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"
31 #include "cl_collision.h"
35 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
39 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
43 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
49 mempool_t *r_main_mempool;
50 rtexturepool_t *r_main_texturepool;
52 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
54 static qboolean r_loadnormalmap;
55 static qboolean r_loadgloss;
57 static qboolean r_loaddds;
58 static qboolean r_savedds;
59 static qboolean r_gpuskeletal;
66 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!"};
67 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!"};
68 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
69 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
70 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)"};
71 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
72 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"};
73 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"};
74 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"};
75 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"};
76 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"};
77 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"};
79 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
80 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"};
81 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
82 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)"};
83 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
85 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"};
86 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
87 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
88 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
89 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
90 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
91 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
92 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"};
93 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"};
94 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"};
95 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
96 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
97 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
98 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)"};
99 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
100 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
101 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"};
102 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"};
103 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
104 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"};
105 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"};
106 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"};
107 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
108 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
109 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
110 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
111 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
112 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
113 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
114 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
115 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)"};
116 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)"};
117 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
118 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
119 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
120 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
121 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
122 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
124 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
125 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
126 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
128 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
129 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
130 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
131 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."};
132 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
133 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
134 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
135 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."};
136 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
137 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
138 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
139 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."};
140 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
141 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"};
142 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"};
143 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
144 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
145 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
146 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
147 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
148 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"};
149 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
150 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
151 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
152 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
153 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
155 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
156 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
157 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
158 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
159 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
160 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
161 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
162 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
164 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)"};
165 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"};
167 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
168 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
169 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
171 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"};
172 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"};
173 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"};
174 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
175 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
176 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"};
177 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)"};
178 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)"};
179 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
181 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
182 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)"};
183 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
184 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)"};
185 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
186 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)"};
187 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)"};
188 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
189 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"};
190 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."};
191 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
192 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)"};
193 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)"};
194 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)"};
195 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)"};
196 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)"};
197 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)"};
198 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)"};
199 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)"};
201 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)"};
202 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
203 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
204 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"};
205 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
206 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
207 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
208 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"};
209 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"};
210 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)"};
212 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
213 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
214 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
215 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
217 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
218 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
220 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
221 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
222 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
223 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
224 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
225 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
227 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
228 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
229 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
230 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
231 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
232 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
233 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
234 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
235 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
236 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
238 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"};
240 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"};
242 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
244 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
246 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)"};
247 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)"};
248 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
249 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
251 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
252 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"};
254 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."};
256 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)"};
257 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
259 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
260 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
261 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
262 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
265 extern cvar_t v_glslgamma;
266 extern cvar_t v_glslgamma_2d;
268 extern qboolean v_flipped_state;
270 r_framebufferstate_t r_fb;
272 /// shadow volume bsp struct with automatically growing nodes buffer
275 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
277 rtexture_t *r_texture_blanknormalmap;
278 rtexture_t *r_texture_white;
279 rtexture_t *r_texture_grey128;
280 rtexture_t *r_texture_black;
281 rtexture_t *r_texture_notexture;
282 rtexture_t *r_texture_whitecube;
283 rtexture_t *r_texture_normalizationcube;
284 rtexture_t *r_texture_fogattenuation;
285 rtexture_t *r_texture_fogheighttexture;
286 rtexture_t *r_texture_gammaramps;
287 unsigned int r_texture_gammaramps_serial;
288 //rtexture_t *r_texture_fogintensity;
289 rtexture_t *r_texture_reflectcube;
291 // TODO: hash lookups?
292 typedef struct cubemapinfo_s
299 int r_texture_numcubemaps;
300 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
302 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
303 unsigned int r_numqueries;
304 unsigned int r_maxqueries;
306 typedef struct r_qwskincache_s
308 char name[MAX_QPATH];
309 skinframe_t *skinframe;
313 static r_qwskincache_t *r_qwskincache;
314 static int r_qwskincache_size;
316 /// vertex coordinates for a quad that covers the screen exactly
317 extern const float r_screenvertex3f[12];
318 extern const float r_d3dscreenvertex3f[12];
319 const float r_screenvertex3f[12] =
326 const float r_d3dscreenvertex3f[12] =
334 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
337 for (i = 0;i < verts;i++)
348 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
351 for (i = 0;i < verts;i++)
361 // FIXME: move this to client?
364 if (gamemode == GAME_NEHAHRA)
366 Cvar_Set("gl_fogenable", "0");
367 Cvar_Set("gl_fogdensity", "0.2");
368 Cvar_Set("gl_fogred", "0.3");
369 Cvar_Set("gl_foggreen", "0.3");
370 Cvar_Set("gl_fogblue", "0.3");
372 r_refdef.fog_density = 0;
373 r_refdef.fog_red = 0;
374 r_refdef.fog_green = 0;
375 r_refdef.fog_blue = 0;
376 r_refdef.fog_alpha = 1;
377 r_refdef.fog_start = 0;
378 r_refdef.fog_end = 16384;
379 r_refdef.fog_height = 1<<30;
380 r_refdef.fog_fadedepth = 128;
381 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
384 static void R_BuildBlankTextures(void)
386 unsigned char data[4];
387 data[2] = 128; // normal X
388 data[1] = 128; // normal Y
389 data[0] = 255; // normal Z
390 data[3] = 255; // height
391 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
396 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
401 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
406 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
409 static void R_BuildNoTexture(void)
412 unsigned char pix[16][16][4];
413 // this makes a light grey/dark grey checkerboard texture
414 for (y = 0;y < 16;y++)
416 for (x = 0;x < 16;x++)
418 if ((y < 8) ^ (x < 8))
434 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
437 static void R_BuildWhiteCube(void)
439 unsigned char data[6*1*1*4];
440 memset(data, 255, sizeof(data));
441 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
444 static void R_BuildNormalizationCube(void)
448 vec_t s, t, intensity;
451 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
452 for (side = 0;side < 6;side++)
454 for (y = 0;y < NORMSIZE;y++)
456 for (x = 0;x < NORMSIZE;x++)
458 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
459 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
494 intensity = 127.0f / sqrt(DotProduct(v, v));
495 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
496 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
497 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
498 data[((side*64+y)*64+x)*4+3] = 255;
502 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
506 static void R_BuildFogTexture(void)
510 unsigned char data1[FOGWIDTH][4];
511 //unsigned char data2[FOGWIDTH][4];
514 r_refdef.fogmasktable_start = r_refdef.fog_start;
515 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
516 r_refdef.fogmasktable_range = r_refdef.fogrange;
517 r_refdef.fogmasktable_density = r_refdef.fog_density;
519 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
520 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
522 d = (x * r - r_refdef.fogmasktable_start);
523 if(developer_extra.integer)
524 Con_DPrintf("%f ", d);
526 if (r_fog_exp2.integer)
527 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
529 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
530 if(developer_extra.integer)
531 Con_DPrintf(" : %f ", alpha);
532 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
533 if(developer_extra.integer)
534 Con_DPrintf(" = %f\n", alpha);
535 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
538 for (x = 0;x < FOGWIDTH;x++)
540 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
545 //data2[x][0] = 255 - b;
546 //data2[x][1] = 255 - b;
547 //data2[x][2] = 255 - b;
550 if (r_texture_fogattenuation)
552 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
553 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
557 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
558 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
562 static void R_BuildFogHeightTexture(void)
564 unsigned char *inpixels;
572 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
573 if (r_refdef.fogheighttexturename[0])
574 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
577 r_refdef.fog_height_tablesize = 0;
578 if (r_texture_fogheighttexture)
579 R_FreeTexture(r_texture_fogheighttexture);
580 r_texture_fogheighttexture = NULL;
581 if (r_refdef.fog_height_table2d)
582 Mem_Free(r_refdef.fog_height_table2d);
583 r_refdef.fog_height_table2d = NULL;
584 if (r_refdef.fog_height_table1d)
585 Mem_Free(r_refdef.fog_height_table1d);
586 r_refdef.fog_height_table1d = NULL;
590 r_refdef.fog_height_tablesize = size;
591 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
592 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
593 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
595 // LordHavoc: now the magic - what is that table2d for? it is a cooked
596 // average fog color table accounting for every fog layer between a point
597 // and the camera. (Note: attenuation is handled separately!)
598 for (y = 0;y < size;y++)
600 for (x = 0;x < size;x++)
606 for (j = x;j <= y;j++)
608 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
614 for (j = x;j >= y;j--)
616 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
621 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
622 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
623 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
624 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
627 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
630 //=======================================================================================================================================================
632 static const char *builtinshaderstrings[] =
634 #include "shader_glsl.h"
638 const char *builtinhlslshaderstrings[] =
640 #include "shader_hlsl.h"
644 //=======================================================================================================================================================
646 typedef struct shaderpermutationinfo_s
651 shaderpermutationinfo_t;
653 typedef struct shadermodeinfo_s
655 const char *sourcebasename;
656 const char *extension;
657 const char **builtinshaderstrings;
666 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
667 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
669 {"#define USEDIFFUSE\n", " diffuse"},
670 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
671 {"#define USEVIEWTINT\n", " viewtint"},
672 {"#define USECOLORMAPPING\n", " colormapping"},
673 {"#define USESATURATION\n", " saturation"},
674 {"#define USEFOGINSIDE\n", " foginside"},
675 {"#define USEFOGOUTSIDE\n", " fogoutside"},
676 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
677 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
678 {"#define USEGAMMARAMPS\n", " gammaramps"},
679 {"#define USECUBEFILTER\n", " cubefilter"},
680 {"#define USEGLOW\n", " glow"},
681 {"#define USEBLOOM\n", " bloom"},
682 {"#define USESPECULAR\n", " specular"},
683 {"#define USEPOSTPROCESSING\n", " postprocessing"},
684 {"#define USEREFLECTION\n", " reflection"},
685 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
686 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
687 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
688 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
689 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
690 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
691 {"#define USEALPHAKILL\n", " alphakill"},
692 {"#define USEREFLECTCUBE\n", " reflectcube"},
693 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
694 {"#define USEBOUNCEGRID\n", " bouncegrid"},
695 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
696 {"#define USETRIPPY\n", " trippy"},
697 {"#define USEDEPTHRGB\n", " depthrgb"},
698 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
699 {"#define USESKELETAL\n", " skeletal"},
700 {"#define USEOCCLUDE\n", " occlude"}
703 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
704 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
706 // SHADERLANGUAGE_GLSL
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
726 // SHADERLANGUAGE_HLSL
728 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
729 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
730 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
731 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
732 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
744 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
748 struct r_glsl_permutation_s;
749 typedef struct r_glsl_permutation_s
752 struct r_glsl_permutation_s *hashnext;
754 unsigned int permutation;
756 /// indicates if we have tried compiling this permutation already
758 /// 0 if compilation failed
760 // texture units assigned to each detected uniform
761 int tex_Texture_First;
762 int tex_Texture_Second;
763 int tex_Texture_GammaRamps;
764 int tex_Texture_Normal;
765 int tex_Texture_Color;
766 int tex_Texture_Gloss;
767 int tex_Texture_Glow;
768 int tex_Texture_SecondaryNormal;
769 int tex_Texture_SecondaryColor;
770 int tex_Texture_SecondaryGloss;
771 int tex_Texture_SecondaryGlow;
772 int tex_Texture_Pants;
773 int tex_Texture_Shirt;
774 int tex_Texture_FogHeightTexture;
775 int tex_Texture_FogMask;
776 int tex_Texture_Lightmap;
777 int tex_Texture_Deluxemap;
778 int tex_Texture_Attenuation;
779 int tex_Texture_Cube;
780 int tex_Texture_Refraction;
781 int tex_Texture_Reflection;
782 int tex_Texture_ShadowMap2D;
783 int tex_Texture_CubeProjection;
784 int tex_Texture_ScreenNormalMap;
785 int tex_Texture_ScreenDiffuse;
786 int tex_Texture_ScreenSpecular;
787 int tex_Texture_ReflectMask;
788 int tex_Texture_ReflectCube;
789 int tex_Texture_BounceGrid;
790 /// locations of detected uniforms in program object, or -1 if not found
791 int loc_Texture_First;
792 int loc_Texture_Second;
793 int loc_Texture_GammaRamps;
794 int loc_Texture_Normal;
795 int loc_Texture_Color;
796 int loc_Texture_Gloss;
797 int loc_Texture_Glow;
798 int loc_Texture_SecondaryNormal;
799 int loc_Texture_SecondaryColor;
800 int loc_Texture_SecondaryGloss;
801 int loc_Texture_SecondaryGlow;
802 int loc_Texture_Pants;
803 int loc_Texture_Shirt;
804 int loc_Texture_FogHeightTexture;
805 int loc_Texture_FogMask;
806 int loc_Texture_Lightmap;
807 int loc_Texture_Deluxemap;
808 int loc_Texture_Attenuation;
809 int loc_Texture_Cube;
810 int loc_Texture_Refraction;
811 int loc_Texture_Reflection;
812 int loc_Texture_ShadowMap2D;
813 int loc_Texture_CubeProjection;
814 int loc_Texture_ScreenNormalMap;
815 int loc_Texture_ScreenDiffuse;
816 int loc_Texture_ScreenSpecular;
817 int loc_Texture_ReflectMask;
818 int loc_Texture_ReflectCube;
819 int loc_Texture_BounceGrid;
821 int loc_BloomBlur_Parameters;
823 int loc_Color_Ambient;
824 int loc_Color_Diffuse;
825 int loc_Color_Specular;
829 int loc_DeferredColor_Ambient;
830 int loc_DeferredColor_Diffuse;
831 int loc_DeferredColor_Specular;
832 int loc_DeferredMod_Diffuse;
833 int loc_DeferredMod_Specular;
834 int loc_DistortScaleRefractReflect;
837 int loc_FogHeightFade;
839 int loc_FogPlaneViewDist;
840 int loc_FogRangeRecip;
843 int loc_LightPosition;
844 int loc_OffsetMapping_ScaleSteps;
845 int loc_OffsetMapping_LodDistance;
846 int loc_OffsetMapping_Bias;
848 int loc_ReflectColor;
849 int loc_ReflectFactor;
850 int loc_ReflectOffset;
851 int loc_RefractColor;
853 int loc_ScreenCenterRefractReflect;
854 int loc_ScreenScaleRefractReflect;
855 int loc_ScreenToDepth;
856 int loc_ShadowMap_Parameters;
857 int loc_ShadowMap_TextureScale;
858 int loc_SpecularPower;
859 int loc_Skeletal_Transform12;
864 int loc_ViewTintColor;
866 int loc_ModelToLight;
868 int loc_BackgroundTexMatrix;
869 int loc_ModelViewProjectionMatrix;
870 int loc_ModelViewMatrix;
871 int loc_PixelToScreenTexCoord;
872 int loc_ModelToReflectCube;
873 int loc_ShadowMapMatrix;
874 int loc_BloomColorSubtract;
875 int loc_NormalmapScrollBlend;
876 int loc_BounceGridMatrix;
877 int loc_BounceGridIntensity;
878 /// uniform block bindings
879 int ubibind_Skeletal_Transform12_UniformBlock;
880 /// uniform block indices
881 int ubiloc_Skeletal_Transform12_UniformBlock;
883 r_glsl_permutation_t;
885 #define SHADERPERMUTATION_HASHSIZE 256
888 // non-degradable "lightweight" shader parameters to keep the permutations simpler
889 // these can NOT degrade! only use for simple stuff
892 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
893 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
894 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
895 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
896 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
897 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
898 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
899 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
900 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
901 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
902 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
903 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
904 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
905 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
907 #define SHADERSTATICPARMS_COUNT 14
909 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
910 static int shaderstaticparms_count = 0;
912 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
913 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
915 extern qboolean r_shadow_shadowmapsampler;
916 extern int r_shadow_shadowmappcf;
917 qboolean R_CompileShader_CheckStaticParms(void)
919 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
920 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
921 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
924 if (r_glsl_saturation_redcompensate.integer)
925 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
926 if (r_glsl_vertextextureblend_usebothalphas.integer)
927 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
928 if (r_shadow_glossexact.integer)
929 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
930 if (r_glsl_postprocess.integer)
932 if (r_glsl_postprocess_uservec1_enable.integer)
933 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
934 if (r_glsl_postprocess_uservec2_enable.integer)
935 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
936 if (r_glsl_postprocess_uservec3_enable.integer)
937 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
938 if (r_glsl_postprocess_uservec4_enable.integer)
939 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
942 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
943 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
944 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
946 if (r_shadow_shadowmapsampler)
947 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
948 if (r_shadow_shadowmappcf > 1)
949 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
950 else if (r_shadow_shadowmappcf)
951 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
952 if (r_celshading.integer)
953 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
954 if (r_celoutlines.integer)
955 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
957 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
960 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
961 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
962 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
964 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
965 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
967 shaderstaticparms_count = 0;
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
983 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
986 /// information about each possible shader permutation
987 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
988 /// currently selected permutation
989 r_glsl_permutation_t *r_glsl_permutation;
990 /// storage for permutations linked in the hash table
991 memexpandablearray_t r_glsl_permutationarray;
993 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
995 //unsigned int hashdepth = 0;
996 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
997 r_glsl_permutation_t *p;
998 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1000 if (p->mode == mode && p->permutation == permutation)
1002 //if (hashdepth > 10)
1003 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1008 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1010 p->permutation = permutation;
1011 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1012 r_glsl_permutationhash[mode][hashindex] = p;
1013 //if (hashdepth > 10)
1014 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1018 static char *R_ShaderStrCat(const char **strings)
1021 const char **p = strings;
1024 for (p = strings;(t = *p);p++)
1027 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1029 for (p = strings;(t = *p);p++)
1039 static char *R_ShaderStrCat(const char **strings);
1040 static void R_InitShaderModeInfo(void)
1043 shadermodeinfo_t *modeinfo;
1044 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1045 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1047 for (i = 0; i < SHADERMODE_COUNT; i++)
1049 char filename[MAX_QPATH];
1050 modeinfo = &shadermodeinfo[language][i];
1051 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1052 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1053 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1054 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1059 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1062 // if the mode has no filename we have to return the builtin string
1063 if (builtinonly || !modeinfo->filename)
1064 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1065 // note that FS_LoadFile appends a 0 byte to make it a valid string
1066 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1069 if (printfromdisknotice)
1070 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1071 return shaderstring;
1073 // fall back to builtinstring
1074 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1077 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1082 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1084 char permutationname[256];
1085 int vertstrings_count = 0;
1086 int geomstrings_count = 0;
1087 int fragstrings_count = 0;
1088 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1089 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1090 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1097 permutationname[0] = 0;
1098 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1100 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1102 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1103 if(vid.support.glshaderversion >= 140)
1105 vertstrings_list[vertstrings_count++] = "#version 140\n";
1106 geomstrings_list[geomstrings_count++] = "#version 140\n";
1107 fragstrings_list[fragstrings_count++] = "#version 140\n";
1108 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1109 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1110 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1112 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1113 else if(vid.support.glshaderversion >= 130)
1115 vertstrings_list[vertstrings_count++] = "#version 130\n";
1116 geomstrings_list[geomstrings_count++] = "#version 130\n";
1117 fragstrings_list[fragstrings_count++] = "#version 130\n";
1118 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1119 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1120 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1122 // if we can do #version 120, we should (this adds the invariant keyword)
1123 else if(vid.support.glshaderversion >= 120)
1125 vertstrings_list[vertstrings_count++] = "#version 120\n";
1126 geomstrings_list[geomstrings_count++] = "#version 120\n";
1127 fragstrings_list[fragstrings_count++] = "#version 120\n";
1128 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1129 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1130 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1132 // GLES also adds several things from GLSL120
1133 switch(vid.renderpath)
1135 case RENDERPATH_GLES2:
1136 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1137 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1138 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1144 // the first pretext is which type of shader to compile as
1145 // (later these will all be bound together as a program object)
1146 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1147 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1148 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1150 // the second pretext is the mode (for example a light source)
1151 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1152 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1153 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1154 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1156 // now add all the permutation pretexts
1157 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1159 if (permutation & (1<<i))
1161 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1162 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1163 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1164 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1168 // keep line numbers correct
1169 vertstrings_list[vertstrings_count++] = "\n";
1170 geomstrings_list[geomstrings_count++] = "\n";
1171 fragstrings_list[fragstrings_count++] = "\n";
1176 R_CompileShader_AddStaticParms(mode, permutation);
1177 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1178 vertstrings_count += shaderstaticparms_count;
1179 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1180 geomstrings_count += shaderstaticparms_count;
1181 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1182 fragstrings_count += shaderstaticparms_count;
1184 // now append the shader text itself
1185 vertstrings_list[vertstrings_count++] = sourcestring;
1186 geomstrings_list[geomstrings_count++] = sourcestring;
1187 fragstrings_list[fragstrings_count++] = sourcestring;
1189 // compile the shader program
1190 if (vertstrings_count + geomstrings_count + fragstrings_count)
1191 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1195 qglUseProgram(p->program);CHECKGLERROR
1196 // look up all the uniform variable names we care about, so we don't
1197 // have to look them up every time we set them
1202 GLint activeuniformindex = 0;
1203 GLint numactiveuniforms = 0;
1204 char uniformname[128];
1205 GLsizei uniformnamelength = 0;
1206 GLint uniformsize = 0;
1207 GLenum uniformtype = 0;
1208 memset(uniformname, 0, sizeof(uniformname));
1209 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1210 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1211 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1213 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1214 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1219 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1220 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1221 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1222 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1223 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1224 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1225 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1226 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1227 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1228 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1229 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1230 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1231 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1232 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1233 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1234 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1235 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1236 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1237 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1238 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1239 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1240 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1241 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1242 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1243 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1244 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1245 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1246 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1247 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1248 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1249 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1250 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1251 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1252 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1253 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1254 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1255 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1256 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1257 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1258 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1259 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1260 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1261 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1262 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1263 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1264 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1265 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1266 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1267 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1268 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1269 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1270 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1271 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1272 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1273 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1274 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1275 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1276 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1277 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1278 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1279 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1280 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1281 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1282 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1283 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1284 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1285 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1286 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1287 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1288 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1289 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1290 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1291 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1292 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1293 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1294 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1295 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1296 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1297 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1298 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1299 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1300 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1301 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1302 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1303 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1304 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1305 // initialize the samplers to refer to the texture units we use
1306 p->tex_Texture_First = -1;
1307 p->tex_Texture_Second = -1;
1308 p->tex_Texture_GammaRamps = -1;
1309 p->tex_Texture_Normal = -1;
1310 p->tex_Texture_Color = -1;
1311 p->tex_Texture_Gloss = -1;
1312 p->tex_Texture_Glow = -1;
1313 p->tex_Texture_SecondaryNormal = -1;
1314 p->tex_Texture_SecondaryColor = -1;
1315 p->tex_Texture_SecondaryGloss = -1;
1316 p->tex_Texture_SecondaryGlow = -1;
1317 p->tex_Texture_Pants = -1;
1318 p->tex_Texture_Shirt = -1;
1319 p->tex_Texture_FogHeightTexture = -1;
1320 p->tex_Texture_FogMask = -1;
1321 p->tex_Texture_Lightmap = -1;
1322 p->tex_Texture_Deluxemap = -1;
1323 p->tex_Texture_Attenuation = -1;
1324 p->tex_Texture_Cube = -1;
1325 p->tex_Texture_Refraction = -1;
1326 p->tex_Texture_Reflection = -1;
1327 p->tex_Texture_ShadowMap2D = -1;
1328 p->tex_Texture_CubeProjection = -1;
1329 p->tex_Texture_ScreenNormalMap = -1;
1330 p->tex_Texture_ScreenDiffuse = -1;
1331 p->tex_Texture_ScreenSpecular = -1;
1332 p->tex_Texture_ReflectMask = -1;
1333 p->tex_Texture_ReflectCube = -1;
1334 p->tex_Texture_BounceGrid = -1;
1335 // bind the texture samplers in use
1337 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1338 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1339 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1340 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1341 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1342 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1343 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1344 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1345 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1346 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1347 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1348 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1349 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1350 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1351 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1352 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1353 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1354 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1355 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1356 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1357 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1358 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1359 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1360 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1361 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1362 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1363 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1364 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1365 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1366 // get the uniform block indices so we can bind them
1367 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1368 if (vid.support.arb_uniform_buffer_object)
1369 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1372 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1373 // clear the uniform block bindings
1374 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1375 // bind the uniform blocks in use
1377 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1378 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1380 // we're done compiling and setting up the shader, at least until it is used
1382 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1385 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1389 Mem_Free(sourcestring);
1392 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1394 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1395 if (r_glsl_permutation != perm)
1397 r_glsl_permutation = perm;
1398 if (!r_glsl_permutation->program)
1400 if (!r_glsl_permutation->compiled)
1402 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1403 R_GLSL_CompilePermutation(perm, mode, permutation);
1405 if (!r_glsl_permutation->program)
1407 // remove features until we find a valid permutation
1409 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1411 // reduce i more quickly whenever it would not remove any bits
1412 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1413 if (!(permutation & j))
1416 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1417 if (!r_glsl_permutation->compiled)
1418 R_GLSL_CompilePermutation(perm, mode, permutation);
1419 if (r_glsl_permutation->program)
1422 if (i >= SHADERPERMUTATION_COUNT)
1424 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1425 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1426 qglUseProgram(0);CHECKGLERROR
1427 return; // no bit left to clear, entire mode is broken
1432 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1434 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1435 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1436 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1444 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1445 extern D3DCAPS9 vid_d3d9caps;
1448 struct r_hlsl_permutation_s;
1449 typedef struct r_hlsl_permutation_s
1451 /// hash lookup data
1452 struct r_hlsl_permutation_s *hashnext;
1454 unsigned int permutation;
1456 /// indicates if we have tried compiling this permutation already
1458 /// NULL if compilation failed
1459 IDirect3DVertexShader9 *vertexshader;
1460 IDirect3DPixelShader9 *pixelshader;
1462 r_hlsl_permutation_t;
1464 typedef enum D3DVSREGISTER_e
1466 D3DVSREGISTER_TexMatrix = 0, // float4x4
1467 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1468 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1469 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1470 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1471 D3DVSREGISTER_ModelToLight = 20, // float4x4
1472 D3DVSREGISTER_EyePosition = 24,
1473 D3DVSREGISTER_FogPlane = 25,
1474 D3DVSREGISTER_LightDir = 26,
1475 D3DVSREGISTER_LightPosition = 27,
1479 typedef enum D3DPSREGISTER_e
1481 D3DPSREGISTER_Alpha = 0,
1482 D3DPSREGISTER_BloomBlur_Parameters = 1,
1483 D3DPSREGISTER_ClientTime = 2,
1484 D3DPSREGISTER_Color_Ambient = 3,
1485 D3DPSREGISTER_Color_Diffuse = 4,
1486 D3DPSREGISTER_Color_Specular = 5,
1487 D3DPSREGISTER_Color_Glow = 6,
1488 D3DPSREGISTER_Color_Pants = 7,
1489 D3DPSREGISTER_Color_Shirt = 8,
1490 D3DPSREGISTER_DeferredColor_Ambient = 9,
1491 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1492 D3DPSREGISTER_DeferredColor_Specular = 11,
1493 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1494 D3DPSREGISTER_DeferredMod_Specular = 13,
1495 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1496 D3DPSREGISTER_EyePosition = 15, // unused
1497 D3DPSREGISTER_FogColor = 16,
1498 D3DPSREGISTER_FogHeightFade = 17,
1499 D3DPSREGISTER_FogPlane = 18,
1500 D3DPSREGISTER_FogPlaneViewDist = 19,
1501 D3DPSREGISTER_FogRangeRecip = 20,
1502 D3DPSREGISTER_LightColor = 21,
1503 D3DPSREGISTER_LightDir = 22, // unused
1504 D3DPSREGISTER_LightPosition = 23,
1505 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1506 D3DPSREGISTER_PixelSize = 25,
1507 D3DPSREGISTER_ReflectColor = 26,
1508 D3DPSREGISTER_ReflectFactor = 27,
1509 D3DPSREGISTER_ReflectOffset = 28,
1510 D3DPSREGISTER_RefractColor = 29,
1511 D3DPSREGISTER_Saturation = 30,
1512 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1513 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1514 D3DPSREGISTER_ScreenToDepth = 33,
1515 D3DPSREGISTER_ShadowMap_Parameters = 34,
1516 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1517 D3DPSREGISTER_SpecularPower = 36,
1518 D3DPSREGISTER_UserVec1 = 37,
1519 D3DPSREGISTER_UserVec2 = 38,
1520 D3DPSREGISTER_UserVec3 = 39,
1521 D3DPSREGISTER_UserVec4 = 40,
1522 D3DPSREGISTER_ViewTintColor = 41,
1523 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1524 D3DPSREGISTER_BloomColorSubtract = 43,
1525 D3DPSREGISTER_ViewToLight = 44, // float4x4
1526 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1527 D3DPSREGISTER_NormalmapScrollBlend = 52,
1528 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1529 D3DPSREGISTER_OffsetMapping_Bias = 54,
1534 /// information about each possible shader permutation
1535 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1536 /// currently selected permutation
1537 r_hlsl_permutation_t *r_hlsl_permutation;
1538 /// storage for permutations linked in the hash table
1539 memexpandablearray_t r_hlsl_permutationarray;
1541 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1543 //unsigned int hashdepth = 0;
1544 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1545 r_hlsl_permutation_t *p;
1546 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1548 if (p->mode == mode && p->permutation == permutation)
1550 //if (hashdepth > 10)
1551 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1556 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1558 p->permutation = permutation;
1559 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1560 r_hlsl_permutationhash[mode][hashindex] = p;
1561 //if (hashdepth > 10)
1562 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1567 //#include <d3dx9shader.h>
1568 //#include <d3dx9mesh.h>
1570 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1572 DWORD *vsbin = NULL;
1573 DWORD *psbin = NULL;
1574 fs_offset_t vsbinsize;
1575 fs_offset_t psbinsize;
1576 // IDirect3DVertexShader9 *vs = NULL;
1577 // IDirect3DPixelShader9 *ps = NULL;
1578 ID3DXBuffer *vslog = NULL;
1579 ID3DXBuffer *vsbuffer = NULL;
1580 ID3DXConstantTable *vsconstanttable = NULL;
1581 ID3DXBuffer *pslog = NULL;
1582 ID3DXBuffer *psbuffer = NULL;
1583 ID3DXConstantTable *psconstanttable = NULL;
1586 char temp[MAX_INPUTLINE];
1587 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1589 qboolean debugshader = gl_paranoid.integer != 0;
1590 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1591 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1594 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1595 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1597 if ((!vsbin && vertstring) || (!psbin && fragstring))
1599 const char* dllnames_d3dx9 [] =
1623 dllhandle_t d3dx9_dll = NULL;
1624 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1625 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1626 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1627 dllfunction_t d3dx9_dllfuncs[] =
1629 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1630 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1631 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1634 // 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...
