7731 vert[ 2] = org1[2] + width * right1[2];
7732 vert[ 3] = org1[0] - width * right1[0];
7733 vert[ 4] = org1[1] - width * right1[1];
7734 vert[ 5] = org1[2] - width * right1[2];
7735 vert[ 6] = org2[0] - width * right2[0];
7736 vert[ 7] = org2[1] - width * right2[1];
7737 vert[ 8] = org2[2] - width * right2[2];
7738 vert[ 9] = org2[0] + width * right2[0];
7739 vert[10] = org2[1] + width * right2[1];
7740 vert[11] = org2[2] + width * right2[2];
7743 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)
7745 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7746 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7747 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7748 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7749 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7750 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7751 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7752 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7753 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7754 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7755 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7756 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7759 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7764 VectorSet(v, x, y, z);
7765 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7766 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7768 if (i == mesh->numvertices)
7770 if (mesh->numvertices < mesh->maxvertices)
7772 VectorCopy(v, vertex3f);
7773 mesh->numvertices++;
7775 return mesh->numvertices;
7781 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7785 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7786 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7787 e = mesh->element3i + mesh->numtriangles * 3;
7788 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7790 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7791 if (mesh->numtriangles < mesh->maxtriangles)
7796 mesh->numtriangles++;
7798 element[1] = element[2];
7802 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7806 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7807 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7808 e = mesh->element3i + mesh->numtriangles * 3;
7809 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7811 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7812 if (mesh->numtriangles < mesh->maxtriangles)
7817 mesh->numtriangles++;
7819 element[1] = element[2];
7823 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7824 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7826 int planenum, planenum2;
7829 mplane_t *plane, *plane2;
7831 double temppoints[2][256*3];
7832 // figure out how large a bounding box we need to properly compute this brush
7834 for (w = 0;w < numplanes;w++)
7835 maxdist = max(maxdist, fabs(planes[w].dist));
7836 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7837 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7838 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7842 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7843 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7845 if (planenum2 == planenum)
7847 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);
7850 if (tempnumpoints < 3)
7852 // generate elements forming a triangle fan for this polygon
7853 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7857 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)
7859 texturelayer_t *layer;
7860 layer = t->currentlayers + t->currentnumlayers++;
7862 layer->depthmask = depthmask;
7863 layer->blendfunc1 = blendfunc1;
7864 layer->blendfunc2 = blendfunc2;
7865 layer->texture = texture;
7866 layer->texmatrix = *matrix;
7867 layer->color[0] = r;
7868 layer->color[1] = g;
7869 layer->color[2] = b;
7870 layer->color[3] = a;
7873 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7875 if(parms[0] == 0 && parms[1] == 0)
7877 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7878 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7883 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7886 index = parms[2] + rsurface.shadertime * parms[3];
7887 index -= floor(index);
7888 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7891 case Q3WAVEFUNC_NONE:
7892 case Q3WAVEFUNC_NOISE:
7893 case Q3WAVEFUNC_COUNT:
7896 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7897 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7898 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7899 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7900 case Q3WAVEFUNC_TRIANGLE:
7902 f = index - floor(index);
7915 f = parms[0] + parms[1] * f;
7916 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7917 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7921 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7927 matrix4x4_t matrix, temp;
7928 switch(tcmod->tcmod)
7932 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7933 matrix = r_waterscrollmatrix;
7935 matrix = identitymatrix;
7937 case Q3TCMOD_ENTITYTRANSLATE:
7938 // this is used in Q3 to allow the gamecode to control texcoord
7939 // scrolling on the entity, which is not supported in darkplaces yet.
7940 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7942 case Q3TCMOD_ROTATE:
7943 f = tcmod->parms[0] * rsurface.shadertime;
7944 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7945 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7946 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7949 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7951 case Q3TCMOD_SCROLL:
7952 // extra care is needed because of precision breakdown with large values of time
7953 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7954 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7955 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7957 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7958 w = (int) tcmod->parms[0];
7959 h = (int) tcmod->parms[1];
7960 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7962 idx = (int) floor(f * w * h);
7963 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7965 case Q3TCMOD_STRETCH:
7966 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7967 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7969 case Q3TCMOD_TRANSFORM:
7970 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7971 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7972 VectorSet(tcmat + 6, 0 , 0 , 1);
7973 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7974 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7976 case Q3TCMOD_TURBULENT:
7977 // this is handled in the RSurf_PrepareVertices function
7978 matrix = identitymatrix;
7982 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7985 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7987 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7988 char name[MAX_QPATH];
7989 skinframe_t *skinframe;
7990 unsigned char pixels[296*194];
7991 strlcpy(cache->name, skinname, sizeof(cache->name));
7992 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7993 if (developer_loading.integer)
7994 Con_Printf("loading %s\n", name);
7995 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7996 if (!skinframe || !skinframe->base)
7999 fs_offset_t filesize;
8001 f = FS_LoadFile(name, tempmempool, true, &filesize);
8004 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8005 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8009 cache->skinframe = skinframe;
8012 texture_t *R_GetCurrentTexture(texture_t *t)
8015 const entity_render_t *ent = rsurface.entity;
8016 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8017 q3shaderinfo_layer_tcmod_t *tcmod;
8019 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8020 return t->currentframe;
8021 t->update_lastrenderframe = r_textureframe;
8022 t->update_lastrenderentity = (void *)ent;
8024 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8025 t->camera_entity = ent->entitynumber;
8027 t->camera_entity = 0;
8029 // switch to an alternate material if this is a q1bsp animated material
8031 texture_t *texture = t;
8032 int s = rsurface.ent_skinnum;
8033 if ((unsigned int)s >= (unsigned int)model->numskins)
8035 if (model->skinscenes)
8037 if (model->skinscenes[s].framecount > 1)
8038 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8040 s = model->skinscenes[s].firstframe;
8043 t = t + s * model->num_surfaces;
8046 // use an alternate animation if the entity's frame is not 0,
8047 // and only if the texture has an alternate animation
8048 if (rsurface.ent_alttextures && t->anim_total[1])
8049 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8051 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8053 texture->currentframe = t;
8056 // update currentskinframe to be a qw skin or animation frame
8057 if (rsurface.ent_qwskin >= 0)
8059 i = rsurface.ent_qwskin;
8060 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8062 r_qwskincache_size = cl.maxclients;
8064 Mem_Free(r_qwskincache);
8065 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8067 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8068 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8069 t->currentskinframe = r_qwskincache[i].skinframe;
8070 if (t->currentskinframe == NULL)
8071 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8073 else if (t->numskinframes >= 2)
8074 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
8075 if (t->backgroundnumskinframes >= 2)
8076 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
8078 t->currentmaterialflags = t->basematerialflags;
8079 t->currentalpha = rsurface.colormod[3];
8080 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8081 t->currentalpha *= r_wateralpha.value;
8082 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8083 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8084 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8085 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8086 if (!(rsurface.ent_flags & RENDER_LIGHT))
8087 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8088 else if (FAKELIGHT_ENABLED)
8090 // no modellight if using fakelight for the map
8092 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8094 // pick a model lighting mode
8095 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8096 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8098 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8100 if (rsurface.ent_flags & RENDER_ADDITIVE)
8101 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8102 else if (t->currentalpha < 1)
8103 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8104 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8105 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8106 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8107 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8108 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8109 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8110 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8111 if (t->backgroundnumskinframes)
8112 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8113 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8115 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8116 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8119 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8120 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8122 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8123 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8125 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8126 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8128 // there is no tcmod
8129 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8131 t->currenttexmatrix = r_waterscrollmatrix;
8132 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8134 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8136 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8137 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8140 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8141 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8142 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8143 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8145 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8146 if (t->currentskinframe->qpixels)
8147 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8148 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8149 if (!t->basetexture)
8150 t->basetexture = r_texture_notexture;
8151 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8152 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8153 t->nmaptexture = t->currentskinframe->nmap;
8154 if (!t->nmaptexture)
8155 t->nmaptexture = r_texture_blanknormalmap;
8156 t->glosstexture = r_texture_black;
8157 t->glowtexture = t->currentskinframe->glow;
8158 t->fogtexture = t->currentskinframe->fog;
8159 t->reflectmasktexture = t->currentskinframe->reflect;
8160 if (t->backgroundnumskinframes)
8162 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8163 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8164 t->backgroundglosstexture = r_texture_black;
8165 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8166 if (!t->backgroundnmaptexture)
8167 t->backgroundnmaptexture = r_texture_blanknormalmap;
8168 // make sure that if glow is going to be used, both textures are not NULL
8169 if (!t->backgroundglowtexture && t->glowtexture)
8170 t->backgroundglowtexture = r_texture_black;
8171 if (!t->glowtexture && t->backgroundglowtexture)
8172 t->glowtexture = r_texture_black;
8176 t->backgroundbasetexture = r_texture_white;
8177 t->backgroundnmaptexture = r_texture_blanknormalmap;
8178 t->backgroundglosstexture = r_texture_black;
8179 t->backgroundglowtexture = NULL;
8181 t->specularpower = r_shadow_glossexponent.value;
8182 // TODO: store reference values for these in the texture?
8183 t->specularscale = 0;
8184 if (r_shadow_gloss.integer > 0)
8186 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8188 if (r_shadow_glossintensity.value > 0)
8190 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8191 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8192 t->specularscale = r_shadow_glossintensity.value;
8195 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8197 t->glosstexture = r_texture_white;
8198 t->backgroundglosstexture = r_texture_white;
8199 t->specularscale = r_shadow_gloss2intensity.value;
8200 t->specularpower = r_shadow_gloss2exponent.value;
8203 t->specularscale *= t->specularscalemod;
8204 t->specularpower *= t->specularpowermod;
8205 t->rtlightambient = 0;
8207 // lightmaps mode looks bad with dlights using actual texturing, so turn
8208 // off the colormap and glossmap, but leave the normalmap on as it still
8209 // accurately represents the shading involved
8210 if (gl_lightmaps.integer)
8212 t->basetexture = r_texture_grey128;
8213 t->pantstexture = r_texture_black;
8214 t->shirttexture = r_texture_black;
8215 if (gl_lightmaps.integer < 2)
8216 t->nmaptexture = r_texture_blanknormalmap;
8217 t->glosstexture = r_texture_black;
8218 t->glowtexture = NULL;
8219 t->fogtexture = NULL;
8220 t->reflectmasktexture = NULL;
8221 t->backgroundbasetexture = NULL;
8222 if (gl_lightmaps.integer < 2)
8223 t->backgroundnmaptexture = r_texture_blanknormalmap;
8224 t->backgroundglosstexture = r_texture_black;
8225 t->backgroundglowtexture = NULL;
8226 t->specularscale = 0;
8227 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8230 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8231 VectorClear(t->dlightcolor);
8232 t->currentnumlayers = 0;
8233 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8235 int blendfunc1, blendfunc2;
8237 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8239 blendfunc1 = GL_SRC_ALPHA;
8240 blendfunc2 = GL_ONE;
8242 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8244 blendfunc1 = GL_SRC_ALPHA;
8245 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8247 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8249 blendfunc1 = t->customblendfunc[0];
8250 blendfunc2 = t->customblendfunc[1];
8254 blendfunc1 = GL_ONE;
8255 blendfunc2 = GL_ZERO;
8257 // don't colormod evilblend textures
8258 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8259 VectorSet(t->lightmapcolor, 1, 1, 1);
8260 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8261 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8263 // fullbright is not affected by r_refdef.lightmapintensity
8264 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]);
8265 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8266 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]);
8267 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8268 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]);
8272 vec3_t ambientcolor;
8274 // set the color tint used for lights affecting this surface
8275 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8277 // q3bsp has no lightmap updates, so the lightstylevalue that
8278 // would normally be baked into the lightmap must be
8279 // applied to the color
8280 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8281 if (model->type == mod_brushq3)
8282 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8283 colorscale *= r_refdef.lightmapintensity;
8284 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8285 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8286 // basic lit geometry
8287 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]);
8288 // add pants/shirt if needed
8289 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8290 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]);
8291 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8292 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]);
8293 // now add ambient passes if needed
8294 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8296 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]);
8297 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8298 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]);
8299 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8300 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]);
8303 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8304 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]);
8305 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8307 // if this is opaque use alpha blend which will darken the earlier
8310 // if this is an alpha blended material, all the earlier passes
8311 // were darkened by fog already, so we only need to add the fog
8312 // color ontop through the fog mask texture
8314 // if this is an additive blended material, all the earlier passes
8315 // were darkened by fog already, and we should not add fog color
8316 // (because the background was not darkened, there is no fog color
8317 // that was lost behind it).