1635 #ifndef ID3DXBuffer_GetBufferPointer
1636 #if !defined(__cplusplus) || defined(CINTERFACE)
1637 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1638 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1639 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1641 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1642 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1643 #define ID3DXBuffer_Release(p) (p)->Release()
1646 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1648 DWORD shaderflags = 0;
1650 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1651 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1652 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1653 if (vertstring && vertstring[0])
1657 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1658 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1661 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1664 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1665 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1666 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1667 ID3DXBuffer_Release(vsbuffer);
1671 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1672 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1673 ID3DXBuffer_Release(vslog);
1676 if (fragstring && fragstring[0])
1680 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1681 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1684 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1687 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1688 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1689 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1690 ID3DXBuffer_Release(psbuffer);
1694 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1695 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1696 ID3DXBuffer_Release(pslog);
1699 Sys_UnloadLibrary(&d3dx9_dll);
1702 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1706 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1707 if (FAILED(vsresult))
1708 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1709 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1710 if (FAILED(psresult))
1711 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1713 // free the shader data
1714 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1715 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1718 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1721 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1722 int vertstring_length = 0;
1723 int geomstring_length = 0;
1724 int fragstring_length = 0;
1727 char *vertstring, *geomstring, *fragstring;
1728 char permutationname[256];
1729 char cachename[256];
1730 int vertstrings_count = 0;
1731 int geomstrings_count = 0;
1732 int fragstrings_count = 0;
1733 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1734 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1735 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1740 p->vertexshader = NULL;
1741 p->pixelshader = NULL;
1743 permutationname[0] = 0;
1745 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1747 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1748 strlcat(cachename, "hlsl/", sizeof(cachename));
1750 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1751 vertstrings_count = 0;
1752 geomstrings_count = 0;
1753 fragstrings_count = 0;
1754 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1755 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1756 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1758 // the first pretext is which type of shader to compile as
1759 // (later these will all be bound together as a program object)
1760 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1761 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1762 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1764 // the second pretext is the mode (for example a light source)
1765 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1766 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1767 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1768 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1769 strlcat(cachename, modeinfo->name, sizeof(cachename));
1771 // now add all the permutation pretexts
1772 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1774 if (permutation & (1<<i))
1776 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1777 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1778 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1779 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1780 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1784 // keep line numbers correct
1785 vertstrings_list[vertstrings_count++] = "\n";
1786 geomstrings_list[geomstrings_count++] = "\n";
1787 fragstrings_list[fragstrings_count++] = "\n";
1792 R_CompileShader_AddStaticParms(mode, permutation);
1793 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1794 vertstrings_count += shaderstaticparms_count;
1795 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1796 geomstrings_count += shaderstaticparms_count;
1797 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1798 fragstrings_count += shaderstaticparms_count;
1800 // replace spaces in the cachename with _ characters
1801 for (i = 0;cachename[i];i++)
1802 if (cachename[i] == ' ')
1805 // now append the shader text itself
1806 vertstrings_list[vertstrings_count++] = sourcestring;
1807 geomstrings_list[geomstrings_count++] = sourcestring;
1808 fragstrings_list[fragstrings_count++] = sourcestring;
1810 vertstring_length = 0;
1811 for (i = 0;i < vertstrings_count;i++)
1812 vertstring_length += (int)strlen(vertstrings_list[i]);
1813 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1814 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1815 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1817 geomstring_length = 0;
1818 for (i = 0;i < geomstrings_count;i++)
1819 geomstring_length += (int)strlen(geomstrings_list[i]);
1820 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1821 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1822 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1824 fragstring_length = 0;
1825 for (i = 0;i < fragstrings_count;i++)
1826 fragstring_length += (int)strlen(fragstrings_list[i]);
1827 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1828 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1829 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1831 // try to load the cached shader, or generate one
1832 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1834 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1835 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1837 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1841 Mem_Free(vertstring);
1843 Mem_Free(geomstring);
1845 Mem_Free(fragstring);
1847 Mem_Free(sourcestring);
1850 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1851 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1852 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);}
1853 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);}
1854 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);}
1855 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);}
1857 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1858 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1859 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);}
1860 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);}
1861 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);}
1862 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);}
1864 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1866 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1867 if (r_hlsl_permutation != perm)
1869 r_hlsl_permutation = perm;
1870 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1872 if (!r_hlsl_permutation->compiled)
1873 R_HLSL_CompilePermutation(perm, mode, permutation);
1874 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1876 // remove features until we find a valid permutation
1878 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1880 // reduce i more quickly whenever it would not remove any bits
1881 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1882 if (!(permutation & j))
1885 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1886 if (!r_hlsl_permutation->compiled)
1887 R_HLSL_CompilePermutation(perm, mode, permutation);
1888 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1891 if (i >= SHADERPERMUTATION_COUNT)
1893 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1894 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1895 return; // no bit left to clear, entire mode is broken
1899 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1900 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1902 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1903 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1904 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1908 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1910 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1911 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1912 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1913 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1916 void R_GLSL_Restart_f(void)
1918 unsigned int i, limit;
1919 switch(vid.renderpath)
1921 case RENDERPATH_D3D9:
1924 r_hlsl_permutation_t *p;
1925 r_hlsl_permutation = NULL;
1926 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1927 for (i = 0;i < limit;i++)
1929 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1931 if (p->vertexshader)
1932 IDirect3DVertexShader9_Release(p->vertexshader);
1934 IDirect3DPixelShader9_Release(p->pixelshader);
1935 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1938 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1942 case RENDERPATH_D3D10:
1943 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945 case RENDERPATH_D3D11:
1946 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1948 case RENDERPATH_GL20:
1949 case RENDERPATH_GLES2:
1951 r_glsl_permutation_t *p;
1952 r_glsl_permutation = NULL;
1953 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1954 for (i = 0;i < limit;i++)
1956 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1958 GL_Backend_FreeProgram(p->program);
1959 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1962 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1965 case RENDERPATH_GL11:
1966 case RENDERPATH_GL13:
1967 case RENDERPATH_GLES1:
1969 case RENDERPATH_SOFT:
1974 static void R_GLSL_DumpShader_f(void)
1976 int i, language, mode, dupe;
1978 shadermodeinfo_t *modeinfo;
1981 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1983 modeinfo = shadermodeinfo[language];
1984 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1986 // don't dump the same file multiple times (most or all shaders come from the same file)
1987 for (dupe = mode - 1;dupe >= 0;dupe--)
1988 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1992 text = modeinfo[mode].builtinstring;
1995 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1998 FS_Print(file, "/* The engine may define the following macros:\n");
1999 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2000 for (i = 0;i < SHADERMODE_COUNT;i++)
2001 FS_Print(file, modeinfo[i].pretext);
2002 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2003 FS_Print(file, shaderpermutationinfo[i].pretext);
2004 FS_Print(file, "*/\n");
2005 FS_Print(file, text);
2007 Con_Printf("%s written\n", modeinfo[mode].filename);
2010 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2015 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2017 unsigned int permutation = 0;
2018 if (r_trippy.integer && !notrippy)
2019 permutation |= SHADERPERMUTATION_TRIPPY;
2020 permutation |= SHADERPERMUTATION_VIEWTINT;
2022 permutation |= SHADERPERMUTATION_DIFFUSE;
2024 permutation |= SHADERPERMUTATION_SPECULAR;
2025 if (texturemode == GL_MODULATE)
2026 permutation |= SHADERPERMUTATION_COLORMAPPING;
2027 else if (texturemode == GL_ADD)
2028 permutation |= SHADERPERMUTATION_GLOW;
2029 else if (texturemode == GL_DECAL)
2030 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2031 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2032 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2033 if (suppresstexalpha)
2034 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2036 texturemode = GL_MODULATE;
2037 if (vid.allowalphatocoverage)
2038 GL_AlphaToCoverage(false);
2039 switch (vid.renderpath)
2041 case RENDERPATH_D3D9:
2043 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2044 R_Mesh_TexBind(GL20TU_FIRST , first );
2045 R_Mesh_TexBind(GL20TU_SECOND, second);
2046 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2047 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2050 case RENDERPATH_D3D10:
2051 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2053 case RENDERPATH_D3D11:
2054 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2056 case RENDERPATH_GL20:
2057 case RENDERPATH_GLES2:
2058 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2059 if (r_glsl_permutation->tex_Texture_First >= 0)
2060 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2061 if (r_glsl_permutation->tex_Texture_Second >= 0)
2062 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2063 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2064 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2066 case RENDERPATH_GL13:
2067 case RENDERPATH_GLES1:
2068 R_Mesh_TexBind(0, first );
2069 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2070 R_Mesh_TexMatrix(0, NULL);
2071 R_Mesh_TexBind(1, second);
2074 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2075 R_Mesh_TexMatrix(1, NULL);
2078 case RENDERPATH_GL11:
2079 R_Mesh_TexBind(0, first );
2080 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2081 R_Mesh_TexMatrix(0, NULL);
2083 case RENDERPATH_SOFT:
2084 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2085 R_Mesh_TexBind(GL20TU_FIRST , first );
2086 R_Mesh_TexBind(GL20TU_SECOND, second);
2091 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2093 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2096 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2098 unsigned int permutation = 0;
2099 if (r_trippy.integer && !notrippy)
2100 permutation |= SHADERPERMUTATION_TRIPPY;
2102 permutation |= SHADERPERMUTATION_DEPTHRGB;
2104 permutation |= SHADERPERMUTATION_SKELETAL;
2106 if (vid.allowalphatocoverage)
2107 GL_AlphaToCoverage(false);
2108 switch (vid.renderpath)
2110 case RENDERPATH_D3D9:
2112 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2115 case RENDERPATH_D3D10:
2116 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2118 case RENDERPATH_D3D11:
2119 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2121 case RENDERPATH_GL20:
2122 case RENDERPATH_GLES2:
2123 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2124 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2125 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);
2128 case RENDERPATH_GL13:
2129 case RENDERPATH_GLES1:
2130 R_Mesh_TexBind(0, 0);
2131 R_Mesh_TexBind(1, 0);
2133 case RENDERPATH_GL11:
2134 R_Mesh_TexBind(0, 0);
2136 case RENDERPATH_SOFT:
2137 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2142 extern qboolean r_shadow_usingdeferredprepass;
2143 extern rtexture_t *r_shadow_attenuationgradienttexture;
2144 extern rtexture_t *r_shadow_attenuation2dtexture;
2145 extern rtexture_t *r_shadow_attenuation3dtexture;
2146 extern qboolean r_shadow_usingshadowmap2d;
2147 extern qboolean r_shadow_usingshadowmaportho;
2148 extern float r_shadow_modelshadowmap_texturescale[4];
2149 extern float r_shadow_modelshadowmap_parameters[4];
2150 extern float r_shadow_lightshadowmap_texturescale[4];
2151 extern float r_shadow_lightshadowmap_parameters[4];
2152 extern qboolean r_shadow_shadowmapvsdct;
2153 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2154 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2155 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2156 extern matrix4x4_t r_shadow_shadowmapmatrix;
2157 extern int r_shadow_prepass_width;
2158 extern int r_shadow_prepass_height;
2159 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2160 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2161 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2162 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2164 #define BLENDFUNC_ALLOWS_COLORMOD 1
2165 #define BLENDFUNC_ALLOWS_FOG 2
2166 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2167 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2168 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2169 static int R_BlendFuncFlags(int src, int dst)
2173 // a blendfunc allows colormod if:
2174 // a) it can never keep the destination pixel invariant, or
2175 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2176 // this is to prevent unintended side effects from colormod
2178 // a blendfunc allows fog if:
2179 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2180 // this is to prevent unintended side effects from fog
2182 // these checks are the output of fogeval.pl
2184 r |= BLENDFUNC_ALLOWS_COLORMOD;
2185 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2186 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2187 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2188 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2189 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2190 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2191 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2192 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2193 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2194 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2195 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2196 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2197 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2198 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2199 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2200 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2201 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2202 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2203 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2204 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2205 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2210 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)
2212 // select a permutation of the lighting shader appropriate to this
2213 // combination of texture, entity, light source, and fogging, only use the
2214 // minimum features necessary to avoid wasting rendering time in the
2215 // fragment shader on features that are not being used
2216 unsigned int permutation = 0;
2217 unsigned int mode = 0;
2219 static float dummy_colormod[3] = {1, 1, 1};
2220 float *colormod = rsurface.colormod;
2222 matrix4x4_t tempmatrix;
2223 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2224 if (r_trippy.integer && !notrippy)
2225 permutation |= SHADERPERMUTATION_TRIPPY;
2226 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2227 permutation |= SHADERPERMUTATION_ALPHAKILL;
2228 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2229 permutation |= SHADERPERMUTATION_OCCLUDE;
2230 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2231 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2232 if (rsurfacepass == RSURFPASS_BACKGROUND)
2234 // distorted background
2235 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2237 mode = SHADERMODE_WATER;
2238 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2239 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2240 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2242 // this is the right thing to do for wateralpha
2243 GL_BlendFunc(GL_ONE, GL_ZERO);
2244 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2248 // this is the right thing to do for entity alpha
2249 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2250 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2253 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2255 mode = SHADERMODE_REFRACTION;
2256 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2257 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2258 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2259 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2263 mode = SHADERMODE_GENERIC;
2264 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2265 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2266 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2268 if (vid.allowalphatocoverage)
2269 GL_AlphaToCoverage(false);
2271 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2273 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2275 switch(rsurface.texture->offsetmapping)
2277 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2278 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2279 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2280 case OFFSETMAPPING_OFF: break;
2283 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2284 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2285 // normalmap (deferred prepass), may use alpha test on diffuse
2286 mode = SHADERMODE_DEFERREDGEOMETRY;
2287 GL_BlendFunc(GL_ONE, GL_ZERO);
2288 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2289 if (vid.allowalphatocoverage)
2290 GL_AlphaToCoverage(false);
2292 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2294 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2296 switch(rsurface.texture->offsetmapping)
2298 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2299 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2301 case OFFSETMAPPING_OFF: break;
2304 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2305 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2306 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2307 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2309 mode = SHADERMODE_LIGHTSOURCE;
2310 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2311 permutation |= SHADERPERMUTATION_CUBEFILTER;
2312 if (diffusescale > 0)
2313 permutation |= SHADERPERMUTATION_DIFFUSE;
2314 if (specularscale > 0)
2315 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2316 if (r_refdef.fogenabled)
2317 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2318 if (rsurface.texture->colormapping)
2319 permutation |= SHADERPERMUTATION_COLORMAPPING;
2320 if (r_shadow_usingshadowmap2d)
2322 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2323 if(r_shadow_shadowmapvsdct)
2324 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2326 if (r_shadow_shadowmap2ddepthbuffer)
2327 permutation |= SHADERPERMUTATION_DEPTHRGB;
2329 if (rsurface.texture->reflectmasktexture)
2330 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2331 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2332 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2333 if (vid.allowalphatocoverage)
2334 GL_AlphaToCoverage(false);
2336 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2338 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2340 switch(rsurface.texture->offsetmapping)
2342 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2343 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2344 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2345 case OFFSETMAPPING_OFF: break;
2348 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2349 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2350 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2351 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2352 // unshaded geometry (fullbright or ambient model lighting)
2353 mode = SHADERMODE_FLATCOLOR;
2354 ambientscale = diffusescale = specularscale = 0;
2355 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2356 permutation |= SHADERPERMUTATION_GLOW;
2357 if (r_refdef.fogenabled)
2358 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2359 if (rsurface.texture->colormapping)
2360 permutation |= SHADERPERMUTATION_COLORMAPPING;
2361 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2363 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2364 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2366 if (r_shadow_shadowmap2ddepthbuffer)
2367 permutation |= SHADERPERMUTATION_DEPTHRGB;
2369 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2370 permutation |= SHADERPERMUTATION_REFLECTION;
2371 if (rsurface.texture->reflectmasktexture)
2372 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2373 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2374 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2375 // when using alphatocoverage, we don't need alphakill
2376 if (vid.allowalphatocoverage)
2378 if (r_transparent_alphatocoverage.integer)
2380 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2381 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2384 GL_AlphaToCoverage(false);
2387 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2389 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2391 switch(rsurface.texture->offsetmapping)
2393 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2394 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2395 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2396 case OFFSETMAPPING_OFF: break;
2399 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2400 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2401 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2402 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2403 // directional model lighting
2404 mode = SHADERMODE_LIGHTDIRECTION;
2405 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2406 permutation |= SHADERPERMUTATION_GLOW;
2407 permutation |= SHADERPERMUTATION_DIFFUSE;
2408 if (specularscale > 0)
2409 permutation |= SHADERPERMUTATION_SPECULAR;
2410 if (r_refdef.fogenabled)
2411 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2412 if (rsurface.texture->colormapping)
2413 permutation |= SHADERPERMUTATION_COLORMAPPING;
2414 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2416 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2417 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2419 if (r_shadow_shadowmap2ddepthbuffer)
2420 permutation |= SHADERPERMUTATION_DEPTHRGB;
2422 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2423 permutation |= SHADERPERMUTATION_REFLECTION;
2424 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2425 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2426 if (rsurface.texture->reflectmasktexture)
2427 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2428 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2430 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2431 if (r_shadow_bouncegrid_state.directional)
2432 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2434 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2435 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2436 // when using alphatocoverage, we don't need alphakill
2437 if (vid.allowalphatocoverage)
2439 if (r_transparent_alphatocoverage.integer)
2441 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2442 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2445 GL_AlphaToCoverage(false);
2448 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2450 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2452 switch(rsurface.texture->offsetmapping)
2454 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2455 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2456 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2457 case OFFSETMAPPING_OFF: break;
2460 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2461 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2462 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2463 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2464 // ambient model lighting
2465 mode = SHADERMODE_LIGHTDIRECTION;
2466 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2467 permutation |= SHADERPERMUTATION_GLOW;
2468 if (r_refdef.fogenabled)
2469 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2470 if (rsurface.texture->colormapping)
2471 permutation |= SHADERPERMUTATION_COLORMAPPING;
2472 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2474 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2475 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2477 if (r_shadow_shadowmap2ddepthbuffer)
2478 permutation |= SHADERPERMUTATION_DEPTHRGB;
2480 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2481 permutation |= SHADERPERMUTATION_REFLECTION;
2482 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2483 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2484 if (rsurface.texture->reflectmasktexture)
2485 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2486 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2488 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2489 if (r_shadow_bouncegrid_state.directional)
2490 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2492 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494 // when using alphatocoverage, we don't need alphakill
2495 if (vid.allowalphatocoverage)
2497 if (r_transparent_alphatocoverage.integer)
2499 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2500 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2503 GL_AlphaToCoverage(false);
2508 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2510 switch(rsurface.texture->offsetmapping)
2512 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2513 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2514 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2515 case OFFSETMAPPING_OFF: break;
2518 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2519 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2520 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2521 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2523 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2524 permutation |= SHADERPERMUTATION_GLOW;
2525 if (r_refdef.fogenabled)
2526 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2527 if (rsurface.texture->colormapping)
2528 permutation |= SHADERPERMUTATION_COLORMAPPING;
2529 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2531 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2532 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2534 if (r_shadow_shadowmap2ddepthbuffer)
2535 permutation |= SHADERPERMUTATION_DEPTHRGB;
2537 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2538 permutation |= SHADERPERMUTATION_REFLECTION;
2539 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2540 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2541 if (rsurface.texture->reflectmasktexture)
2542 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2543 if (FAKELIGHT_ENABLED)
2545 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2546 mode = SHADERMODE_FAKELIGHT;
2547 permutation |= SHADERPERMUTATION_DIFFUSE;
2548 if (specularscale > 0)
2549 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2551 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2553 // deluxemapping (light direction texture)
2554 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2555 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2557 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2558 permutation |= SHADERPERMUTATION_DIFFUSE;
2559 if (specularscale > 0)
2560 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2562 else if (r_glsl_deluxemapping.integer >= 2)
2564 // fake deluxemapping (uniform light direction in tangentspace)
2565 if (rsurface.uselightmaptexture)
2566 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2568 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2569 permutation |= SHADERPERMUTATION_DIFFUSE;
2570 if (specularscale > 0)
2571 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2573 else if (rsurface.uselightmaptexture)
2575 // ordinary lightmapping (q1bsp, q3bsp)
2576 mode = SHADERMODE_LIGHTMAP;
2580 // ordinary vertex coloring (q3bsp)
2581 mode = SHADERMODE_VERTEXCOLOR;
2583 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2585 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2586 if (r_shadow_bouncegrid_state.directional)
2587 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2589 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2590 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2591 // when using alphatocoverage, we don't need alphakill
2592 if (vid.allowalphatocoverage)
2594 if (r_transparent_alphatocoverage.integer)
2596 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2597 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2600 GL_AlphaToCoverage(false);
2603 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2604 colormod = dummy_colormod;
2605 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2606 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2607 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2608 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2609 switch(vid.renderpath)
2611 case RENDERPATH_D3D9:
2613 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);
2614 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2615 R_SetupShader_SetPermutationHLSL(mode, permutation);
2616 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2617 if (mode == SHADERMODE_LIGHTSOURCE)
2619 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2620 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2624 if (mode == SHADERMODE_LIGHTDIRECTION)
2626 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2629 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2630 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2631 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2632 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2633 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2635 if (mode == SHADERMODE_LIGHTSOURCE)
2637 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2638 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2639 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2641 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2643 // additive passes are only darkened by fog, not tinted
2644 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2645 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2649 if (mode == SHADERMODE_FLATCOLOR)
2651 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2653 else if (mode == SHADERMODE_LIGHTDIRECTION)
2655 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]);
2656 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2657 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);
2658 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2659 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2660 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2661 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2665 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2666 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2667 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);
2668 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2669 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2671 // additive passes are only darkened by fog, not tinted
2672 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2673 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2675 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2676 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);
2677 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2678 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2679 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2680 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2681 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2682 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2683 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2684 if (mode == SHADERMODE_WATER)
2685 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2687 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2689 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2690 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2694 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2695 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2697 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2698 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));
2699 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2700 if (rsurface.texture->pantstexture)
2701 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2703 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2704 if (rsurface.texture->shirttexture)
2705 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2707 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2708 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2709 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2710 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2711 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2712 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2713 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2714 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2715 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2716 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2718 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2719 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2720 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2721 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2723 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2724 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2725 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2726 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2727 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2728 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2729 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2730 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2731 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2732 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2733 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2734 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2735 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2736 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2737 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2738 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2739 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2740 if (rsurfacepass == RSURFPASS_BACKGROUND)
2742 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2743 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2744 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2748 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2750 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2751 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2752 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2753 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2755 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2756 if (rsurface.rtlight)
2758 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2759 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2764 case RENDERPATH_D3D10:
2765 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2767 case RENDERPATH_D3D11:
2768 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2770 case RENDERPATH_GL20:
2771 case RENDERPATH_GLES2:
2772 if (!vid.useinterleavedarrays)
2774 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);
2775 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2776 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2777 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2778 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2779 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2780 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2781 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2782 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2783 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2784 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2788 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);
2789 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2791 // this has to be after RSurf_PrepareVerticesForBatch
2792 if (rsurface.batchskeletaltransform3x4buffer)
2793 permutation |= SHADERPERMUTATION_SKELETAL;
2794 R_SetupShader_SetPermutationGLSL(mode, permutation);
2795 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2796 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);
2798 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2799 if (mode == SHADERMODE_LIGHTSOURCE)
2801 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2802 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2803 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2804 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2805 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2806 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);
2808 // additive passes are only darkened by fog, not tinted
2809 if (r_glsl_permutation->loc_FogColor >= 0)
2810 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2811 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);
2815 if (mode == SHADERMODE_FLATCOLOR)
2817 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2819 else if (mode == SHADERMODE_LIGHTDIRECTION)
2821 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]);
2822 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]);
2823 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);
2824 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2825 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2826 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]);
2827 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]);
2831 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]);
2832 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]);
2833 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);
2834 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2835 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2837 // additive passes are only darkened by fog, not tinted
2838 if (r_glsl_permutation->loc_FogColor >= 0)
2840 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2841 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2843 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2845 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);
2846 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]);
2847 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]);
2848 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]);
2849 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]);
2850 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2851 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2852 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);
2853 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]);
2855 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2856 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2857 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2858 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2860 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2861 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2865 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2866 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2869 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2870 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));
2871 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2872 if (r_glsl_permutation->loc_Color_Pants >= 0)
2874 if (rsurface.texture->pantstexture)
2875 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2877 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2879 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2881 if (rsurface.texture->shirttexture)
2882 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2884 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2886 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]);
2887 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2888 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2889 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2890 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2891 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2892 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2893 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2894 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2896 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);
2897 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2898 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]);
2899 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2900 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2901 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2903 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2904 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2905 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2906 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2907 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2908 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2909 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2910 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2911 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2912 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2913 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2914 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2915 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2916 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2917 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);
2918 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2919 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2920 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2921 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2922 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2923 if (rsurfacepass == RSURFPASS_BACKGROUND)
2925 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);
2926 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);
2927 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);
2931 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);
2933 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2934 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2935 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2936 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2938 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2939 if (rsurface.rtlight)
2941 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2942 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2945 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2948 case RENDERPATH_GL11:
2949 case RENDERPATH_GL13:
2950 case RENDERPATH_GLES1:
2952 case RENDERPATH_SOFT:
2953 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);
2954 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2955 R_SetupShader_SetPermutationSoft(mode, permutation);
2956 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2957 if (mode == SHADERMODE_LIGHTSOURCE)
2959 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2960 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2961 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2962 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2963 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2964 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2966 // additive passes are only darkened by fog, not tinted
2967 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2968 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2972 if (mode == SHADERMODE_FLATCOLOR)
2974 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2976 else if (mode == SHADERMODE_LIGHTDIRECTION)