8318 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]);
8322 return t->currentframe;
8325 rsurfacestate_t rsurface;
8327 void RSurf_ActiveWorldEntity(void)
8329 dp_model_t *model = r_refdef.scene.worldmodel;
8330 //if (rsurface.entity == r_refdef.scene.worldentity)
8332 rsurface.entity = r_refdef.scene.worldentity;
8333 rsurface.skeleton = NULL;
8334 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8335 rsurface.ent_skinnum = 0;
8336 rsurface.ent_qwskin = -1;
8337 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8338 rsurface.shadertime = r_refdef.scene.time;
8339 rsurface.matrix = identitymatrix;
8340 rsurface.inversematrix = identitymatrix;
8341 rsurface.matrixscale = 1;
8342 rsurface.inversematrixscale = 1;
8343 R_EntityMatrix(&identitymatrix);
8344 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8345 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8346 rsurface.fograngerecip = r_refdef.fograngerecip;
8347 rsurface.fogheightfade = r_refdef.fogheightfade;
8348 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8349 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8350 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8351 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8352 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8353 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8354 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8355 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8356 rsurface.colormod[3] = 1;
8357 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);
8358 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8359 rsurface.frameblend[0].lerp = 1;
8360 rsurface.ent_alttextures = false;
8361 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8362 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8363 rsurface.entityskeletaltransform3x4 = NULL;
8364 rsurface.entityskeletaltransform3x4buffer = NULL;
8365 rsurface.entityskeletaltransform3x4offset = 0;
8366 rsurface.entityskeletaltransform3x4size = 0;;
8367 rsurface.entityskeletalnumtransforms = 0;
8368 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8369 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8370 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8371 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8372 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8373 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8374 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8375 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8376 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8377 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8378 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8379 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8380 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8381 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8382 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8383 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8384 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8385 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8386 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8387 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8388 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8389 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8390 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8391 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8392 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8393 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8394 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8395 rsurface.modelelement3i = model->surfmesh.data_element3i;
8396 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8397 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8398 rsurface.modelelement3s = model->surfmesh.data_element3s;
8399 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8400 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8401 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8402 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8403 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8404 rsurface.modelsurfaces = model->data_surfaces;
8405 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8406 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8407 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8408 rsurface.modelgeneratedvertex = false;
8409 rsurface.batchgeneratedvertex = false;
8410 rsurface.batchfirstvertex = 0;
8411 rsurface.batchnumvertices = 0;
8412 rsurface.batchfirsttriangle = 0;
8413 rsurface.batchnumtriangles = 0;
8414 rsurface.batchvertex3f = NULL;
8415 rsurface.batchvertex3f_vertexbuffer = NULL;
8416 rsurface.batchvertex3f_bufferoffset = 0;
8417 rsurface.batchsvector3f = NULL;
8418 rsurface.batchsvector3f_vertexbuffer = NULL;
8419 rsurface.batchsvector3f_bufferoffset = 0;
8420 rsurface.batchtvector3f = NULL;
8421 rsurface.batchtvector3f_vertexbuffer = NULL;
8422 rsurface.batchtvector3f_bufferoffset = 0;
8423 rsurface.batchnormal3f = NULL;
8424 rsurface.batchnormal3f_vertexbuffer = NULL;
8425 rsurface.batchnormal3f_bufferoffset = 0;
8426 rsurface.batchlightmapcolor4f = NULL;
8427 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8428 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8429 rsurface.batchtexcoordtexture2f = NULL;
8430 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8431 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8432 rsurface.batchtexcoordlightmap2f = NULL;
8433 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8434 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8435 rsurface.batchskeletalindex4ub = NULL;
8436 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8437 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8438 rsurface.batchskeletalweight4ub = NULL;
8439 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8440 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8441 rsurface.batchvertexmesh = NULL;
8442 rsurface.batchvertexmesh_vertexbuffer = NULL;
8443 rsurface.batchvertexmesh_bufferoffset = 0;
8444 rsurface.batchelement3i = NULL;
8445 rsurface.batchelement3i_indexbuffer = NULL;
8446 rsurface.batchelement3i_bufferoffset = 0;
8447 rsurface.batchelement3s = NULL;
8448 rsurface.batchelement3s_indexbuffer = NULL;
8449 rsurface.batchelement3s_bufferoffset = 0;
8450 rsurface.passcolor4f = NULL;
8451 rsurface.passcolor4f_vertexbuffer = NULL;
8452 rsurface.passcolor4f_bufferoffset = 0;
8453 rsurface.forcecurrenttextureupdate = false;
8456 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8458 dp_model_t *model = ent->model;
8459 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8461 rsurface.entity = (entity_render_t *)ent;
8462 rsurface.skeleton = ent->skeleton;
8463 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8464 rsurface.ent_skinnum = ent->skinnum;
8465 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;
8466 rsurface.ent_flags = ent->flags;
8467 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8468 rsurface.matrix = ent->matrix;
8469 rsurface.inversematrix = ent->inversematrix;
8470 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8471 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8472 R_EntityMatrix(&rsurface.matrix);
8473 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8474 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8475 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8476 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8477 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8478 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8479 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8480 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8481 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8482 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8483 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8484 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8485 rsurface.colormod[3] = ent->alpha;
8486 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8487 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8488 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8489 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8490 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8491 if (ent->model->brush.submodel && !prepass)
8493 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8494 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8496 // if the animcache code decided it should use the shader path, skip the deform step
8497 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8498 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8499 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8500 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8501 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8502 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8504 if (ent->animcache_vertex3f)
8506 r_refdef.stats[r_stat_batch_entitycache_count]++;
8507 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8508 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8509 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8510 rsurface.modelvertex3f = ent->animcache_vertex3f;
8511 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8512 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8513 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8514 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8515 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8516 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8517 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8518 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8519 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8520 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8521 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8522 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8523 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8524 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8526 else if (wanttangents)
8528 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8529 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8530 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8531 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8532 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8533 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8534 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8535 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8536 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8537 rsurface.modelvertexmesh = NULL;
8538 rsurface.modelvertexmesh_vertexbuffer = NULL;
8539 rsurface.modelvertexmesh_bufferoffset = 0;
8540 rsurface.modelvertex3f_vertexbuffer = NULL;
8541 rsurface.modelvertex3f_bufferoffset = 0;
8542 rsurface.modelvertex3f_vertexbuffer = 0;
8543 rsurface.modelvertex3f_bufferoffset = 0;
8544 rsurface.modelsvector3f_vertexbuffer = 0;
8545 rsurface.modelsvector3f_bufferoffset = 0;
8546 rsurface.modeltvector3f_vertexbuffer = 0;
8547 rsurface.modeltvector3f_bufferoffset = 0;
8548 rsurface.modelnormal3f_vertexbuffer = 0;
8549 rsurface.modelnormal3f_bufferoffset = 0;
8551 else if (wantnormals)
8553 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8554 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8555 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8556 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8557 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8558 rsurface.modelsvector3f = NULL;
8559 rsurface.modeltvector3f = NULL;
8560 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8561 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8562 rsurface.modelvertexmesh = NULL;
8563 rsurface.modelvertexmesh_vertexbuffer = NULL;
8564 rsurface.modelvertexmesh_bufferoffset = 0;
8565 rsurface.modelvertex3f_vertexbuffer = NULL;
8566 rsurface.modelvertex3f_bufferoffset = 0;
8567 rsurface.modelvertex3f_vertexbuffer = 0;
8568 rsurface.modelvertex3f_bufferoffset = 0;
8569 rsurface.modelsvector3f_vertexbuffer = 0;
8570 rsurface.modelsvector3f_bufferoffset = 0;
8571 rsurface.modeltvector3f_vertexbuffer = 0;
8572 rsurface.modeltvector3f_bufferoffset = 0;
8573 rsurface.modelnormal3f_vertexbuffer = 0;
8574 rsurface.modelnormal3f_bufferoffset = 0;
8578 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8579 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8580 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8581 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8582 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8583 rsurface.modelsvector3f = NULL;
8584 rsurface.modeltvector3f = NULL;
8585 rsurface.modelnormal3f = NULL;
8586 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8587 rsurface.modelvertexmesh = NULL;
8588 rsurface.modelvertexmesh_vertexbuffer = NULL;
8589 rsurface.modelvertexmesh_bufferoffset = 0;
8590 rsurface.modelvertex3f_vertexbuffer = NULL;
8591 rsurface.modelvertex3f_bufferoffset = 0;
8592 rsurface.modelvertex3f_vertexbuffer = 0;
8593 rsurface.modelvertex3f_bufferoffset = 0;
8594 rsurface.modelsvector3f_vertexbuffer = 0;
8595 rsurface.modelsvector3f_bufferoffset = 0;
8596 rsurface.modeltvector3f_vertexbuffer = 0;
8597 rsurface.modeltvector3f_bufferoffset = 0;
8598 rsurface.modelnormal3f_vertexbuffer = 0;
8599 rsurface.modelnormal3f_bufferoffset = 0;
8601 rsurface.modelgeneratedvertex = true;
8605 if (rsurface.entityskeletaltransform3x4)
8607 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8608 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8609 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8610 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8614 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8615 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8616 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8617 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8619 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8620 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8621 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8622 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8623 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8624 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8625 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8626 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8627 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8628 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8629 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8630 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8631 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8632 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8633 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8634 rsurface.modelgeneratedvertex = false;
8636 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8637 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8638 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8639 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8640 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8641 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8642 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8643 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8644 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8645 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8646 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8647 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8648 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8649 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8650 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8651 rsurface.modelelement3i = model->surfmesh.data_element3i;
8652 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8653 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8654 rsurface.modelelement3s = model->surfmesh.data_element3s;
8655 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8656 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8657 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8658 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8659 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8660 rsurface.modelsurfaces = model->data_surfaces;
8661 rsurface.batchgeneratedvertex = false;
8662 rsurface.batchfirstvertex = 0;
8663 rsurface.batchnumvertices = 0;
8664 rsurface.batchfirsttriangle = 0;
8665 rsurface.batchnumtriangles = 0;
8666 rsurface.batchvertex3f = NULL;
8667 rsurface.batchvertex3f_vertexbuffer = NULL;
8668 rsurface.batchvertex3f_bufferoffset = 0;
8669 rsurface.batchsvector3f = NULL;
8670 rsurface.batchsvector3f_vertexbuffer = NULL;
8671 rsurface.batchsvector3f_bufferoffset = 0;
8672 rsurface.batchtvector3f = NULL;
8673 rsurface.batchtvector3f_vertexbuffer = NULL;
8674 rsurface.batchtvector3f_bufferoffset = 0;
8675 rsurface.batchnormal3f = NULL;
8676 rsurface.batchnormal3f_vertexbuffer = NULL;
8677 rsurface.batchnormal3f_bufferoffset = 0;
8678 rsurface.batchlightmapcolor4f = NULL;
8679 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8680 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8681 rsurface.batchtexcoordtexture2f = NULL;
8682 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8683 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8684 rsurface.batchtexcoordlightmap2f = NULL;
8685 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8686 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8687 rsurface.batchskeletalindex4ub = NULL;
8688 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8689 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8690 rsurface.batchskeletalweight4ub = NULL;
8691 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8692 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8693 rsurface.batchvertexmesh = NULL;
8694 rsurface.batchvertexmesh_vertexbuffer = NULL;
8695 rsurface.batchvertexmesh_bufferoffset = 0;
8696 rsurface.batchelement3i = NULL;
8697 rsurface.batchelement3i_indexbuffer = NULL;
8698 rsurface.batchelement3i_bufferoffset = 0;
8699 rsurface.batchelement3s = NULL;
8700 rsurface.batchelement3s_indexbuffer = NULL;
8701 rsurface.batchelement3s_bufferoffset = 0;
8702 rsurface.passcolor4f = NULL;
8703 rsurface.passcolor4f_vertexbuffer = NULL;
8704 rsurface.passcolor4f_bufferoffset = 0;
8705 rsurface.forcecurrenttextureupdate = false;
8708 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)
8710 rsurface.entity = r_refdef.scene.worldentity;
8711 rsurface.skeleton = NULL;
8712 rsurface.ent_skinnum = 0;
8713 rsurface.ent_qwskin = -1;
8714 rsurface.ent_flags = entflags;
8715 rsurface.shadertime = r_refdef.scene.time - shadertime;
8716 rsurface.modelnumvertices = numvertices;
8717 rsurface.modelnumtriangles = numtriangles;
8718 rsurface.matrix = *matrix;
8719 rsurface.inversematrix = *inversematrix;
8720 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8721 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8722 R_EntityMatrix(&rsurface.matrix);
8723 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8724 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8725 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8726 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8727 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8728 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8729 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8730 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8731 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8732 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8733 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8734 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8735 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);
8736 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8737 rsurface.frameblend[0].lerp = 1;
8738 rsurface.ent_alttextures = false;
8739 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8740 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8741 rsurface.entityskeletaltransform3x4 = NULL;
8742 rsurface.entityskeletaltransform3x4buffer = NULL;
8743 rsurface.entityskeletaltransform3x4offset = 0;
8744 rsurface.entityskeletaltransform3x4size = 0;
8745 rsurface.entityskeletalnumtransforms = 0;
8746 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8747 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8748 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8749 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8752 rsurface.modelvertex3f = (float *)vertex3f;
8753 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8754 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8755 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8757 else if (wantnormals)
8759 rsurface.modelvertex3f = (float *)vertex3f;
8760 rsurface.modelsvector3f = NULL;
8761 rsurface.modeltvector3f = NULL;
8762 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8766 rsurface.modelvertex3f = (float *)vertex3f;
8767 rsurface.modelsvector3f = NULL;
8768 rsurface.modeltvector3f = NULL;
8769 rsurface.modelnormal3f = NULL;
8771 rsurface.modelvertexmesh = NULL;