2978 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]);
2979 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2980 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);
2981 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2982 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2983 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]);
2984 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2988 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2989 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2990 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);
2991 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2992 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2994 // additive passes are only darkened by fog, not tinted
2995 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2996 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2998 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2999 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);
3000 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]);
3001 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]);
3002 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]);
3003 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]);
3004 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
3005 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
3006 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3007 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
3009 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
3010 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
3011 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
3012 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
3014 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
3015 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
3019 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3020 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3023 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
3024 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));
3025 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3026 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
3028 if (rsurface.texture->pantstexture)
3029 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3031 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
3033 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3035 if (rsurface.texture->shirttexture)
3036 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3038 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3040 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3041 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3042 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3043 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3044 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3045 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3046 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3047 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3048 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3050 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3051 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3052 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3053 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3055 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3056 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3057 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3058 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3059 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3060 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3061 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3062 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3063 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3064 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3065 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3066 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3067 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3068 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3069 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3070 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3071 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3072 if (rsurfacepass == RSURFPASS_BACKGROUND)
3074 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3075 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3076 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3080 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3082 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3083 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3084 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3085 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3087 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3088 if (rsurface.rtlight)
3090 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3091 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3098 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3100 // select a permutation of the lighting shader appropriate to this
3101 // combination of texture, entity, light source, and fogging, only use the
3102 // minimum features necessary to avoid wasting rendering time in the
3103 // fragment shader on features that are not being used
3104 unsigned int permutation = 0;
3105 unsigned int mode = 0;
3106 const float *lightcolorbase = rtlight->currentcolor;
3107 float ambientscale = rtlight->ambientscale;
3108 float diffusescale = rtlight->diffusescale;
3109 float specularscale = rtlight->specularscale;
3110 // this is the location of the light in view space
3111 vec3_t viewlightorigin;
3112 // this transforms from view space (camera) to light space (cubemap)
3113 matrix4x4_t viewtolight;
3114 matrix4x4_t lighttoview;
3115 float viewtolight16f[16];
3117 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3118 if (rtlight->currentcubemap != r_texture_whitecube)
3119 permutation |= SHADERPERMUTATION_CUBEFILTER;
3120 if (diffusescale > 0)
3121 permutation |= SHADERPERMUTATION_DIFFUSE;
3122 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3123 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3124 if (r_shadow_usingshadowmap2d)
3126 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3127 if (r_shadow_shadowmapvsdct)
3128 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3130 if (r_shadow_shadowmap2ddepthbuffer)
3131 permutation |= SHADERPERMUTATION_DEPTHRGB;
3133 if (vid.allowalphatocoverage)
3134 GL_AlphaToCoverage(false);
3135 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3136 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3137 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3138 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3139 switch(vid.renderpath)
3141 case RENDERPATH_D3D9:
3143 R_SetupShader_SetPermutationHLSL(mode, permutation);
3144 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3145 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3146 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3147 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3148 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3149 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3150 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3151 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);
3152 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3153 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3155 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3156 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3157 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3158 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3159 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3162 case RENDERPATH_D3D10:
3163 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3165 case RENDERPATH_D3D11:
3166 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3168 case RENDERPATH_GL20:
3169 case RENDERPATH_GLES2:
3170 R_SetupShader_SetPermutationGLSL(mode, permutation);
3171 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3172 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3173 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3174 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3175 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3176 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3177 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3178 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);
3179 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]);
3180 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3182 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3183 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3184 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3185 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3186 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3188 case RENDERPATH_GL11:
3189 case RENDERPATH_GL13:
3190 case RENDERPATH_GLES1:
3192 case RENDERPATH_SOFT:
3193 R_SetupShader_SetPermutationGLSL(mode, permutation);
3194 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3195 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3196 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3197 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3198 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3199 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3200 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3201 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);
3202 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3203 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3205 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3206 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3207 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3208 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3209 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3214 #define SKINFRAME_HASH 1024
3218 unsigned int loadsequence; // incremented each level change
3219 memexpandablearray_t array;
3220 skinframe_t *hash[SKINFRAME_HASH];
3223 r_skinframe_t r_skinframe;
3225 void R_SkinFrame_PrepareForPurge(void)
3227 r_skinframe.loadsequence++;
3228 // wrap it without hitting zero
3229 if (r_skinframe.loadsequence >= 200)
3230 r_skinframe.loadsequence = 1;
3233 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3237 // mark the skinframe as used for the purging code
3238 skinframe->loadsequence = r_skinframe.loadsequence;
3241 void R_SkinFrame_Purge(void)
3245 for (i = 0;i < SKINFRAME_HASH;i++)
3247 for (s = r_skinframe.hash[i];s;s = s->next)
3249 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3251 if (s->merged == s->base)
3253 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3254 R_PurgeTexture(s->stain );s->stain = NULL;
3255 R_PurgeTexture(s->merged);s->merged = NULL;
3256 R_PurgeTexture(s->base );s->base = NULL;
3257 R_PurgeTexture(s->pants );s->pants = NULL;
3258 R_PurgeTexture(s->shirt );s->shirt = NULL;
3259 R_PurgeTexture(s->nmap );s->nmap = NULL;
3260 R_PurgeTexture(s->gloss );s->gloss = NULL;
3261 R_PurgeTexture(s->glow );s->glow = NULL;
3262 R_PurgeTexture(s->fog );s->fog = NULL;
3263 R_PurgeTexture(s->reflect);s->reflect = NULL;
3264 s->loadsequence = 0;
3270 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3272 char basename[MAX_QPATH];
3274 Image_StripImageExtension(name, basename, sizeof(basename));
3276 if( last == NULL ) {
3278 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3279 item = r_skinframe.hash[hashindex];
3284 // linearly search through the hash bucket
3285 for( ; item ; item = item->next ) {
3286 if( !strcmp( item->basename, basename ) ) {
3293 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3297 char basename[MAX_QPATH];
3299 Image_StripImageExtension(name, basename, sizeof(basename));
3301 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3302 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3303 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3307 rtexture_t *dyntexture;
3308 // check whether its a dynamic texture
3309 dyntexture = CL_GetDynTexture( basename );
3310 if (!add && !dyntexture)
3312 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3313 memset(item, 0, sizeof(*item));
3314 strlcpy(item->basename, basename, sizeof(item->basename));
3315 item->base = dyntexture; // either NULL or dyntexture handle
3316 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3317 item->comparewidth = comparewidth;
3318 item->compareheight = compareheight;
3319 item->comparecrc = comparecrc;
3320 item->next = r_skinframe.hash[hashindex];
3321 r_skinframe.hash[hashindex] = item;
3323 else if (textureflags & TEXF_FORCE_RELOAD)
3325 rtexture_t *dyntexture;
3326 // check whether its a dynamic texture
3327 dyntexture = CL_GetDynTexture( basename );
3328 if (!add && !dyntexture)
3330 if (item->merged == item->base)
3331 item->merged = NULL;
3332 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3333 R_PurgeTexture(item->stain );item->stain = NULL;
3334 R_PurgeTexture(item->merged);item->merged = NULL;
3335 R_PurgeTexture(item->base );item->base = NULL;
3336 R_PurgeTexture(item->pants );item->pants = NULL;
3337 R_PurgeTexture(item->shirt );item->shirt = NULL;
3338 R_PurgeTexture(item->nmap );item->nmap = NULL;
3339 R_PurgeTexture(item->gloss );item->gloss = NULL;
3340 R_PurgeTexture(item->glow );item->glow = NULL;
3341 R_PurgeTexture(item->fog );item->fog = NULL;
3342 R_PurgeTexture(item->reflect);item->reflect = NULL;
3343 item->loadsequence = 0;
3345 else if( item->base == NULL )
3347 rtexture_t *dyntexture;
3348 // check whether its a dynamic texture
3349 // 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]
3350 dyntexture = CL_GetDynTexture( basename );
3351 item->base = dyntexture; // either NULL or dyntexture handle
3354 R_SkinFrame_MarkUsed(item);
3358 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3360 unsigned long long avgcolor[5], wsum; \
3368 for(pix = 0; pix < cnt; ++pix) \
3371 for(comp = 0; comp < 3; ++comp) \
3373 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3376 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3378 for(comp = 0; comp < 3; ++comp) \
3379 avgcolor[comp] += getpixel * w; \
3382 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3383 avgcolor[4] += getpixel; \
3385 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3387 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3388 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3389 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3390 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3393 extern cvar_t gl_picmip;
3394 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3397 unsigned char *pixels;
3398 unsigned char *bumppixels;
3399 unsigned char *basepixels = NULL;
3400 int basepixels_width = 0;
3401 int basepixels_height = 0;
3402 skinframe_t *skinframe;
3403 rtexture_t *ddsbase = NULL;
3404 qboolean ddshasalpha = false;
3405 float ddsavgcolor[4];
3406 char basename[MAX_QPATH];
3407 int miplevel = R_PicmipForFlags(textureflags);
3408 int savemiplevel = miplevel;
3412 if (cls.state == ca_dedicated)
3415 // return an existing skinframe if already loaded
3416 // if loading of the first image fails, don't make a new skinframe as it
3417 // would cause all future lookups of this to be missing
3418 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3419 if (skinframe && skinframe->base)
3422 Image_StripImageExtension(name, basename, sizeof(basename));
3424 // check for DDS texture file first
3425 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3427 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3428 if (basepixels == NULL)
3432 // FIXME handle miplevel
3434 if (developer_loading.integer)
3435 Con_Printf("loading skin \"%s\"\n", name);
3437 // we've got some pixels to store, so really allocate this new texture now
3439 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3440 textureflags &= ~TEXF_FORCE_RELOAD;
3441 skinframe->stain = NULL;
3442 skinframe->merged = NULL;
3443 skinframe->base = NULL;
3444 skinframe->pants = NULL;
3445 skinframe->shirt = NULL;
3446 skinframe->nmap = NULL;
3447 skinframe->gloss = NULL;
3448 skinframe->glow = NULL;
3449 skinframe->fog = NULL;
3450 skinframe->reflect = NULL;
3451 skinframe->hasalpha = false;
3452 // we could store the q2animname here too
3456 skinframe->base = ddsbase;
3457 skinframe->hasalpha = ddshasalpha;
3458 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3459 if (r_loadfog && skinframe->hasalpha)
3460 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);
3461 //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]);
3465 basepixels_width = image_width;
3466 basepixels_height = image_height;
3467 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);
3468 if (textureflags & TEXF_ALPHA)
3470 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3472 if (basepixels[j] < 255)
3474 skinframe->hasalpha = true;
3478 if (r_loadfog && skinframe->hasalpha)
3480 // has transparent pixels
3481 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3482 for (j = 0;j < image_width * image_height * 4;j += 4)
3487 pixels[j+3] = basepixels[j+3];
3489 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);
3493 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3495 //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]);
3496 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3497 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3498 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3499 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3505 mymiplevel = savemiplevel;
3506 if (r_loadnormalmap)
3507 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);
3508 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3510 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3511 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3512 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3513 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3516 // _norm is the name used by tenebrae and has been adopted as standard
3517 if (r_loadnormalmap && skinframe->nmap == NULL)
3519 mymiplevel = savemiplevel;
3520 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3522 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);
3526 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3528 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3529 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3530 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);
3532 Mem_Free(bumppixels);
3534 else if (r_shadow_bumpscale_basetexture.value > 0)
3536 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3537 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3538 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);
3542 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3543 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3547 // _luma is supported only for tenebrae compatibility
3548 // _glow is the preferred name
3549 mymiplevel = savemiplevel;
3550 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))))
3552 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);
3554 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3555 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3557 Mem_Free(pixels);pixels = NULL;
3560 mymiplevel = savemiplevel;
3561 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3563 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);
3565 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3566 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3572 mymiplevel = savemiplevel;
3573 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3575 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);
3577 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3578 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3584 mymiplevel = savemiplevel;
3585 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3587 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);
3589 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3590 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3596 mymiplevel = savemiplevel;
3597 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3599 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);
3601 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3602 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3609 Mem_Free(basepixels);
3614 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3615 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3618 skinframe_t *skinframe;
3621 if (cls.state == ca_dedicated)
3624 // if already loaded just return it, otherwise make a new skinframe
3625 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3626 if (skinframe->base)
3628 textureflags &= ~TEXF_FORCE_RELOAD;
3630 skinframe->stain = NULL;
3631 skinframe->merged = NULL;
3632 skinframe->base = NULL;
3633 skinframe->pants = NULL;
3634 skinframe->shirt = NULL;
3635 skinframe->nmap = NULL;
3636 skinframe->gloss = NULL;
3637 skinframe->glow = NULL;
3638 skinframe->fog = NULL;
3639 skinframe->reflect = NULL;
3640 skinframe->hasalpha = false;
3642 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3646 if (developer_loading.integer)
3647 Con_Printf("loading 32bit skin \"%s\"\n", name);
3649 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3651 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3652 unsigned char *b = a + width * height * 4;
3653 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3654 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3657 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3658 if (textureflags & TEXF_ALPHA)
3660 for (i = 3;i < width * height * 4;i += 4)
3662 if (skindata[i] < 255)
3664 skinframe->hasalpha = true;
3668 if (r_loadfog && skinframe->hasalpha)
3670 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3671 memcpy(fogpixels, skindata, width * height * 4);
3672 for (i = 0;i < width * height * 4;i += 4)
3673 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3674 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3675 Mem_Free(fogpixels);
3679 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3680 //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]);
3685 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3689 skinframe_t *skinframe;
3691 if (cls.state == ca_dedicated)
3694 // if already loaded just return it, otherwise make a new skinframe
3695 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3696 if (skinframe->base)
3698 //textureflags &= ~TEXF_FORCE_RELOAD;
3700 skinframe->stain = NULL;
3701 skinframe->merged = NULL;
3702 skinframe->base = NULL;
3703 skinframe->pants = NULL;
3704 skinframe->shirt = NULL;
3705 skinframe->nmap = NULL;
3706 skinframe->gloss = NULL;
3707 skinframe->glow = NULL;
3708 skinframe->fog = NULL;
3709 skinframe->reflect = NULL;
3710 skinframe->hasalpha = false;
3712 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3716 if (developer_loading.integer)
3717 Con_Printf("loading quake skin \"%s\"\n", name);
3719 // 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)
3720 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3721 memcpy(skinframe->qpixels, skindata, width*height);
3722 skinframe->qwidth = width;
3723 skinframe->qheight = height;
3726 for (i = 0;i < width * height;i++)
3727 featuresmask |= palette_featureflags[skindata[i]];
3729 skinframe->hasalpha = false;
3732 skinframe->hasalpha = true;
3733 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3734 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3735 skinframe->qgeneratemerged = true;
3736 skinframe->qgeneratebase = skinframe->qhascolormapping;
3737 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3739 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3740 //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]);
3745 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3749 unsigned char *skindata;
3752 if (!skinframe->qpixels)
3755 if (!skinframe->qhascolormapping)
3756 colormapped = false;
3760 if (!skinframe->qgeneratebase)
3765 if (!skinframe->qgeneratemerged)
3769 width = skinframe->qwidth;
3770 height = skinframe->qheight;
3771 skindata = skinframe->qpixels;
3773 if (skinframe->qgeneratenmap)
3775 unsigned char *a, *b;
3776 skinframe->qgeneratenmap = false;
3777 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3778 b = a + width * height * 4;
3779 // use either a custom palette or the quake palette
3780 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3781 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3782 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3786 if (skinframe->qgenerateglow)
3788 skinframe->qgenerateglow = false;
3789 if (skinframe->hasalpha) // fence textures
3790 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3792 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
3797 skinframe->qgeneratebase = false;
3798 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);
3799 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);
3800 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);
3804 skinframe->qgeneratemerged = false;
3805 if (skinframe->hasalpha) // fence textures
3806 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3808 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);
3811 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3813 Mem_Free(skinframe->qpixels);
3814 skinframe->qpixels = NULL;
3818 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)
3821 skinframe_t *skinframe;
3824 if (cls.state == ca_dedicated)
3827 // if already loaded just return it, otherwise make a new skinframe
3828 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3829 if (skinframe->base)
3831 textureflags &= ~TEXF_FORCE_RELOAD;
3833 skinframe->stain = NULL;
3834 skinframe->merged = NULL;
3835 skinframe->base = NULL;
3836 skinframe->pants = NULL;
3837 skinframe->shirt = NULL;
3838 skinframe->nmap = NULL;
3839 skinframe->gloss = NULL;
3840 skinframe->glow = NULL;
3841 skinframe->fog = NULL;
3842 skinframe->reflect = NULL;
3843 skinframe->hasalpha = false;
3845 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3849 if (developer_loading.integer)
3850 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3852 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3853 if (textureflags & TEXF_ALPHA)
3855 for (i = 0;i < width * height;i++)
3857 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3859 skinframe->hasalpha = true;
3863 if (r_loadfog && skinframe->hasalpha)
3864 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3867 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3868 //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]);
3873 skinframe_t *R_SkinFrame_LoadMissing(void)
3875 skinframe_t *skinframe;
3877 if (cls.state == ca_dedicated)
3880 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3881 skinframe->stain = NULL;
3882 skinframe->merged = NULL;
3883 skinframe->base = NULL;
3884 skinframe->pants = NULL;
3885 skinframe->shirt = NULL;
3886 skinframe->nmap = NULL;
3887 skinframe->gloss = NULL;
3888 skinframe->glow = NULL;
3889 skinframe->fog = NULL;
3890 skinframe->reflect = NULL;
3891 skinframe->hasalpha = false;
3893 skinframe->avgcolor[0] = rand() / RAND_MAX;
3894 skinframe->avgcolor[1] = rand() / RAND_MAX;
3895 skinframe->avgcolor[2] = rand() / RAND_MAX;
3896 skinframe->avgcolor[3] = 1;
3901 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3902 typedef struct suffixinfo_s
3905 qboolean flipx, flipy, flipdiagonal;
3908 static suffixinfo_t suffix[3][6] =
3911 {"px", false, false, false},
3912 {"nx", false, false, false},
3913 {"py", false, false, false},
3914 {"ny", false, false, false},
3915 {"pz", false, false, false},
3916 {"nz", false, false, false}
3919 {"posx", false, false, false},
3920 {"negx", false, false, false},
3921 {"posy", false, false, false},
3922 {"negy", false, false, false},
3923 {"posz", false, false, false},
3924 {"negz", false, false, false}
3927 {"rt", true, false, true},
3928 {"lf", false, true, true},
3929 {"ft", true, true, false},
3930 {"bk", false, false, false},
3931 {"up", true, false, true},
3932 {"dn", true, false, true}
3936 static int componentorder[4] = {0, 1, 2, 3};
3938 static rtexture_t *R_LoadCubemap(const char *basename)
3940 int i, j, cubemapsize;
3941 unsigned char *cubemappixels, *image_buffer;
3942 rtexture_t *cubemaptexture;
3944 // must start 0 so the first loadimagepixels has no requested width/height
3946 cubemappixels = NULL;
3947 cubemaptexture = NULL;
3948 // keep trying different suffix groups (posx, px, rt) until one loads
3949 for (j = 0;j < 3 && !cubemappixels;j++)
3951 // load the 6 images in the suffix group
3952 for (i = 0;i < 6;i++)
3954 // generate an image name based on the base and and suffix
3955 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3957 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3959 // an image loaded, make sure width and height are equal
3960 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3962 // if this is the first image to load successfully, allocate the cubemap memory
3963 if (!cubemappixels && image_width >= 1)
3965 cubemapsize = image_width;
3966 // note this clears to black, so unavailable sides are black
3967 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3969 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3971 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);
3974 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3976 Mem_Free(image_buffer);
3980 // if a cubemap loaded, upload it
3983 if (developer_loading.integer)
3984 Con_Printf("loading cubemap \"%s\"\n", basename);
3986 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);
3987 Mem_Free(cubemappixels);
3991 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3992 if (developer_loading.integer)
3994 Con_Printf("(tried tried images ");
3995 for (j = 0;j < 3;j++)
3996 for (i = 0;i < 6;i++)
3997 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3998 Con_Print(" and was unable to find any of them).\n");
4001 return cubemaptexture;
4004 rtexture_t *R_GetCubemap(const char *basename)
4007 for (i = 0;i < r_texture_numcubemaps;i++)
4008 if (r_texture_cubemaps[i] != NULL)
4009 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
4010 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
4011 if (i >= MAX_CUBEMAPS || !r_main_mempool)
4012 return r_texture_whitecube;
4013 r_texture_numcubemaps++;
4014 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
4015 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
4016 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
4017 return r_texture_cubemaps[i]->texture;
4020 static void R_Main_FreeViewCache(void)
4022 if (r_refdef.viewcache.entityvisible)
4023 Mem_Free(r_refdef.viewcache.entityvisible);
4024 if (r_refdef.viewcache.world_pvsbits)
4025 Mem_Free(r_refdef.viewcache.world_pvsbits);
4026 if (r_refdef.viewcache.world_leafvisible)
4027 Mem_Free(r_refdef.viewcache.world_leafvisible);
4028 if (r_refdef.viewcache.world_surfacevisible)
4029 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4030 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
4033 static void R_Main_ResizeViewCache(void)
4035 int numentities = r_refdef.scene.numentities;
4036 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
4037 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
4038 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
4039 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
4040 if (r_refdef.viewcache.maxentities < numentities)
4042 r_refdef.viewcache.maxentities = numentities;
4043 if (r_refdef.viewcache.entityvisible)
4044 Mem_Free(r_refdef.viewcache.entityvisible);
4045 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4047 if (r_refdef.viewcache.world_numclusters != numclusters)
4049 r_refdef.viewcache.world_numclusters = numclusters;
4050 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4051 if (r_refdef.viewcache.world_pvsbits)
4052 Mem_Free(r_refdef.viewcache.world_pvsbits);
4053 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4055 if (r_refdef.viewcache.world_numleafs != numleafs)
4057 r_refdef.viewcache.world_numleafs = numleafs;
4058 if (r_refdef.viewcache.world_leafvisible)
4059 Mem_Free(r_refdef.viewcache.world_leafvisible);
4060 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4062 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4064 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4065 if (r_refdef.viewcache.world_surfacevisible)
4066 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4067 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4071 extern rtexture_t *loadingscreentexture;
4072 static void gl_main_start(void)
4074 loadingscreentexture = NULL;
4075 r_texture_blanknormalmap = NULL;
4076 r_texture_white = NULL;
4077 r_texture_grey128 = NULL;
4078 r_texture_black = NULL;
4079 r_texture_whitecube = NULL;
4080 r_texture_normalizationcube = NULL;
4081 r_texture_fogattenuation = NULL;
4082 r_texture_fogheighttexture = NULL;
4083 r_texture_gammaramps = NULL;
4084 r_texture_numcubemaps = 0;
4085 r_uniformbufferalignment = 32;
4087 r_loaddds = r_texture_dds_load.integer != 0;
4088 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4090 switch(vid.renderpath)
4092 case RENDERPATH_GL20:
4093 case RENDERPATH_D3D9:
4094 case RENDERPATH_D3D10:
4095 case RENDERPATH_D3D11:
4096 case RENDERPATH_SOFT:
4097 case RENDERPATH_GLES2:
4098 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4099 Cvar_SetValueQuick(&gl_combine, 1);
4100 Cvar_SetValueQuick(&r_glsl, 1);
4101 r_loadnormalmap = true;
4104 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4105 if (vid.support.arb_uniform_buffer_object)
4106 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4109 case RENDERPATH_GL13:
4110 case RENDERPATH_GLES1:
4111 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4112 Cvar_SetValueQuick(&gl_combine, 1);
4113 Cvar_SetValueQuick(&r_glsl, 0);
4114 r_loadnormalmap = false;
4115 r_loadgloss = false;
4118 case RENDERPATH_GL11:
4119 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4120 Cvar_SetValueQuick(&gl_combine, 0);
4121 Cvar_SetValueQuick(&r_glsl, 0);
4122 r_loadnormalmap = false;
4123 r_loadgloss = false;
4129 R_FrameData_Reset();
4130 R_BufferData_Reset();
4134 memset(r_queries, 0, sizeof(r_queries));
4136 r_qwskincache = NULL;
4137 r_qwskincache_size = 0;
4139 // due to caching of texture_t references, the collision cache must be reset
4140 Collision_Cache_Reset(true);
4142 // set up r_skinframe loading system for textures
4143 memset(&r_skinframe, 0, sizeof(r_skinframe));
4144 r_skinframe.loadsequence = 1;
4145 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4147 r_main_texturepool = R_AllocTexturePool();
4148 R_BuildBlankTextures();
4150 if (vid.support.arb_texture_cube_map)
4153 R_BuildNormalizationCube();
4155 r_texture_fogattenuation = NULL;
4156 r_texture_fogheighttexture = NULL;
4157 r_texture_gammaramps = NULL;
4158 //r_texture_fogintensity = NULL;
4159 memset(&r_fb, 0, sizeof(r_fb));
4160 r_glsl_permutation = NULL;
4161 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4162 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4164 r_hlsl_permutation = NULL;
4165 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4166 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4168 memset(&r_svbsp, 0, sizeof (r_svbsp));
4170 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4171 r_texture_numcubemaps = 0;
4173 r_refdef.fogmasktable_density = 0;
4176 // For Steelstorm Android
4177 // FIXME CACHE the program and reload
4178 // FIXME see possible combinations for SS:BR android
4179 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4180 R_SetupShader_SetPermutationGLSL(0, 12);
4181 R_SetupShader_SetPermutationGLSL(0, 13);
4182 R_SetupShader_SetPermutationGLSL(0, 8388621);
4183 R_SetupShader_SetPermutationGLSL(3, 0);
4184 R_SetupShader_SetPermutationGLSL(3, 2048);
4185 R_SetupShader_SetPermutationGLSL(5, 0);
4186 R_SetupShader_SetPermutationGLSL(5, 2);
4187 R_SetupShader_SetPermutationGLSL(5, 2048);
4188 R_SetupShader_SetPermutationGLSL(5, 8388608);
4189 R_SetupShader_SetPermutationGLSL(11, 1);
4190 R_SetupShader_SetPermutationGLSL(11, 2049);
4191 R_SetupShader_SetPermutationGLSL(11, 8193);
4192 R_SetupShader_SetPermutationGLSL(11, 10241);
4193 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4197 static void gl_main_shutdown(void)
4200 R_FrameData_Reset();
4201 R_BufferData_Reset();
4203 R_Main_FreeViewCache();
4205 switch(vid.renderpath)
4207 case RENDERPATH_GL11:
4208 case RENDERPATH_GL13:
4209 case RENDERPATH_GL20:
4210 case RENDERPATH_GLES1:
4211 case RENDERPATH_GLES2:
4212 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4214 qglDeleteQueriesARB(r_maxqueries, r_queries);
4217 case RENDERPATH_D3D9:
4218 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4220 case RENDERPATH_D3D10:
4221 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4223 case RENDERPATH_D3D11:
4224 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4226 case RENDERPATH_SOFT:
4232 memset(r_queries, 0, sizeof(r_queries));
4234 r_qwskincache = NULL;
4235 r_qwskincache_size = 0;
4237 // clear out the r_skinframe state
4238 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4239 memset(&r_skinframe, 0, sizeof(r_skinframe));
4242 Mem_Free(r_svbsp.nodes);
4243 memset(&r_svbsp, 0, sizeof (r_svbsp));
4244 R_FreeTexturePool(&r_main_texturepool);
4245 loadingscreentexture = NULL;
4246 r_texture_blanknormalmap = NULL;
4247 r_texture_white = NULL;
4248 r_texture_grey128 = NULL;
4249 r_texture_black = NULL;
4250 r_texture_whitecube = NULL;
4251 r_texture_normalizationcube = NULL;
4252 r_texture_fogattenuation = NULL;
4253 r_texture_fogheighttexture = NULL;
4254 r_texture_gammaramps = NULL;
4255 r_texture_numcubemaps = 0;
4256 //r_texture_fogintensity = NULL;
4257 memset(&r_fb, 0, sizeof(r_fb));
4260 r_glsl_permutation = NULL;
4261 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4262 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4264 r_hlsl_permutation = NULL;
4265 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4266 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4270 static void gl_main_newmap(void)
4272 // FIXME: move this code to client
4273 char *entities, entname[MAX_QPATH];
4275 Mem_Free(r_qwskincache);
4276 r_qwskincache = NULL;
4277 r_qwskincache_size = 0;
4280 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4281 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4283 CL_ParseEntityLump(entities);
4287 if (cl.worldmodel->brush.entities)
4288 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4290 R_Main_FreeViewCache();
4292 R_FrameData_Reset();
4293 R_BufferData_Reset();
4296 void GL_Main_Init(void)
4299 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4300 R_InitShaderModeInfo();
4302 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4303 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4304 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4305 if (gamemode == GAME_NEHAHRA)
4307 Cvar_RegisterVariable (&gl_fogenable);
4308 Cvar_RegisterVariable (&gl_fogdensity);
4309 Cvar_RegisterVariable (&gl_fogred);
4310 Cvar_RegisterVariable (&gl_foggreen);
4311 Cvar_RegisterVariable (&gl_fogblue);
4312 Cvar_RegisterVariable (&gl_fogstart);
4313 Cvar_RegisterVariable (&gl_fogend);
4314 Cvar_RegisterVariable (&gl_skyclip);
4316 Cvar_RegisterVariable(&r_motionblur);
4317 Cvar_RegisterVariable(&r_damageblur);
4318 Cvar_RegisterVariable(&r_motionblur_averaging);
4319 Cvar_RegisterVariable(&r_motionblur_randomize);
4320 Cvar_RegisterVariable(&r_motionblur_minblur);
4321 Cvar_RegisterVariable(&r_motionblur_maxblur);
4322 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4323 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4324 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4325 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4326 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4327 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4328 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4329 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4330 Cvar_RegisterVariable(&r_equalize_entities_by);
4331 Cvar_RegisterVariable(&r_equalize_entities_to);
4332 Cvar_RegisterVariable(&r_depthfirst);
4333 Cvar_RegisterVariable(&r_useinfinitefarclip);
4334 Cvar_RegisterVariable(&r_farclip_base);
4335 Cvar_RegisterVariable(&r_farclip_world);
4336 Cvar_RegisterVariable(&r_nearclip);
4337 Cvar_RegisterVariable(&r_deformvertexes);
4338 Cvar_RegisterVariable(&r_transparent);
4339 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4340 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4341 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4342 Cvar_RegisterVariable(&r_showoverdraw);
4343 Cvar_RegisterVariable(&r_showbboxes);
4344 Cvar_RegisterVariable(&r_showbboxes_client);
4345 Cvar_RegisterVariable(&r_showsurfaces);
4346 Cvar_RegisterVariable(&r_showtris);
4347 Cvar_RegisterVariable(&r_shownormals);
4348 Cvar_RegisterVariable(&r_showlighting);
4349 Cvar_RegisterVariable(&r_showshadowvolumes);
4350 Cvar_RegisterVariable(&r_showcollisionbrushes);
4351 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4352 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4353 Cvar_RegisterVariable(&r_showdisabledepthtest);
4354 Cvar_RegisterVariable(&r_drawportals);
4355 Cvar_RegisterVariable(&r_drawentities);
4356 Cvar_RegisterVariable(&r_draw2d);
4357 Cvar_RegisterVariable(&r_drawworld);
4358 Cvar_RegisterVariable(&r_cullentities_trace);
4359 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4360 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4361 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4362 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4363 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4364 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4365 Cvar_RegisterVariable(&r_sortentities);
4366 Cvar_RegisterVariable(&r_drawviewmodel);
4367 Cvar_RegisterVariable(&r_drawexteriormodel);
4368 Cvar_RegisterVariable(&r_speeds);
4369 Cvar_RegisterVariable(&r_fullbrights);
4370 Cvar_RegisterVariable(&r_wateralpha);
4371 Cvar_RegisterVariable(&r_dynamic);
4372 Cvar_RegisterVariable(&r_fakelight);
4373 Cvar_RegisterVariable(&r_fakelight_intensity);
4374 Cvar_RegisterVariable(&r_fullbright);
4375 Cvar_RegisterVariable(&r_shadows);
4376 Cvar_RegisterVariable(&r_shadows_darken);
4377 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4378 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4379 Cvar_RegisterVariable(&r_shadows_throwdistance);
4380 Cvar_RegisterVariable(&r_shadows_throwdirection);
4381 Cvar_RegisterVariable(&r_shadows_focus);
4382 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4383 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4384 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4385 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4386 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4387 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4388 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4389 Cvar_RegisterVariable(&r_fog_exp2);
4390 Cvar_RegisterVariable(&r_fog_clear);
4391 Cvar_RegisterVariable(&r_drawfog);
4392 Cvar_RegisterVariable(&r_transparentdepthmasking);
4393 Cvar_RegisterVariable(&r_transparent_sortmindist);
4394 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4395 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4396 Cvar_RegisterVariable(&r_texture_dds_load);
4397 Cvar_RegisterVariable(&r_texture_dds_save);
4398 Cvar_RegisterVariable(&r_textureunits);
4399 Cvar_RegisterVariable(&gl_combine);
4400 Cvar_RegisterVariable(&r_usedepthtextures);
4401 Cvar_RegisterVariable(&r_viewfbo);
4402 Cvar_RegisterVariable(&r_viewscale);
4403 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4404 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4405 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4406 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4407 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4408 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4409 Cvar_RegisterVariable(&r_glsl);
4410 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4411 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4412 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4413 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4414 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4415 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4416 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4417 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4418 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4419 Cvar_RegisterVariable(&r_glsl_postprocess);
4420 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4421 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4422 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4423 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4424 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4425 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4426 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4427 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4428 Cvar_RegisterVariable(&r_celshading);
4429 Cvar_RegisterVariable(&r_celoutlines);
4431 Cvar_RegisterVariable(&r_water);
4432 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4433 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4434 Cvar_RegisterVariable(&r_water_clippingplanebias);
4435 Cvar_RegisterVariable(&r_water_refractdistort);
4436 Cvar_RegisterVariable(&r_water_reflectdistort);
4437 Cvar_RegisterVariable(&r_water_scissormode);
4438 Cvar_RegisterVariable(&r_water_lowquality);
4439 Cvar_RegisterVariable(&r_water_hideplayer);
4440 Cvar_RegisterVariable(&r_water_fbo);
4442 Cvar_RegisterVariable(&r_lerpsprites);
4443 Cvar_RegisterVariable(&r_lerpmodels);
4444 Cvar_RegisterVariable(&r_lerplightstyles);
4445 Cvar_RegisterVariable(&r_waterscroll);
4446 Cvar_RegisterVariable(&r_bloom);
4447 Cvar_RegisterVariable(&r_bloom_colorscale);
4448 Cvar_RegisterVariable(&r_bloom_brighten);
4449 Cvar_RegisterVariable(&r_bloom_blur);
4450 Cvar_RegisterVariable(&r_bloom_resolution);
4451 Cvar_RegisterVariable(&r_bloom_colorexponent);
4452 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4453 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4454 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4455 Cvar_RegisterVariable(&r_hdr_glowintensity);
4456 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4457 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4458 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4459 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4460 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4461 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4462 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4463 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4464 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4465 Cvar_RegisterVariable(&developer_texturelogging);
4466 Cvar_RegisterVariable(&gl_lightmaps);
4467 Cvar_RegisterVariable(&r_test);
4468 Cvar_RegisterVariable(&r_batch_multidraw);
4469 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4470 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4471 Cvar_RegisterVariable(&r_glsl_skeletal);
4472 Cvar_RegisterVariable(&r_glsl_saturation);
4473 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4474 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4475 Cvar_RegisterVariable(&r_framedatasize);
4476 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4477 Cvar_RegisterVariable(&r_buffermegs[i]);
4478 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4479 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4480 Cvar_SetValue("r_fullbrights", 0);
4481 #ifdef DP_MOBILETOUCH
4482 // GLES devices have terrible depth precision in general, so...