8772 rsurface.modelvertexmesh_vertexbuffer = NULL;
8773 rsurface.modelvertexmesh_bufferoffset = 0;
8774 rsurface.modelvertex3f_vertexbuffer = 0;
8775 rsurface.modelvertex3f_bufferoffset = 0;
8776 rsurface.modelsvector3f_vertexbuffer = 0;
8777 rsurface.modelsvector3f_bufferoffset = 0;
8778 rsurface.modeltvector3f_vertexbuffer = 0;
8779 rsurface.modeltvector3f_bufferoffset = 0;
8780 rsurface.modelnormal3f_vertexbuffer = 0;
8781 rsurface.modelnormal3f_bufferoffset = 0;
8782 rsurface.modelgeneratedvertex = true;
8783 rsurface.modellightmapcolor4f = (float *)color4f;
8784 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8785 rsurface.modellightmapcolor4f_bufferoffset = 0;
8786 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8787 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8788 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8789 rsurface.modeltexcoordlightmap2f = NULL;
8790 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8791 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8792 rsurface.modelskeletalindex4ub = NULL;
8793 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8794 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8795 rsurface.modelskeletalweight4ub = NULL;
8796 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8797 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8798 rsurface.modelelement3i = (int *)element3i;
8799 rsurface.modelelement3i_indexbuffer = NULL;
8800 rsurface.modelelement3i_bufferoffset = 0;
8801 rsurface.modelelement3s = (unsigned short *)element3s;
8802 rsurface.modelelement3s_indexbuffer = NULL;
8803 rsurface.modelelement3s_bufferoffset = 0;
8804 rsurface.modellightmapoffsets = NULL;
8805 rsurface.modelsurfaces = NULL;
8806 rsurface.batchgeneratedvertex = false;
8807 rsurface.batchfirstvertex = 0;
8808 rsurface.batchnumvertices = 0;
8809 rsurface.batchfirsttriangle = 0;
8810 rsurface.batchnumtriangles = 0;
8811 rsurface.batchvertex3f = NULL;
8812 rsurface.batchvertex3f_vertexbuffer = NULL;
8813 rsurface.batchvertex3f_bufferoffset = 0;
8814 rsurface.batchsvector3f = NULL;
8815 rsurface.batchsvector3f_vertexbuffer = NULL;
8816 rsurface.batchsvector3f_bufferoffset = 0;
8817 rsurface.batchtvector3f = NULL;
8818 rsurface.batchtvector3f_vertexbuffer = NULL;
8819 rsurface.batchtvector3f_bufferoffset = 0;
8820 rsurface.batchnormal3f = NULL;
8821 rsurface.batchnormal3f_vertexbuffer = NULL;
8822 rsurface.batchnormal3f_bufferoffset = 0;
8823 rsurface.batchlightmapcolor4f = NULL;
8824 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8825 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8826 rsurface.batchtexcoordtexture2f = NULL;
8827 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8828 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8829 rsurface.batchtexcoordlightmap2f = NULL;
8830 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8831 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8832 rsurface.batchskeletalindex4ub = NULL;
8833 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8834 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8835 rsurface.batchskeletalweight4ub = NULL;
8836 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8837 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8838 rsurface.batchvertexmesh = NULL;
8839 rsurface.batchvertexmesh_vertexbuffer = NULL;
8840 rsurface.batchvertexmesh_bufferoffset = 0;
8841 rsurface.batchelement3i = NULL;
8842 rsurface.batchelement3i_indexbuffer = NULL;
8843 rsurface.batchelement3i_bufferoffset = 0;
8844 rsurface.batchelement3s = NULL;
8845 rsurface.batchelement3s_indexbuffer = NULL;
8846 rsurface.batchelement3s_bufferoffset = 0;
8847 rsurface.passcolor4f = NULL;
8848 rsurface.passcolor4f_vertexbuffer = NULL;
8849 rsurface.passcolor4f_bufferoffset = 0;
8850 rsurface.forcecurrenttextureupdate = true;
8852 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8854 if ((wantnormals || wanttangents) && !normal3f)
8856 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8857 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8859 if (wanttangents && !svector3f)
8861 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8862 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8863 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8868 float RSurf_FogPoint(const float *v)
8870 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8871 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8872 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8873 float FogHeightFade = r_refdef.fogheightfade;
8875 unsigned int fogmasktableindex;
8876 if (r_refdef.fogplaneviewabove)
8877 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8879 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8880 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8881 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8884 float RSurf_FogVertex(const float *v)
8886 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8887 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8888 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8889 float FogHeightFade = rsurface.fogheightfade;
8891 unsigned int fogmasktableindex;
8892 if (r_refdef.fogplaneviewabove)
8893 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8895 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8896 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8897 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8900 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8903 for (i = 0;i < numelements;i++)
8904 outelement3i[i] = inelement3i[i] + adjust;
8907 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8908 extern cvar_t gl_vbo;
8909 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8917 int surfacefirsttriangle;
8918 int surfacenumtriangles;
8919 int surfacefirstvertex;
8920 int surfaceendvertex;
8921 int surfacenumvertices;
8922 int batchnumsurfaces = texturenumsurfaces;
8923 int batchnumvertices;
8924 int batchnumtriangles;
8928 qboolean dynamicvertex;
8932 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8935 q3shaderinfo_deform_t *deform;
8936 const msurface_t *surface, *firstsurface;
8937 r_vertexmesh_t *vertexmesh;
8938 if (!texturenumsurfaces)
8940 // find vertex range of this surface batch
8942 firstsurface = texturesurfacelist[0];
8943 firsttriangle = firstsurface->num_firsttriangle;
8944 batchnumvertices = 0;
8945 batchnumtriangles = 0;
8946 firstvertex = endvertex = firstsurface->num_firstvertex;
8947 for (i = 0;i < texturenumsurfaces;i++)
8949 surface = texturesurfacelist[i];
8950 if (surface != firstsurface + i)
8952 surfacefirstvertex = surface->num_firstvertex;
8953 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8954 surfacenumvertices = surface->num_vertices;
8955 surfacenumtriangles = surface->num_triangles;
8956 if (firstvertex > surfacefirstvertex)
8957 firstvertex = surfacefirstvertex;
8958 if (endvertex < surfaceendvertex)
8959 endvertex = surfaceendvertex;
8960 batchnumvertices += surfacenumvertices;
8961 batchnumtriangles += surfacenumtriangles;
8964 r_refdef.stats[r_stat_batch_batches]++;
8966 r_refdef.stats[r_stat_batch_withgaps]++;
8967 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8968 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8969 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8971 // we now know the vertex range used, and if there are any gaps in it
8972 rsurface.batchfirstvertex = firstvertex;
8973 rsurface.batchnumvertices = endvertex - firstvertex;
8974 rsurface.batchfirsttriangle = firsttriangle;
8975 rsurface.batchnumtriangles = batchnumtriangles;
8977 // this variable holds flags for which properties have been updated that
8978 // may require regenerating vertexmesh array...
8981 // check if any dynamic vertex processing must occur
8982 dynamicvertex = false;
8984 // a cvar to force the dynamic vertex path to be taken, for debugging
8985 if (r_batch_debugdynamicvertexpath.integer)
8989 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8990 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8991 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8992 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8994 dynamicvertex = true;
8997 // if there is a chance of animated vertex colors, it's a dynamic batch
8998 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9002 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9003 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9004 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9005 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9007 dynamicvertex = true;
9008 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9011 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9013 switch (deform->deform)
9016 case Q3DEFORM_PROJECTIONSHADOW:
9017 case Q3DEFORM_TEXT0:
9018 case Q3DEFORM_TEXT1:
9019 case Q3DEFORM_TEXT2:
9020 case Q3DEFORM_TEXT3:
9021 case Q3DEFORM_TEXT4:
9022 case Q3DEFORM_TEXT5:
9023 case Q3DEFORM_TEXT6:
9024 case Q3DEFORM_TEXT7:
9027 case Q3DEFORM_AUTOSPRITE:
9030 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9031 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9032 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9033 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9035 dynamicvertex = true;
9036 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9037 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9039 case Q3DEFORM_AUTOSPRITE2:
9042 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9043 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9044 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9045 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9047 dynamicvertex = true;
9048 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9049 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9051 case Q3DEFORM_NORMAL:
9054 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9055 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9056 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9057 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9059 dynamicvertex = true;
9060 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9061 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9064 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9065 break; // if wavefunc is a nop, ignore this transform
9068 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9069 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9070 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9071 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9073 dynamicvertex = true;
9074 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9075 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9077 case Q3DEFORM_BULGE:
9080 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9081 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9082 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9083 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9085 dynamicvertex = true;
9086 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9087 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9090 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9091 break; // if wavefunc is a nop, ignore this transform
9094 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9095 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9096 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9097 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9099 dynamicvertex = true;
9100 batchneed |= BATCHNEED_ARRAY_VERTEX;
9101 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9105 switch(rsurface.texture->tcgen.tcgen)
9108 case Q3TCGEN_TEXTURE:
9110 case Q3TCGEN_LIGHTMAP:
9113 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9114 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9115 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9116 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9118 dynamicvertex = true;
9119 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9120 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9122 case Q3TCGEN_VECTOR:
9125 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9126 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9127 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9128 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9130 dynamicvertex = true;
9131 batchneed |= BATCHNEED_ARRAY_VERTEX;
9132 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9134 case Q3TCGEN_ENVIRONMENT:
9137 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9138 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9139 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9140 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9142 dynamicvertex = true;
9143 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9144 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9147 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9151 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9152 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9153 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9154 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9156 dynamicvertex = true;
9157 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9158 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9161 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9165 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9166 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9167 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9168 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9170 dynamicvertex = true;
9171 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9174 // when the model data has no vertex buffer (dynamic mesh), we need to
9176 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9177 batchneed |= BATCHNEED_NOGAPS;
9179 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9180 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9181 // we ensure this by treating the vertex batch as dynamic...
9182 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9186 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9187 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9188 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9189 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9191 dynamicvertex = true;
9196 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9197 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9198 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9199 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9200 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9201 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9202 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9203 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9206 // if needsupdate, we have to do a dynamic vertex batch for sure
9207 if (needsupdate & batchneed)
9211 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9212 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9213 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9214 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9216 dynamicvertex = true;
9219 // see if we need to build vertexmesh from arrays
9220 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9224 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9225 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9226 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9227 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9229 dynamicvertex = true;
9232 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9233 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9234 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9236 rsurface.batchvertex3f = rsurface.modelvertex3f;
9237 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9238 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9239 rsurface.batchsvector3f = rsurface.modelsvector3f;
9240 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9241 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9242 rsurface.batchtvector3f = rsurface.modeltvector3f;
9243 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9244 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9245 rsurface.batchnormal3f = rsurface.modelnormal3f;
9246 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9247 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9248 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9249 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9250 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9251 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9252 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9253 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9254 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9255 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9256 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9257 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9258 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9259 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9260 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9261 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9262 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9263 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9264 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9265 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9266 rsurface.batchelement3i = rsurface.modelelement3i;
9267 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9268 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9269 rsurface.batchelement3s = rsurface.modelelement3s;
9270 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9271 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9272 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9273 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9274 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9275 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9276 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9278 // if any dynamic vertex processing has to occur in software, we copy the
9279 // entire surface list together before processing to rebase the vertices
9280 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9282 // if any gaps exist and we do not have a static vertex buffer, we have to
9283 // copy the surface list together to avoid wasting upload bandwidth on the
9284 // vertices in the gaps.
9286 // if gaps exist and we have a static vertex buffer, we can choose whether
9287 // to combine the index buffer ranges into one dynamic index buffer or
9288 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9290 // in many cases the batch is reduced to one draw call.
9292 rsurface.batchmultidraw = false;
9293 rsurface.batchmultidrawnumsurfaces = 0;
9294 rsurface.batchmultidrawsurfacelist = NULL;
9298 // static vertex data, just set pointers...
9299 rsurface.batchgeneratedvertex = false;
9300 // if there are gaps, we want to build a combined index buffer,
9301 // otherwise use the original static buffer with an appropriate offset
9304 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9305 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9306 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9307 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9308 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9310 rsurface.batchmultidraw = true;
9311 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9312 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9315 // build a new triangle elements array for this batch
9316 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9317 rsurface.batchfirsttriangle = 0;
9319 for (i = 0;i < texturenumsurfaces;i++)
9321 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9322 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9323 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9324 numtriangles += surfacenumtriangles;
9326 rsurface.batchelement3i_indexbuffer = NULL;
9327 rsurface.batchelement3i_bufferoffset = 0;
9328 rsurface.batchelement3s = NULL;
9329 rsurface.batchelement3s_indexbuffer = NULL;
9330 rsurface.batchelement3s_bufferoffset = 0;
9331 if (endvertex <= 65536)
9333 // make a 16bit (unsigned short) index array if possible
9334 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9335 for (i = 0;i < numtriangles*3;i++)
9336 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9338 // upload buffer data for the copytriangles batch
9339 if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
9341 if (rsurface.batchelement3s)
9342 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo);
9343 else if (rsurface.batchelement3i)
9344 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo);
9349 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9350 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9351 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9352 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9357 // something needs software processing, do it for real...
9358 // we only directly handle separate array data in this case and then
9359 // generate interleaved data if needed...