4483 Cvar_SetValueQuick(&r_nearclip, 4);
4484 Cvar_SetValueQuick(&r_farclip_base, 4096);
4485 Cvar_SetValueQuick(&r_farclip_world, 0);
4486 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4488 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4491 void Render_Init(void)
4504 R_LightningBeams_Init();
4514 extern char *ENGINE_EXTENSIONS;
4517 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4518 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4519 gl_version = (const char *)qglGetString(GL_VERSION);
4520 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4524 if (!gl_platformextensions)
4525 gl_platformextensions = "";
4527 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4528 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4529 Con_Printf("GL_VERSION: %s\n", gl_version);
4530 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4531 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4533 VID_CheckExtensions();
4535 // LordHavoc: report supported extensions
4537 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4539 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4542 // clear to black (loading plaque will be seen over this)
4543 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4547 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4551 if (r_trippy.integer)
4553 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4555 p = r_refdef.view.frustum + i;
4560 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4564 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4568 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4572 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4576 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4580 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4584 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4588 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4596 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4600 if (r_trippy.integer)
4602 for (i = 0;i < numplanes;i++)
4609 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4613 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4617 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4621 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4625 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4629 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4633 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4637 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4645 //==================================================================================
4647 // LordHavoc: this stores temporary data used within the same frame
4649 typedef struct r_framedata_mem_s
4651 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4652 size_t size; // how much usable space
4653 size_t current; // how much space in use
4654 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4655 size_t wantedsize; // how much space was allocated
4656 unsigned char *data; // start of real data (16byte aligned)
4660 static r_framedata_mem_t *r_framedata_mem;
4662 void R_FrameData_Reset(void)
4664 while (r_framedata_mem)
4666 r_framedata_mem_t *next = r_framedata_mem->purge;
4667 Mem_Free(r_framedata_mem);
4668 r_framedata_mem = next;
4672 static void R_FrameData_Resize(qboolean mustgrow)
4675 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4676 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4677 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4679 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4680 newmem->wantedsize = wantedsize;
4681 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4682 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4683 newmem->current = 0;
4685 newmem->purge = r_framedata_mem;
4686 r_framedata_mem = newmem;
4690 void R_FrameData_NewFrame(void)
4692 R_FrameData_Resize(false);
4693 if (!r_framedata_mem)
4695 // if we ran out of space on the last frame, free the old memory now
4696 while (r_framedata_mem->purge)
4698 // repeatedly remove the second item in the list, leaving only head
4699 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4700 Mem_Free(r_framedata_mem->purge);
4701 r_framedata_mem->purge = next;
4703 // reset the current mem pointer
4704 r_framedata_mem->current = 0;
4705 r_framedata_mem->mark = 0;
4708 void *R_FrameData_Alloc(size_t size)
4713 // align to 16 byte boundary - the data pointer is already aligned, so we
4714 // only need to ensure the size of every allocation is also aligned
4715 size = (size + 15) & ~15;
4717 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4719 // emergency - we ran out of space, allocate more memory
4720 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4721 newvalue = r_framedatasize.value * 2.0f;
4722 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4723 if (sizeof(size_t) >= 8)
4724 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4726 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4727 // this might not be a growing it, but we'll allocate another buffer every time
4728 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4729 R_FrameData_Resize(true);
4732 data = r_framedata_mem->data + r_framedata_mem->current;
4733 r_framedata_mem->current += size;
4735 // count the usage for stats
4736 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4737 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4739 return (void *)data;
4742 void *R_FrameData_Store(size_t size, void *data)
4744 void *d = R_FrameData_Alloc(size);
4746 memcpy(d, data, size);
4750 void R_FrameData_SetMark(void)
4752 if (!r_framedata_mem)
4754 r_framedata_mem->mark = r_framedata_mem->current;
4757 void R_FrameData_ReturnToMark(void)
4759 if (!r_framedata_mem)
4761 r_framedata_mem->current = r_framedata_mem->mark;
4764 //==================================================================================
4766 // avoid reusing the same buffer objects on consecutive frames
4767 #define R_BUFFERDATA_CYCLE 3
4769 typedef struct r_bufferdata_buffer_s
4771 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4772 size_t size; // how much usable space
4773 size_t current; // how much space in use
4774 r_meshbuffer_t *buffer; // the buffer itself
4776 r_bufferdata_buffer_t;
4778 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4779 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4781 /// frees all dynamic buffers
4782 void R_BufferData_Reset(void)
4785 r_bufferdata_buffer_t **p, *mem;
4786 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4788 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4791 p = &r_bufferdata_buffer[cycle][type];
4797 R_Mesh_DestroyMeshBuffer(mem->buffer);
4804 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4805 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4807 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4809 float newvalue = r_buffermegs[type].value;
4811 // increase the cvar if we have to (but only if we already have a mem)
4812 if (mustgrow && mem)
4814 newvalue = bound(0.25f, newvalue, 256.0f);
4815 while (newvalue * 1024*1024 < minsize)
4818 // clamp the cvar to valid range
4819 newvalue = bound(0.25f, newvalue, 256.0f);
4820 if (r_buffermegs[type].value != newvalue)
4821 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4823 // calculate size in bytes
4824 size = (size_t)(newvalue * 1024*1024);
4825 size = bound(131072, size, 256*1024*1024);
4827 // allocate a new buffer if the size is different (purge old one later)
4828 // or if we were told we must grow the buffer
4829 if (!mem || mem->size != size || mustgrow)
4831 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4834 if (type == R_BUFFERDATA_VERTEX)
4835 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4836 else if (type == R_BUFFERDATA_INDEX16)
4837 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4838 else if (type == R_BUFFERDATA_INDEX32)
4839 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4840 else if (type == R_BUFFERDATA_UNIFORM)
4841 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4842 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4843 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4847 void R_BufferData_NewFrame(void)
4850 r_bufferdata_buffer_t **p, *mem;
4851 // cycle to the next frame's buffers
4852 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4853 // if we ran out of space on the last time we used these buffers, free the old memory now
4854 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4856 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4858 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4859 // free all but the head buffer, this is how we recycle obsolete
4860 // buffers after they are no longer in use
4861 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4867 R_Mesh_DestroyMeshBuffer(mem->buffer);
4870 // reset the current offset
4871 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4876 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4878 r_bufferdata_buffer_t *mem;
4882 *returnbufferoffset = 0;
4884 // align size to a byte boundary appropriate for the buffer type, this
4885 // makes all allocations have aligned start offsets
4886 if (type == R_BUFFERDATA_UNIFORM)
4887 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4889 padsize = (datasize + 15) & ~15;
4891 // if we ran out of space in this buffer we must allocate a new one
4892 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4893 R_BufferData_Resize(type, true, padsize);
4895 // if the resize did not give us enough memory, fail
4896 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4897 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4899 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4900 offset = (int)mem->current;
4901 mem->current += padsize;
4903 // upload the data to the buffer at the chosen offset
4905 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4906 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4908 // count the usage for stats
4909 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4910 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4912 // return the buffer offset
4913 *returnbufferoffset = offset;
4918 //==================================================================================
4920 // LordHavoc: animcache originally written by Echon, rewritten since then
4923 * Animation cache prevents re-generating mesh data for an animated model
4924 * multiple times in one frame for lighting, shadowing, reflections, etc.
4927 void R_AnimCache_Free(void)
4931 void R_AnimCache_ClearCache(void)
4934 entity_render_t *ent;
4936 for (i = 0;i < r_refdef.scene.numentities;i++)
4938 ent = r_refdef.scene.entities[i];
4939 ent->animcache_vertex3f = NULL;
4940 ent->animcache_vertex3f_vertexbuffer = NULL;
4941 ent->animcache_vertex3f_bufferoffset = 0;
4942 ent->animcache_normal3f = NULL;
4943 ent->animcache_normal3f_vertexbuffer = NULL;
4944 ent->animcache_normal3f_bufferoffset = 0;
4945 ent->animcache_svector3f = NULL;
4946 ent->animcache_svector3f_vertexbuffer = NULL;
4947 ent->animcache_svector3f_bufferoffset = 0;
4948 ent->animcache_tvector3f = NULL;
4949 ent->animcache_tvector3f_vertexbuffer = NULL;
4950 ent->animcache_tvector3f_bufferoffset = 0;
4951 ent->animcache_vertexmesh = NULL;
4952 ent->animcache_vertexmesh_vertexbuffer = NULL;
4953 ent->animcache_vertexmesh_bufferoffset = 0;
4954 ent->animcache_skeletaltransform3x4 = NULL;
4955 ent->animcache_skeletaltransform3x4buffer = NULL;
4956 ent->animcache_skeletaltransform3x4offset = 0;
4957 ent->animcache_skeletaltransform3x4size = 0;
4961 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4965 // check if we need the meshbuffers
4966 if (!vid.useinterleavedarrays)
4969 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4970 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4971 // TODO: upload vertexbuffer?
4972 if (ent->animcache_vertexmesh)
4974 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4975 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4976 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4977 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4978 for (i = 0;i < numvertices;i++)
4979 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4980 if (ent->animcache_svector3f)
4981 for (i = 0;i < numvertices;i++)
4982 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4983 if (ent->animcache_tvector3f)
4984 for (i = 0;i < numvertices;i++)
4985 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4986 if (ent->animcache_normal3f)
4987 for (i = 0;i < numvertices;i++)
4988 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4992 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4994 dp_model_t *model = ent->model;
4997 // see if this ent is worth caching
4998 if (!model || !model->Draw || !model->AnimateVertices)
5000 // nothing to cache if it contains no animations and has no skeleton
5001 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
5003 // see if it is already cached for gpuskeletal
5004 if (ent->animcache_skeletaltransform3x4)
5006 // see if it is already cached as a mesh
5007 if (ent->animcache_vertex3f)
5009 // check if we need to add normals or tangents
5010 if (ent->animcache_normal3f)
5011 wantnormals = false;
5012 if (ent->animcache_svector3f)
5013 wanttangents = false;
5014 if (!wantnormals && !wanttangents)
5018 // check which kind of cache we need to generate
5019 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
5021 // cache the skeleton so the vertex shader can use it
5022 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
5023 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
5024 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
5025 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
5026 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
5027 // note: this can fail if the buffer is at the grow limit
5028 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
5029 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
5031 else if (ent->animcache_vertex3f)
5033 // mesh was already cached but we may need to add normals/tangents
5034 // (this only happens with multiple views, reflections, cameras, etc)
5035 if (wantnormals || wanttangents)
5037 numvertices = model->surfmesh.num_vertices;
5039 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5042 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5043 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5045 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
5046 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5047 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5048 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5049 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5054 // generate mesh cache
5055 numvertices = model->surfmesh.num_vertices;
5056 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5058 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5061 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5062 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5064 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5065 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5066 if (wantnormals || wanttangents)
5068 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5069 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5070 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5072 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5073 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5074 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5079 void R_AnimCache_CacheVisibleEntities(void)
5082 qboolean wantnormals = true;
5083 qboolean wanttangents = !r_showsurfaces.integer;
5085 switch(vid.renderpath)
5087 case RENDERPATH_GL20:
5088 case RENDERPATH_D3D9:
5089 case RENDERPATH_D3D10:
5090 case RENDERPATH_D3D11:
5091 case RENDERPATH_GLES2:
5093 case RENDERPATH_GL11:
5094 case RENDERPATH_GL13:
5095 case RENDERPATH_GLES1:
5096 wanttangents = false;
5098 case RENDERPATH_SOFT:
5102 if (r_shownormals.integer)
5103 wanttangents = wantnormals = true;
5105 // TODO: thread this
5106 // NOTE: R_PrepareRTLights() also caches entities
5108 for (i = 0;i < r_refdef.scene.numentities;i++)
5109 if (r_refdef.viewcache.entityvisible[i])
5110 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5113 //==================================================================================
5115 extern cvar_t r_overheadsprites_pushback;
5117 static void R_View_UpdateEntityLighting (void)
5120 entity_render_t *ent;
5121 vec3_t tempdiffusenormal, avg;
5122 vec_t f, fa, fd, fdd;
5123 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5125 for (i = 0;i < r_refdef.scene.numentities;i++)
5127 ent = r_refdef.scene.entities[i];
5129 // skip unseen models
5130 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5134 if (ent->model && ent->model == cl.worldmodel)
5136 // TODO: use modellight for r_ambient settings on world?
5137 VectorSet(ent->modellight_ambient, 0, 0, 0);
5138 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5139 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5143 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5145 // aleady updated by CSQC
5146 // TODO: force modellight on BSP models in this case?
5147 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5151 // fetch the lighting from the worldmodel data
5152 VectorClear(ent->modellight_ambient);
5153 VectorClear(ent->modellight_diffuse);
5154 VectorClear(tempdiffusenormal);
5155 if (ent->flags & RENDER_LIGHT)
5158 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5160 // complete lightning for lit sprites
5161 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5162 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5164 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5165 org[2] = org[2] + r_overheadsprites_pushback.value;
5166 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5169 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5171 if(ent->flags & RENDER_EQUALIZE)
5173 // first fix up ambient lighting...
5174 if(r_equalize_entities_minambient.value > 0)
5176 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5179 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5180 if(fa < r_equalize_entities_minambient.value * fd)
5183 // fa'/fd' = minambient
5184 // fa'+0.25*fd' = fa+0.25*fd
5186 // fa' = fd' * minambient
5187 // fd'*(0.25+minambient) = fa+0.25*fd
5189 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5190 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5192 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5193 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
5194 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5195 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5200 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5202 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5203 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5207 // adjust brightness and saturation to target
5208 avg[0] = avg[1] = avg[2] = fa / f;
5209 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5210 avg[0] = avg[1] = avg[2] = fd / f;
5211 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5217 VectorSet(ent->modellight_ambient, 1, 1, 1);
5220 // move the light direction into modelspace coordinates for lighting code
5221 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5222 if(VectorLength2(ent->modellight_lightdir) == 0)
5223 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5224 VectorNormalize(ent->modellight_lightdir);
5228 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5231 vec3_t eyemins, eyemaxs;
5232 vec3_t boxmins, boxmaxs;
5235 dp_model_t *model = r_refdef.scene.worldmodel;
5236 static vec3_t positions[] = {
5237 { 0.5f, 0.5f, 0.5f },
5238 { 0.0f, 0.0f, 0.0f },
5239 { 0.0f, 0.0f, 1.0f },
5240 { 0.0f, 1.0f, 0.0f },
5241 { 0.0f, 1.0f, 1.0f },
5242 { 1.0f, 0.0f, 0.0f },
5243 { 1.0f, 0.0f, 1.0f },
5244 { 1.0f, 1.0f, 0.0f },
5245 { 1.0f, 1.0f, 1.0f },
5248 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5252 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5253 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5256 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5259 // expand the eye box a little
5260 eyemins[0] = eye[0] - eyejitter;
5261 eyemaxs[0] = eye[0] + eyejitter;
5262 eyemins[1] = eye[1] - eyejitter;
5263 eyemaxs[1] = eye[1] + eyejitter;
5264 eyemins[2] = eye[2] - eyejitter;
5265 eyemaxs[2] = eye[2] + eyejitter;
5266 // expand the box a little
5267 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5268 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5269 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5270 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5271 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5272 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5274 // return true if eye overlaps enlarged box
5275 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5278 // try specific positions in the box first - note that these can be cached
5279 if (r_cullentities_trace_entityocclusion.integer)
5281 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5283 VectorCopy(eye, start);
5284 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5285 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5286 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5287 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5288 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5289 // not picky - if the trace ended anywhere in the box we're good
5290 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5294 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5297 // try various random positions
5298 for (i = 0; i < numsamples; i++)
5300 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5301 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5302 if (r_cullentities_trace_entityocclusion.integer)
5304 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5305 // not picky - if the trace ended anywhere in the box we're good
5306 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5309 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5317 static void R_View_UpdateEntityVisible (void)
5322 entity_render_t *ent;
5324 if (r_refdef.envmap || r_fb.water.hideplayer)
5325 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5326 else if (chase_active.integer || r_fb.water.renderingscene)
5327 renderimask = RENDER_VIEWMODEL;
5329 renderimask = RENDER_EXTERIORMODEL;
5330 if (!r_drawviewmodel.integer)
5331 renderimask |= RENDER_VIEWMODEL;
5332 if (!r_drawexteriormodel.integer)
5333 renderimask |= RENDER_EXTERIORMODEL;
5334 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5335 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5337 // worldmodel can check visibility
5338 for (i = 0;i < r_refdef.scene.numentities;i++)
5340 ent = r_refdef.scene.entities[i];
5341 if (!(ent->flags & renderimask))
5342 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)))
5343 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))
5344 r_refdef.viewcache.entityvisible[i] = true;
5349 // no worldmodel or it can't check visibility
5350 for (i = 0;i < r_refdef.scene.numentities;i++)
5352 ent = r_refdef.scene.entities[i];
5353 if (!(ent->flags & renderimask))
5354 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)))
5355 r_refdef.viewcache.entityvisible[i] = true;
5358 if (r_cullentities_trace.integer)
5360 for (i = 0;i < r_refdef.scene.numentities;i++)
5362 if (!r_refdef.viewcache.entityvisible[i])
5364 ent = r_refdef.scene.entities[i];
5365 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5367 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5368 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5369 ent->last_trace_visibility = realtime;
5370 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5371 r_refdef.viewcache.entityvisible[i] = 0;
5377 /// only used if skyrendermasked, and normally returns false
5378 static int R_DrawBrushModelsSky (void)
5381 entity_render_t *ent;
5384 for (i = 0;i < r_refdef.scene.numentities;i++)
5386 if (!r_refdef.viewcache.entityvisible[i])
5388 ent = r_refdef.scene.entities[i];
5389 if (!ent->model || !ent->model->DrawSky)
5391 ent->model->DrawSky(ent);
5397 static void R_DrawNoModel(entity_render_t *ent);
5398 static void R_DrawModels(void)
5401 entity_render_t *ent;
5403 for (i = 0;i < r_refdef.scene.numentities;i++)
5405 if (!r_refdef.viewcache.entityvisible[i])
5407 ent = r_refdef.scene.entities[i];
5408 r_refdef.stats[r_stat_entities]++;
5410 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5413 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5414 Con_Printf("R_DrawModels\n");
5415 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]);
5416 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);
5417 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);
5420 if (ent->model && ent->model->Draw != NULL)
5421 ent->model->Draw(ent);
5427 static void R_DrawModelsDepth(void)
5430 entity_render_t *ent;
5432 for (i = 0;i < r_refdef.scene.numentities;i++)
5434 if (!r_refdef.viewcache.entityvisible[i])
5436 ent = r_refdef.scene.entities[i];
5437 if (ent->model && ent->model->DrawDepth != NULL)
5438 ent->model->DrawDepth(ent);
5442 static void R_DrawModelsDebug(void)
5445 entity_render_t *ent;
5447 for (i = 0;i < r_refdef.scene.numentities;i++)
5449 if (!r_refdef.viewcache.entityvisible[i])
5451 ent = r_refdef.scene.entities[i];
5452 if (ent->model && ent->model->DrawDebug != NULL)
5453 ent->model->DrawDebug(ent);
5457 static void R_DrawModelsAddWaterPlanes(void)
5460 entity_render_t *ent;
5462 for (i = 0;i < r_refdef.scene.numentities;i++)
5464 if (!r_refdef.viewcache.entityvisible[i])
5466 ent = r_refdef.scene.entities[i];
5467 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5468 ent->model->DrawAddWaterPlanes(ent);
5472 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}};
5474 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5476 if (r_hdr_irisadaptation.integer)
5481 vec3_t diffusenormal;
5483 vec_t brightness = 0.0f;
5488 VectorCopy(r_refdef.view.forward, forward);
5489 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5491 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5492 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5493 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5494 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5495 d = DotProduct(forward, diffusenormal);
5496 brightness += VectorLength(ambient);
5498 brightness += d * VectorLength(diffuse);
5500 brightness *= 1.0f / c;
5501 brightness += 0.00001f; // make sure it's never zero
5502 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5503 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5504 current = r_hdr_irisadaptation_value.value;
5506 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5507 else if (current > goal)
5508 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5509 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5510 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5512 else if (r_hdr_irisadaptation_value.value != 1.0f)
5513 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5516 static void R_View_SetFrustum(const int *scissor)
5519 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5520 vec3_t forward, left, up, origin, v;
5524 // flipped x coordinates (because x points left here)
5525 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5526 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5528 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5529 switch(vid.renderpath)
5531 case RENDERPATH_D3D9:
5532 case RENDERPATH_D3D10:
5533 case RENDERPATH_D3D11:
5534 // non-flipped y coordinates
5535 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5536 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5538 case RENDERPATH_SOFT:
5539 case RENDERPATH_GL11:
5540 case RENDERPATH_GL13:
5541 case RENDERPATH_GL20:
5542 case RENDERPATH_GLES1:
5543 case RENDERPATH_GLES2:
5544 // non-flipped y coordinates
5545 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5546 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5551 // we can't trust r_refdef.view.forward and friends in reflected scenes
5552 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5555 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5556 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5557 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5558 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5559 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5560 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5561 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5562 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5563 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5564 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5565 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5566 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5570 zNear = r_refdef.nearclip;
5571 nudge = 1.0 - 1.0 / (1<<23);
5572 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5573 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5574 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5575 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5576 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5577 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5578 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5579 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5585 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5586 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5587 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5588 r_refdef.view.frustum[0].dist = m[15] - m[12];
5590 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5591 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5592 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5593 r_refdef.view.frustum[1].dist = m[15] + m[12];
5595 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5596 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5597 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5598 r_refdef.view.frustum[2].dist = m[15] - m[13];
5600 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5601 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5602 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5603 r_refdef.view.frustum[3].dist = m[15] + m[13];
5605 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5606 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5607 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5608 r_refdef.view.frustum[4].dist = m[15] - m[14];
5610 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5611 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5612 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5613 r_refdef.view.frustum[5].dist = m[15] + m[14];
5616 if (r_refdef.view.useperspective)
5618 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5619 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]);
5620 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]);
5621 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]);
5622 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]);
5624 // then the normals from the corners relative to origin
5625 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5626 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5627 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5628 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5630 // in a NORMAL view, forward cross left == up
5631 // in a REFLECTED view, forward cross left == down
5632 // so our cross products above need to be adjusted for a left handed coordinate system
5633 CrossProduct(forward, left, v);
5634 if(DotProduct(v, up) < 0)
5636 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5637 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5638 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5639 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5642 // Leaving those out was a mistake, those were in the old code, and they
5643 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5644 // I couldn't reproduce it after adding those normalizations. --blub
5645 VectorNormalize(r_refdef.view.frustum[0].normal);
5646 VectorNormalize(r_refdef.view.frustum[1].normal);
5647 VectorNormalize(r_refdef.view.frustum[2].normal);
5648 VectorNormalize(r_refdef.view.frustum[3].normal);
5650 // make the corners absolute
5651 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5652 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5653 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5654 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5657 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5659 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5660 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5661 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5662 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5663 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5667 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5668 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5669 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5670 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5671 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5672 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5673 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5674 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5675 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5676 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5678 r_refdef.view.numfrustumplanes = 5;
5680 if (r_refdef.view.useclipplane)
5682 r_refdef.view.numfrustumplanes = 6;
5683 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5686 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5687 PlaneClassify(r_refdef.view.frustum + i);
5689 // LordHavoc: note to all quake engine coders, Quake had a special case
5690 // for 90 degrees which assumed a square view (wrong), so I removed it,
5691 // Quake2 has it disabled as well.
5693 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5694 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5695 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5696 //PlaneClassify(&frustum[0]);
5698 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5699 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5700 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5701 //PlaneClassify(&frustum[1]);
5703 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5704 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5705 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5706 //PlaneClassify(&frustum[2]);
5708 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5709 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5710 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5711 //PlaneClassify(&frustum[3]);
5714 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5715 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5716 //PlaneClassify(&frustum[4]);
5719 static void R_View_UpdateWithScissor(const int *myscissor)
5721 R_Main_ResizeViewCache();
5722 R_View_SetFrustum(myscissor);
5723 R_View_WorldVisibility(r_refdef.view.useclipplane);
5724 R_View_UpdateEntityVisible();
5725 R_View_UpdateEntityLighting();
5728 static void R_View_Update(void)
5730 R_Main_ResizeViewCache();
5731 R_View_SetFrustum(NULL);
5732 R_View_WorldVisibility(r_refdef.view.useclipplane);
5733 R_View_UpdateEntityVisible();
5734 R_View_UpdateEntityLighting();
5737 float viewscalefpsadjusted = 1.0f;
5739 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5741 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5742 scale = bound(0.03125f, scale, 1.0f);
5743 *outwidth = (int)ceil(width * scale);
5744 *outheight = (int)ceil(height * scale);
5747 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5749 const float *customclipplane = NULL;
5751 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5752 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5754 // LordHavoc: couldn't figure out how to make this approach the
5755 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5756 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5757 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5758 dist = r_refdef.view.clipplane.dist;
5759 plane[0] = r_refdef.view.clipplane.normal[0];
5760 plane[1] = r_refdef.view.clipplane.normal[1];
5761 plane[2] = r_refdef.view.clipplane.normal[2];
5763 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5766 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5767 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5769 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5770 if (!r_refdef.view.useperspective)
5771 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);
5772 else if (vid.stencil && r_useinfinitefarclip.integer)
5773 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);
5775 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);
5776 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5777 R_SetViewport(&r_refdef.view.viewport);
5778 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5780 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5781 float screenplane[4];
5782 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5783 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5784 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5785 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5786 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5790 void R_EntityMatrix(const matrix4x4_t *matrix)
5792 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5794 gl_modelmatrixchanged = false;
5795 gl_modelmatrix = *matrix;
5796 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5797 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5798 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5799 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5801 switch(vid.renderpath)
5803 case RENDERPATH_D3D9:
5805 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5806 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5809 case RENDERPATH_D3D10:
5810 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5812 case RENDERPATH_D3D11:
5813 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5815 case RENDERPATH_GL11:
5816 case RENDERPATH_GL13:
5817 case RENDERPATH_GLES1:
5819 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5822 case RENDERPATH_SOFT:
5823 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5824 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5826 case RENDERPATH_GL20:
5827 case RENDERPATH_GLES2:
5828 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5829 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5835 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5837 r_viewport_t viewport;
5841 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5842 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);
5843 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5844 R_SetViewport(&viewport);
5845 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5846 GL_Color(1, 1, 1, 1);
5847 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5848 GL_BlendFunc(GL_ONE, GL_ZERO);
5849 GL_ScissorTest(false);
5850 GL_DepthMask(false);
5851 GL_DepthRange(0, 1);
5852 GL_DepthTest(false);
5853 GL_DepthFunc(GL_LEQUAL);
5854 R_EntityMatrix(&identitymatrix);
5855 R_Mesh_ResetTextureState();
5856 GL_PolygonOffset(0, 0);
5857 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5858 switch(vid.renderpath)
5860 case RENDERPATH_GL11:
5861 case RENDERPATH_GL13:
5862 case RENDERPATH_GL20:
5863 case RENDERPATH_GLES1:
5864 case RENDERPATH_GLES2:
5865 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5867 case RENDERPATH_D3D9:
5868 case RENDERPATH_D3D10:
5869 case RENDERPATH_D3D11:
5870 case RENDERPATH_SOFT:
5873 GL_CullFace(GL_NONE);
5878 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5882 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5885 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5889 R_SetupView(true, fbo, depthtexture, colortexture);
5890 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5891 GL_Color(1, 1, 1, 1);
5892 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5893 GL_BlendFunc(GL_ONE, GL_ZERO);
5894 GL_ScissorTest(true);
5896 GL_DepthRange(0, 1);
5898 GL_DepthFunc(GL_LEQUAL);
5899 R_EntityMatrix(&identitymatrix);
5900 R_Mesh_ResetTextureState();
5901 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5902 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5903 switch(vid.renderpath)
5905 case RENDERPATH_GL11:
5906 case RENDERPATH_GL13:
5907 case RENDERPATH_GL20:
5908 case RENDERPATH_GLES1:
5909 case RENDERPATH_GLES2:
5910 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5912 case RENDERPATH_D3D9:
5913 case RENDERPATH_D3D10:
5914 case RENDERPATH_D3D11:
5915 case RENDERPATH_SOFT:
5918 GL_CullFace(r_refdef.view.cullface_back);
5923 R_RenderView_UpdateViewVectors
5926 void R_RenderView_UpdateViewVectors(void)
5928 // break apart the view matrix into vectors for various purposes
5929 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5930 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5931 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5932 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5933 // make an inverted copy of the view matrix for tracking sprites
5934 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5937 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5938 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5940 static void R_Water_StartFrame(void)
5943 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5944 r_waterstate_waterplane_t *p;
5945 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;
5947 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5950 switch(vid.renderpath)
5952 case RENDERPATH_GL20:
5953 case RENDERPATH_D3D9:
5954 case RENDERPATH_D3D10:
5955 case RENDERPATH_D3D11:
5956 case RENDERPATH_SOFT:
5957 case RENDERPATH_GLES2:
5959 case RENDERPATH_GL11:
5960 case RENDERPATH_GL13:
5961 case RENDERPATH_GLES1:
5965 // set waterwidth and waterheight to the water resolution that will be
5966 // used (often less than the screen resolution for faster rendering)
5967 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5969 // calculate desired texture sizes
5970 // can't use water if the card does not support the texture size
5971 if (!r_water.integer || r_showsurfaces.integer)
5972 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5973 else if (vid.support.arb_texture_non_power_of_two)
5975 texturewidth = waterwidth;
5976 textureheight = waterheight;
5977 camerawidth = waterwidth;
5978 cameraheight = waterheight;
5982 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5983 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5984 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5985 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5988 // allocate textures as needed
5989 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))
5991 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5992 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5994 if (p->texture_refraction)
5995 R_FreeTexture(p->texture_refraction);
5996 p->texture_refraction = NULL;
5997 if (p->fbo_refraction)
5998 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5999 p->fbo_refraction = 0;
6000 if (p->texture_reflection)
6001 R_FreeTexture(p->texture_reflection);
6002 p->texture_reflection = NULL;
6003 if (p->fbo_reflection)
6004 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
6005 p->fbo_reflection = 0;
6006 if (p->texture_camera)
6007 R_FreeTexture(p->texture_camera);
6008 p->texture_camera = NULL;
6010 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
6013 memset(&r_fb.water, 0, sizeof(r_fb.water));
6014 r_fb.water.texturewidth = texturewidth;
6015 r_fb.water.textureheight = textureheight;
6016 r_fb.water.camerawidth = camerawidth;
6017 r_fb.water.cameraheight = cameraheight;
6020 if (r_fb.water.texturewidth)
6022 int scaledwidth, scaledheight;
6024 r_fb.water.enabled = true;
6026 // water resolution is usually reduced
6027 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6028 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6029 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
6031 // set up variables that will be used in shader setup
6032 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
6033 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
6034 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
6035 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
6038 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
6039 r_fb.water.numwaterplanes = 0;
6042 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
6044 int planeindex, bestplaneindex, vertexindex;
6045 vec3_t mins, maxs, normal, center, v, n;
6046 vec_t planescore, bestplanescore;
6048 r_waterstate_waterplane_t *p;
6049 texture_t *t = R_GetCurrentTexture(surface->texture);
6051 rsurface.texture = t;
6052 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
6053 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
6054 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
6056 // average the vertex normals, find the surface bounds (after deformvertexes)
6057 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
6058 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
6059 VectorCopy(n, normal);
6060 VectorCopy(v, mins);
6061 VectorCopy(v, maxs);
6062 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
6064 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
6065 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
6066 VectorAdd(normal, n, normal);
6067 mins[0] = min(mins[0], v[0]);
6068 mins[1] = min(mins[1], v[1]);
6069 mins[2] = min(mins[2], v[2]);
6070 maxs[0] = max(maxs[0], v[0]);
6071 maxs[1] = max(maxs[1], v[1]);
6072 maxs[2] = max(maxs[2], v[2]);
6074 VectorNormalize(normal);
6075 VectorMAM(0.5f, mins, 0.5f, maxs, center);
6077 VectorCopy(normal, plane.normal);
6078 VectorNormalize(plane.normal);
6079 plane.dist = DotProduct(center, plane.normal);
6080 PlaneClassify(&plane);
6081 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6083 // skip backfaces (except if nocullface is set)
6084 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6086 VectorNegate(plane.normal, plane.normal);
6088 PlaneClassify(&plane);
6092 // find a matching plane if there is one
6093 bestplaneindex = -1;
6094 bestplanescore = 1048576.0f;
6095 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6097 if(p->camera_entity == t->camera_entity)
6099 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6100 if (bestplaneindex < 0 || bestplanescore > planescore)
6102 bestplaneindex = planeindex;
6103 bestplanescore = planescore;
6107 planeindex = bestplaneindex;
6109 // if this surface does not fit any known plane rendered this frame, add one
6110 if (planeindex < 0 || bestplanescore > 0.001f)
6112 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6114 // store the new plane
6115 planeindex = r_fb.water.numwaterplanes++;
6116 p = r_fb.water.waterplanes + planeindex;
6118 // clear materialflags and pvs
6119 p->materialflags = 0;
6120 p->pvsvalid = false;
6121 p->camera_entity = t->camera_entity;
6122 VectorCopy(mins, p->mins);
6123 VectorCopy(maxs, p->maxs);
6127 // We're totally screwed.