9360 rsurface.batchgeneratedvertex = true;
9361 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9362 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9363 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9364 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9366 // now copy the vertex data into a combined array and make an index array
9367 // (this is what Quake3 does all the time)
9368 // we also apply any skeletal animation here that would have been done in
9369 // the vertex shader, because most of the dynamic vertex animation cases
9370 // need actual vertex positions and normals
9371 //if (dynamicvertex)
9373 rsurface.batchvertexmesh = NULL;
9374 rsurface.batchvertexmesh_vertexbuffer = NULL;
9375 rsurface.batchvertexmesh_bufferoffset = 0;
9376 rsurface.batchvertex3f = NULL;
9377 rsurface.batchvertex3f_vertexbuffer = NULL;
9378 rsurface.batchvertex3f_bufferoffset = 0;
9379 rsurface.batchsvector3f = NULL;
9380 rsurface.batchsvector3f_vertexbuffer = NULL;
9381 rsurface.batchsvector3f_bufferoffset = 0;
9382 rsurface.batchtvector3f = NULL;
9383 rsurface.batchtvector3f_vertexbuffer = NULL;
9384 rsurface.batchtvector3f_bufferoffset = 0;
9385 rsurface.batchnormal3f = NULL;
9386 rsurface.batchnormal3f_vertexbuffer = NULL;
9387 rsurface.batchnormal3f_bufferoffset = 0;
9388 rsurface.batchlightmapcolor4f = NULL;
9389 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9390 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9391 rsurface.batchtexcoordtexture2f = NULL;
9392 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9393 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9394 rsurface.batchtexcoordlightmap2f = NULL;
9395 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9396 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9397 rsurface.batchskeletalindex4ub = NULL;
9398 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9399 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9400 rsurface.batchskeletalweight4ub = NULL;
9401 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9402 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9403 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9404 rsurface.batchelement3i_indexbuffer = NULL;
9405 rsurface.batchelement3i_bufferoffset = 0;
9406 rsurface.batchelement3s = NULL;
9407 rsurface.batchelement3s_indexbuffer = NULL;
9408 rsurface.batchelement3s_bufferoffset = 0;
9409 rsurface.batchskeletaltransform3x4buffer = NULL;
9410 rsurface.batchskeletaltransform3x4offset = 0;
9411 rsurface.batchskeletaltransform3x4size = 0;
9412 // we'll only be setting up certain arrays as needed
9413 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9414 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9415 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9416 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9417 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9418 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9419 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9421 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9422 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9424 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9425 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9426 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9427 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9428 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9429 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9430 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9432 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9433 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9437 for (i = 0;i < texturenumsurfaces;i++)
9439 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9440 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9441 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9442 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9443 // copy only the data requested
9444 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9445 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9446 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9448 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9450 if (rsurface.batchvertex3f)
9451 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9453 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9455 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9457 if (rsurface.modelnormal3f)
9458 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9460 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9462 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9464 if (rsurface.modelsvector3f)
9466 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9467 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9471 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9472 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9475 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9477 if (rsurface.modellightmapcolor4f)
9478 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9480 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9482 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9484 if (rsurface.modeltexcoordtexture2f)
9485 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9487 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9489 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9491 if (rsurface.modeltexcoordlightmap2f)
9492 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9494 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9496 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9498 if (rsurface.modelskeletalindex4ub)
9500 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9501 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9505 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9506 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9507 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9508 for (j = 0;j < surfacenumvertices;j++)
9513 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9514 numvertices += surfacenumvertices;
9515 numtriangles += surfacenumtriangles;
9518 // generate a 16bit index array as well if possible
9519 // (in general, dynamic batches fit)
9520 if (numvertices <= 65536)
9522 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9523 for (i = 0;i < numtriangles*3;i++)
9524 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9527 // since we've copied everything, the batch now starts at 0
9528 rsurface.batchfirstvertex = 0;
9529 rsurface.batchnumvertices = batchnumvertices;
9530 rsurface.batchfirsttriangle = 0;
9531 rsurface.batchnumtriangles = batchnumtriangles;
9534 // apply skeletal animation that would have been done in the vertex shader
9535 if (rsurface.batchskeletaltransform3x4)
9537 const unsigned char *si;
9538 const unsigned char *sw;
9540 const float *b = rsurface.batchskeletaltransform3x4;
9541 float *vp, *vs, *vt, *vn;
9543 float m[3][4], n[3][4];
9544 float tp[3], ts[3], tt[3], tn[3];
9545 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9546 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9547 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9548 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9549 si = rsurface.batchskeletalindex4ub;
9550 sw = rsurface.batchskeletalweight4ub;
9551 vp = rsurface.batchvertex3f;
9552 vs = rsurface.batchsvector3f;
9553 vt = rsurface.batchtvector3f;
9554 vn = rsurface.batchnormal3f;
9555 memset(m[0], 0, sizeof(m));
9556 memset(n[0], 0, sizeof(n));
9557 for (i = 0;i < batchnumvertices;i++)
9559 t[0] = b + si[0]*12;
9562 // common case - only one matrix
9576 else if (sw[2] + sw[3])
9579 t[1] = b + si[1]*12;
9580 t[2] = b + si[2]*12;
9581 t[3] = b + si[3]*12;
9582 w[0] = sw[0] * (1.0f / 255.0f);
9583 w[1] = sw[1] * (1.0f / 255.0f);
9584 w[2] = sw[2] * (1.0f / 255.0f);
9585 w[3] = sw[3] * (1.0f / 255.0f);
9586 // blend the matrices
9587 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9588 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9589 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9590 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9591 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9592 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9593 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9594 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9595 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9596 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9597 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9598 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9603 t[1] = b + si[1]*12;
9604 w[0] = sw[0] * (1.0f / 255.0f);
9605 w[1] = sw[1] * (1.0f / 255.0f);
9606 // blend the matrices
9607 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9608 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9609 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9610 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9611 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9612 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9613 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9614 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9615 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9616 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9617 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9618 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9622 // modify the vertex
9624 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9625 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9626 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9630 // the normal transformation matrix is a set of cross products...
9631 CrossProduct(m[1], m[2], n[0]);
9632 CrossProduct(m[2], m[0], n[1]);
9633 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9635 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9636 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9637 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9638 VectorNormalize(vn);
9643 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9644 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9645 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9646 VectorNormalize(vs);
9649 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9650 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9651 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9652 VectorNormalize(vt);
9657 rsurface.batchskeletaltransform3x4 = NULL;
9658 rsurface.batchskeletalnumtransforms = 0;
9661 // q1bsp surfaces rendered in vertex color mode have to have colors
9662 // calculated based on lightstyles
9663 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9665 // generate color arrays for the surfaces in this list
9670 const unsigned char *lm;
9671 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9672 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9673 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9675 for (i = 0;i < texturenumsurfaces;i++)
9677 surface = texturesurfacelist[i];
9678 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9679 surfacenumvertices = surface->num_vertices;
9680 if (surface->lightmapinfo->samples)
9682 for (j = 0;j < surfacenumvertices;j++)
9684 lm = surface->lightmapinfo->samples + offsets[j];
9685 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9686 VectorScale(lm, scale, c);
9687 if (surface->lightmapinfo->styles[1] != 255)
9689 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9691 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9692 VectorMA(c, scale, lm, c);
9693 if (surface->lightmapinfo->styles[2] != 255)
9696 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9697 VectorMA(c, scale, lm, c);
9698 if (surface->lightmapinfo->styles[3] != 255)
9701 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9702 VectorMA(c, scale, lm, c);
9709 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);
9715 for (j = 0;j < surfacenumvertices;j++)
9717 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9724 // if vertices are deformed (sprite flares and things in maps, possibly
9725 // water waves, bulges and other deformations), modify the copied vertices
9727 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9729 switch (deform->deform)
9732 case Q3DEFORM_PROJECTIONSHADOW:
9733 case Q3DEFORM_TEXT0:
9734 case Q3DEFORM_TEXT1:
9735 case Q3DEFORM_TEXT2:
9736 case Q3DEFORM_TEXT3:
9737 case Q3DEFORM_TEXT4:
9738 case Q3DEFORM_TEXT5:
9739 case Q3DEFORM_TEXT6:
9740 case Q3DEFORM_TEXT7:
9743 case Q3DEFORM_AUTOSPRITE:
9744 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9745 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9746 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9747 VectorNormalize(newforward);
9748 VectorNormalize(newright);
9749 VectorNormalize(newup);
9750 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9751 // rsurface.batchvertex3f_vertexbuffer = NULL;
9752 // rsurface.batchvertex3f_bufferoffset = 0;
9753 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9754 // rsurface.batchsvector3f_vertexbuffer = NULL;
9755 // rsurface.batchsvector3f_bufferoffset = 0;
9756 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9757 // rsurface.batchtvector3f_vertexbuffer = NULL;
9758 // rsurface.batchtvector3f_bufferoffset = 0;
9759 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9760 // rsurface.batchnormal3f_vertexbuffer = NULL;
9761 // rsurface.batchnormal3f_bufferoffset = 0;
9762 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9763 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9764 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9765 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9766 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);
9767 // a single autosprite surface can contain multiple sprites...
9768 for (j = 0;j < batchnumvertices - 3;j += 4)
9770 VectorClear(center);
9771 for (i = 0;i < 4;i++)
9772 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9773 VectorScale(center, 0.25f, center);
9774 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9775 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9776 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9777 for (i = 0;i < 4;i++)
9779 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9780 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9783 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9784 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9785 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);
9787 case Q3DEFORM_AUTOSPRITE2:
9788 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9789 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9790 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9791 VectorNormalize(newforward);
9792 VectorNormalize(newright);
9793 VectorNormalize(newup);
9794 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9795 // rsurface.batchvertex3f_vertexbuffer = NULL;
9796 // rsurface.batchvertex3f_bufferoffset = 0;
9798 const float *v1, *v2;
9808 memset(shortest, 0, sizeof(shortest));
9809 // a single autosprite surface can contain multiple sprites...
9810 for (j = 0;j < batchnumvertices - 3;j += 4)
9812 VectorClear(center);
9813 for (i = 0;i < 4;i++)
9814 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9815 VectorScale(center, 0.25f, center);
9816 // find the two shortest edges, then use them to define the
9817 // axis vectors for rotating around the central axis
9818 for (i = 0;i < 6;i++)
9820 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9821 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9822 l = VectorDistance2(v1, v2);
9823 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9825 l += (1.0f / 1024.0f);
9826 if (shortest[0].length2 > l || i == 0)
9828 shortest[1] = shortest[0];
9829 shortest[0].length2 = l;
9830 shortest[0].v1 = v1;
9831 shortest[0].v2 = v2;
9833 else if (shortest[1].length2 > l || i == 1)
9835 shortest[1].length2 = l;
9836 shortest[1].v1 = v1;
9837 shortest[1].v2 = v2;
9840 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9841 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9842 // this calculates the right vector from the shortest edge
9843 // and the up vector from the edge midpoints
9844 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9845 VectorNormalize(right);
9846 VectorSubtract(end, start, up);
9847 VectorNormalize(up);
9848 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9849 VectorSubtract(rsurface.localvieworigin, center, forward);
9850 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9851 VectorNegate(forward, forward);
9852 VectorReflect(forward, 0, up, forward);
9853 VectorNormalize(forward);
9854 CrossProduct(up, forward, newright);
9855 VectorNormalize(newright);
9856 // rotate the quad around the up axis vector, this is made
9857 // especially easy by the fact we know the quad is flat,
9858 // so we only have to subtract the center position and
9859 // measure distance along the right vector, and then
9860 // multiply that by the newright vector and add back the
9862 // we also need to subtract the old position to undo the
9863 // displacement from the center, which we do with a
9864 // DotProduct, the subtraction/addition of center is also
9865 // optimized into DotProducts here
9866 l = DotProduct(right, center);
9867 for (i = 0;i < 4;i++)
9869 v1 = rsurface.batchvertex3f + 3*(j+i);
9870 f = DotProduct(right, v1) - l;
9871 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9875 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9877 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9878 // rsurface.batchnormal3f_vertexbuffer = NULL;
9879 // rsurface.batchnormal3f_bufferoffset = 0;
9880 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9882 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9884 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9885 // rsurface.batchsvector3f_vertexbuffer = NULL;
9886 // rsurface.batchsvector3f_bufferoffset = 0;
9887 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9888 // rsurface.batchtvector3f_vertexbuffer = NULL;
9889 // rsurface.batchtvector3f_bufferoffset = 0;
9890 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);
9893 case Q3DEFORM_NORMAL:
9894 // deform the normals to make reflections wavey
9895 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9896 rsurface.batchnormal3f_vertexbuffer = NULL;
9897 rsurface.batchnormal3f_bufferoffset = 0;
9898 for (j = 0;j < batchnumvertices;j++)
9901 float *normal = rsurface.batchnormal3f + 3*j;
9902 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9903 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9904 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9905 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9906 VectorNormalize(normal);
9908 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9910 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9911 // rsurface.batchsvector3f_vertexbuffer = NULL;
9912 // rsurface.batchsvector3f_bufferoffset = 0;
9913 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9914 // rsurface.batchtvector3f_vertexbuffer = NULL;
9915 // rsurface.batchtvector3f_bufferoffset = 0;
9916 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);
9920 // deform vertex array to make wavey water and flags and such
9921 waveparms[0] = deform->waveparms[0];
9922 waveparms[1] = deform->waveparms[1];
9923 waveparms[2] = deform->waveparms[2];
9924 waveparms[3] = deform->waveparms[3];
9925 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9926 break; // if wavefunc is a nop, don't make a dynamic vertex array
9927 // this is how a divisor of vertex influence on deformation
9928 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9929 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9930 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9931 // rsurface.batchvertex3f_vertexbuffer = NULL;
9932 // rsurface.batchvertex3f_bufferoffset = 0;
9933 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9934 // rsurface.batchnormal3f_vertexbuffer = NULL;
9935 // rsurface.batchnormal3f_bufferoffset = 0;
9936 for (j = 0;j < batchnumvertices;j++)
9938 // if the wavefunc depends on time, evaluate it per-vertex
9941 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9942 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9944 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9946 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9947 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9948 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9950 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9951 // rsurface.batchsvector3f_vertexbuffer = NULL;
9952 // rsurface.batchsvector3f_bufferoffset = 0;
9953 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9954 // rsurface.batchtvector3f_vertexbuffer = NULL;
9955 // rsurface.batchtvector3f_bufferoffset = 0;
9956 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);
9959 case Q3DEFORM_BULGE:
9960 // deform vertex array to make the surface have moving bulges
9961 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9962 // rsurface.batchvertex3f_vertexbuffer = NULL;
9963 // rsurface.batchvertex3f_bufferoffset = 0;
9964 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9965 // rsurface.batchnormal3f_vertexbuffer = NULL;
9966 // rsurface.batchnormal3f_bufferoffset = 0;
9967 for (j = 0;j < batchnumvertices;j++)
9969 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9970 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9972 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9973 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9974 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9976 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9977 // rsurface.batchsvector3f_vertexbuffer = NULL;
9978 // rsurface.batchsvector3f_bufferoffset = 0;
9979 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9980 // rsurface.batchtvector3f_vertexbuffer = NULL;
9981 // rsurface.batchtvector3f_bufferoffset = 0;
9982 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);
9986 // deform vertex array
9987 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9988 break; // if wavefunc is a nop, don't make a dynamic vertex array
9989 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9990 VectorScale(deform->parms, scale, waveparms);
9991 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9992 // rsurface.batchvertex3f_vertexbuffer = NULL;
9993 // rsurface.batchvertex3f_bufferoffset = 0;
9994 for (j = 0;j < batchnumvertices;j++)
9995 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10000 // generate texcoords based on the chosen texcoord source
10001 switch(rsurface.texture->tcgen.tcgen)
10004 case Q3TCGEN_TEXTURE:
10006 case Q3TCGEN_LIGHTMAP:
10007 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10008 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10009 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10010 if (rsurface.batchtexcoordlightmap2f)
10011 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
10013 case Q3TCGEN_VECTOR:
10014 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10015 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10016 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10017 for (j = 0;j < batchnumvertices;j++)
10019 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
10020 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
10023 case Q3TCGEN_ENVIRONMENT:
10024 // make environment reflections using a spheremap
10025 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10026 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10027 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10028 for (j = 0;j < batchnumvertices;j++)
10030 // identical to Q3A's method, but executed in worldspace so
10031 // carried models can be shiny too
10033 float viewer[3], d, reflected[3], worldreflected[3];
10035 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10036 // VectorNormalize(viewer);
10038 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10040 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10041 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10042 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10043 // note: this is proportinal to viewer, so we can normalize later
10045 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10046 VectorNormalize(worldreflected);
10048 // note: this sphere map only uses world x and z!