6133 // merge mins/maxs when we're adding this surface to the plane
6134 p = r_fb.water.waterplanes + planeindex;
6135 p->mins[0] = min(p->mins[0], mins[0]);
6136 p->mins[1] = min(p->mins[1], mins[1]);
6137 p->mins[2] = min(p->mins[2], mins[2]);
6138 p->maxs[0] = max(p->maxs[0], maxs[0]);
6139 p->maxs[1] = max(p->maxs[1], maxs[1]);
6140 p->maxs[2] = max(p->maxs[2], maxs[2]);
6142 // merge this surface's materialflags into the waterplane
6143 p->materialflags |= t->currentmaterialflags;
6144 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6146 // merge this surface's PVS into the waterplane
6147 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6148 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6150 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6156 extern cvar_t r_drawparticles;
6157 extern cvar_t r_drawdecals;
6159 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6162 r_refdef_view_t originalview;
6163 r_refdef_view_t myview;
6164 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;
6165 r_waterstate_waterplane_t *p;
6167 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;
6170 originalview = r_refdef.view;
6172 // lowquality hack, temporarily shut down some cvars and restore afterwards
6173 qualityreduction = r_water_lowquality.integer;
6174 if (qualityreduction > 0)
6176 if (qualityreduction >= 1)
6178 old_r_shadows = r_shadows.integer;
6179 old_r_worldrtlight = r_shadow_realtime_world.integer;
6180 old_r_dlight = r_shadow_realtime_dlight.integer;
6181 Cvar_SetValueQuick(&r_shadows, 0);
6182 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6183 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6185 if (qualityreduction >= 2)
6187 old_r_dynamic = r_dynamic.integer;
6188 old_r_particles = r_drawparticles.integer;
6189 old_r_decals = r_drawdecals.integer;
6190 Cvar_SetValueQuick(&r_dynamic, 0);
6191 Cvar_SetValueQuick(&r_drawparticles, 0);
6192 Cvar_SetValueQuick(&r_drawdecals, 0);
6196 // make sure enough textures are allocated
6197 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6199 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6201 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6203 if (!p->texture_refraction)
6204 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);
6205 if (!p->texture_refraction)
6209 if (r_fb.water.depthtexture == NULL)
6210 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6211 if (p->fbo_refraction == 0)
6212 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6215 else if (p->materialflags & MATERIALFLAG_CAMERA)
6217 if (!p->texture_camera)
6218 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);
6219 if (!p->texture_camera)
6223 if (r_fb.water.depthtexture == NULL)
6224 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6225 if (p->fbo_camera == 0)
6226 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6230 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6232 if (!p->texture_reflection)
6233 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);
6234 if (!p->texture_reflection)
6238 if (r_fb.water.depthtexture == NULL)
6239 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6240 if (p->fbo_reflection == 0)
6241 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6247 r_refdef.view = originalview;
6248 r_refdef.view.showdebug = false;
6249 r_refdef.view.width = r_fb.water.waterwidth;
6250 r_refdef.view.height = r_fb.water.waterheight;
6251 r_refdef.view.useclipplane = true;
6252 myview = r_refdef.view;
6253 r_fb.water.renderingscene = true;
6254 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6256 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6258 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6260 r_refdef.view = myview;
6261 if(r_water_scissormode.integer)
6263 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6264 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6265 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6268 // render reflected scene and copy into texture
6269 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6270 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6271 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6272 r_refdef.view.clipplane = p->plane;
6273 // reverse the cullface settings for this render
6274 r_refdef.view.cullface_front = GL_FRONT;
6275 r_refdef.view.cullface_back = GL_BACK;
6276 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6278 r_refdef.view.usecustompvs = true;
6280 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6282 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6285 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6286 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6287 R_ClearScreen(r_refdef.fogenabled);
6288 if(r_water_scissormode.integer & 2)
6289 R_View_UpdateWithScissor(myscissor);
6292 R_AnimCache_CacheVisibleEntities();
6293 if(r_water_scissormode.integer & 1)
6294 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6295 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6297 if (!p->fbo_reflection)
6298 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);
6299 r_fb.water.hideplayer = false;
6302 // render the normal view scene and copy into texture
6303 // (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)
6304 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6306 r_refdef.view = myview;
6307 if(r_water_scissormode.integer)
6309 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6310 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6311 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6314 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6316 r_refdef.view.clipplane = p->plane;
6317 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6318 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6320 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6322 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6323 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6324 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6325 R_RenderView_UpdateViewVectors();
6326 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6328 r_refdef.view.usecustompvs = true;
6329 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);
6333 PlaneClassify(&r_refdef.view.clipplane);
6335 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6336 R_ClearScreen(r_refdef.fogenabled);
6337 if(r_water_scissormode.integer & 2)
6338 R_View_UpdateWithScissor(myscissor);
6341 R_AnimCache_CacheVisibleEntities();
6342 if(r_water_scissormode.integer & 1)
6343 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6344 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6346 if (!p->fbo_refraction)
6347 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);
6348 r_fb.water.hideplayer = false;
6350 else if (p->materialflags & MATERIALFLAG_CAMERA)
6352 r_refdef.view = myview;
6354 r_refdef.view.clipplane = p->plane;
6355 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6356 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6358 r_refdef.view.width = r_fb.water.camerawidth;
6359 r_refdef.view.height = r_fb.water.cameraheight;
6360 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6361 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6362 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6363 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6365 if(p->camera_entity)
6367 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6368 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6371 // note: all of the view is used for displaying... so
6372 // there is no use in scissoring
6374 // reverse the cullface settings for this render
6375 r_refdef.view.cullface_front = GL_FRONT;
6376 r_refdef.view.cullface_back = GL_BACK;
6377 // also reverse the view matrix
6378 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
6379 R_RenderView_UpdateViewVectors();
6380 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6382 r_refdef.view.usecustompvs = true;
6383 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);
6386 // camera needs no clipplane
6387 r_refdef.view.useclipplane = false;
6389 PlaneClassify(&r_refdef.view.clipplane);
6391 r_fb.water.hideplayer = false;
6393 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6394 R_ClearScreen(r_refdef.fogenabled);
6396 R_AnimCache_CacheVisibleEntities();
6397 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6400 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);
6401 r_fb.water.hideplayer = false;
6405 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6406 r_fb.water.renderingscene = false;
6407 r_refdef.view = originalview;
6408 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6409 if (!r_fb.water.depthtexture)
6410 R_ClearScreen(r_refdef.fogenabled);
6412 R_AnimCache_CacheVisibleEntities();
6415 r_refdef.view = originalview;
6416 r_fb.water.renderingscene = false;
6417 Cvar_SetValueQuick(&r_water, 0);
6418 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6420 // lowquality hack, restore cvars
6421 if (qualityreduction > 0)
6423 if (qualityreduction >= 1)
6425 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6426 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6427 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6429 if (qualityreduction >= 2)
6431 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6432 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6433 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6438 static void R_Bloom_StartFrame(void)
6441 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6442 int viewwidth, viewheight;
6443 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6444 textype_t textype = TEXTYPE_COLORBUFFER;
6446 switch (vid.renderpath)
6448 case RENDERPATH_GL20:
6449 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6450 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6452 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6453 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6456 case RENDERPATH_GL11:
6457 case RENDERPATH_GL13:
6458 case RENDERPATH_GLES1:
6459 case RENDERPATH_GLES2:
6460 case RENDERPATH_D3D9:
6461 case RENDERPATH_D3D10:
6462 case RENDERPATH_D3D11:
6463 r_fb.usedepthtextures = false;
6465 case RENDERPATH_SOFT:
6466 r_fb.usedepthtextures = true;
6470 if (r_viewscale_fpsscaling.integer)
6472 double actualframetime;
6473 double targetframetime;
6475 actualframetime = r_refdef.lastdrawscreentime;
6476 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6477 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6478 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6479 if (r_viewscale_fpsscaling_stepsize.value > 0)
6480 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6481 viewscalefpsadjusted += adjust;
6482 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6485 viewscalefpsadjusted = 1.0f;
6487 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6489 switch(vid.renderpath)
6491 case RENDERPATH_GL20:
6492 case RENDERPATH_D3D9:
6493 case RENDERPATH_D3D10:
6494 case RENDERPATH_D3D11:
6495 case RENDERPATH_SOFT:
6496 case RENDERPATH_GLES2:
6498 case RENDERPATH_GL11:
6499 case RENDERPATH_GL13:
6500 case RENDERPATH_GLES1:
6504 // set bloomwidth and bloomheight to the bloom resolution that will be
6505 // used (often less than the screen resolution for faster rendering)
6506 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6507 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6508 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6509 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6510 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6512 // calculate desired texture sizes
6513 if (vid.support.arb_texture_non_power_of_two)
6515 screentexturewidth = vid.width;
6516 screentextureheight = vid.height;
6517 bloomtexturewidth = r_fb.bloomwidth;
6518 bloomtextureheight = r_fb.bloomheight;
6522 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6523 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6524 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6525 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6528 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))
6530 Cvar_SetValueQuick(&r_bloom, 0);
6531 Cvar_SetValueQuick(&r_motionblur, 0);
6532 Cvar_SetValueQuick(&r_damageblur, 0);
6535 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6537 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6539 && r_viewscale.value == 1.0f
6540 && !r_viewscale_fpsscaling.integer)
6541 screentexturewidth = screentextureheight = 0;
6542 if (!r_bloom.integer)
6543 bloomtexturewidth = bloomtextureheight = 0;
6545 // allocate textures as needed
6546 if (r_fb.screentexturewidth != screentexturewidth
6547 || r_fb.screentextureheight != screentextureheight
6548 || r_fb.bloomtexturewidth != bloomtexturewidth
6549 || r_fb.bloomtextureheight != bloomtextureheight
6550 || r_fb.textype != textype
6551 || useviewfbo != (r_fb.fbo != 0))
6553 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6555 if (r_fb.bloomtexture[i])
6556 R_FreeTexture(r_fb.bloomtexture[i]);
6557 r_fb.bloomtexture[i] = NULL;
6559 if (r_fb.bloomfbo[i])
6560 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6561 r_fb.bloomfbo[i] = 0;
6565 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6568 if (r_fb.colortexture)
6569 R_FreeTexture(r_fb.colortexture);
6570 r_fb.colortexture = NULL;
6572 if (r_fb.depthtexture)
6573 R_FreeTexture(r_fb.depthtexture);
6574 r_fb.depthtexture = NULL;
6576 if (r_fb.ghosttexture)
6577 R_FreeTexture(r_fb.ghosttexture);
6578 r_fb.ghosttexture = NULL;
6580 r_fb.screentexturewidth = screentexturewidth;
6581 r_fb.screentextureheight = screentextureheight;
6582 r_fb.bloomtexturewidth = bloomtexturewidth;
6583 r_fb.bloomtextureheight = bloomtextureheight;
6584 r_fb.textype = textype;
6586 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6588 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6589 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);
6590 r_fb.ghosttexture_valid = false;
6591 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);
6594 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6595 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6596 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6600 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6602 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6604 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);
6606 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6611 // bloom texture is a different resolution
6612 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6613 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6614 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6615 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6616 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6618 // set up a texcoord array for the full resolution screen image
6619 // (we have to keep this around to copy back during final render)
6620 r_fb.screentexcoord2f[0] = 0;
6621 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6622 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6623 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6624 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6625 r_fb.screentexcoord2f[5] = 0;
6626 r_fb.screentexcoord2f[6] = 0;
6627 r_fb.screentexcoord2f[7] = 0;
6631 for (i = 1;i < 8;i += 2)
6633 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6637 // set up a texcoord array for the reduced resolution bloom image
6638 // (which will be additive blended over the screen image)
6639 r_fb.bloomtexcoord2f[0] = 0;
6640 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6641 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6642 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6643 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6644 r_fb.bloomtexcoord2f[5] = 0;
6645 r_fb.bloomtexcoord2f[6] = 0;
6646 r_fb.bloomtexcoord2f[7] = 0;
6648 switch(vid.renderpath)
6650 case RENDERPATH_GL11:
6651 case RENDERPATH_GL13:
6652 case RENDERPATH_GL20:
6653 case RENDERPATH_SOFT:
6654 case RENDERPATH_GLES1:
6655 case RENDERPATH_GLES2:
6657 case RENDERPATH_D3D9:
6658 case RENDERPATH_D3D10:
6659 case RENDERPATH_D3D11:
6660 for (i = 0;i < 4;i++)
6662 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6663 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6664 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6665 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6670 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6673 r_refdef.view.clear = true;
6676 static void R_Bloom_MakeTexture(void)
6679 float xoffset, yoffset, r, brighten;
6681 float colorscale = r_bloom_colorscale.value;
6683 r_refdef.stats[r_stat_bloom]++;
6686 // this copy is unnecessary since it happens in R_BlendView already
6689 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);
6690 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6694 // scale down screen texture to the bloom texture size
6696 r_fb.bloomindex = 0;
6697 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6698 R_SetViewport(&r_fb.bloomviewport);
6699 GL_CullFace(GL_NONE);
6700 GL_DepthTest(false);
6701 GL_BlendFunc(GL_ONE, GL_ZERO);
6702 GL_Color(colorscale, colorscale, colorscale, 1);
6703 // 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...
6704 switch(vid.renderpath)
6706 case RENDERPATH_GL11:
6707 case RENDERPATH_GL13:
6708 case RENDERPATH_GL20:
6709 case RENDERPATH_GLES1:
6710 case RENDERPATH_GLES2:
6711 case RENDERPATH_SOFT:
6712 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6714 case RENDERPATH_D3D9:
6715 case RENDERPATH_D3D10:
6716 case RENDERPATH_D3D11:
6717 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6720 // TODO: do boxfilter scale-down in shader?
6721 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6722 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6723 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6725 // we now have a properly scaled bloom image
6726 if (!r_fb.bloomfbo[r_fb.bloomindex])
6728 // copy it into the bloom texture
6729 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);
6730 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6733 // multiply bloom image by itself as many times as desired
6734 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6736 intex = r_fb.bloomtexture[r_fb.bloomindex];
6737 r_fb.bloomindex ^= 1;
6738 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6740 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6741 if (!r_fb.bloomfbo[r_fb.bloomindex])
6743 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6744 GL_Color(r,r,r,1); // apply fix factor
6749 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6750 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6751 GL_Color(1,1,1,1); // no fix factor supported here
6753 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6754 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6755 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6756 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6758 if (!r_fb.bloomfbo[r_fb.bloomindex])
6760 // copy the darkened image to a texture
6761 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);
6762 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6766 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6767 brighten = r_bloom_brighten.value;
6768 brighten = sqrt(brighten);
6770 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6772 for (dir = 0;dir < 2;dir++)
6774 intex = r_fb.bloomtexture[r_fb.bloomindex];
6775 r_fb.bloomindex ^= 1;
6776 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6777 // blend on at multiple vertical offsets to achieve a vertical blur
6778 // TODO: do offset blends using GLSL
6779 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6780 GL_BlendFunc(GL_ONE, GL_ZERO);
6781 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6782 for (x = -range;x <= range;x++)
6784 if (!dir){xoffset = 0;yoffset = x;}
6785 else {xoffset = x;yoffset = 0;}
6786 xoffset /= (float)r_fb.bloomtexturewidth;
6787 yoffset /= (float)r_fb.bloomtextureheight;
6788 // compute a texcoord array with the specified x and y offset
6789 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6790 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6791 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6792 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6793 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6794 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6795 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6796 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6797 // this r value looks like a 'dot' particle, fading sharply to
6798 // black at the edges
6799 // (probably not realistic but looks good enough)
6800 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6801 //r = brighten/(range*2+1);
6802 r = brighten / (range * 2 + 1);
6804 r *= (1 - x*x/(float)(range*range));
6805 GL_Color(r, r, r, 1);
6806 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6807 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6808 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6809 GL_BlendFunc(GL_ONE, GL_ONE);
6812 if (!r_fb.bloomfbo[r_fb.bloomindex])
6814 // copy the vertically or horizontally blurred bloom view to a texture
6815 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);
6816 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6821 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6823 unsigned int permutation;
6824 float uservecs[4][4];
6826 R_EntityMatrix(&identitymatrix);
6828 switch (vid.renderpath)
6830 case RENDERPATH_GL20:
6831 case RENDERPATH_D3D9:
6832 case RENDERPATH_D3D10:
6833 case RENDERPATH_D3D11:
6834 case RENDERPATH_SOFT:
6835 case RENDERPATH_GLES2:
6837 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6838 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6839 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6840 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6841 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6843 if (r_fb.colortexture)
6847 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);
6848 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6851 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6853 // declare variables
6854 float blur_factor, blur_mouseaccel, blur_velocity;
6855 static float blur_average;
6856 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6858 // set a goal for the factoring
6859 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6860 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6861 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6862 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6863 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6864 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6866 // from the goal, pick an averaged value between goal and last value
6867 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6868 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6870 // enforce minimum amount of blur
6871 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6873 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6875 // calculate values into a standard alpha
6876 cl.motionbluralpha = 1 - exp(-
6878 (r_motionblur.value * blur_factor / 80)
6880 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6883 max(0.0001, cl.time - cl.oldtime) // fps independent
6886 // randomization for the blur value to combat persistent ghosting
6887 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6888 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6891 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6892 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6894 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6895 GL_Color(1, 1, 1, cl.motionbluralpha);
6896 switch(vid.renderpath)
6898 case RENDERPATH_GL11:
6899 case RENDERPATH_GL13:
6900 case RENDERPATH_GL20:
6901 case RENDERPATH_GLES1:
6902 case RENDERPATH_GLES2:
6903 case RENDERPATH_SOFT:
6904 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6906 case RENDERPATH_D3D9:
6907 case RENDERPATH_D3D10:
6908 case RENDERPATH_D3D11:
6909 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6912 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6913 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6914 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6917 // updates old view angles for next pass
6918 VectorCopy(cl.viewangles, blur_oldangles);
6920 // copy view into the ghost texture
6921 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);
6922 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6923 r_fb.ghosttexture_valid = true;
6928 // no r_fb.colortexture means we're rendering to the real fb
6929 // we may still have to do view tint...
6930 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6932 // apply a color tint to the whole view
6933 R_ResetViewRendering2D(0, NULL, NULL);
6934 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6935 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6936 R_SetupShader_Generic_NoTexture(false, true);
6937 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6938 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6940 break; // no screen processing, no bloom, skip it
6943 if (r_fb.bloomtexture[0])
6945 // make the bloom texture
6946 R_Bloom_MakeTexture();
6949 #if _MSC_VER >= 1400
6950 #define sscanf sscanf_s
6952 memset(uservecs, 0, sizeof(uservecs));
6953 if (r_glsl_postprocess_uservec1_enable.integer)
6954 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6955 if (r_glsl_postprocess_uservec2_enable.integer)
6956 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6957 if (r_glsl_postprocess_uservec3_enable.integer)
6958 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6959 if (r_glsl_postprocess_uservec4_enable.integer)
6960 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6962 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6963 GL_Color(1, 1, 1, 1);
6964 GL_BlendFunc(GL_ONE, GL_ZERO);
6966 switch(vid.renderpath)
6968 case RENDERPATH_GL20:
6969 case RENDERPATH_GLES2:
6970 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6971 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6972 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6973 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6974 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6975 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]);
6976 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6977 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]);
6978 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]);
6979 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]);
6980 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]);
6981 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6982 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6983 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);
6985 case RENDERPATH_D3D9:
6987 // 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...
6988 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6989 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6990 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6991 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6992 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6993 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6994 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6995 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6996 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6997 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6998 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6999 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
7000 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
7001 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
7004 case RENDERPATH_D3D10:
7005 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7007 case RENDERPATH_D3D11:
7008 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7010 case RENDERPATH_SOFT:
7011 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
7012 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
7013 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
7014 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
7015 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7016 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7017 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
7018 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
7019 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
7020 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
7021 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
7022 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
7023 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7024 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
7029 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7030 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
7032 case RENDERPATH_GL11:
7033 case RENDERPATH_GL13:
7034 case RENDERPATH_GLES1:
7035 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7037 // apply a color tint to the whole view
7038 R_ResetViewRendering2D(0, NULL, NULL);
7039 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7040 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
7041 R_SetupShader_Generic_NoTexture(false, true);
7042 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7043 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7049 matrix4x4_t r_waterscrollmatrix;
7051 void R_UpdateFog(void)
7054 if (gamemode == GAME_NEHAHRA)
7056 if (gl_fogenable.integer)
7058 r_refdef.oldgl_fogenable = true;
7059 r_refdef.fog_density = gl_fogdensity.value;
7060 r_refdef.fog_red = gl_fogred.value;
7061 r_refdef.fog_green = gl_foggreen.value;
7062 r_refdef.fog_blue = gl_fogblue.value;
7063 r_refdef.fog_alpha = 1;
7064 r_refdef.fog_start = 0;
7065 r_refdef.fog_end = gl_skyclip.value;
7066 r_refdef.fog_height = 1<<30;
7067 r_refdef.fog_fadedepth = 128;
7069 else if (r_refdef.oldgl_fogenable)
7071 r_refdef.oldgl_fogenable = false;
7072 r_refdef.fog_density = 0;
7073 r_refdef.fog_red = 0;
7074 r_refdef.fog_green = 0;
7075 r_refdef.fog_blue = 0;
7076 r_refdef.fog_alpha = 0;
7077 r_refdef.fog_start = 0;
7078 r_refdef.fog_end = 0;
7079 r_refdef.fog_height = 1<<30;
7080 r_refdef.fog_fadedepth = 128;
7085 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7086 r_refdef.fog_start = max(0, r_refdef.fog_start);
7087 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7089 if (r_refdef.fog_density && r_drawfog.integer)
7091 r_refdef.fogenabled = true;
7092 // this is the point where the fog reaches 0.9986 alpha, which we
7093 // consider a good enough cutoff point for the texture
7094 // (0.9986 * 256 == 255.6)
7095 if (r_fog_exp2.integer)
7096 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7098 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7099 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7100 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7101 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7102 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7103 R_BuildFogHeightTexture();
7104 // fog color was already set
7105 // update the fog texture
7106 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)
7107 R_BuildFogTexture();
7108 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7109 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7112 r_refdef.fogenabled = false;
7115 if (r_refdef.fog_density)
7117 r_refdef.fogcolor[0] = r_refdef.fog_red;
7118 r_refdef.fogcolor[1] = r_refdef.fog_green;
7119 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7121 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7122 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7123 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7124 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7128 VectorCopy(r_refdef.fogcolor, fogvec);
7129 // color.rgb *= ContrastBoost * SceneBrightness;
7130 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7131 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7132 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7133 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7138 void R_UpdateVariables(void)
7142 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7144 r_refdef.farclip = r_farclip_base.value;
7145 if (r_refdef.scene.worldmodel)
7146 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7147 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7149 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7150 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7151 r_refdef.polygonfactor = 0;
7152 r_refdef.polygonoffset = 0;
7153 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7154 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7156 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7157 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7158 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7159 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7160 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7161 if (FAKELIGHT_ENABLED)
7163 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7165 else if (r_refdef.scene.worldmodel)
7167 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7169 if (r_showsurfaces.integer)
7171 r_refdef.scene.rtworld = false;
7172 r_refdef.scene.rtworldshadows = false;
7173 r_refdef.scene.rtdlight = false;
7174 r_refdef.scene.rtdlightshadows = false;
7175 r_refdef.lightmapintensity = 0;
7178 r_gpuskeletal = false;
7179 switch(vid.renderpath)
7181 case RENDERPATH_GL20:
7182 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7183 case RENDERPATH_D3D9:
7184 case RENDERPATH_D3D10:
7185 case RENDERPATH_D3D11:
7186 case RENDERPATH_SOFT:
7187 case RENDERPATH_GLES2:
7188 if(v_glslgamma.integer && !vid_gammatables_trivial)
7190 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7192 // build GLSL gamma texture
7193 #define RAMPWIDTH 256
7194 unsigned short ramp[RAMPWIDTH * 3];
7195 unsigned char rampbgr[RAMPWIDTH][4];
7198 r_texture_gammaramps_serial = vid_gammatables_serial;
7200 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7201 for(i = 0; i < RAMPWIDTH; ++i)
7203 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7204 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7205 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7208 if (r_texture_gammaramps)
7210 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7214 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7220 // remove GLSL gamma texture
7223 case RENDERPATH_GL11:
7224 case RENDERPATH_GL13:
7225 case RENDERPATH_GLES1:
7230 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7231 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7237 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7238 if( scenetype != r_currentscenetype ) {
7239 // store the old scenetype
7240 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7241 r_currentscenetype = scenetype;
7242 // move in the new scene
7243 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7252 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7254 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7255 if( scenetype == r_currentscenetype ) {
7256 return &r_refdef.scene;
7258 return &r_scenes_store[ scenetype ];
7262 static int R_SortEntities_Compare(const void *ap, const void *bp)
7264 const entity_render_t *a = *(const entity_render_t **)ap;
7265 const entity_render_t *b = *(const entity_render_t **)bp;
7268 if(a->model < b->model)
7270 if(a->model > b->model)
7274 // TODO possibly calculate the REAL skinnum here first using
7276 if(a->skinnum < b->skinnum)
7278 if(a->skinnum > b->skinnum)
7281 // everything we compared is equal
7284 static void R_SortEntities(void)
7286 // below or equal 2 ents, sorting never gains anything
7287 if(r_refdef.scene.numentities <= 2)
7290 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7298 int dpsoftrast_test;
7299 extern cvar_t r_shadow_bouncegrid;
7300 void R_RenderView(void)
7302 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7304 rtexture_t *depthtexture;
7305 rtexture_t *colortexture;
7307 dpsoftrast_test = r_test.integer;
7309 if (r_timereport_active)
7310 R_TimeReport("start");
7311 r_textureframe++; // used only by R_GetCurrentTexture
7312 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7314 if(R_CompileShader_CheckStaticParms())
7317 if (!r_drawentities.integer)
7318 r_refdef.scene.numentities = 0;
7319 else if (r_sortentities.integer)
7322 R_AnimCache_ClearCache();
7324 /* adjust for stereo display */
7325 if(R_Stereo_Active())
7327 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);
7328 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7331 if (r_refdef.view.isoverlay)
7333 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7334 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7335 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7336 R_TimeReport("depthclear");
7338 r_refdef.view.showdebug = false;
7340 r_fb.water.enabled = false;
7341 r_fb.water.numwaterplanes = 0;
7343 R_RenderScene(0, NULL, NULL);
7345 r_refdef.view.matrix = originalmatrix;
7351 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7353 r_refdef.view.matrix = originalmatrix;
7357 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7359 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7360 // in sRGB fallback, behave similar to true sRGB: convert this
7361 // value from linear to sRGB
7362 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7364 R_RenderView_UpdateViewVectors();
7366 R_Shadow_UpdateWorldLightSelection();
7368 R_Bloom_StartFrame();
7370 // apply bloom brightness offset
7371 if(r_fb.bloomtexture[0])
7372 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7374 R_Water_StartFrame();
7376 // now we probably have an fbo to render into
7378 depthtexture = r_fb.depthtexture;
7379 colortexture = r_fb.colortexture;
7382 if (r_timereport_active)
7383 R_TimeReport("viewsetup");
7385 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7387 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7389 R_ClearScreen(r_refdef.fogenabled);
7390 if (r_timereport_active)
7391 R_TimeReport("viewclear");
7393 r_refdef.view.clear = true;
7395 r_refdef.view.showdebug = true;
7398 if (r_timereport_active)
7399 R_TimeReport("visibility");
7401 R_AnimCache_CacheVisibleEntities();
7402 if (r_timereport_active)
7403 R_TimeReport("animcache");
7405 R_Shadow_UpdateBounceGridTexture();
7406 if (r_timereport_active && r_shadow_bouncegrid.integer)
7407 R_TimeReport("bouncegrid");
7409 r_fb.water.numwaterplanes = 0;
7410 if (r_fb.water.enabled)
7411 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7413 R_RenderScene(fbo, depthtexture, colortexture);
7414 r_fb.water.numwaterplanes = 0;
7416 R_BlendView(fbo, depthtexture, colortexture);
7417 if (r_timereport_active)
7418 R_TimeReport("blendview");
7420 GL_Scissor(0, 0, vid.width, vid.height);
7421 GL_ScissorTest(false);
7423 r_refdef.view.matrix = originalmatrix;
7428 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7430 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7432 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7433 if (r_timereport_active)
7434 R_TimeReport("waterworld");
7437 // don't let sound skip if going slow
7438 if (r_refdef.scene.extraupdate)
7441 R_DrawModelsAddWaterPlanes();
7442 if (r_timereport_active)
7443 R_TimeReport("watermodels");
7445 if (r_fb.water.numwaterplanes)
7447 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7448 if (r_timereport_active)
7449 R_TimeReport("waterscenes");
7453 extern cvar_t cl_locs_show;
7454 static void R_DrawLocs(void);
7455 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
7456 static void R_DrawModelDecals(void);
7457 extern cvar_t cl_decals_newsystem;
7458 extern qboolean r_shadow_usingdeferredprepass;
7459 extern int r_shadow_shadowmapatlas_modelshadows_size;
7460 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7462 qboolean shadowmapping = false;
7464 if (r_timereport_active)
7465 R_TimeReport("beginscene");
7467 r_refdef.stats[r_stat_renders]++;
7471 // don't let sound skip if going slow
7472 if (r_refdef.scene.extraupdate)
7475 R_MeshQueue_BeginScene();
7479 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);
7481 if (r_timereport_active)
7482 R_TimeReport("skystartframe");
7484 if (cl.csqc_vidvars.drawworld)
7486 // don't let sound skip if going slow
7487 if (r_refdef.scene.extraupdate)
7490 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7492 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7493 if (r_timereport_active)
7494 R_TimeReport("worldsky");
7497 if (R_DrawBrushModelsSky() && r_timereport_active)
7498 R_TimeReport("bmodelsky");
7500 if (skyrendermasked && skyrenderlater)
7502 // we have to force off the water clipping plane while rendering sky
7503 R_SetupView(false, fbo, depthtexture, colortexture);
7505 R_SetupView(true, fbo, depthtexture, colortexture);
7506 if (r_timereport_active)
7507 R_TimeReport("sky");
7511 R_Shadow_PrepareModelShadows();
7512 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7513 if (r_timereport_active)
7514 R_TimeReport("preparelights");
7516 // render all the shadowmaps that will be used for this view
7517 shadowmapping = R_Shadow_ShadowMappingEnabled();
7518 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7520 R_Shadow_DrawShadowMaps();
7521 if (r_timereport_active)
7522 R_TimeReport("shadowmaps");
7525 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7526 if (r_shadow_usingdeferredprepass)
7527 R_Shadow_DrawPrepass();
7529 // now we begin the forward pass of the view render
7530 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7532 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7533 if (r_timereport_active)
7534 R_TimeReport("worlddepth");
7536 if (r_depthfirst.integer >= 2)
7538 R_DrawModelsDepth();
7539 if (r_timereport_active)
7540 R_TimeReport("modeldepth");
7543 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7545 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7546 if (r_timereport_active)
7547 R_TimeReport("world");
7550 // don't let sound skip if going slow
7551 if (r_refdef.scene.extraupdate)
7555 if (r_timereport_active)
7556 R_TimeReport("models");
7558 // don't let sound skip if going slow
7559 if (r_refdef.scene.extraupdate)
7562 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7564 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7565 R_Shadow_DrawModelShadows();
7566 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7567 // don't let sound skip if going slow
7568 if (r_refdef.scene.extraupdate)
7572 if (!r_shadow_usingdeferredprepass)
7574 R_Shadow_DrawLights();
7575 if (r_timereport_active)
7576 R_TimeReport("rtlights");
7579 // don't let sound skip if going slow
7580 if (r_refdef.scene.extraupdate)
7583 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7585 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7586 R_Shadow_DrawModelShadows();
7587 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7588 // don't let sound skip if going slow
7589 if (r_refdef.scene.extraupdate)
7593 if (cl.csqc_vidvars.drawworld)
7595 if (cl_decals_newsystem.integer)
7597 R_DrawModelDecals();
7598 if (r_timereport_active)
7599 R_TimeReport("modeldecals");
7604 if (r_timereport_active)
7605 R_TimeReport("decals");
7609 if (r_timereport_active)
7610 R_TimeReport("particles");
7613 if (r_timereport_active)
7614 R_TimeReport("explosions");
7616 R_DrawLightningBeams();
7617 if (r_timereport_active)
7618 R_TimeReport("lightning");
7622 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7624 if (r_refdef.view.showdebug)
7626 if (cl_locs_show.integer)
7629 if (r_timereport_active)
7630 R_TimeReport("showlocs");
7633 if (r_drawportals.integer)
7636 if (r_timereport_active)
7637 R_TimeReport("portals");
7640 if (r_showbboxes_client.value > 0)
7642 R_DrawEntityBBoxes(CLVM_prog);
7643 if (r_timereport_active)
7644 R_TimeReport("clbboxes");
7646 if (r_showbboxes.value > 0)
7648 R_DrawEntityBBoxes(SVVM_prog);
7649 if (r_timereport_active)
7650 R_TimeReport("svbboxes");
7654 if (r_transparent.integer)
7656 R_MeshQueue_RenderTransparent();
7657 if (r_timereport_active)
7658 R_TimeReport("drawtrans");
7661 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))
7663 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7664 if (r_timereport_active)
7665 R_TimeReport("worlddebug");
7666 R_DrawModelsDebug();
7667 if (r_timereport_active)
7668 R_TimeReport("modeldebug");
7671 if (cl.csqc_vidvars.drawworld)
7673 R_Shadow_DrawCoronas();
7674 if (r_timereport_active)
7675 R_TimeReport("coronas");
7680 GL_DepthTest(false);
7681 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7682 GL_Color(1, 1, 1, 1);
7683 qglBegin(GL_POLYGON);
7684 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7685 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7686 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7687 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7689 qglBegin(GL_POLYGON);
7690 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]);
7691 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]);
7692 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]);
7693 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]);
7695 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7699 // don't let sound skip if going slow
7700 if (r_refdef.scene.extraupdate)
7704 static const unsigned short bboxelements[36] =
7714 #define BBOXEDGES 13
7715 static const float bboxedges[BBOXEDGES][6] =
7718 { 0, 0, 0, 1, 1, 1 },
7720 { 0, 0, 0, 0, 1, 0 },
7721 { 0, 0, 0, 1, 0, 0 },
7722 { 0, 1, 0, 1, 1, 0 },
7723 { 1, 0, 0, 1, 1, 0 },
7725 { 0, 0, 1, 0, 1, 1 },
7726 { 0, 0, 1, 1, 0, 1 },
7727 { 0, 1, 1, 1, 1, 1 },
7728 { 1, 0, 1, 1, 1, 1 },
7730 { 0, 0, 0, 0, 0, 1 },
7731 { 1, 0, 0, 1, 0, 1 },
7732 { 0, 1, 0, 0, 1, 1 },
7733 { 1, 1, 0, 1, 1, 1 },
7736 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7738 int numvertices = BBOXEDGES * 8;
7739 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
7740 int numtriangles = BBOXEDGES * 12;
7741 unsigned short elements[BBOXEDGES * 36];
7743 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
7745 RSurf_ActiveWorldEntity();
7747 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7748 GL_DepthMask(false);