10049 // so positive and negative y will LOOK THE SAME.
10050 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10051 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10055 // the only tcmod that needs software vertex processing is turbulent, so
10056 // check for it here and apply the changes if needed
10057 // and we only support that as the first one
10058 // (handling a mixture of turbulent and other tcmods would be problematic
10059 // without punting it entirely to a software path)
10060 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10062 amplitude = rsurface.texture->tcmods[0].parms[1];
10063 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
10064 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10065 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10066 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10067 for (j = 0;j < batchnumvertices;j++)
10069 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);
10070 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10074 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10076 // convert the modified arrays to vertex structs
10077 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10078 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10079 // rsurface.batchvertexmesh_bufferoffset = 0;
10080 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10081 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10082 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10083 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10084 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10085 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10086 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10088 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10090 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10091 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10094 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10095 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10096 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10097 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10098 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10099 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10100 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10101 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10102 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10103 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10105 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10107 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10108 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10113 // upload buffer data for the dynamic batch
10114 if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
10116 if (rsurface.batchvertexmesh)
10117 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset, !vid.forcevbo);
10120 if (rsurface.batchvertex3f)
10121 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset, !vid.forcevbo);
10122 if (rsurface.batchsvector3f)
10123 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset, !vid.forcevbo);
10124 if (rsurface.batchtvector3f)
10125 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset, !vid.forcevbo);
10126 if (rsurface.batchnormal3f)
10127 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset, !vid.forcevbo);
10128 if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10129 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset, !vid.forcevbo);
10130 if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10131 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset, !vid.forcevbo);
10132 if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
10133 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset, !vid.forcevbo);
10134 if (rsurface.batchskeletalindex4ub)
10135 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset, !vid.forcevbo);
10136 if (rsurface.batchskeletalweight4ub)
10137 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset, !vid.forcevbo);
10139 if (rsurface.batchelement3s)
10140 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset, !vid.forcevbo);
10141 else if (rsurface.batchelement3i)
10142 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset, !vid.forcevbo);
10146 void RSurf_DrawBatch(void)
10148 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10149 // through the pipeline, killing it earlier in the pipeline would have
10150 // per-surface overhead rather than per-batch overhead, so it's best to
10151 // reject it here, before it hits glDraw.
10152 if (rsurface.batchnumtriangles == 0)
10155 // batch debugging code
10156 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10162 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10163 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10166 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10168 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10170 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10171 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);
10178 if (rsurface.batchmultidraw)
10180 // issue multiple draws rather than copying index data
10181 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10182 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10183 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10184 for (i = 0;i < numsurfaces;)
10186 // combine consecutive surfaces as one draw
10187 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10188 if (surfacelist[j] != surfacelist[k] + 1)
10190 firstvertex = surfacelist[i]->num_firstvertex;
10191 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10192 firsttriangle = surfacelist[i]->num_firsttriangle;
10193 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10194 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10200 // there is only one consecutive run of index data (may have been combined)
10201 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);
10205 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10207 // pick the closest matching water plane
10208 int planeindex, vertexindex, bestplaneindex = -1;
10212 r_waterstate_waterplane_t *p;
10213 qboolean prepared = false;
10215 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10217 if(p->camera_entity != rsurface.texture->camera_entity)
10222 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10224 if(rsurface.batchnumvertices == 0)
10227 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10229 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10230 d += fabs(PlaneDiff(vert, &p->plane));
10232 if (bestd > d || bestplaneindex < 0)
10235 bestplaneindex = planeindex;
10238 return bestplaneindex;
10239 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10240 // this situation though, as it might be better to render single larger
10241 // batches with useless stuff (backface culled for example) than to
10242 // render multiple smaller batches
10245 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10248 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10249 rsurface.passcolor4f_vertexbuffer = 0;
10250 rsurface.passcolor4f_bufferoffset = 0;
10251 for (i = 0;i < rsurface.batchnumvertices;i++)
10252 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10255 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10262 if (rsurface.passcolor4f)
10264 // generate color arrays
10265 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10266 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10267 rsurface.passcolor4f_vertexbuffer = 0;
10268 rsurface.passcolor4f_bufferoffset = 0;
10269 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)
10271 f = RSurf_FogVertex(v);
10280 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10281 rsurface.passcolor4f_vertexbuffer = 0;
10282 rsurface.passcolor4f_bufferoffset = 0;
10283 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10285 f = RSurf_FogVertex(v);
10294 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10301 if (!rsurface.passcolor4f)
10303 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10304 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10305 rsurface.passcolor4f_vertexbuffer = 0;
10306 rsurface.passcolor4f_bufferoffset = 0;
10307 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)
10309 f = RSurf_FogVertex(v);
10310 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10311 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10312 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10317 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10322 if (!rsurface.passcolor4f)
10324 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10325 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10326 rsurface.passcolor4f_vertexbuffer = 0;
10327 rsurface.passcolor4f_bufferoffset = 0;
10328 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10337 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10342 if (!rsurface.passcolor4f)
10344 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10345 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10346 rsurface.passcolor4f_vertexbuffer = 0;
10347 rsurface.passcolor4f_bufferoffset = 0;
10348 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10350 c2[0] = c[0] + r_refdef.scene.ambient;
10351 c2[1] = c[1] + r_refdef.scene.ambient;
10352 c2[2] = c[2] + r_refdef.scene.ambient;
10357 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10360 rsurface.passcolor4f = NULL;
10361 rsurface.passcolor4f_vertexbuffer = 0;
10362 rsurface.passcolor4f_bufferoffset = 0;
10363 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10364 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10365 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10366 GL_Color(r, g, b, a);
10367 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10368 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10369 R_Mesh_TexMatrix(0, NULL);
10373 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10375 // TODO: optimize applyfog && applycolor case
10376 // just apply fog if necessary, and tint the fog color array if necessary
10377 rsurface.passcolor4f = NULL;
10378 rsurface.passcolor4f_vertexbuffer = 0;
10379 rsurface.passcolor4f_bufferoffset = 0;
10380 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10381 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10382 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10383 GL_Color(r, g, b, a);
10387 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10390 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10391 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10392 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10393 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10394 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10395 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10396 GL_Color(r, g, b, a);
10400 static void RSurf_DrawBatch_GL11_ClampColor(void)
10405 if (!rsurface.passcolor4f)
10407 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10409 c2[0] = bound(0.0f, c1[0], 1.0f);
10410 c2[1] = bound(0.0f, c1[1], 1.0f);
10411 c2[2] = bound(0.0f, c1[2], 1.0f);
10412 c2[3] = bound(0.0f, c1[3], 1.0f);
10416 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10426 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10427 rsurface.passcolor4f_vertexbuffer = 0;
10428 rsurface.passcolor4f_bufferoffset = 0;
10429 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)
10431 f = -DotProduct(r_refdef.view.forward, n);
10433 f = f * 0.85 + 0.15; // work around so stuff won't get black
10434 f *= r_refdef.lightmapintensity;
10435 Vector4Set(c, f, f, f, 1);
10439 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10441 RSurf_DrawBatch_GL11_ApplyFakeLight();
10442 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10443 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10444 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10445 GL_Color(r, g, b, a);
10449 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10457 vec3_t ambientcolor;
10458 vec3_t diffusecolor;
10462 VectorCopy(rsurface.modellight_lightdir, lightdir);
10463 f = 0.5f * r_refdef.lightmapintensity;
10464 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10465 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10466 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10467 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10468 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10469 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10471 if (VectorLength2(diffusecolor) > 0)
10473 // q3-style directional shading
10474 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10475 rsurface.passcolor4f_vertexbuffer = 0;
10476 rsurface.passcolor4f_bufferoffset = 0;
10477 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)
10479 if ((f = DotProduct(n, lightdir)) > 0)
10480 VectorMA(ambientcolor, f, diffusecolor, c);
10482 VectorCopy(ambientcolor, c);
10489 *applycolor = false;
10493 *r = ambientcolor[0];
10494 *g = ambientcolor[1];
10495 *b = ambientcolor[2];
10496 rsurface.passcolor4f = NULL;
10497 rsurface.passcolor4f_vertexbuffer = 0;
10498 rsurface.passcolor4f_bufferoffset = 0;
10502 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10504 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10505 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10506 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10507 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10508 GL_Color(r, g, b, a);
10512 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10520 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10521 rsurface.passcolor4f_vertexbuffer = 0;
10522 rsurface.passcolor4f_bufferoffset = 0;
10524 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10526 f = 1 - RSurf_FogVertex(v);
10534 void RSurf_SetupDepthAndCulling(void)
10536 // submodels are biased to avoid z-fighting with world surfaces that they
10537 // may be exactly overlapping (avoids z-fighting artifacts on certain
10538 // doors and things in Quake maps)
10539 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10540 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10541 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10542 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10545 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10547 // transparent sky would be ridiculous
10548 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10550 R_SetupShader_Generic_NoTexture(false, false);
10551 skyrenderlater = true;
10552 RSurf_SetupDepthAndCulling();
10553 GL_DepthMask(true);
10554 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10555 // skymasking on them, and Quake3 never did sky masking (unlike
10556 // software Quake and software Quake2), so disable the sky masking
10557 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10558 // and skymasking also looks very bad when noclipping outside the
10559 // level, so don't use it then either.
10560 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10562 R_Mesh_ResetTextureState();
10563 if (skyrendermasked)
10565 R_SetupShader_DepthOrShadow(false, false, false);
10566 // depth-only (masking)
10567 GL_ColorMask(0,0,0,0);
10568 // just to make sure that braindead drivers don't draw
10569 // anything despite that colormask...