7749 GL_DepthRange(0, 1);
7750 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7752 for (edge = 0; edge < BBOXEDGES; edge++)
7754 for (i = 0; i < 3; i++)
7756 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
7757 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
7759 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
7760 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
7761 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
7762 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
7763 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
7764 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
7765 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
7766 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
7767 for (i = 0; i < 36; i++)
7768 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
7770 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
7771 if (r_refdef.fogenabled)
7773 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
7775 f1 = RSurf_FogVertex(v);
7777 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7778 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7779 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7782 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
7783 R_Mesh_ResetTextureState();
7784 R_SetupShader_Generic_NoTexture(false, false);
7785 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
7788 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7790 // hacky overloading of the parameters
7791 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
7794 prvm_edict_t *edict;
7796 GL_CullFace(GL_NONE);
7797 R_SetupShader_Generic_NoTexture(false, false);
7799 for (i = 0;i < numsurfaces;i++)
7801 edict = PRVM_EDICT_NUM(surfacelist[i]);
7802 switch ((int)PRVM_serveredictfloat(edict, solid))
7804 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7805 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7806 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7807 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7808 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7809 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7810 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7812 if (prog == CLVM_prog)
7813 color[3] *= r_showbboxes_client.value;
7815 color[3] *= r_showbboxes.value;
7816 color[3] = bound(0, color[3], 1);
7817 GL_DepthTest(!r_showdisabledepthtest.integer);
7818 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7822 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
7825 prvm_edict_t *edict;
7831 for (i = 0; i < prog->num_edicts; i++)
7833 edict = PRVM_EDICT_NUM(i);
7834 if (edict->priv.server->free)
7836 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7837 if (PRVM_serveredictedict(edict, tag_entity) != 0)
7839 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7841 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7842 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
7846 static const int nomodelelement3i[24] =
7858 static const unsigned short nomodelelement3s[24] =
7870 static const float nomodelvertex3f[6*3] =
7880 static const float nomodelcolor4f[6*4] =
7882 0.0f, 0.0f, 0.5f, 1.0f,
7883 0.0f, 0.0f, 0.5f, 1.0f,
7884 0.0f, 0.5f, 0.0f, 1.0f,
7885 0.0f, 0.5f, 0.0f, 1.0f,
7886 0.5f, 0.0f, 0.0f, 1.0f,
7887 0.5f, 0.0f, 0.0f, 1.0f
7890 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7896 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);
7898 // this is only called once per entity so numsurfaces is always 1, and
7899 // surfacelist is always {0}, so this code does not handle batches
7901 if (rsurface.ent_flags & RENDER_ADDITIVE)
7903 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7904 GL_DepthMask(false);
7906 else if (rsurface.colormod[3] < 1)
7908 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7909 GL_DepthMask(false);
7913 GL_BlendFunc(GL_ONE, GL_ZERO);
7916 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7917 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7918 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7919 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7920 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7921 for (i = 0, c = color4f;i < 6;i++, c += 4)
7923 c[0] *= rsurface.colormod[0];
7924 c[1] *= rsurface.colormod[1];
7925 c[2] *= rsurface.colormod[2];
7926 c[3] *= rsurface.colormod[3];
7928 if (r_refdef.fogenabled)
7930 for (i = 0, c = color4f;i < 6;i++, c += 4)
7932 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7934 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7935 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7936 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7939 // R_Mesh_ResetTextureState();
7940 R_SetupShader_Generic_NoTexture(false, false);
7941 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7942 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7945 void R_DrawNoModel(entity_render_t *ent)
7948 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7949 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7950 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7952 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7955 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7957 vec3_t right1, right2, diff, normal;
7959 VectorSubtract (org2, org1, normal);
7961 // calculate 'right' vector for start
7962 VectorSubtract (r_refdef.view.origin, org1, diff);
7963 CrossProduct (normal, diff, right1);
7964 VectorNormalize (right1);
7966 // calculate 'right' vector for end
7967 VectorSubtract (r_refdef.view.origin, org2, diff);
7968 CrossProduct (normal, diff, right2);
7969 VectorNormalize (right2);
7971 vert[ 0] = org1[0] + width * right1[0];
7972 vert[ 1] = org1[1] + width * right1[1];
7973 vert[ 2] = org1[2] + width * right1[2];
7974 vert[ 3] = org1[0] - width * right1[0];
7975 vert[ 4] = org1[1] - width * right1[1];
7976 vert[ 5] = org1[2] - width * right1[2];
7977 vert[ 6] = org2[0] - width * right2[0];
7978 vert[ 7] = org2[1] - width * right2[1];
7979 vert[ 8] = org2[2] - width * right2[2];
7980 vert[ 9] = org2[0] + width * right2[0];
7981 vert[10] = org2[1] + width * right2[1];
7982 vert[11] = org2[2] + width * right2[2];
7985 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)
7987 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7988 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7989 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7990 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7991 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7992 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7993 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7994 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7995 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7996 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7997 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7998 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
8001 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
8006 VectorSet(v, x, y, z);
8007 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
8008 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
8010 if (i == mesh->numvertices)
8012 if (mesh->numvertices < mesh->maxvertices)
8014 VectorCopy(v, vertex3f);
8015 mesh->numvertices++;
8017 return mesh->numvertices;
8023 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
8027 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8028 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
8029 e = mesh->element3i + mesh->numtriangles * 3;
8030 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
8032 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
8033 if (mesh->numtriangles < mesh->maxtriangles)
8038 mesh->numtriangles++;
8040 element[1] = element[2];
8044 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8048 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8049 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8050 e = mesh->element3i + mesh->numtriangles * 3;
8051 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8053 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8054 if (mesh->numtriangles < mesh->maxtriangles)
8059 mesh->numtriangles++;
8061 element[1] = element[2];
8065 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8066 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8068 int planenum, planenum2;
8071 mplane_t *plane, *plane2;
8073 double temppoints[2][256*3];
8074 // figure out how large a bounding box we need to properly compute this brush
8076 for (w = 0;w < numplanes;w++)
8077 maxdist = max(maxdist, fabs(planes[w].dist));
8078 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8079 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8080 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8084 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8085 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8087 if (planenum2 == planenum)
8089 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);
8092 if (tempnumpoints < 3)
8094 // generate elements forming a triangle fan for this polygon
8095 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8099 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)
8101 texturelayer_t *layer;
8102 layer = t->currentlayers + t->currentnumlayers++;
8104 layer->depthmask = depthmask;
8105 layer->blendfunc1 = blendfunc1;
8106 layer->blendfunc2 = blendfunc2;
8107 layer->texture = texture;
8108 layer->texmatrix = *matrix;
8109 layer->color[0] = r;
8110 layer->color[1] = g;
8111 layer->color[2] = b;
8112 layer->color[3] = a;
8115 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
8117 if(parms[0] == 0 && parms[1] == 0)
8119 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8120 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
8125 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8128 index = parms[2] + rsurface.shadertime * parms[3];
8129 index -= floor(index);
8130 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8133 case Q3WAVEFUNC_NONE:
8134 case Q3WAVEFUNC_NOISE:
8135 case Q3WAVEFUNC_COUNT:
8138 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8139 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8140 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8141 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8142 case Q3WAVEFUNC_TRIANGLE:
8144 f = index - floor(index);
8157 f = parms[0] + parms[1] * f;
8158 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8159 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8163 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8170 matrix4x4_t matrix, temp;
8171 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8172 // it's better to have one huge fixup every 9 hours than gradual
8173 // degradation over time which looks consistently bad after many hours.
8175 // tcmod scroll in particular suffers from this degradation which can't be
8176 // effectively worked around even with floor() tricks because we don't
8177 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8178 // a workaround involving floor() would be incorrect anyway...
8179 shadertime = rsurface.shadertime;
8180 if (shadertime >= 32768.0f)
8181 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8182 switch(tcmod->tcmod)
8186 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8187 matrix = r_waterscrollmatrix;
8189 matrix = identitymatrix;
8191 case Q3TCMOD_ENTITYTRANSLATE:
8192 // this is used in Q3 to allow the gamecode to control texcoord
8193 // scrolling on the entity, which is not supported in darkplaces yet.
8194 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8196 case Q3TCMOD_ROTATE:
8197 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8198 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8199 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8202 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8204 case Q3TCMOD_SCROLL:
8205 // this particular tcmod is a "bug for bug" compatible one with regards to
8206 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8207 // specifically did the wrapping and so we must mimic that...
8208 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8209 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8210 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8212 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8213 w = (int) tcmod->parms[0];
8214 h = (int) tcmod->parms[1];
8215 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8217 idx = (int) floor(f * w * h);
8218 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8220 case Q3TCMOD_STRETCH:
8221 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8222 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8224 case Q3TCMOD_TRANSFORM:
8225 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8226 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8227 VectorSet(tcmat + 6, 0 , 0 , 1);
8228 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8229 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8231 case Q3TCMOD_TURBULENT:
8232 // this is handled in the RSurf_PrepareVertices function
8233 matrix = identitymatrix;
8237 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8240 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8242 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8243 char name[MAX_QPATH];
8244 skinframe_t *skinframe;
8245 unsigned char pixels[296*194];
8246 strlcpy(cache->name, skinname, sizeof(cache->name));
8247 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8248 if (developer_loading.integer)
8249 Con_Printf("loading %s\n", name);
8250 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8251 if (!skinframe || !skinframe->base)
8254 fs_offset_t filesize;
8256 f = FS_LoadFile(name, tempmempool, true, &filesize);
8259 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8260 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8264 cache->skinframe = skinframe;
8267 texture_t *R_GetCurrentTexture(texture_t *t)
8270 const entity_render_t *ent = rsurface.entity;
8271 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8272 q3shaderinfo_layer_tcmod_t *tcmod;
8274 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8275 return t->currentframe;
8276 t->update_lastrenderframe = r_textureframe;
8277 t->update_lastrenderentity = (void *)ent;
8279 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8280 t->camera_entity = ent->entitynumber;
8282 t->camera_entity = 0;
8284 // switch to an alternate material if this is a q1bsp animated material
8286 texture_t *texture = t;
8287 int s = rsurface.ent_skinnum;
8288 if ((unsigned int)s >= (unsigned int)model->numskins)
8290 if (model->skinscenes)
8292 if (model->skinscenes[s].framecount > 1)
8293 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8295 s = model->skinscenes[s].firstframe;
8298 t = t + s * model->num_surfaces;
8301 // use an alternate animation if the entity's frame is not 0,
8302 // and only if the texture has an alternate animation
8303 if (t->animated == 2) // q2bsp
8304 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8305 else if (rsurface.ent_alttextures && t->anim_total[1])
8306 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8308 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8310 texture->currentframe = t;
8313 // update currentskinframe to be a qw skin or animation frame
8314 if (rsurface.ent_qwskin >= 0)
8316 i = rsurface.ent_qwskin;
8317 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8319 r_qwskincache_size = cl.maxclients;
8321 Mem_Free(r_qwskincache);
8322 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8324 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8325 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8326 t->currentskinframe = r_qwskincache[i].skinframe;
8327 if (t->materialshaderpass && t->currentskinframe == NULL)
8328 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8330 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8331 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8332 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8333 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8335 t->currentmaterialflags = t->basematerialflags;
8336 t->currentalpha = rsurface.colormod[3] * t->basealpha;
8337 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8338 t->currentalpha *= r_wateralpha.value;
8339 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8340 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8341 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8342 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8343 if (!(rsurface.ent_flags & RENDER_LIGHT))
8344 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8345 else if (FAKELIGHT_ENABLED)
8347 // no modellight if using fakelight for the map
8349 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8351 // pick a model lighting mode
8352 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8353 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8355 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8357 if (rsurface.ent_flags & RENDER_ADDITIVE)
8358 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8359 else if (t->currentalpha < 1)
8360 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8361 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8362 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8363 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8364 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8365 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8366 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8367 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8368 if (t->backgroundshaderpass)
8369 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8370 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8372 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8373 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8376 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8377 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8379 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8380 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8382 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8383 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8385 // there is no tcmod
8386 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8388 t->currenttexmatrix = r_waterscrollmatrix;
8389 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8391 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8393 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8394 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8397 if (t->materialshaderpass)
8398 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8399 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8401 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8402 if (t->currentskinframe->qpixels)
8403 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8404 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8405 if (!t->basetexture)
8406 t->basetexture = r_texture_notexture;
8407 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8408 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8409 t->nmaptexture = t->currentskinframe->nmap;
8410 if (!t->nmaptexture)
8411 t->nmaptexture = r_texture_blanknormalmap;
8412 t->glosstexture = r_texture_black;
8413 t->glowtexture = t->currentskinframe->glow;
8414 t->fogtexture = t->currentskinframe->fog;
8415 t->reflectmasktexture = t->currentskinframe->reflect;
8416 if (t->backgroundshaderpass)
8418 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8419 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8420 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8421 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8422 t->backgroundglosstexture = r_texture_black;
8423 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8424 if (!t->backgroundnmaptexture)
8425 t->backgroundnmaptexture = r_texture_blanknormalmap;
8426 // make sure that if glow is going to be used, both textures are not NULL
8427 if (!t->backgroundglowtexture && t->glowtexture)
8428 t->backgroundglowtexture = r_texture_black;
8429 if (!t->glowtexture && t->backgroundglowtexture)
8430 t->glowtexture = r_texture_black;
8434 t->backgroundbasetexture = r_texture_white;
8435 t->backgroundnmaptexture = r_texture_blanknormalmap;
8436 t->backgroundglosstexture = r_texture_black;
8437 t->backgroundglowtexture = NULL;
8439 t->specularpower = r_shadow_glossexponent.value;
8440 // TODO: store reference values for these in the texture?
8441 t->specularscale = 0;
8442 if (r_shadow_gloss.integer > 0)
8444 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8446 if (r_shadow_glossintensity.value > 0)
8448 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8449 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8450 t->specularscale = r_shadow_glossintensity.value;
8453 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8455 t->glosstexture = r_texture_white;
8456 t->backgroundglosstexture = r_texture_white;
8457 t->specularscale = r_shadow_gloss2intensity.value;
8458 t->specularpower = r_shadow_gloss2exponent.value;
8461 t->specularscale *= t->specularscalemod;
8462 t->specularpower *= t->specularpowermod;
8463 t->rtlightambient = 0;
8465 // lightmaps mode looks bad with dlights using actual texturing, so turn
8466 // off the colormap and glossmap, but leave the normalmap on as it still
8467 // accurately represents the shading involved
8468 if (gl_lightmaps.integer)
8470 t->basetexture = r_texture_grey128;
8471 t->pantstexture = r_texture_black;
8472 t->shirttexture = r_texture_black;
8473 if (gl_lightmaps.integer < 2)
8474 t->nmaptexture = r_texture_blanknormalmap;
8475 t->glosstexture = r_texture_black;
8476 t->glowtexture = NULL;
8477 t->fogtexture = NULL;
8478 t->reflectmasktexture = NULL;
8479 t->backgroundbasetexture = NULL;
8480 if (gl_lightmaps.integer < 2)
8481 t->backgroundnmaptexture = r_texture_blanknormalmap;
8482 t->backgroundglosstexture = r_texture_black;
8483 t->backgroundglowtexture = NULL;
8484 t->specularscale = 0;
8485 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8488 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8489 VectorClear(t->dlightcolor);
8490 t->currentnumlayers = 0;
8491 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8493 int blendfunc1, blendfunc2;
8495 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8497 blendfunc1 = GL_SRC_ALPHA;
8498 blendfunc2 = GL_ONE;
8500 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8502 blendfunc1 = GL_SRC_ALPHA;
8503 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8505 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8507 blendfunc1 = t->customblendfunc[0];
8508 blendfunc2 = t->customblendfunc[1];
8512 blendfunc1 = GL_ONE;
8513 blendfunc2 = GL_ZERO;
8515 // don't colormod evilblend textures
8516 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8517 VectorSet(t->lightmapcolor, 1, 1, 1);
8518 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8519 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8521 // fullbright is not affected by r_refdef.lightmapintensity
8522 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]);
8523 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8524 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]);
8525 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8526 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]);
8530 vec3_t ambientcolor;
8532 // set the color tint used for lights affecting this surface
8533 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8535 // q3bsp has no lightmap updates, so the lightstylevalue that
8536 // would normally be baked into the lightmap must be
8537 // applied to the color
8538 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8539 if (model->type == mod_brushq3)
8540 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8541 colorscale *= r_refdef.lightmapintensity;
8542 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8543 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8544 // basic lit geometry
8545 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]);
8546 // add pants/shirt if needed
8547 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8548 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]);
8549 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8550 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]);
8551 // now add ambient passes if needed
8552 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8554 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]);
8555 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8556 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]);
8557 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8558 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]);
8561 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8562 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]);
8563 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8565 // if this is opaque use alpha blend which will darken the earlier
8568 // if this is an alpha blended material, all the earlier passes
8569 // were darkened by fog already, so we only need to add the fog
8570 // color ontop through the fog mask texture
8572 // if this is an additive blended material, all the earlier passes
8573 // were darkened by fog already, and we should not add fog color
8574 // (because the background was not darkened, there is no fog color
8575 // that was lost behind it).
8576 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]);
8583 rsurfacestate_t rsurface;
8585 void RSurf_ActiveWorldEntity(void)
8587 dp_model_t *model = r_refdef.scene.worldmodel;
8588 //if (rsurface.entity == r_refdef.scene.worldentity)
8590 rsurface.entity = r_refdef.scene.worldentity;
8591 rsurface.skeleton = NULL;
8592 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8593 rsurface.ent_skinnum = 0;
8594 rsurface.ent_qwskin = -1;
8595 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8596 rsurface.shadertime = r_refdef.scene.time;
8597 rsurface.matrix = identitymatrix;
8598 rsurface.inversematrix = identitymatrix;
8599 rsurface.matrixscale = 1;
8600 rsurface.inversematrixscale = 1;
8601 R_EntityMatrix(&identitymatrix);
8602 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8603 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8604 rsurface.fograngerecip = r_refdef.fograngerecip;
8605 rsurface.fogheightfade = r_refdef.fogheightfade;
8606 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8607 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8608 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8609 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8610 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8611 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8612 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8613 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8614 rsurface.colormod[3] = 1;
8615 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);
8616 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8617 rsurface.frameblend[0].lerp = 1;
8618 rsurface.ent_alttextures = false;
8619 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8620 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8621 rsurface.entityskeletaltransform3x4 = NULL;
8622 rsurface.entityskeletaltransform3x4buffer = NULL;
8623 rsurface.entityskeletaltransform3x4offset = 0;
8624 rsurface.entityskeletaltransform3x4size = 0;;
8625 rsurface.entityskeletalnumtransforms = 0;
8626 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8627 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8628 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8629 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8630 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8631 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8632 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8633 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8634 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8635 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8636 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8637 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8638 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8639 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8640 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8641 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8642 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8643 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8644 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8645 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8646 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8647 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8648 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8649 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8650 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8651 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8652 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8653 rsurface.modelelement3i = model->surfmesh.data_element3i;
8654 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8655 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8656 rsurface.modelelement3s = model->surfmesh.data_element3s;
8657 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8658 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8659 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8660 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8661 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8662 rsurface.modelsurfaces = model->data_surfaces;
8663 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8664 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8665 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8666 rsurface.modelgeneratedvertex = false;
8667 rsurface.batchgeneratedvertex = false;
8668 rsurface.batchfirstvertex = 0;
8669 rsurface.batchnumvertices = 0;
8670 rsurface.batchfirsttriangle = 0;
8671 rsurface.batchnumtriangles = 0;
8672 rsurface.batchvertex3f = NULL;
8673 rsurface.batchvertex3f_vertexbuffer = NULL;
8674 rsurface.batchvertex3f_bufferoffset = 0;
8675 rsurface.batchsvector3f = NULL;
8676 rsurface.batchsvector3f_vertexbuffer = NULL;
8677 rsurface.batchsvector3f_bufferoffset = 0;
8678 rsurface.batchtvector3f = NULL;
8679 rsurface.batchtvector3f_vertexbuffer = NULL;
8680 rsurface.batchtvector3f_bufferoffset = 0;
8681 rsurface.batchnormal3f = NULL;
8682 rsurface.batchnormal3f_vertexbuffer = NULL;
8683 rsurface.batchnormal3f_bufferoffset = 0;
8684 rsurface.batchlightmapcolor4f = NULL;
8685 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8686 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8687 rsurface.batchtexcoordtexture2f = NULL;
8688 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8689 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8690 rsurface.batchtexcoordlightmap2f = NULL;
8691 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8692 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8693 rsurface.batchskeletalindex4ub = NULL;
8694 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8695 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8696 rsurface.batchskeletalweight4ub = NULL;
8697 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8698 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8699 rsurface.batchvertexmesh = NULL;
8700 rsurface.batchvertexmesh_vertexbuffer = NULL;
8701 rsurface.batchvertexmesh_bufferoffset = 0;
8702 rsurface.batchelement3i = NULL;
8703 rsurface.batchelement3i_indexbuffer = NULL;
8704 rsurface.batchelement3i_bufferoffset = 0;
8705 rsurface.batchelement3s = NULL;
8706 rsurface.batchelement3s_indexbuffer = NULL;
8707 rsurface.batchelement3s_bufferoffset = 0;
8708 rsurface.passcolor4f = NULL;
8709 rsurface.passcolor4f_vertexbuffer = NULL;
8710 rsurface.passcolor4f_bufferoffset = 0;
8711 rsurface.forcecurrenttextureupdate = false;
8714 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8716 dp_model_t *model = ent->model;
8717 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8719 rsurface.entity = (entity_render_t *)ent;
8720 rsurface.skeleton = ent->skeleton;
8721 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8722 rsurface.ent_skinnum = ent->skinnum;
8723 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;
8724 rsurface.ent_flags = ent->flags;
8725 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8726 rsurface.matrix = ent->matrix;
8727 rsurface.inversematrix = ent->inversematrix;
8728 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8729 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8730 R_EntityMatrix(&rsurface.matrix);
8731 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8732 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8733 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8734 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8735 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8736 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8737 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8738 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8739 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8740 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8741 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8742 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8743 rsurface.colormod[3] = ent->alpha;
8744 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8745 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8746 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8747 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8748 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8749 if (ent->model->brush.submodel && !prepass)
8751 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8752 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8754 // if the animcache code decided it should use the shader path, skip the deform step
8755 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8756 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8757 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8758 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8759 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8760 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8762 if (ent->animcache_vertex3f)
8764 r_refdef.stats[r_stat_batch_entitycache_count]++;
8765 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8766 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8767 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8768 rsurface.modelvertex3f = ent->animcache_vertex3f;
8769 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8770 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8771 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8772 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8773 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8774 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8775 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8776 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8777 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8778 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8779 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8780 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8781 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8782 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8784 else if (wanttangents)
8786 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8787 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8788 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8789 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8790 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8791 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8792 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8793 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8794 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8795 rsurface.modelvertexmesh = NULL;
8796 rsurface.modelvertexmesh_vertexbuffer = NULL;
8797 rsurface.modelvertexmesh_bufferoffset = 0;
8798 rsurface.modelvertex3f_vertexbuffer = NULL;
8799 rsurface.modelvertex3f_bufferoffset = 0;
8800 rsurface.modelvertex3f_vertexbuffer = 0;
8801 rsurface.modelvertex3f_bufferoffset = 0;
8802 rsurface.modelsvector3f_vertexbuffer = 0;
8803 rsurface.modelsvector3f_bufferoffset = 0;
8804 rsurface.modeltvector3f_vertexbuffer = 0;
8805 rsurface.modeltvector3f_bufferoffset = 0;
8806 rsurface.modelnormal3f_vertexbuffer = 0;
8807 rsurface.modelnormal3f_bufferoffset = 0;
8809 else if (wantnormals)
8811 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8812 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8813 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8814 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8815 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8816 rsurface.modelsvector3f = NULL;
8817 rsurface.modeltvector3f = NULL;
8818 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8819 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8820 rsurface.modelvertexmesh = NULL;
8821 rsurface.modelvertexmesh_vertexbuffer = NULL;
8822 rsurface.modelvertexmesh_bufferoffset = 0;
8823 rsurface.modelvertex3f_vertexbuffer = NULL;
8824 rsurface.modelvertex3f_bufferoffset = 0;
8825 rsurface.modelvertex3f_vertexbuffer = 0;
8826 rsurface.modelvertex3f_bufferoffset = 0;
8827 rsurface.modelsvector3f_vertexbuffer = 0;
8828 rsurface.modelsvector3f_bufferoffset = 0;
8829 rsurface.modeltvector3f_vertexbuffer = 0;
8830 rsurface.modeltvector3f_bufferoffset = 0;
8831 rsurface.modelnormal3f_vertexbuffer = 0;
8832 rsurface.modelnormal3f_bufferoffset = 0;
8836 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8837 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8838 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8839 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8840 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8841 rsurface.modelsvector3f = NULL;
8842 rsurface.modeltvector3f = NULL;
8843 rsurface.modelnormal3f = NULL;
8844 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8845 rsurface.modelvertexmesh = NULL;
8846 rsurface.modelvertexmesh_vertexbuffer = NULL;
8847 rsurface.modelvertexmesh_bufferoffset = 0;
8848 rsurface.modelvertex3f_vertexbuffer = NULL;
8849 rsurface.modelvertex3f_bufferoffset = 0;
8850 rsurface.modelvertex3f_vertexbuffer = 0;
8851 rsurface.modelvertex3f_bufferoffset = 0;
8852 rsurface.modelsvector3f_vertexbuffer = 0;
8853 rsurface.modelsvector3f_bufferoffset = 0;
8854 rsurface.modeltvector3f_vertexbuffer = 0;
8855 rsurface.modeltvector3f_bufferoffset = 0;
8856 rsurface.modelnormal3f_vertexbuffer = 0;
8857 rsurface.modelnormal3f_bufferoffset = 0;
8859 rsurface.modelgeneratedvertex = true;
8863 if (rsurface.entityskeletaltransform3x4)
8865 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8866 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8867 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8868 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8872 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8873 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8874 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8875 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8877 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8878 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8879 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8880 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8881 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8882 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8883 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8884 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8885 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8886 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8887 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8888 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8889 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8890 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8891 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8892 rsurface.modelgeneratedvertex = false;
8894 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8895 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8896 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8897 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8898 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8899 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8900 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8901 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8902 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8903 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8904 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8905 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8906 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8907 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8908 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8909 rsurface.modelelement3i = model->surfmesh.data_element3i;
8910 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8911 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8912 rsurface.modelelement3s = model->surfmesh.data_element3s;
8913 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8914 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8915 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8916 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8917 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8918 rsurface.modelsurfaces = model->data_surfaces;
8919 rsurface.batchgeneratedvertex = false;
8920 rsurface.batchfirstvertex = 0;
8921 rsurface.batchnumvertices = 0;
8922 rsurface.batchfirsttriangle = 0;
8923 rsurface.batchnumtriangles = 0;
8924 rsurface.batchvertex3f = NULL;
8925 rsurface.batchvertex3f_vertexbuffer = NULL;
8926 rsurface.batchvertex3f_bufferoffset = 0;
8927 rsurface.batchsvector3f = NULL;
8928 rsurface.batchsvector3f_vertexbuffer = NULL;
8929 rsurface.batchsvector3f_bufferoffset = 0;
8930 rsurface.batchtvector3f = NULL;
8931 rsurface.batchtvector3f_vertexbuffer = NULL;
8932 rsurface.batchtvector3f_bufferoffset = 0;
8933 rsurface.batchnormal3f = NULL;
8934 rsurface.batchnormal3f_vertexbuffer = NULL;
8935 rsurface.batchnormal3f_bufferoffset = 0;
8936 rsurface.batchlightmapcolor4f = NULL;
8937 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8938 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8939 rsurface.batchtexcoordtexture2f = NULL;
8940 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8941 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8942 rsurface.batchtexcoordlightmap2f = NULL;
8943 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8944 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8945 rsurface.batchskeletalindex4ub = NULL;
8946 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8947 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8948 rsurface.batchskeletalweight4ub = NULL;
8949 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8950 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8951 rsurface.batchvertexmesh = NULL;
8952 rsurface.batchvertexmesh_vertexbuffer = NULL;
8953 rsurface.batchvertexmesh_bufferoffset = 0;
8954 rsurface.batchelement3i = NULL;
8955 rsurface.batchelement3i_indexbuffer = NULL;
8956 rsurface.batchelement3i_bufferoffset = 0;
8957 rsurface.batchelement3s = NULL;
8958 rsurface.batchelement3s_indexbuffer = NULL;
8959 rsurface.batchelement3s_bufferoffset = 0;
8960 rsurface.passcolor4f = NULL;
8961 rsurface.passcolor4f_vertexbuffer = NULL;
8962 rsurface.passcolor4f_bufferoffset = 0;
8963 rsurface.forcecurrenttextureupdate = false;
8966 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)
8968 rsurface.entity = r_refdef.scene.worldentity;
8969 rsurface.skeleton = NULL;
8970 rsurface.ent_skinnum = 0;
8971 rsurface.ent_qwskin = -1;
8972 rsurface.ent_flags = entflags;
8973 rsurface.shadertime = r_refdef.scene.time - shadertime;
8974 rsurface.modelnumvertices = numvertices;
8975 rsurface.modelnumtriangles = numtriangles;
8976 rsurface.matrix = *matrix;
8977 rsurface.inversematrix = *inversematrix;
8978 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8979 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8980 R_EntityMatrix(&rsurface.matrix);
8981 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8982 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8983 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8984 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8985 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8986 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8987 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8988 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8989 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8990 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8991 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8992 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8993 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);
8994 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8995 rsurface.frameblend[0].lerp = 1;
8996 rsurface.ent_alttextures = false;
8997 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8998 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8999 rsurface.entityskeletaltransform3x4 = NULL;
9000 rsurface.entityskeletaltransform3x4buffer = NULL;
9001 rsurface.entityskeletaltransform3x4offset = 0;
9002 rsurface.entityskeletaltransform3x4size = 0;
9003 rsurface.entityskeletalnumtransforms = 0;
9004 r_refdef.stats[r_stat_batch_entitycustom_count]++;
9005 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
9006 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
9007 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
9010 rsurface.modelvertex3f = (float *)vertex3f;
9011 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9012 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9013 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9015 else if (wantnormals)
9017 rsurface.modelvertex3f = (float *)vertex3f;
9018 rsurface.modelsvector3f = NULL;