10570 GL_BlendFunc(GL_ZERO, GL_ONE);
10571 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10572 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10576 R_SetupShader_Generic_NoTexture(false, false);
10578 GL_BlendFunc(GL_ONE, GL_ZERO);
10579 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10580 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10581 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10584 if (skyrendermasked)
10585 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10587 R_Mesh_ResetTextureState();
10588 GL_Color(1, 1, 1, 1);
10591 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10592 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10593 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10595 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10599 // render screenspace normalmap to texture
10600 GL_DepthMask(true);
10601 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10606 // bind lightmap texture
10608 // water/refraction/reflection/camera surfaces have to be handled specially
10609 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10611 int start, end, startplaneindex;
10612 for (start = 0;start < texturenumsurfaces;start = end)
10614 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10615 if(startplaneindex < 0)
10617 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10618 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10622 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10624 // now that we have a batch using the same planeindex, render it
10625 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10627 // render water or distortion background
10628 GL_DepthMask(true);
10629 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);
10631 // blend surface on top
10632 GL_DepthMask(false);
10633 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10636 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10638 // render surface with reflection texture as input
10639 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10640 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);
10647 // render surface batch normally
10648 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10649 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);
10653 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10655 // OpenGL 1.3 path - anything not completely ancient
10656 qboolean applycolor;
10659 const texturelayer_t *layer;
10660 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);
10661 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10663 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10666 int layertexrgbscale;
10667 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10669 if (layerindex == 0)
10670 GL_AlphaTest(true);
10673 GL_AlphaTest(false);
10674 GL_DepthFunc(GL_EQUAL);
10677 GL_DepthMask(layer->depthmask && writedepth);
10678 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10679 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10681 layertexrgbscale = 4;
10682 VectorScale(layer->color, 0.25f, layercolor);
10684 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10686 layertexrgbscale = 2;
10687 VectorScale(layer->color, 0.5f, layercolor);
10691 layertexrgbscale = 1;
10692 VectorScale(layer->color, 1.0f, layercolor);
10694 layercolor[3] = layer->color[3];
10695 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10696 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10697 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10698 switch (layer->type)
10700 case TEXTURELAYERTYPE_LITTEXTURE:
10701 // single-pass lightmapped texture with 2x rgbscale
10702 R_Mesh_TexBind(0, r_texture_white);
10703 R_Mesh_TexMatrix(0, NULL);
10704 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10705 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10706 R_Mesh_TexBind(1, layer->texture);
10707 R_Mesh_TexMatrix(1, &layer->texmatrix);
10708 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10709 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10710 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10711 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10712 else if (FAKELIGHT_ENABLED)
10713 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10714 else if (rsurface.uselightmaptexture)
10715 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10717 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10719 case TEXTURELAYERTYPE_TEXTURE:
10720 // singletexture unlit texture with transparency support
10721 R_Mesh_TexBind(0, layer->texture);
10722 R_Mesh_TexMatrix(0, &layer->texmatrix);
10723 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10724 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10725 R_Mesh_TexBind(1, 0);
10726 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10727 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10729 case TEXTURELAYERTYPE_FOG:
10730 // singletexture fogging
10731 if (layer->texture)
10733 R_Mesh_TexBind(0, layer->texture);
10734 R_Mesh_TexMatrix(0, &layer->texmatrix);
10735 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10736 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10740 R_Mesh_TexBind(0, 0);
10741 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10743 R_Mesh_TexBind(1, 0);
10744 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10745 // generate a color array for the fog pass
10746 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10747 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10751 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10754 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10756 GL_DepthFunc(GL_LEQUAL);
10757 GL_AlphaTest(false);
10761 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10763 // OpenGL 1.1 - crusty old voodoo path
10766 const texturelayer_t *layer;
10767 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);
10768 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10770 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10772 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10774 if (layerindex == 0)
10775 GL_AlphaTest(true);
10778 GL_AlphaTest(false);
10779 GL_DepthFunc(GL_EQUAL);
10782 GL_DepthMask(layer->depthmask && writedepth);
10783 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10784 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10785 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10786 switch (layer->type)
10788 case TEXTURELAYERTYPE_LITTEXTURE:
10789 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10791 // two-pass lit texture with 2x rgbscale
10792 // first the lightmap pass
10793 R_Mesh_TexBind(0, r_texture_white);
10794 R_Mesh_TexMatrix(0, NULL);
10795 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10796 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10797 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10798 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10799 else if (FAKELIGHT_ENABLED)
10800 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10801 else if (rsurface.uselightmaptexture)
10802 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10804 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10805 // then apply the texture to it
10806 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10807 R_Mesh_TexBind(0, layer->texture);
10808 R_Mesh_TexMatrix(0, &layer->texmatrix);
10809 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10810 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10811 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);
10815 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10816 R_Mesh_TexBind(0, layer->texture);
10817 R_Mesh_TexMatrix(0, &layer->texmatrix);
10818 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10819 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10820 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10821 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);
10822 else if (FAKELIGHT_ENABLED)
10823 RSurf_DrawBatch_GL11_FakeLight(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);
10825 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);
10828 case TEXTURELAYERTYPE_TEXTURE:
10829 // singletexture unlit texture with transparency support
10830 R_Mesh_TexBind(0, layer->texture);
10831 R_Mesh_TexMatrix(0, &layer->texmatrix);
10832 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10833 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10834 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);
10836 case TEXTURELAYERTYPE_FOG:
10837 // singletexture fogging
10838 if (layer->texture)
10840 R_Mesh_TexBind(0, layer->texture);
10841 R_Mesh_TexMatrix(0, &layer->texmatrix);
10842 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10843 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10847 R_Mesh_TexBind(0, 0);
10848 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10850 // generate a color array for the fog pass
10851 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10852 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10856 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10859 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10861 GL_DepthFunc(GL_LEQUAL);
10862 GL_AlphaTest(false);
10866 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10870 r_vertexgeneric_t *batchvertex;
10873 // R_Mesh_ResetTextureState();
10874 R_SetupShader_Generic_NoTexture(false, false);
10876 if(rsurface.texture && rsurface.texture->currentskinframe)
10878 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10879 c[3] *= rsurface.texture->currentalpha;
10889 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10891 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10892 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10893 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10896 // brighten it up (as texture value 127 means "unlit")
10897 c[0] *= 2 * r_refdef.view.colorscale;
10898 c[1] *= 2 * r_refdef.view.colorscale;
10899 c[2] *= 2 * r_refdef.view.colorscale;
10901 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10902 c[3] *= r_wateralpha.value;
10904 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10906 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10907 GL_DepthMask(false);
10909 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10911 GL_BlendFunc(GL_ONE, GL_ONE);
10912 GL_DepthMask(false);
10914 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10916 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10917 GL_DepthMask(false);
10919 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10921 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10922 GL_DepthMask(false);
10926 GL_BlendFunc(GL_ONE, GL_ZERO);
10927 GL_DepthMask(writedepth);
10930 if (r_showsurfaces.integer == 3)
10932 rsurface.passcolor4f = NULL;
10934 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10936 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10938 rsurface.passcolor4f = NULL;
10939 rsurface.passcolor4f_vertexbuffer = 0;
10940 rsurface.passcolor4f_bufferoffset = 0;
10942 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10944 qboolean applycolor = true;
10947 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10949 r_refdef.lightmapintensity = 1;
10950 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10951 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10953 else if (FAKELIGHT_ENABLED)
10955 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10957 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10958 RSurf_DrawBatch_GL11_ApplyFakeLight();
10959 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10963 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10965 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10966 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10967 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10970 if(!rsurface.passcolor4f)
10971 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10973 RSurf_DrawBatch_GL11_ApplyAmbient();
10974 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10975 if(r_refdef.fogenabled)
10976 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10977 RSurf_DrawBatch_GL11_ClampColor();
10979 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10980 R_SetupShader_Generic_NoTexture(false, false);
10983 else if (!r_refdef.view.showdebug)
10985 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10986 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10987 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10989 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10990 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10992 R_Mesh_PrepareVertices_Generic_Unlock();
10995 else if (r_showsurfaces.integer == 4)
10997 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10998 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10999 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11001 unsigned char c = (vi << 3) * (1.0f / 256.0f);
11002 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11003 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
11005 R_Mesh_PrepareVertices_Generic_Unlock();
11008 else if (r_showsurfaces.integer == 2)
11011 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11012 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11013 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11015 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11016 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11017 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11018 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11019 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
11020 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
11021 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
11023 R_Mesh_PrepareVertices_Generic_Unlock();
11024 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11028 int texturesurfaceindex;
11030 const msurface_t *surface;
11031 float surfacecolor4f[4];
11032 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11033 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11035 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11037 surface = texturesurfacelist[texturesurfaceindex];
11038 k = (int)(((size_t)surface) / sizeof(msurface_t));
11039 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11040 for (j = 0;j < surface->num_vertices;j++)
11042 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11043 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11047 R_Mesh_PrepareVertices_Generic_Unlock();
11052 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11055 RSurf_SetupDepthAndCulling();
11056 if (r_showsurfaces.integer)
11058 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11061 switch (vid.renderpath)
11063 case RENDERPATH_GL20:
11064 case RENDERPATH_D3D9:
11065 case RENDERPATH_D3D10:
11066 case RENDERPATH_D3D11:
11067 case RENDERPATH_SOFT:
11068 case RENDERPATH_GLES2:
11069 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11071 case RENDERPATH_GL13:
11072 case RENDERPATH_GLES1:
11073 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11075 case RENDERPATH_GL11:
11076 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11082 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11085 RSurf_SetupDepthAndCulling();
11086 if (r_showsurfaces.integer)
11088 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11091 switch (vid.renderpath)
11093 case RENDERPATH_GL20:
11094 case RENDERPATH_D3D9:
11095 case RENDERPATH_D3D10:
11096 case RENDERPATH_D3D11:
11097 case RENDERPATH_SOFT:
11098 case RENDERPATH_GLES2:
11099 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11101 case RENDERPATH_GL13:
11102 case RENDERPATH_GLES1:
11103 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11105 case RENDERPATH_GL11:
11106 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11112 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11115 int texturenumsurfaces, endsurface;
11116 texture_t *texture;
11117 const msurface_t *surface;
11118 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11120 // if the model is static it doesn't matter what value we give for
11121 // wantnormals and wanttangents, so this logic uses only rules applicable
11122 // to a model, knowing that they are meaningless otherwise
11123 if (ent == r_refdef.scene.worldentity)
11124 RSurf_ActiveWorldEntity();
11125 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11126 RSurf_ActiveModelEntity(ent, false, false, false);
11129 switch (vid.renderpath)
11131 case RENDERPATH_GL20:
11132 case RENDERPATH_D3D9:
11133 case RENDERPATH_D3D10:
11134 case RENDERPATH_D3D11:
11135 case RENDERPATH_SOFT:
11136 case RENDERPATH_GLES2:
11137 RSurf_ActiveModelEntity(ent, true, true, false);
11139 case RENDERPATH_GL11:
11140 case RENDERPATH_GL13:
11141 case RENDERPATH_GLES1:
11142 RSurf_ActiveModelEntity(ent, true, false, false);
11147 if (r_transparentdepthmasking.integer)
11149 qboolean setup = false;
11150 for (i = 0;i < numsurfaces;i = j)
11153 surface = rsurface.modelsurfaces + surfacelist[i];
11154 texture = surface->texture;
11155 rsurface.texture = R_GetCurrentTexture(texture);
11156 rsurface.lightmaptexture = NULL;
11157 rsurface.deluxemaptexture = NULL;
11158 rsurface.uselightmaptexture = false;
11159 // scan ahead until we find a different texture
11160 endsurface = min(i + 1024, numsurfaces);
11161 texturenumsurfaces = 0;
11162 texturesurfacelist[texturenumsurfaces++] = surface;
11163 for (;j < endsurface;j++)
11165 surface = rsurface.modelsurfaces + surfacelist[j];
11166 if (texture != surface->texture)
11168 texturesurfacelist[texturenumsurfaces++] = surface;
11170 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11172 // render the range of surfaces as depth
11176 GL_ColorMask(0,0,0,0);
11178 GL_DepthTest(true);
11179 GL_BlendFunc(GL_ONE, GL_ZERO);
11180 GL_DepthMask(true);
11181 // R_Mesh_ResetTextureState();
11183 RSurf_SetupDepthAndCulling();
11184 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11185 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11186 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11190 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11193 for (i = 0;i < numsurfaces;i = j)
11196 surface = rsurface.modelsurfaces + surfacelist[i];
11197 texture = surface->texture;
11198 rsurface.texture = R_GetCurrentTexture(texture);
11199 // scan ahead until we find a different texture
11200 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11201 texturenumsurfaces = 0;
11202 texturesurfacelist[texturenumsurfaces++] = surface;
11203 if(FAKELIGHT_ENABLED)
11205 rsurface.lightmaptexture = NULL;
11206 rsurface.deluxemaptexture = NULL;
11207 rsurface.uselightmaptexture = false;
11208 for (;j < endsurface;j++)
11210 surface = rsurface.modelsurfaces + surfacelist[j];
11211 if (texture != surface->texture)
11213 texturesurfacelist[texturenumsurfaces++] = surface;
11218 rsurface.lightmaptexture = surface->lightmaptexture;
11219 rsurface.deluxemaptexture = surface->deluxemaptexture;
11220 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11221 for (;j < endsurface;j++)
11223 surface = rsurface.modelsurfaces + surfacelist[j];
11224 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11226 texturesurfacelist[texturenumsurfaces++] = surface;
11229 // render the range of surfaces
11230 if (ent == r_refdef.scene.worldentity)
11231 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11233 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11235 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11238 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11240 // transparent surfaces get pushed off into the transparent queue
11241 int surfacelistindex;
11242 const msurface_t *surface;
11243 vec3_t tempcenter, center;
11244 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11246 surface = texturesurfacelist[surfacelistindex];
11247 if (r_transparent_sortsurfacesbynearest.integer)
11249 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11250 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11251 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11255 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11256 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11257 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11259 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11260 if (rsurface.entity->transparent_offset) // transparent offset
11262 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11263 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11264 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11266 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11270 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11272 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11274 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11276 RSurf_SetupDepthAndCulling();
11277 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11278 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11279 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11283 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11287 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11290 if (!rsurface.texture->currentnumlayers)
11292 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11293 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11295 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11297 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11298 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11299 else if (!rsurface.texture->currentnumlayers)
11301 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11303 // in the deferred case, transparent surfaces were queued during prepass
11304 if (!r_shadow_usingdeferredprepass)
11305 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11309 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11310 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11315 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11318 texture_t *texture;
11319 R_FrameData_SetMark();
11320 // break the surface list down into batches by texture and use of lightmapping
11321 for (i = 0;i < numsurfaces;i = j)
11324 // texture is the base texture pointer, rsurface.texture is the
11325 // current frame/skin the texture is directing us to use (for example
11326 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11327 // use skin 1 instead)
11328 texture = surfacelist[i]->texture;
11329 rsurface.texture = R_GetCurrentTexture(texture);
11330 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11332 // if this texture is not the kind we want, skip ahead to the next one
11333 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11337 if(FAKELIGHT_ENABLED || depthonly || prepass)
11339 rsurface.lightmaptexture = NULL;
11340 rsurface.deluxemaptexture = NULL;
11341 rsurface.uselightmaptexture = false;
11342 // simply scan ahead until we find a different texture or lightmap state
11343 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11348 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11349 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11350 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11351 // simply scan ahead until we find a different texture or lightmap state
11352 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11355 // render the range of surfaces
11356 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11358 R_FrameData_ReturnToMark();
11361 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11365 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11368 if (!rsurface.texture->currentnumlayers)
11370 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11371 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11373 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11375 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11376 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11377 else if (!rsurface.texture->currentnumlayers)
11379 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11381 // in the deferred case, transparent surfaces were queued during prepass
11382 if (!r_shadow_usingdeferredprepass)
11383 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11387 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11388 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11393 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11396 texture_t *texture;
11397 R_FrameData_SetMark();
11398 // break the surface list down into batches by texture and use of lightmapping
11399 for (i = 0;i < numsurfaces;i = j)
11402 // texture is the base texture pointer, rsurface.texture is the
11403 // current frame/skin the texture is directing us to use (for example
11404 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11405 // use skin 1 instead)
11406 texture = surfacelist[i]->texture;
11407 rsurface.texture = R_GetCurrentTexture(texture);
11408 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11410 // if this texture is not the kind we want, skip ahead to the next one
11411 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11415 if(FAKELIGHT_ENABLED || depthonly || prepass)
11417 rsurface.lightmaptexture = NULL;
11418 rsurface.deluxemaptexture = NULL;
11419 rsurface.uselightmaptexture = false;
11420 // simply scan ahead until we find a different texture or lightmap state
11421 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11426 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11427 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11428 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11429 // simply scan ahead until we find a different texture or lightmap state
11430 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11433 // render the range of surfaces
11434 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11436 R_FrameData_ReturnToMark();
11439 float locboxvertex3f[6*4*3] =
11441 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11442 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11443 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11444 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11445 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11446 1,0,0, 0,0,0, 0,1,0, 1,1,0
11449 unsigned short locboxelements[6*2*3] =
11454 12,13,14, 12,14,15,
11455 16,17,18, 16,18,19,
11459 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11462 cl_locnode_t *loc = (cl_locnode_t *)ent;
11464 float vertex3f[6*4*3];
11466 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11467 GL_DepthMask(false);
11468 GL_DepthRange(0, 1);
11469 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11470 GL_DepthTest(true);
11471 GL_CullFace(GL_NONE);
11472 R_EntityMatrix(&identitymatrix);
11474 // R_Mesh_ResetTextureState();
11476 i = surfacelist[0];
11477 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11478 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11479 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11480 surfacelist[0] < 0 ? 0.5f : 0.125f);
11482 if (VectorCompare(loc->mins, loc->maxs))
11484 VectorSet(size, 2, 2, 2);
11485 VectorMA(loc->mins, -0.5f, size, mins);
11489 VectorCopy(loc->mins, mins);
11490 VectorSubtract(loc->maxs, loc->mins, size);
11493 for (i = 0;i < 6*4*3;)
11494 for (j = 0;j < 3;j++, i++)
11495 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11497 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11498 R_SetupShader_Generic_NoTexture(false, false);
11499 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11502 void R_DrawLocs(void)
11505 cl_locnode_t *loc, *nearestloc;
11507 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11508 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11510 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11511 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11515 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11517 if (decalsystem->decals)
11518 Mem_Free(decalsystem->decals);
11519 memset(decalsystem, 0, sizeof(*decalsystem));
11522 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)
11525 tridecal_t *decals;
11528 // expand or initialize the system
11529 if (decalsystem->maxdecals <= decalsystem->numdecals)
11531 decalsystem_t old = *decalsystem;
11532 qboolean useshortelements;
11533 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11534 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11535 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)));
11536 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11537 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11538 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11539 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11540 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11541 if (decalsystem->numdecals)
11542 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11544 Mem_Free(old.decals);
11545 for (i = 0;i < decalsystem->maxdecals*3;i++)
11546 decalsystem->element3i[i] = i;
11547 if (useshortelements)
11548 for (i = 0;i < decalsystem->maxdecals*3;i++)
11549 decalsystem->element3s[i] = i;
11552 // grab a decal and search for another free slot for the next one
11553 decals = decalsystem->decals;
11554 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11555 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11557 decalsystem->freedecal = i;
11558 if (decalsystem->numdecals <= i)
11559 decalsystem->numdecals = i + 1;
11561 // initialize the decal
11563 decal->triangleindex = triangleindex;
11564 decal->surfaceindex = surfaceindex;
11565 decal->decalsequence = decalsequence;
11566 decal->color4f[0][0] = c0[0];
11567 decal->color4f[0][1] = c0[1];
11568 decal->color4f[0][2] = c0[2];
11569 decal->color4f[0][3] = 1;
11570 decal->color4f[1][0] = c1[0];
11571 decal->color4f[1][1] = c1[1];
11572 decal->color4f[1][2] = c1[2];
11573 decal->color4f[1][3] = 1;
11574 decal->color4f[2][0] = c2[0];
11575 decal->color4f[2][1] = c2[1];
11576 decal->color4f[2][2] = c2[2];
11577 decal->color4f[2][3] = 1;
11578 decal->vertex3f[0][0] = v0[0];
11579 decal->vertex3f[0][1] = v0[1];
11580 decal->vertex3f[0][2] = v0[2];
11581 decal->vertex3f[1][0] = v1[0];
11582 decal->vertex3f[1][1] = v1[1];
11583 decal->vertex3f[1][2] = v1[2];
11584 decal->vertex3f[2][0] = v2[0];
11585 decal->vertex3f[2][1] = v2[1];
11586 decal->vertex3f[2][2] = v2[2];
11587 decal->texcoord2f[0][0] = t0[0];
11588 decal->texcoord2f[0][1] = t0[1];
11589 decal->texcoord2f[1][0] = t1[0];
11590 decal->texcoord2f[1][1] = t1[1];
11591 decal->texcoord2f[2][0] = t2[0];
11592 decal->texcoord2f[2][1] = t2[1];
11593 TriangleNormal(v0, v1, v2, decal->plane);
11594 VectorNormalize(decal->plane);
11595 decal->plane[3] = DotProduct(v0, decal->plane);
11598 extern cvar_t cl_decals_bias;
11599 extern cvar_t cl_decals_models;
11600 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11601 // baseparms, parms, temps
11602 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)
11607 const float *vertex3f;
11608 const float *normal3f;
11610 float points[2][9][3];
11617 e = rsurface.modelelement3i + 3*triangleindex;
11619 vertex3f = rsurface.modelvertex3f;
11620 normal3f = rsurface.modelnormal3f;
11624 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11626 index = 3*e[cornerindex];
11627 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11632 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11634 index = 3*e[cornerindex];
11635 VectorCopy(vertex3f + index, v[cornerindex]);
11640 //TriangleNormal(v[0], v[1], v[2], normal);
11641 //if (DotProduct(normal, localnormal) < 0.0f)
11643 // clip by each of the box planes formed from the projection matrix
11644 // if anything survives, we emit the decal
11645 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]);
11648 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]);
11651 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]);
11654 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]);
11657 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]);
11660 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]);
11663 // some part of the triangle survived, so we have to accept it...
11666 // dynamic always uses the original triangle
11668 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11670 index = 3*e[cornerindex];
11671 VectorCopy(vertex3f + index, v[cornerindex]);
11674 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11676 // convert vertex positions to texcoords
11677 Matrix4x4_Transform(projection, v[cornerindex], temp);
11678 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11679 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11680 // calculate distance fade from the projection origin
11681 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11682 f = bound(0.0f, f, 1.0f);
11683 c[cornerindex][0] = r * f;
11684 c[cornerindex][1] = g * f;
11685 c[cornerindex][2] = b * f;
11686 c[cornerindex][3] = 1.0f;
11687 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11690 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);
11692 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11693 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);
11695 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)
11697 matrix4x4_t projection;
11698 decalsystem_t *decalsystem;
11701 const msurface_t *surface;
11702 const msurface_t *surfaces;
11703 const int *surfacelist;
11704 const texture_t *texture;
11706 int numsurfacelist;
11707 int surfacelistindex;
11710 float localorigin[3];
11711 float localnormal[3];
11712 float localmins[3];
11713 float localmaxs[3];
11716 float planes[6][4];
11719 int bih_triangles_count;
11720 int bih_triangles[256];
11721 int bih_surfaces[256];
11723 decalsystem = &ent->decalsystem;
11724 model = ent->model;
11725 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11727 R_DecalSystem_Reset(&ent->decalsystem);
11731 if (!model->brush.data_leafs && !cl_decals_models.integer)
11733 if (decalsystem->model)
11734 R_DecalSystem_Reset(decalsystem);
11738 if (decalsystem->model != model)
11739 R_DecalSystem_Reset(decalsystem);
11740 decalsystem->model = model;
11742 RSurf_ActiveModelEntity(ent, true, false, false);
11744 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11745 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11746 VectorNormalize(localnormal);
11747 localsize = worldsize*rsurface.inversematrixscale;
11748 localmins[0] = localorigin[0] - localsize;
11749 localmins[1] = localorigin[1] - localsize;
11750 localmins[2] = localorigin[2] - localsize;
11751 localmaxs[0] = localorigin[0] + localsize;
11752 localmaxs[1] = localorigin[1] + localsize;
11753 localmaxs[2] = localorigin[2] + localsize;
11755 //VectorCopy(localnormal, planes[4]);
11756 //VectorVectors(planes[4], planes[2], planes[0]);
11757 AnglesFromVectors(angles, localnormal, NULL, false);
11758 AngleVectors(angles, planes[0], planes[2], planes[4]);
11759 VectorNegate(planes[0], planes[1]);
11760 VectorNegate(planes[2], planes[3]);
11761 VectorNegate(planes[4], planes[5]);
11762 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11763 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11764 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11765 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11766 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11767 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11772 matrix4x4_t forwardprojection;
11773 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11774 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11779 float projectionvector[4][3];
11780 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11781 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11782 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11783 projectionvector[0][0] = planes[0][0] * ilocalsize;
11784 projectionvector[0][1] = planes[1][0] * ilocalsize;
11785 projectionvector[0][2] = planes[2][0] * ilocalsize;
11786 projectionvector[1][0] = planes[0][1] * ilocalsize;
11787 projectionvector[1][1] = planes[1][1] * ilocalsize;
11788 projectionvector[1][2] = planes[2][1] * ilocalsize;
11789 projectionvector[2][0] = planes[0][2] * ilocalsize;
11790 projectionvector[2][1] = planes[1][2] * ilocalsize;
11791 projectionvector[2][2] = planes[2][2] * ilocalsize;
11792 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11793 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11794 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11795 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11799 dynamic = model->surfmesh.isanimated;
11800 numsurfacelist = model->nummodelsurfaces;
11801 surfacelist = model->sortedmodelsurfaces;
11802 surfaces = model->data_surfaces;
11805 bih_triangles_count = -1;
11808 if(model->render_bih.numleafs)
11809 bih = &model->render_bih;
11810 else if(model->collision_bih.numleafs)
11811 bih = &model->collision_bih;
11814 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11815 if(bih_triangles_count == 0)
11817 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11819 if(bih_triangles_count > 0)
11821 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11823 surfaceindex = bih_surfaces[triangleindex];
11824 surface = surfaces + surfaceindex;
11825 texture = surface->texture;
11826 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11828 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11830 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11835 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11837 surfaceindex = surfacelist[surfacelistindex];
11838 surface = surfaces + surfaceindex;
11839 // check cull box first because it rejects more than any other check
11840 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11842 // skip transparent surfaces
11843 texture = surface->texture;
11844 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11846 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11848 numtriangles = surface->num_triangles;
11849 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11850 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11855 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11856 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)
11858 int renderentityindex;
11859 float worldmins[3];
11860 float worldmaxs[3];
11861 entity_render_t *ent;
11863 if (!cl_decals_newsystem.integer)
11866 worldmins[0] = worldorigin[0] - worldsize;
11867 worldmins[1] = worldorigin[1] - worldsize;
11868 worldmins[2] = worldorigin[2] - worldsize;
11869 worldmaxs[0] = worldorigin[0] + worldsize;
11870 worldmaxs[1] = worldorigin[1] + worldsize;
11871 worldmaxs[2] = worldorigin[2] + worldsize;
11873 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11875 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11877 ent = r_refdef.scene.entities[renderentityindex];
11878 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11881 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11885 typedef struct r_decalsystem_splatqueue_s
11887 vec3_t worldorigin;
11888 vec3_t worldnormal;
11894 r_decalsystem_splatqueue_t;
11896 int r_decalsystem_numqueued = 0;
11897 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11899 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)
11901 r_decalsystem_splatqueue_t *queue;
11903 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11906 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11907 VectorCopy(worldorigin, queue->worldorigin);
11908 VectorCopy(worldnormal, queue->worldnormal);
11909 Vector4Set(queue->color, r, g, b, a);
11910 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11911 queue->worldsize = worldsize;
11912 queue->decalsequence = cl.decalsequence++;
11915 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11918 r_decalsystem_splatqueue_t *queue;
11920 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11921 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);
11922 r_decalsystem_numqueued = 0;
11925 extern cvar_t cl_decals_max;
11926 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11929 decalsystem_t *decalsystem = &ent->decalsystem;
11936 if (!decalsystem->numdecals)
11939 if (r_showsurfaces.integer)
11942 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11944 R_DecalSystem_Reset(decalsystem);
11948 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11949 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11951 if (decalsystem->lastupdatetime)
11952 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11955 decalsystem->lastupdatetime = r_refdef.scene.time;
11956 numdecals = decalsystem->numdecals;
11958 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11960 if (decal->color4f[0][3])
11962 decal->lived += frametime;
11963 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11965 memset(decal, 0, sizeof(*decal));
11966 if (decalsystem->freedecal > i)
11967 decalsystem->freedecal = i;
11971 decal = decalsystem->decals;
11972 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11975 // collapse the array by shuffling the tail decals into the gaps
11978 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11979 decalsystem->freedecal++;
11980 if (decalsystem->freedecal == numdecals)
11982 decal[decalsystem->freedecal] = decal[--numdecals];
11985 decalsystem->numdecals = numdecals;
11987 if (numdecals <= 0)
11989 // if there are no decals left, reset decalsystem
11990 R_DecalSystem_Reset(decalsystem);
11994 extern skinframe_t *decalskinframe;
11995 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11998 decalsystem_t *decalsystem = &ent->decalsystem;
12007 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12010 numdecals = decalsystem->numdecals;
12014 if (r_showsurfaces.integer)
12017 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12019 R_DecalSystem_Reset(decalsystem);
12023 // if the model is static it doesn't matter what value we give for
12024 // wantnormals and wanttangents, so this logic uses only rules applicable
12025 // to a model, knowing that they are meaningless otherwise
12026 if (ent == r_refdef.scene.worldentity)
12027 RSurf_ActiveWorldEntity();
12029 RSurf_ActiveModelEntity(ent, false, false, false);
12031 decalsystem->lastupdatetime = r_refdef.scene.time;
12033 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12035 // update vertex positions for animated models
12036 v3f = decalsystem->vertex3f;
12037 c4f = decalsystem->color4f;
12038 t2f = decalsystem->texcoord2f;
12039 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12041 if (!decal->color4f[0][3])
12044 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12048 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12051 // update color values for fading decals
12052 if (decal->lived >= cl_decals_time.value)
12053 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12057 c4f[ 0] = decal->color4f[0][0] * alpha;
12058 c4f[ 1] = decal->color4f[0][1] * alpha;
12059 c4f[ 2] = decal->color4f[0][2] * alpha;
12061 c4f[ 4] = decal->color4f[1][0] * alpha;
12062 c4f[ 5] = decal->color4f[1][1] * alpha;
12063 c4f[ 6] = decal->color4f[1][2] * alpha;
12065 c4f[ 8] = decal->color4f[2][0] * alpha;
12066 c4f[ 9] = decal->color4f[2][1] * alpha;
12067 c4f[10] = decal->color4f[2][2] * alpha;
12070 t2f[0] = decal->texcoord2f[0][0];
12071 t2f[1] = decal->texcoord2f[0][1];
12072 t2f[2] = decal->texcoord2f[1][0];
12073 t2f[3] = decal->texcoord2f[1][1];
12074 t2f[4] = decal->texcoord2f[2][0];
12075 t2f[5] = decal->texcoord2f[2][1];
12077 // update vertex positions for animated models
12078 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12080 e = rsurface.modelelement3i + 3*decal->triangleindex;
12081 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12082 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12083 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12087 VectorCopy(decal->vertex3f[0], v3f);
12088 VectorCopy(decal->vertex3f[1], v3f + 3);
12089 VectorCopy(decal->vertex3f[2], v3f + 6);
12092 if (r_refdef.fogenabled)
12094 alpha = RSurf_FogVertex(v3f);
12095 VectorScale(c4f, alpha, c4f);
12096 alpha = RSurf_FogVertex(v3f + 3);
12097 VectorScale(c4f + 4, alpha, c4f + 4);
12098 alpha = RSurf_FogVertex(v3f + 6);
12099 VectorScale(c4f + 8, alpha, c4f + 8);
12110 r_refdef.stats[r_stat_drawndecals] += numtris;
12112 // now render the decals all at once
12113 // (this assumes they all use one particle font texture!)