9019 rsurface.modeltvector3f = NULL;
9020 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9024 rsurface.modelvertex3f = (float *)vertex3f;
9025 rsurface.modelsvector3f = NULL;
9026 rsurface.modeltvector3f = NULL;
9027 rsurface.modelnormal3f = NULL;
9029 rsurface.modelvertexmesh = NULL;
9030 rsurface.modelvertexmesh_vertexbuffer = NULL;
9031 rsurface.modelvertexmesh_bufferoffset = 0;
9032 rsurface.modelvertex3f_vertexbuffer = 0;
9033 rsurface.modelvertex3f_bufferoffset = 0;
9034 rsurface.modelsvector3f_vertexbuffer = 0;
9035 rsurface.modelsvector3f_bufferoffset = 0;
9036 rsurface.modeltvector3f_vertexbuffer = 0;
9037 rsurface.modeltvector3f_bufferoffset = 0;
9038 rsurface.modelnormal3f_vertexbuffer = 0;
9039 rsurface.modelnormal3f_bufferoffset = 0;
9040 rsurface.modelgeneratedvertex = true;
9041 rsurface.modellightmapcolor4f = (float *)color4f;
9042 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9043 rsurface.modellightmapcolor4f_bufferoffset = 0;
9044 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
9045 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9046 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9047 rsurface.modeltexcoordlightmap2f = NULL;
9048 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9049 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9050 rsurface.modelskeletalindex4ub = NULL;
9051 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
9052 rsurface.modelskeletalindex4ub_bufferoffset = 0;
9053 rsurface.modelskeletalweight4ub = NULL;
9054 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
9055 rsurface.modelskeletalweight4ub_bufferoffset = 0;
9056 rsurface.modelelement3i = (int *)element3i;
9057 rsurface.modelelement3i_indexbuffer = NULL;
9058 rsurface.modelelement3i_bufferoffset = 0;
9059 rsurface.modelelement3s = (unsigned short *)element3s;
9060 rsurface.modelelement3s_indexbuffer = NULL;
9061 rsurface.modelelement3s_bufferoffset = 0;
9062 rsurface.modellightmapoffsets = NULL;
9063 rsurface.modelsurfaces = NULL;
9064 rsurface.batchgeneratedvertex = false;
9065 rsurface.batchfirstvertex = 0;
9066 rsurface.batchnumvertices = 0;
9067 rsurface.batchfirsttriangle = 0;
9068 rsurface.batchnumtriangles = 0;
9069 rsurface.batchvertex3f = NULL;
9070 rsurface.batchvertex3f_vertexbuffer = NULL;
9071 rsurface.batchvertex3f_bufferoffset = 0;
9072 rsurface.batchsvector3f = NULL;
9073 rsurface.batchsvector3f_vertexbuffer = NULL;
9074 rsurface.batchsvector3f_bufferoffset = 0;
9075 rsurface.batchtvector3f = NULL;
9076 rsurface.batchtvector3f_vertexbuffer = NULL;
9077 rsurface.batchtvector3f_bufferoffset = 0;
9078 rsurface.batchnormal3f = NULL;
9079 rsurface.batchnormal3f_vertexbuffer = NULL;
9080 rsurface.batchnormal3f_bufferoffset = 0;
9081 rsurface.batchlightmapcolor4f = NULL;
9082 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9083 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9084 rsurface.batchtexcoordtexture2f = NULL;
9085 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9086 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9087 rsurface.batchtexcoordlightmap2f = NULL;
9088 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9089 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9090 rsurface.batchskeletalindex4ub = NULL;
9091 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9092 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9093 rsurface.batchskeletalweight4ub = NULL;
9094 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9095 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9096 rsurface.batchvertexmesh = NULL;
9097 rsurface.batchvertexmesh_vertexbuffer = NULL;
9098 rsurface.batchvertexmesh_bufferoffset = 0;
9099 rsurface.batchelement3i = NULL;
9100 rsurface.batchelement3i_indexbuffer = NULL;
9101 rsurface.batchelement3i_bufferoffset = 0;
9102 rsurface.batchelement3s = NULL;
9103 rsurface.batchelement3s_indexbuffer = NULL;
9104 rsurface.batchelement3s_bufferoffset = 0;
9105 rsurface.passcolor4f = NULL;
9106 rsurface.passcolor4f_vertexbuffer = NULL;
9107 rsurface.passcolor4f_bufferoffset = 0;
9108 rsurface.forcecurrenttextureupdate = true;
9110 if (rsurface.modelnumvertices && rsurface.modelelement3i)
9112 if ((wantnormals || wanttangents) && !normal3f)
9114 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9115 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9117 if (wanttangents && !svector3f)
9119 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9120 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9121 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9126 float RSurf_FogPoint(const float *v)
9128 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9129 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9130 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9131 float FogHeightFade = r_refdef.fogheightfade;
9133 unsigned int fogmasktableindex;
9134 if (r_refdef.fogplaneviewabove)
9135 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9137 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9138 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9139 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9142 float RSurf_FogVertex(const float *v)
9144 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9145 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9146 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9147 float FogHeightFade = rsurface.fogheightfade;
9149 unsigned int fogmasktableindex;
9150 if (r_refdef.fogplaneviewabove)
9151 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9153 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9154 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9155 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9158 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9161 for (i = 0;i < numelements;i++)
9162 outelement3i[i] = inelement3i[i] + adjust;
9165 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9166 extern cvar_t gl_vbo;
9167 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9175 int surfacefirsttriangle;
9176 int surfacenumtriangles;
9177 int surfacefirstvertex;
9178 int surfaceendvertex;
9179 int surfacenumvertices;
9180 int batchnumsurfaces = texturenumsurfaces;
9181 int batchnumvertices;
9182 int batchnumtriangles;
9186 qboolean dynamicvertex;
9189 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9192 q3shaderinfo_deform_t *deform;
9193 const msurface_t *surface, *firstsurface;
9194 r_vertexmesh_t *vertexmesh;
9195 if (!texturenumsurfaces)
9197 // find vertex range of this surface batch
9199 firstsurface = texturesurfacelist[0];
9200 firsttriangle = firstsurface->num_firsttriangle;
9201 batchnumvertices = 0;
9202 batchnumtriangles = 0;
9203 firstvertex = endvertex = firstsurface->num_firstvertex;
9204 for (i = 0;i < texturenumsurfaces;i++)
9206 surface = texturesurfacelist[i];
9207 if (surface != firstsurface + i)
9209 surfacefirstvertex = surface->num_firstvertex;
9210 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9211 surfacenumvertices = surface->num_vertices;
9212 surfacenumtriangles = surface->num_triangles;
9213 if (firstvertex > surfacefirstvertex)
9214 firstvertex = surfacefirstvertex;
9215 if (endvertex < surfaceendvertex)
9216 endvertex = surfaceendvertex;
9217 batchnumvertices += surfacenumvertices;
9218 batchnumtriangles += surfacenumtriangles;
9221 r_refdef.stats[r_stat_batch_batches]++;
9223 r_refdef.stats[r_stat_batch_withgaps]++;
9224 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9225 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9226 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9228 // we now know the vertex range used, and if there are any gaps in it
9229 rsurface.batchfirstvertex = firstvertex;
9230 rsurface.batchnumvertices = endvertex - firstvertex;
9231 rsurface.batchfirsttriangle = firsttriangle;
9232 rsurface.batchnumtriangles = batchnumtriangles;
9234 // this variable holds flags for which properties have been updated that
9235 // may require regenerating vertexmesh array...
9238 // check if any dynamic vertex processing must occur
9239 dynamicvertex = false;
9241 // a cvar to force the dynamic vertex path to be taken, for debugging
9242 if (r_batch_debugdynamicvertexpath.integer)
9246 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9247 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9248 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9249 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9251 dynamicvertex = true;
9254 // if there is a chance of animated vertex colors, it's a dynamic batch
9255 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9259 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9260 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9261 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9262 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9264 dynamicvertex = true;
9265 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9268 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9270 switch (deform->deform)
9273 case Q3DEFORM_PROJECTIONSHADOW:
9274 case Q3DEFORM_TEXT0:
9275 case Q3DEFORM_TEXT1:
9276 case Q3DEFORM_TEXT2:
9277 case Q3DEFORM_TEXT3:
9278 case Q3DEFORM_TEXT4:
9279 case Q3DEFORM_TEXT5:
9280 case Q3DEFORM_TEXT6:
9281 case Q3DEFORM_TEXT7:
9284 case Q3DEFORM_AUTOSPRITE:
9287 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9288 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9289 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9290 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9292 dynamicvertex = true;
9293 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9294 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9296 case Q3DEFORM_AUTOSPRITE2:
9299 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9300 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9301 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9302 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9304 dynamicvertex = true;
9305 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9306 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9308 case Q3DEFORM_NORMAL:
9311 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9312 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9313 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9314 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9316 dynamicvertex = true;
9317 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9318 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9321 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9322 break; // if wavefunc is a nop, ignore this transform
9325 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9326 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9327 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9328 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9330 dynamicvertex = true;
9331 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9332 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9334 case Q3DEFORM_BULGE:
9337 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9338 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9339 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9340 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9342 dynamicvertex = true;
9343 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9344 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9347 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9348 break; // if wavefunc is a nop, ignore this transform
9351 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9352 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9353 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9354 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9356 dynamicvertex = true;
9357 batchneed |= BATCHNEED_ARRAY_VERTEX;
9358 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9362 if (rsurface.texture->materialshaderpass)
9364 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9367 case Q3TCGEN_TEXTURE:
9369 case Q3TCGEN_LIGHTMAP:
9372 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9373 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9374 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9375 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9377 dynamicvertex = true;
9378 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9379 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9381 case Q3TCGEN_VECTOR:
9384 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9385 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9386 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9387 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9389 dynamicvertex = true;
9390 batchneed |= BATCHNEED_ARRAY_VERTEX;
9391 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9393 case Q3TCGEN_ENVIRONMENT:
9396 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9397 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9398 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9399 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9401 dynamicvertex = true;
9402 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9403 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9406 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9410 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9411 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9412 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9413 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9415 dynamicvertex = true;
9416 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9417 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9421 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9425 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9426 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9427 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9428 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9430 dynamicvertex = true;
9431 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9434 // when the model data has no vertex buffer (dynamic mesh), we need to
9436 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9437 batchneed |= BATCHNEED_NOGAPS;
9439 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9440 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9441 // we ensure this by treating the vertex batch as dynamic...
9442 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9446 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9447 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9448 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9449 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9451 dynamicvertex = true;
9456 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9457 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9458 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9459 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9460 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9461 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9462 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9463 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9466 // if needsupdate, we have to do a dynamic vertex batch for sure
9467 if (needsupdate & batchneed)
9471 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9472 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9473 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9474 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9476 dynamicvertex = true;
9479 // see if we need to build vertexmesh from arrays
9480 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9484 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9485 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9486 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9487 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9489 dynamicvertex = true;
9492 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9493 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9494 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9496 rsurface.batchvertex3f = rsurface.modelvertex3f;
9497 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9498 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9499 rsurface.batchsvector3f = rsurface.modelsvector3f;
9500 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9501 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9502 rsurface.batchtvector3f = rsurface.modeltvector3f;
9503 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9504 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9505 rsurface.batchnormal3f = rsurface.modelnormal3f;
9506 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9507 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9508 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9509 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9510 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9511 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9512 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9513 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9514 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9515 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9516 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9517 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9518 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9519 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9520 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9521 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9522 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9523 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9524 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9525 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9526 rsurface.batchelement3i = rsurface.modelelement3i;
9527 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9528 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9529 rsurface.batchelement3s = rsurface.modelelement3s;
9530 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9531 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9532 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9533 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9534 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9535 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9536 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9538 // if any dynamic vertex processing has to occur in software, we copy the
9539 // entire surface list together before processing to rebase the vertices
9540 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9542 // if any gaps exist and we do not have a static vertex buffer, we have to
9543 // copy the surface list together to avoid wasting upload bandwidth on the
9544 // vertices in the gaps.
9546 // if gaps exist and we have a static vertex buffer, we can choose whether
9547 // to combine the index buffer ranges into one dynamic index buffer or
9548 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9550 // in many cases the batch is reduced to one draw call.
9552 rsurface.batchmultidraw = false;
9553 rsurface.batchmultidrawnumsurfaces = 0;
9554 rsurface.batchmultidrawsurfacelist = NULL;
9558 // static vertex data, just set pointers...
9559 rsurface.batchgeneratedvertex = false;
9560 // if there are gaps, we want to build a combined index buffer,
9561 // otherwise use the original static buffer with an appropriate offset
9564 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9565 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9566 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9567 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9568 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9570 rsurface.batchmultidraw = true;
9571 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9572 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9575 // build a new triangle elements array for this batch
9576 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9577 rsurface.batchfirsttriangle = 0;
9579 for (i = 0;i < texturenumsurfaces;i++)
9581 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9582 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9583 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9584 numtriangles += surfacenumtriangles;
9586 rsurface.batchelement3i_indexbuffer = NULL;
9587 rsurface.batchelement3i_bufferoffset = 0;
9588 rsurface.batchelement3s = NULL;
9589 rsurface.batchelement3s_indexbuffer = NULL;
9590 rsurface.batchelement3s_bufferoffset = 0;
9591 if (endvertex <= 65536)
9593 // make a 16bit (unsigned short) index array if possible
9594 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9595 for (i = 0;i < numtriangles*3;i++)
9596 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9598 // upload buffer data for the copytriangles batch
9599 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9601 if (rsurface.batchelement3s)
9602 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9603 else if (rsurface.batchelement3i)
9604 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9609 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9610 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9611 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9612 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9617 // something needs software processing, do it for real...
9618 // we only directly handle separate array data in this case and then
9619 // generate interleaved data if needed...
9620 rsurface.batchgeneratedvertex = true;
9621 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9622 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9623 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9624 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9626 // now copy the vertex data into a combined array and make an index array
9627 // (this is what Quake3 does all the time)
9628 // we also apply any skeletal animation here that would have been done in
9629 // the vertex shader, because most of the dynamic vertex animation cases
9630 // need actual vertex positions and normals
9631 //if (dynamicvertex)
9633 rsurface.batchvertexmesh = NULL;
9634 rsurface.batchvertexmesh_vertexbuffer = NULL;
9635 rsurface.batchvertexmesh_bufferoffset = 0;
9636 rsurface.batchvertex3f = NULL;
9637 rsurface.batchvertex3f_vertexbuffer = NULL;
9638 rsurface.batchvertex3f_bufferoffset = 0;
9639 rsurface.batchsvector3f = NULL;
9640 rsurface.batchsvector3f_vertexbuffer = NULL;
9641 rsurface.batchsvector3f_bufferoffset = 0;
9642 rsurface.batchtvector3f = NULL;
9643 rsurface.batchtvector3f_vertexbuffer = NULL;
9644 rsurface.batchtvector3f_bufferoffset = 0;
9645 rsurface.batchnormal3f = NULL;
9646 rsurface.batchnormal3f_vertexbuffer = NULL;
9647 rsurface.batchnormal3f_bufferoffset = 0;
9648 rsurface.batchlightmapcolor4f = NULL;
9649 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9650 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9651 rsurface.batchtexcoordtexture2f = NULL;
9652 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9653 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9654 rsurface.batchtexcoordlightmap2f = NULL;
9655 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9656 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9657 rsurface.batchskeletalindex4ub = NULL;
9658 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9659 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9660 rsurface.batchskeletalweight4ub = NULL;
9661 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9662 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9663 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9664 rsurface.batchelement3i_indexbuffer = NULL;
9665 rsurface.batchelement3i_bufferoffset = 0;
9666 rsurface.batchelement3s = NULL;
9667 rsurface.batchelement3s_indexbuffer = NULL;
9668 rsurface.batchelement3s_bufferoffset = 0;
9669 rsurface.batchskeletaltransform3x4buffer = NULL;
9670 rsurface.batchskeletaltransform3x4offset = 0;
9671 rsurface.batchskeletaltransform3x4size = 0;
9672 // we'll only be setting up certain arrays as needed
9673 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9674 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9675 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9676 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9677 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9678 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9679 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9681 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9682 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9684 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9685 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9686 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9687 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9688 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9689 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9690 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9692 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9693 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9697 for (i = 0;i < texturenumsurfaces;i++)
9699 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9700 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9701 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9702 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9703 // copy only the data requested
9704 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9705 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9706 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9708 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9710 if (rsurface.batchvertex3f)
9711 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9713 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9715 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9717 if (rsurface.modelnormal3f)
9718 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9720 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9722 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9724 if (rsurface.modelsvector3f)
9726 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9727 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9731 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9732 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9735 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9737 if (rsurface.modellightmapcolor4f)
9738 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9740 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9742 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9744 if (rsurface.modeltexcoordtexture2f)
9745 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9747 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9749 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9751 if (rsurface.modeltexcoordlightmap2f)
9752 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9754 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9756 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9758 if (rsurface.modelskeletalindex4ub)
9760 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9761 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9765 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9766 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9767 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9768 for (j = 0;j < surfacenumvertices;j++)
9773 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9774 numvertices += surfacenumvertices;
9775 numtriangles += surfacenumtriangles;
9778 // generate a 16bit index array as well if possible
9779 // (in general, dynamic batches fit)
9780 if (numvertices <= 65536)
9782 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9783 for (i = 0;i < numtriangles*3;i++)
9784 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9787 // since we've copied everything, the batch now starts at 0
9788 rsurface.batchfirstvertex = 0;
9789 rsurface.batchnumvertices = batchnumvertices;
9790 rsurface.batchfirsttriangle = 0;
9791 rsurface.batchnumtriangles = batchnumtriangles;
9794 // apply skeletal animation that would have been done in the vertex shader
9795 if (rsurface.batchskeletaltransform3x4)
9797 const unsigned char *si;
9798 const unsigned char *sw;
9800 const float *b = rsurface.batchskeletaltransform3x4;
9801 float *vp, *vs, *vt, *vn;
9803 float m[3][4], n[3][4];
9804 float tp[3], ts[3], tt[3], tn[3];
9805 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9806 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9807 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9808 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9809 si = rsurface.batchskeletalindex4ub;
9810 sw = rsurface.batchskeletalweight4ub;
9811 vp = rsurface.batchvertex3f;
9812 vs = rsurface.batchsvector3f;
9813 vt = rsurface.batchtvector3f;
9814 vn = rsurface.batchnormal3f;
9815 memset(m[0], 0, sizeof(m));
9816 memset(n[0], 0, sizeof(n));
9817 for (i = 0;i < batchnumvertices;i++)
9819 t[0] = b + si[0]*12;
9822 // common case - only one matrix
9836 else if (sw[2] + sw[3])
9839 t[1] = b + si[1]*12;
9840 t[2] = b + si[2]*12;
9841 t[3] = b + si[3]*12;
9842 w[0] = sw[0] * (1.0f / 255.0f);
9843 w[1] = sw[1] * (1.0f / 255.0f);
9844 w[2] = sw[2] * (1.0f / 255.0f);
9845 w[3] = sw[3] * (1.0f / 255.0f);
9846 // blend the matrices
9847 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9848 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9849 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9850 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9851 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9852 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9853 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9854 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9855 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9856 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9857 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9858 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9863 t[1] = b + si[1]*12;
9864 w[0] = sw[0] * (1.0f / 255.0f);
9865 w[1] = sw[1] * (1.0f / 255.0f);
9866 // blend the matrices
9867 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9868 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9869 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9870 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9871 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9872 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9873 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9874 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9875 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9876 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9877 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9878 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9882 // modify the vertex
9884 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9885 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9886 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9890 // the normal transformation matrix is a set of cross products...
9891 CrossProduct(m[1], m[2], n[0]);
9892 CrossProduct(m[2], m[0], n[1]);
9893 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9895 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9896 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9897 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9898 VectorNormalize(vn);
9903 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9904 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9905 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9906 VectorNormalize(vs);
9909 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9910 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9911 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9912 VectorNormalize(vt);
9917 rsurface.batchskeletaltransform3x4 = NULL;
9918 rsurface.batchskeletalnumtransforms = 0;
9921 // q1bsp surfaces rendered in vertex color mode have to have colors
9922 // calculated based on lightstyles
9923 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9925 // generate color arrays for the surfaces in this list
9930 const unsigned char *lm;
9931 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9932 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9933 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9935 for (i = 0;i < texturenumsurfaces;i++)
9937 surface = texturesurfacelist[i];
9938 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9939 surfacenumvertices = surface->num_vertices;
9940 if (surface->lightmapinfo->samples)
9942 for (j = 0;j < surfacenumvertices;j++)
9944 lm = surface->lightmapinfo->samples + offsets[j];
9945 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9946 VectorScale(lm, scale, c);
9947 if (surface->lightmapinfo->styles[1] != 255)
9949 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9951 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9952 VectorMA(c, scale, lm, c);
9953 if (surface->lightmapinfo->styles[2] != 255)
9956 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9957 VectorMA(c, scale, lm, c);
9958 if (surface->lightmapinfo->styles[3] != 255)
9961 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9962 VectorMA(c, scale, lm, c);
9969 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);
9975 for (j = 0;j < surfacenumvertices;j++)
9977 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9984 // if vertices are deformed (sprite flares and things in maps, possibly
9985 // water waves, bulges and other deformations), modify the copied vertices
9987 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9990 switch (deform->deform)
9993 case Q3DEFORM_PROJECTIONSHADOW:
9994 case Q3DEFORM_TEXT0:
9995 case Q3DEFORM_TEXT1:
9996 case Q3DEFORM_TEXT2:
9997 case Q3DEFORM_TEXT3:
9998 case Q3DEFORM_TEXT4:
9999 case Q3DEFORM_TEXT5:
10000 case Q3DEFORM_TEXT6:
10001 case Q3DEFORM_TEXT7:
10002 case Q3DEFORM_NONE:
10004 case Q3DEFORM_AUTOSPRITE:
10005 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10006 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10007 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10008 VectorNormalize(newforward);
10009 VectorNormalize(newright);
10010 VectorNormalize(newup);
10011 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10012 // rsurface.batchvertex3f_vertexbuffer = NULL;
10013 // rsurface.batchvertex3f_bufferoffset = 0;
10014 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
10015 // rsurface.batchsvector3f_vertexbuffer = NULL;
10016 // rsurface.batchsvector3f_bufferoffset = 0;
10017 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
10018 // rsurface.batchtvector3f_vertexbuffer = NULL;
10019 // rsurface.batchtvector3f_bufferoffset = 0;
10020 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10021 // rsurface.batchnormal3f_vertexbuffer = NULL;
10022 // rsurface.batchnormal3f_bufferoffset = 0;
10023 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
10024 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
10025 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10026 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
10027 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);
10028 // a single autosprite surface can contain multiple sprites...
10029 for (j = 0;j < batchnumvertices - 3;j += 4)
10031 VectorClear(center);
10032 for (i = 0;i < 4;i++)
10033 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10034 VectorScale(center, 0.25f, center);
10035 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
10036 VectorCopy(rsurface.batchsvector3f + 3*j, right);
10037 VectorCopy(rsurface.batchtvector3f + 3*j, up);
10038 for (i = 0;i < 4;i++)
10040 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10041 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
10044 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
10045 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10046 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);
10048 case Q3DEFORM_AUTOSPRITE2:
10049 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10050 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10051 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10052 VectorNormalize(newforward);
10053 VectorNormalize(newright);
10054 VectorNormalize(newup);
10055 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10056 // rsurface.batchvertex3f_vertexbuffer = NULL;
10057 // rsurface.batchvertex3f_bufferoffset = 0;
10059 const float *v1, *v2;
10069 memset(shortest, 0, sizeof(shortest));
10070 // a single autosprite surface can contain multiple sprites...
10071 for (j = 0;j < batchnumvertices - 3;j += 4)
10073 VectorClear(center);
10074 for (i = 0;i < 4;i++)
10075 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10076 VectorScale(center, 0.25f, center);
10077 // find the two shortest edges, then use them to define the
10078 // axis vectors for rotating around the central axis
10079 for (i = 0;i < 6;i++)
10081 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10082 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10083 l = VectorDistance2(v1, v2);
10084 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10085 if (v1[2] != v2[2])
10086 l += (1.0f / 1024.0f);
10087 if (shortest[0].length2 > l || i == 0)
10089 shortest[1] = shortest[0];
10090 shortest[0].length2 = l;
10091 shortest[0].v1 = v1;
10092 shortest[0].v2 = v2;
10094 else if (shortest[1].length2 > l || i == 1)
10096 shortest[1].length2 = l;
10097 shortest[1].v1 = v1;
10098 shortest[1].v2 = v2;
10101 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10102 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10103 // this calculates the right vector from the shortest edge
10104 // and the up vector from the edge midpoints
10105 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10106 VectorNormalize(right);
10107 VectorSubtract(end, start, up);
10108 VectorNormalize(up);
10109 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10110 VectorSubtract(rsurface.localvieworigin, center, forward);
10111 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10112 VectorNegate(forward, forward);
10113 VectorReflect(forward, 0, up, forward);
10114 VectorNormalize(forward);
10115 CrossProduct(up, forward, newright);
10116 VectorNormalize(newright);
10117 // rotate the quad around the up axis vector, this is made
10118 // especially easy by the fact we know the quad is flat,
10119 // so we only have to subtract the center position and
10120 // measure distance along the right vector, and then
10121 // multiply that by the newright vector and add back the
10123 // we also need to subtract the old position to undo the
10124 // displacement from the center, which we do with a
10125 // DotProduct, the subtraction/addition of center is also
10126 // optimized into DotProducts here
10127 l = DotProduct(right, center);
10128 for (i = 0;i < 4;i++)
10130 v1 = rsurface.batchvertex3f + 3*(j+i);
10131 f = DotProduct(right, v1) - l;
10132 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10136 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10138 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10139 // rsurface.batchnormal3f_vertexbuffer = NULL;
10140 // rsurface.batchnormal3f_bufferoffset = 0;
10141 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10143 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10145 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10146 // rsurface.batchsvector3f_vertexbuffer = NULL;
10147 // rsurface.batchsvector3f_bufferoffset = 0;
10148 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10149 // rsurface.batchtvector3f_vertexbuffer = NULL;
10150 // rsurface.batchtvector3f_bufferoffset = 0;
10151 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);
10154 case Q3DEFORM_NORMAL:
10155 // deform the normals to make reflections wavey
10156 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10157 rsurface.batchnormal3f_vertexbuffer = NULL;
10158 rsurface.batchnormal3f_bufferoffset = 0;
10159 for (j = 0;j < batchnumvertices;j++)
10162 float *normal = rsurface.batchnormal3f + 3*j;
10163 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10164 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10165 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10166 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10167 VectorNormalize(normal);
10169 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10171 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10172 // rsurface.batchsvector3f_vertexbuffer = NULL;
10173 // rsurface.batchsvector3f_bufferoffset = 0;
10174 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10175 // rsurface.batchtvector3f_vertexbuffer = NULL;
10176 // rsurface.batchtvector3f_bufferoffset = 0;
10177 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);
10180 case Q3DEFORM_WAVE:
10181 // deform vertex array to make wavey water and flags and such
10182 waveparms[0] = deform->waveparms[0];
10183 waveparms[1] = deform->waveparms[1];
10184 waveparms[2] = deform->waveparms[2];
10185 waveparms[3] = deform->waveparms[3];
10186 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10187 break; // if wavefunc is a nop, don't make a dynamic vertex array
10188 // this is how a divisor of vertex influence on deformation
10189 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10190 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10191 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10192 // rsurface.batchvertex3f_vertexbuffer = NULL;
10193 // rsurface.batchvertex3f_bufferoffset = 0;
10194 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10195 // rsurface.batchnormal3f_vertexbuffer = NULL;
10196 // rsurface.batchnormal3f_bufferoffset = 0;
10197 for (j = 0;j < batchnumvertices;j++)
10199 // if the wavefunc depends on time, evaluate it per-vertex
10202 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10203 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10205 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10207 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10208 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10209 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10211 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10212 // rsurface.batchsvector3f_vertexbuffer = NULL;
10213 // rsurface.batchsvector3f_bufferoffset = 0;
10214 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10215 // rsurface.batchtvector3f_vertexbuffer = NULL;
10216 // rsurface.batchtvector3f_bufferoffset = 0;
10217 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);
10220 case Q3DEFORM_BULGE:
10221 // deform vertex array to make the surface have moving bulges
10222 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10223 // rsurface.batchvertex3f_vertexbuffer = NULL;
10224 // rsurface.batchvertex3f_bufferoffset = 0;
10225 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10226 // rsurface.batchnormal3f_vertexbuffer = NULL;
10227 // rsurface.batchnormal3f_bufferoffset = 0;
10228 for (j = 0;j < batchnumvertices;j++)
10230 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10231 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10233 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10234 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10235 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10237 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10238 // rsurface.batchsvector3f_vertexbuffer = NULL;
10239 // rsurface.batchsvector3f_bufferoffset = 0;
10240 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10241 // rsurface.batchtvector3f_vertexbuffer = NULL;
10242 // rsurface.batchtvector3f_bufferoffset = 0;
10243 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);
10246 case Q3DEFORM_MOVE:
10247 // deform vertex array
10248 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10249 break; // if wavefunc is a nop, don't make a dynamic vertex array
10250 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10251 VectorScale(deform->parms, scale, waveparms);
10252 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10253 // rsurface.batchvertex3f_vertexbuffer = NULL;
10254 // rsurface.batchvertex3f_bufferoffset = 0;
10255 for (j = 0;j < batchnumvertices;j++)
10256 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10261 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
10263 // generate texcoords based on the chosen texcoord source
10264 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
10267 case Q3TCGEN_TEXTURE:
10269 case Q3TCGEN_LIGHTMAP:
10270 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10271 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10272 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10273 if (rsurface.batchtexcoordlightmap2f)
10274 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10276 case Q3TCGEN_VECTOR:
10277 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10278 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10279 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10280 for (j = 0;j < batchnumvertices;j++)
10282 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
10283 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
10286 case Q3TCGEN_ENVIRONMENT:
10287 // make environment reflections using a spheremap
10288 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10289 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10290 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10291 for (j = 0;j < batchnumvertices;j++)
10293 // identical to Q3A's method, but executed in worldspace so
10294 // carried models can be shiny too
10296 float viewer[3], d, reflected[3], worldreflected[3];
10298 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10299 // VectorNormalize(viewer);
10301 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10303 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10304 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10305 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10306 // note: this is proportinal to viewer, so we can normalize later
10308 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10309 VectorNormalize(worldreflected);
10311 // note: this sphere map only uses world x and z!