12114 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);
12115 // R_Mesh_ResetTextureState();
12116 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12117 GL_DepthMask(false);
12118 GL_DepthRange(0, 1);
12119 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12120 GL_DepthTest(true);
12121 GL_CullFace(GL_NONE);
12122 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12123 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12124 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12128 static void R_DrawModelDecals(void)
12132 // fade faster when there are too many decals
12133 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12134 for (i = 0;i < r_refdef.scene.numentities;i++)
12135 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12137 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12138 for (i = 0;i < r_refdef.scene.numentities;i++)
12139 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12140 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12142 R_DecalSystem_ApplySplatEntitiesQueue();
12144 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12145 for (i = 0;i < r_refdef.scene.numentities;i++)
12146 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12148 r_refdef.stats[r_stat_totaldecals] += numdecals;
12150 if (r_showsurfaces.integer)
12153 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12155 for (i = 0;i < r_refdef.scene.numentities;i++)
12157 if (!r_refdef.viewcache.entityvisible[i])
12159 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12160 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12164 extern cvar_t mod_collision_bih;
12165 static void R_DrawDebugModel(void)
12167 entity_render_t *ent = rsurface.entity;
12168 int i, j, k, l, flagsmask;
12169 const msurface_t *surface;
12170 dp_model_t *model = ent->model;
12173 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12176 if (r_showoverdraw.value > 0)
12178 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12179 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12180 R_SetupShader_Generic_NoTexture(false, false);
12181 GL_DepthTest(false);
12182 GL_DepthMask(false);
12183 GL_DepthRange(0, 1);
12184 GL_BlendFunc(GL_ONE, GL_ONE);
12185 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12187 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12189 rsurface.texture = R_GetCurrentTexture(surface->texture);
12190 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12192 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12193 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12194 if (!rsurface.texture->currentlayers->depthmask)
12195 GL_Color(c, 0, 0, 1.0f);
12196 else if (ent == r_refdef.scene.worldentity)
12197 GL_Color(c, c, c, 1.0f);
12199 GL_Color(0, c, 0, 1.0f);
12200 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12204 rsurface.texture = NULL;
12207 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12209 // R_Mesh_ResetTextureState();
12210 R_SetupShader_Generic_NoTexture(false, false);
12211 GL_DepthRange(0, 1);
12212 GL_DepthTest(!r_showdisabledepthtest.integer);
12213 GL_DepthMask(false);
12214 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12216 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12220 qboolean cullbox = false;
12221 const q3mbrush_t *brush;
12222 const bih_t *bih = &model->collision_bih;
12223 const bih_leaf_t *bihleaf;
12224 float vertex3f[3][3];
12225 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12226 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12228 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12230 switch (bihleaf->type)
12233 brush = model->brush.data_brushes + bihleaf->itemindex;
12234 if (brush->colbrushf && brush->colbrushf->numtriangles)
12236 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);
12237 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12238 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12241 case BIH_COLLISIONTRIANGLE:
12242 triangleindex = bihleaf->itemindex;
12243 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12244 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12245 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12246 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);
12247 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12248 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12250 case BIH_RENDERTRIANGLE:
12251 triangleindex = bihleaf->itemindex;
12252 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12253 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12254 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12255 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);
12256 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12257 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12263 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12266 if (r_showtris.integer && qglPolygonMode)
12268 if (r_showdisabledepthtest.integer)
12270 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12271 GL_DepthMask(false);
12275 GL_BlendFunc(GL_ONE, GL_ZERO);
12276 GL_DepthMask(true);
12278 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12279 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12281 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12283 rsurface.texture = R_GetCurrentTexture(surface->texture);
12284 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12286 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12287 if (!rsurface.texture->currentlayers->depthmask)
12288 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12289 else if (ent == r_refdef.scene.worldentity)
12290 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12292 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12293 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12297 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12298 rsurface.texture = NULL;
12301 if (r_shownormals.value != 0 && qglBegin)
12303 if (r_showdisabledepthtest.integer)
12305 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12306 GL_DepthMask(false);
12310 GL_BlendFunc(GL_ONE, GL_ZERO);
12311 GL_DepthMask(true);
12313 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12315 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12317 rsurface.texture = R_GetCurrentTexture(surface->texture);
12318 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12320 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12321 qglBegin(GL_LINES);
12322 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12324 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12326 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12327 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12328 qglVertex3f(v[0], v[1], v[2]);
12329 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12330 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12331 qglVertex3f(v[0], v[1], v[2]);
12334 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12336 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12338 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12339 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12340 qglVertex3f(v[0], v[1], v[2]);
12341 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12342 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12343 qglVertex3f(v[0], v[1], v[2]);
12346 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12348 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12350 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12351 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12352 qglVertex3f(v[0], v[1], v[2]);
12353 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12354 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12355 qglVertex3f(v[0], v[1], v[2]);
12358 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12360 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12362 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12363 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12364 qglVertex3f(v[0], v[1], v[2]);
12365 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12366 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12367 qglVertex3f(v[0], v[1], v[2]);
12374 rsurface.texture = NULL;
12379 int r_maxsurfacelist = 0;
12380 const msurface_t **r_surfacelist = NULL;
12381 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12383 int i, j, endj, flagsmask;
12384 dp_model_t *model = r_refdef.scene.worldmodel;
12385 msurface_t *surfaces;
12386 unsigned char *update;
12387 int numsurfacelist = 0;
12391 if (r_maxsurfacelist < model->num_surfaces)
12393 r_maxsurfacelist = model->num_surfaces;
12395 Mem_Free((msurface_t**)r_surfacelist);
12396 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12399 RSurf_ActiveWorldEntity();
12401 surfaces = model->data_surfaces;
12402 update = model->brushq1.lightmapupdateflags;
12404 // update light styles on this submodel
12405 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12407 model_brush_lightstyleinfo_t *style;
12408 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12410 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12412 int *list = style->surfacelist;
12413 style->value = r_refdef.scene.lightstylevalue[style->style];
12414 for (j = 0;j < style->numsurfaces;j++)
12415 update[list[j]] = true;
12420 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12424 R_DrawDebugModel();
12425 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12429 rsurface.lightmaptexture = NULL;
12430 rsurface.deluxemaptexture = NULL;
12431 rsurface.uselightmaptexture = false;
12432 rsurface.texture = NULL;
12433 rsurface.rtlight = NULL;
12434 numsurfacelist = 0;
12435 // add visible surfaces to draw list
12436 for (i = 0;i < model->nummodelsurfaces;i++)
12438 j = model->sortedmodelsurfaces[i];
12439 if (r_refdef.viewcache.world_surfacevisible[j])
12440 r_surfacelist[numsurfacelist++] = surfaces + j;
12442 // update lightmaps if needed
12443 if (model->brushq1.firstrender)
12445 model->brushq1.firstrender = false;
12446 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12448 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12452 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12453 if (r_refdef.viewcache.world_surfacevisible[j])
12455 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12457 // don't do anything if there were no surfaces
12458 if (!numsurfacelist)
12460 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12463 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12465 // add to stats if desired
12466 if (r_speeds.integer && !skysurfaces && !depthonly)
12468 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12469 for (j = 0;j < numsurfacelist;j++)
12470 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12473 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12476 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12478 int i, j, endj, flagsmask;
12479 dp_model_t *model = ent->model;
12480 msurface_t *surfaces;
12481 unsigned char *update;
12482 int numsurfacelist = 0;
12486 if (r_maxsurfacelist < model->num_surfaces)
12488 r_maxsurfacelist = model->num_surfaces;
12490 Mem_Free((msurface_t **)r_surfacelist);
12491 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12494 // if the model is static it doesn't matter what value we give for
12495 // wantnormals and wanttangents, so this logic uses only rules applicable
12496 // to a model, knowing that they are meaningless otherwise
12497 if (ent == r_refdef.scene.worldentity)
12498 RSurf_ActiveWorldEntity();
12499 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12500 RSurf_ActiveModelEntity(ent, false, false, false);
12502 RSurf_ActiveModelEntity(ent, true, true, true);
12503 else if (depthonly)
12505 switch (vid.renderpath)
12507 case RENDERPATH_GL20:
12508 case RENDERPATH_D3D9:
12509 case RENDERPATH_D3D10:
12510 case RENDERPATH_D3D11:
12511 case RENDERPATH_SOFT:
12512 case RENDERPATH_GLES2:
12513 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12515 case RENDERPATH_GL11:
12516 case RENDERPATH_GL13:
12517 case RENDERPATH_GLES1:
12518 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12524 switch (vid.renderpath)
12526 case RENDERPATH_GL20:
12527 case RENDERPATH_D3D9:
12528 case RENDERPATH_D3D10:
12529 case RENDERPATH_D3D11:
12530 case RENDERPATH_SOFT:
12531 case RENDERPATH_GLES2:
12532 RSurf_ActiveModelEntity(ent, true, true, false);
12534 case RENDERPATH_GL11:
12535 case RENDERPATH_GL13:
12536 case RENDERPATH_GLES1:
12537 RSurf_ActiveModelEntity(ent, true, false, false);
12542 surfaces = model->data_surfaces;
12543 update = model->brushq1.lightmapupdateflags;
12545 // update light styles
12546 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12548 model_brush_lightstyleinfo_t *style;
12549 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12551 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12553 int *list = style->surfacelist;
12554 style->value = r_refdef.scene.lightstylevalue[style->style];
12555 for (j = 0;j < style->numsurfaces;j++)
12556 update[list[j]] = true;
12561 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12565 R_DrawDebugModel();
12566 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12570 rsurface.lightmaptexture = NULL;
12571 rsurface.deluxemaptexture = NULL;
12572 rsurface.uselightmaptexture = false;
12573 rsurface.texture = NULL;
12574 rsurface.rtlight = NULL;
12575 numsurfacelist = 0;
12576 // add visible surfaces to draw list
12577 for (i = 0;i < model->nummodelsurfaces;i++)
12578 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12579 // don't do anything if there were no surfaces
12580 if (!numsurfacelist)
12582 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12585 // update lightmaps if needed
12589 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12594 R_BuildLightMap(ent, surfaces + j);
12599 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12601 // add to stats if desired
12602 if (r_speeds.integer && !skysurfaces && !depthonly)
12604 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12605 for (j = 0;j < numsurfacelist;j++)
12606 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12609 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12612 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12614 static texture_t texture;
12615 static msurface_t surface;
12616 const msurface_t *surfacelist = &surface;
12618 // fake enough texture and surface state to render this geometry
12620 texture.update_lastrenderframe = -1; // regenerate this texture
12621 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12622 texture.currentskinframe = skinframe;
12623 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12624 texture.offsetmapping = OFFSETMAPPING_OFF;
12625 texture.offsetscale = 1;
12626 texture.specularscalemod = 1;
12627 texture.specularpowermod = 1;
12628 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12629 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12630 // JUST GREP FOR "specularscalemod = 1".
12632 surface.texture = &texture;
12633 surface.num_triangles = numtriangles;
12634 surface.num_firsttriangle = firsttriangle;
12635 surface.num_vertices = numvertices;
12636 surface.num_firstvertex = firstvertex;
12639 rsurface.texture = R_GetCurrentTexture(surface.texture);
12640 rsurface.lightmaptexture = NULL;
12641 rsurface.deluxemaptexture = NULL;
12642 rsurface.uselightmaptexture = false;
12643 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12646 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)
12648 static msurface_t surface;
12649 const msurface_t *surfacelist = &surface;
12651 // fake enough texture and surface state to render this geometry
12652 surface.texture = texture;
12653 surface.num_triangles = numtriangles;
12654 surface.num_firsttriangle = firsttriangle;
12655 surface.num_vertices = numvertices;
12656 surface.num_firstvertex = firstvertex;
12659 rsurface.texture = R_GetCurrentTexture(surface.texture);
12660 rsurface.lightmaptexture = NULL;
12661 rsurface.deluxemaptexture = NULL;
12662 rsurface.uselightmaptexture = false;
12663 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);