10312 // so positive and negative y will LOOK THE SAME.
10313 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10314 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10318 // the only tcmod that needs software vertex processing is turbulent, so
10319 // check for it here and apply the changes if needed
10320 // and we only support that as the first one
10321 // (handling a mixture of turbulent and other tcmods would be problematic
10322 // without punting it entirely to a software path)
10323 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10325 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10326 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10327 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10328 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10329 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10330 for (j = 0;j < batchnumvertices;j++)
10332 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);
10333 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10338 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10340 // convert the modified arrays to vertex structs
10341 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10342 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10343 // rsurface.batchvertexmesh_bufferoffset = 0;
10344 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10345 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10346 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10347 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10348 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10349 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10350 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10352 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10354 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10355 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10358 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10359 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10360 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10361 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10362 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10363 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10364 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10365 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10366 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10367 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10369 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10371 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10372 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10377 // upload buffer data for the dynamic batch
10378 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10380 if (rsurface.batchvertexmesh)
10381 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10384 if (rsurface.batchvertex3f)
10385 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10386 if (rsurface.batchsvector3f)
10387 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10388 if (rsurface.batchtvector3f)
10389 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10390 if (rsurface.batchnormal3f)
10391 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10392 if (rsurface.batchlightmapcolor4f)
10393 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10394 if (rsurface.batchtexcoordtexture2f)
10395 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10396 if (rsurface.batchtexcoordlightmap2f)
10397 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10398 if (rsurface.batchskeletalindex4ub)
10399 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10400 if (rsurface.batchskeletalweight4ub)
10401 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10403 if (rsurface.batchelement3s)
10404 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10405 else if (rsurface.batchelement3i)
10406 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10410 void RSurf_DrawBatch(void)
10412 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10413 // through the pipeline, killing it earlier in the pipeline would have
10414 // per-surface overhead rather than per-batch overhead, so it's best to
10415 // reject it here, before it hits glDraw.
10416 if (rsurface.batchnumtriangles == 0)
10419 // batch debugging code
10420 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10426 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10427 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10430 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10432 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10434 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10435 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);
10442 if (rsurface.batchmultidraw)
10444 // issue multiple draws rather than copying index data
10445 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10446 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10447 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10448 for (i = 0;i < numsurfaces;)
10450 // combine consecutive surfaces as one draw
10451 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10452 if (surfacelist[j] != surfacelist[k] + 1)
10454 firstvertex = surfacelist[i]->num_firstvertex;
10455 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10456 firsttriangle = surfacelist[i]->num_firsttriangle;
10457 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10458 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);
10464 // there is only one consecutive run of index data (may have been combined)
10465 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);
10469 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10471 // pick the closest matching water plane
10472 int planeindex, vertexindex, bestplaneindex = -1;
10476 r_waterstate_waterplane_t *p;
10477 qboolean prepared = false;
10479 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10481 if(p->camera_entity != rsurface.texture->camera_entity)
10486 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10488 if(rsurface.batchnumvertices == 0)
10491 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10493 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10494 d += fabs(PlaneDiff(vert, &p->plane));
10496 if (bestd > d || bestplaneindex < 0)
10499 bestplaneindex = planeindex;
10502 return bestplaneindex;
10503 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10504 // this situation though, as it might be better to render single larger
10505 // batches with useless stuff (backface culled for example) than to
10506 // render multiple smaller batches
10509 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10512 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10513 rsurface.passcolor4f_vertexbuffer = 0;
10514 rsurface.passcolor4f_bufferoffset = 0;
10515 for (i = 0;i < rsurface.batchnumvertices;i++)
10516 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10519 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10526 if (rsurface.passcolor4f)
10528 // generate color arrays
10529 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10530 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10531 rsurface.passcolor4f_vertexbuffer = 0;
10532 rsurface.passcolor4f_bufferoffset = 0;
10533 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)
10535 f = RSurf_FogVertex(v);
10544 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10545 rsurface.passcolor4f_vertexbuffer = 0;
10546 rsurface.passcolor4f_bufferoffset = 0;
10547 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10549 f = RSurf_FogVertex(v);
10558 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10565 if (!rsurface.passcolor4f)
10567 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10568 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10569 rsurface.passcolor4f_vertexbuffer = 0;
10570 rsurface.passcolor4f_bufferoffset = 0;
10571 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)
10573 f = RSurf_FogVertex(v);
10574 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10575 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10576 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10581 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10586 if (!rsurface.passcolor4f)
10588 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10589 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10590 rsurface.passcolor4f_vertexbuffer = 0;
10591 rsurface.passcolor4f_bufferoffset = 0;
10592 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10601 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10606 if (!rsurface.passcolor4f)
10608 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10609 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10610 rsurface.passcolor4f_vertexbuffer = 0;
10611 rsurface.passcolor4f_bufferoffset = 0;
10612 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10614 c2[0] = c[0] + r_refdef.scene.ambient;
10615 c2[1] = c[1] + r_refdef.scene.ambient;
10616 c2[2] = c[2] + r_refdef.scene.ambient;
10621 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10624 rsurface.passcolor4f = NULL;
10625 rsurface.passcolor4f_vertexbuffer = 0;
10626 rsurface.passcolor4f_bufferoffset = 0;
10627 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10628 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10629 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10630 GL_Color(r, g, b, a);
10631 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10632 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10633 R_Mesh_TexMatrix(0, NULL);
10637 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10639 // TODO: optimize applyfog && applycolor case
10640 // just apply fog if necessary, and tint the fog color array if necessary
10641 rsurface.passcolor4f = NULL;
10642 rsurface.passcolor4f_vertexbuffer = 0;
10643 rsurface.passcolor4f_bufferoffset = 0;
10644 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10645 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10646 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10647 GL_Color(r, g, b, a);
10651 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10654 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10655 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10656 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10657 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10658 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10659 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10660 GL_Color(r, g, b, a);
10664 static void RSurf_DrawBatch_GL11_ClampColor(void)
10669 if (!rsurface.passcolor4f)
10671 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10673 c2[0] = bound(0.0f, c1[0], 1.0f);
10674 c2[1] = bound(0.0f, c1[1], 1.0f);
10675 c2[2] = bound(0.0f, c1[2], 1.0f);
10676 c2[3] = bound(0.0f, c1[3], 1.0f);
10680 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10690 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10691 rsurface.passcolor4f_vertexbuffer = 0;
10692 rsurface.passcolor4f_bufferoffset = 0;
10693 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)
10695 f = -DotProduct(r_refdef.view.forward, n);
10697 f = f * 0.85 + 0.15; // work around so stuff won't get black
10698 f *= r_refdef.lightmapintensity;
10699 Vector4Set(c, f, f, f, 1);
10703 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10705 RSurf_DrawBatch_GL11_ApplyFakeLight();
10706 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10707 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10708 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10709 GL_Color(r, g, b, a);
10713 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10721 vec3_t ambientcolor;
10722 vec3_t diffusecolor;
10726 VectorCopy(rsurface.modellight_lightdir, lightdir);
10727 f = 0.5f * r_refdef.lightmapintensity;
10728 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10729 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10730 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10731 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10732 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10733 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10735 if (VectorLength2(diffusecolor) > 0)
10737 // q3-style directional shading
10738 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10739 rsurface.passcolor4f_vertexbuffer = 0;
10740 rsurface.passcolor4f_bufferoffset = 0;
10741 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)
10743 if ((f = DotProduct(n, lightdir)) > 0)
10744 VectorMA(ambientcolor, f, diffusecolor, c);
10746 VectorCopy(ambientcolor, c);
10753 *applycolor = false;
10757 *r = ambientcolor[0];
10758 *g = ambientcolor[1];
10759 *b = ambientcolor[2];
10760 rsurface.passcolor4f = NULL;
10761 rsurface.passcolor4f_vertexbuffer = 0;
10762 rsurface.passcolor4f_bufferoffset = 0;
10766 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10768 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10769 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10770 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10771 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10772 GL_Color(r, g, b, a);
10776 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10784 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10785 rsurface.passcolor4f_vertexbuffer = 0;
10786 rsurface.passcolor4f_bufferoffset = 0;
10788 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10790 f = 1 - RSurf_FogVertex(v);
10798 void RSurf_SetupDepthAndCulling(void)
10800 // submodels are biased to avoid z-fighting with world surfaces that they
10801 // may be exactly overlapping (avoids z-fighting artifacts on certain
10802 // doors and things in Quake maps)
10803 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10804 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10805 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10806 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10809 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10811 // transparent sky would be ridiculous
10812 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10814 R_SetupShader_Generic_NoTexture(false, false);
10815 skyrenderlater = true;
10816 RSurf_SetupDepthAndCulling();
10817 GL_DepthMask(true);
10818 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10819 // skymasking on them, and Quake3 never did sky masking (unlike
10820 // software Quake and software Quake2), so disable the sky masking
10821 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10822 // and skymasking also looks very bad when noclipping outside the
10823 // level, so don't use it then either.
10824 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10826 R_Mesh_ResetTextureState();
10827 if (skyrendermasked)
10829 R_SetupShader_DepthOrShadow(false, false, false);
10830 // depth-only (masking)
10831 GL_ColorMask(0,0,0,0);
10832 // just to make sure that braindead drivers don't draw
10833 // anything despite that colormask...
10834 GL_BlendFunc(GL_ZERO, GL_ONE);
10835 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10836 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10840 R_SetupShader_Generic_NoTexture(false, false);
10842 GL_BlendFunc(GL_ONE, GL_ZERO);
10843 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10844 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10845 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10848 if (skyrendermasked)
10849 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10851 R_Mesh_ResetTextureState();
10852 GL_Color(1, 1, 1, 1);
10855 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10856 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10857 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10859 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10863 // render screenspace normalmap to texture
10864 GL_DepthMask(true);
10865 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10870 // bind lightmap texture
10872 // water/refraction/reflection/camera surfaces have to be handled specially
10873 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10875 int start, end, startplaneindex;
10876 for (start = 0;start < texturenumsurfaces;start = end)
10878 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10879 if(startplaneindex < 0)
10881 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10882 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10886 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10888 // now that we have a batch using the same planeindex, render it
10889 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10891 // render water or distortion background
10892 GL_DepthMask(true);
10893 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);
10895 // blend surface on top
10896 GL_DepthMask(false);
10897 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10900 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10902 // render surface with reflection texture as input
10903 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10904 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);
10911 // render surface batch normally
10912 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10913 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);
10917 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10919 // OpenGL 1.3 path - anything not completely ancient
10920 qboolean applycolor;
10923 const texturelayer_t *layer;
10924 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);
10925 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10927 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10930 int layertexrgbscale;
10931 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10933 if (layerindex == 0)
10934 GL_AlphaTest(true);
10937 GL_AlphaTest(false);
10938 GL_DepthFunc(GL_EQUAL);
10941 GL_DepthMask(layer->depthmask && writedepth);
10942 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10943 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10945 layertexrgbscale = 4;
10946 VectorScale(layer->color, 0.25f, layercolor);
10948 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10950 layertexrgbscale = 2;
10951 VectorScale(layer->color, 0.5f, layercolor);
10955 layertexrgbscale = 1;
10956 VectorScale(layer->color, 1.0f, layercolor);
10958 layercolor[3] = layer->color[3];
10959 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10960 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10961 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10962 switch (layer->type)
10964 case TEXTURELAYERTYPE_LITTEXTURE:
10965 // single-pass lightmapped texture with 2x rgbscale
10966 R_Mesh_TexBind(0, r_texture_white);
10967 R_Mesh_TexMatrix(0, NULL);
10968 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10969 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10970 R_Mesh_TexBind(1, layer->texture);
10971 R_Mesh_TexMatrix(1, &layer->texmatrix);
10972 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10973 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10974 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10975 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10976 else if (FAKELIGHT_ENABLED)
10977 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10978 else if (rsurface.uselightmaptexture)
10979 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10981 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10983 case TEXTURELAYERTYPE_TEXTURE:
10984 // singletexture unlit texture with transparency support
10985 R_Mesh_TexBind(0, layer->texture);
10986 R_Mesh_TexMatrix(0, &layer->texmatrix);
10987 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10988 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10989 R_Mesh_TexBind(1, 0);
10990 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10991 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10993 case TEXTURELAYERTYPE_FOG:
10994 // singletexture fogging
10995 if (layer->texture)
10997 R_Mesh_TexBind(0, layer->texture);
10998 R_Mesh_TexMatrix(0, &layer->texmatrix);
10999 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
11000 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11004 R_Mesh_TexBind(0, 0);
11005 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11007 R_Mesh_TexBind(1, 0);
11008 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11009 // generate a color array for the fog pass
11010 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
11011 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
11015 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11018 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11020 GL_DepthFunc(GL_LEQUAL);
11021 GL_AlphaTest(false);
11025 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11027 // OpenGL 1.1 - crusty old voodoo path
11030 const texturelayer_t *layer;
11031 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);
11032 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11034 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
11036 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11038 if (layerindex == 0)
11039 GL_AlphaTest(true);
11042 GL_AlphaTest(false);
11043 GL_DepthFunc(GL_EQUAL);
11046 GL_DepthMask(layer->depthmask && writedepth);
11047 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11048 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11049 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11050 switch (layer->type)
11052 case TEXTURELAYERTYPE_LITTEXTURE:
11053 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
11055 // two-pass lit texture with 2x rgbscale
11056 // first the lightmap pass
11057 R_Mesh_TexBind(0, r_texture_white);
11058 R_Mesh_TexMatrix(0, NULL);
11059 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11060 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11061 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11062 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11063 else if (FAKELIGHT_ENABLED)
11064 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
11065 else if (rsurface.uselightmaptexture)
11066 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11068 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11069 // then apply the texture to it
11070 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11071 R_Mesh_TexBind(0, layer->texture);
11072 R_Mesh_TexMatrix(0, &layer->texmatrix);
11073 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11074 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11075 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);
11079 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11080 R_Mesh_TexBind(0, layer->texture);
11081 R_Mesh_TexMatrix(0, &layer->texmatrix);
11082 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11083 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11084 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11085 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);
11086 else if (FAKELIGHT_ENABLED)
11087 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);
11089 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);
11092 case TEXTURELAYERTYPE_TEXTURE:
11093 // singletexture unlit texture with transparency support
11094 R_Mesh_TexBind(0, layer->texture);
11095 R_Mesh_TexMatrix(0, &layer->texmatrix);
11096 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11097 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11098 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);
11100 case TEXTURELAYERTYPE_FOG:
11101 // singletexture fogging
11102 if (layer->texture)
11104 R_Mesh_TexBind(0, layer->texture);
11105 R_Mesh_TexMatrix(0, &layer->texmatrix);
11106 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11107 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11111 R_Mesh_TexBind(0, 0);
11112 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11114 // generate a color array for the fog pass
11115 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11116 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
11120 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11123 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11125 GL_DepthFunc(GL_LEQUAL);
11126 GL_AlphaTest(false);
11130 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11134 r_vertexgeneric_t *batchvertex;
11137 // R_Mesh_ResetTextureState();
11138 R_SetupShader_Generic_NoTexture(false, false);
11140 if(rsurface.texture && rsurface.texture->currentskinframe)
11142 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11143 c[3] *= rsurface.texture->currentalpha;
11153 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11155 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11156 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11157 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11160 // brighten it up (as texture value 127 means "unlit")
11161 c[0] *= 2 * r_refdef.view.colorscale;
11162 c[1] *= 2 * r_refdef.view.colorscale;
11163 c[2] *= 2 * r_refdef.view.colorscale;
11165 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11166 c[3] *= r_wateralpha.value;
11168 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11170 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11171 GL_DepthMask(false);
11173 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11175 GL_BlendFunc(GL_ONE, GL_ONE);
11176 GL_DepthMask(false);
11178 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11180 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11181 GL_DepthMask(false);
11183 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11185 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11186 GL_DepthMask(false);
11190 GL_BlendFunc(GL_ONE, GL_ZERO);
11191 GL_DepthMask(writedepth);
11194 if (r_showsurfaces.integer == 3)
11196 rsurface.passcolor4f = NULL;
11198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11200 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11202 rsurface.passcolor4f = NULL;
11203 rsurface.passcolor4f_vertexbuffer = 0;
11204 rsurface.passcolor4f_bufferoffset = 0;
11206 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11208 qboolean applycolor = true;
11211 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11213 r_refdef.lightmapintensity = 1;
11214 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11215 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11217 else if (FAKELIGHT_ENABLED)
11219 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11221 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11222 RSurf_DrawBatch_GL11_ApplyFakeLight();
11223 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11227 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11229 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11230 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11231 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11234 if(!rsurface.passcolor4f)
11235 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11237 RSurf_DrawBatch_GL11_ApplyAmbient();
11238 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11239 if(r_refdef.fogenabled)
11240 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11241 RSurf_DrawBatch_GL11_ClampColor();
11243 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11244 R_SetupShader_Generic_NoTexture(false, false);
11247 else if (!r_refdef.view.showdebug)
11249 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11250 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11251 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11253 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11254 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11256 R_Mesh_PrepareVertices_Generic_Unlock();
11259 else if (r_showsurfaces.integer == 4)
11261 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11262 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11263 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11265 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11266 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11267 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11269 R_Mesh_PrepareVertices_Generic_Unlock();
11272 else if (r_showsurfaces.integer == 2)
11275 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11276 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11277 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11279 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11280 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11281 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11282 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11283 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11284 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11285 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11287 R_Mesh_PrepareVertices_Generic_Unlock();
11288 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11292 int texturesurfaceindex;
11294 const msurface_t *surface;
11295 float surfacecolor4f[4];
11296 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11297 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11299 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11301 surface = texturesurfacelist[texturesurfaceindex];
11302 k = (int)(((size_t)surface) / sizeof(msurface_t));
11303 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11304 for (j = 0;j < surface->num_vertices;j++)
11306 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11307 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11311 R_Mesh_PrepareVertices_Generic_Unlock();
11316 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11319 RSurf_SetupDepthAndCulling();
11320 if (r_showsurfaces.integer)
11322 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11325 switch (vid.renderpath)
11327 case RENDERPATH_GL20:
11328 case RENDERPATH_D3D9:
11329 case RENDERPATH_D3D10:
11330 case RENDERPATH_D3D11:
11331 case RENDERPATH_SOFT:
11332 case RENDERPATH_GLES2:
11333 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11335 case RENDERPATH_GL13:
11336 case RENDERPATH_GLES1:
11337 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11339 case RENDERPATH_GL11:
11340 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11346 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11349 RSurf_SetupDepthAndCulling();
11350 if (r_showsurfaces.integer)
11352 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11355 switch (vid.renderpath)
11357 case RENDERPATH_GL20:
11358 case RENDERPATH_D3D9:
11359 case RENDERPATH_D3D10:
11360 case RENDERPATH_D3D11:
11361 case RENDERPATH_SOFT:
11362 case RENDERPATH_GLES2:
11363 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11365 case RENDERPATH_GL13:
11366 case RENDERPATH_GLES1:
11367 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11369 case RENDERPATH_GL11:
11370 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11376 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11379 int texturenumsurfaces, endsurface;
11380 texture_t *texture;
11381 const msurface_t *surface;
11382 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11384 // if the model is static it doesn't matter what value we give for
11385 // wantnormals and wanttangents, so this logic uses only rules applicable
11386 // to a model, knowing that they are meaningless otherwise
11387 if (ent == r_refdef.scene.worldentity)
11388 RSurf_ActiveWorldEntity();
11389 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11390 RSurf_ActiveModelEntity(ent, false, false, false);
11393 switch (vid.renderpath)
11395 case RENDERPATH_GL20:
11396 case RENDERPATH_D3D9:
11397 case RENDERPATH_D3D10:
11398 case RENDERPATH_D3D11:
11399 case RENDERPATH_SOFT:
11400 case RENDERPATH_GLES2:
11401 RSurf_ActiveModelEntity(ent, true, true, false);
11403 case RENDERPATH_GL11:
11404 case RENDERPATH_GL13:
11405 case RENDERPATH_GLES1:
11406 RSurf_ActiveModelEntity(ent, true, false, false);
11411 if (r_transparentdepthmasking.integer)
11413 qboolean setup = false;
11414 for (i = 0;i < numsurfaces;i = j)
11417 surface = rsurface.modelsurfaces + surfacelist[i];
11418 texture = surface->texture;
11419 rsurface.texture = R_GetCurrentTexture(texture);
11420 rsurface.lightmaptexture = NULL;
11421 rsurface.deluxemaptexture = NULL;
11422 rsurface.uselightmaptexture = false;
11423 // scan ahead until we find a different texture
11424 endsurface = min(i + 1024, numsurfaces);
11425 texturenumsurfaces = 0;
11426 texturesurfacelist[texturenumsurfaces++] = surface;
11427 for (;j < endsurface;j++)
11429 surface = rsurface.modelsurfaces + surfacelist[j];
11430 if (texture != surface->texture)
11432 texturesurfacelist[texturenumsurfaces++] = surface;
11434 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11436 // render the range of surfaces as depth
11440 GL_ColorMask(0,0,0,0);
11442 GL_DepthTest(true);
11443 GL_BlendFunc(GL_ONE, GL_ZERO);
11444 GL_DepthMask(true);
11445 // R_Mesh_ResetTextureState();
11447 RSurf_SetupDepthAndCulling();
11448 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11449 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11450 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11454 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11457 for (i = 0;i < numsurfaces;i = j)
11460 surface = rsurface.modelsurfaces + surfacelist[i];
11461 texture = surface->texture;
11462 rsurface.texture = R_GetCurrentTexture(texture);
11463 // scan ahead until we find a different texture
11464 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11465 texturenumsurfaces = 0;
11466 texturesurfacelist[texturenumsurfaces++] = surface;
11467 if(FAKELIGHT_ENABLED)
11469 rsurface.lightmaptexture = NULL;
11470 rsurface.deluxemaptexture = NULL;
11471 rsurface.uselightmaptexture = false;
11472 for (;j < endsurface;j++)
11474 surface = rsurface.modelsurfaces + surfacelist[j];
11475 if (texture != surface->texture)
11477 texturesurfacelist[texturenumsurfaces++] = surface;
11482 rsurface.lightmaptexture = surface->lightmaptexture;
11483 rsurface.deluxemaptexture = surface->deluxemaptexture;
11484 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11485 for (;j < endsurface;j++)
11487 surface = rsurface.modelsurfaces + surfacelist[j];
11488 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11490 texturesurfacelist[texturenumsurfaces++] = surface;
11493 // render the range of surfaces
11494 if (ent == r_refdef.scene.worldentity)
11495 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11497 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11499 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11502 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11504 // transparent surfaces get pushed off into the transparent queue
11505 int surfacelistindex;
11506 const msurface_t *surface;
11507 vec3_t tempcenter, center;
11508 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11510 surface = texturesurfacelist[surfacelistindex];
11511 if (r_transparent_sortsurfacesbynearest.integer)
11513 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11514 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11515 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11519 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11520 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11521 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11523 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11524 if (rsurface.entity->transparent_offset) // transparent offset
11526 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11527 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11528 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11530 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);
11534 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11536 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11538 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11540 RSurf_SetupDepthAndCulling();
11541 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11542 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11543 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11547 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11551 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11554 if (!rsurface.texture->currentnumlayers)
11556 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11557 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11559 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11561 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11562 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11563 else if (!rsurface.texture->currentnumlayers)
11565 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11567 // in the deferred case, transparent surfaces were queued during prepass
11568 if (!r_shadow_usingdeferredprepass)
11569 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11573 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11574 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11579 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11582 texture_t *texture;
11583 R_FrameData_SetMark();
11584 // break the surface list down into batches by texture and use of lightmapping
11585 for (i = 0;i < numsurfaces;i = j)
11588 // texture is the base texture pointer, rsurface.texture is the
11589 // current frame/skin the texture is directing us to use (for example
11590 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11591 // use skin 1 instead)
11592 texture = surfacelist[i]->texture;
11593 rsurface.texture = R_GetCurrentTexture(texture);
11594 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11596 // if this texture is not the kind we want, skip ahead to the next one
11597 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11601 if(FAKELIGHT_ENABLED || depthonly || prepass)
11603 rsurface.lightmaptexture = NULL;
11604 rsurface.deluxemaptexture = NULL;
11605 rsurface.uselightmaptexture = false;
11606 // simply scan ahead until we find a different texture or lightmap state
11607 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11612 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11613 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11614 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11615 // simply scan ahead until we find a different texture or lightmap state
11616 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11619 // render the range of surfaces
11620 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11622 R_FrameData_ReturnToMark();
11625 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11629 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11632 if (!rsurface.texture->currentnumlayers)
11634 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11635 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11637 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11639 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11640 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11641 else if (!rsurface.texture->currentnumlayers)
11643 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11645 // in the deferred case, transparent surfaces were queued during prepass
11646 if (!r_shadow_usingdeferredprepass)
11647 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11651 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11652 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11657 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11660 texture_t *texture;
11661 R_FrameData_SetMark();
11662 // break the surface list down into batches by texture and use of lightmapping
11663 for (i = 0;i < numsurfaces;i = j)
11666 // texture is the base texture pointer, rsurface.texture is the
11667 // current frame/skin the texture is directing us to use (for example
11668 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11669 // use skin 1 instead)
11670 texture = surfacelist[i]->texture;
11671 rsurface.texture = R_GetCurrentTexture(texture);
11672 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11674 // if this texture is not the kind we want, skip ahead to the next one
11675 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11679 if(FAKELIGHT_ENABLED || depthonly || prepass)
11681 rsurface.lightmaptexture = NULL;
11682 rsurface.deluxemaptexture = NULL;
11683 rsurface.uselightmaptexture = false;
11684 // simply scan ahead until we find a different texture or lightmap state
11685 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11690 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11691 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11692 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11693 // simply scan ahead until we find a different texture or lightmap state
11694 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11697 // render the range of surfaces
11698 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11700 R_FrameData_ReturnToMark();
11703 float locboxvertex3f[6*4*3] =
11705 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11706 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11707 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11708 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11709 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11710 1,0,0, 0,0,0, 0,1,0, 1,1,0
11713 unsigned short locboxelements[6*2*3] =
11718 12,13,14, 12,14,15,
11719 16,17,18, 16,18,19,
11723 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11726 cl_locnode_t *loc = (cl_locnode_t *)ent;
11728 float vertex3f[6*4*3];
11730 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11731 GL_DepthMask(false);
11732 GL_DepthRange(0, 1);
11733 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11734 GL_DepthTest(true);
11735 GL_CullFace(GL_NONE);
11736 R_EntityMatrix(&identitymatrix);
11738 // R_Mesh_ResetTextureState();
11740 i = surfacelist[0];
11741 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11742 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11743 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11744 surfacelist[0] < 0 ? 0.5f : 0.125f);
11746 if (VectorCompare(loc->mins, loc->maxs))
11748 VectorSet(size, 2, 2, 2);
11749 VectorMA(loc->mins, -0.5f, size, mins);
11753 VectorCopy(loc->mins, mins);
11754 VectorSubtract(loc->maxs, loc->mins, size);
11757 for (i = 0;i < 6*4*3;)
11758 for (j = 0;j < 3;j++, i++)
11759 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11761 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11762 R_SetupShader_Generic_NoTexture(false, false);
11763 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11766 void R_DrawLocs(void)
11769 cl_locnode_t *loc, *nearestloc;
11771 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11772 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11774 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11775 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11779 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11781 if (decalsystem->decals)
11782 Mem_Free(decalsystem->decals);
11783 memset(decalsystem, 0, sizeof(*decalsystem));
11786 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11789 tridecal_t *decals;
11792 // expand or initialize the system
11793 if (decalsystem->maxdecals <= decalsystem->numdecals)
11795 decalsystem_t old = *decalsystem;
11796 qboolean useshortelements;
11797 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11798 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11799 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)));
11800 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11801 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11802 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11803 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11804 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11805 if (decalsystem->numdecals)
11806 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11808 Mem_Free(old.decals);
11809 for (i = 0;i < decalsystem->maxdecals*3;i++)
11810 decalsystem->element3i[i] = i;
11811 if (useshortelements)
11812 for (i = 0;i < decalsystem->maxdecals*3;i++)
11813 decalsystem->element3s[i] = i;
11816 // grab a decal and search for another free slot for the next one
11817 decals = decalsystem->decals;
11818 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11819 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11821 decalsystem->freedecal = i;
11822 if (decalsystem->numdecals <= i)
11823 decalsystem->numdecals = i + 1;
11825 // initialize the decal
11827 decal->triangleindex = triangleindex;
11828 decal->surfaceindex = surfaceindex;
11829 decal->decalsequence = decalsequence;
11830 decal->color4f[0][0] = c0[0];
11831 decal->color4f[0][1] = c0[1];
11832 decal->color4f[0][2] = c0[2];
11833 decal->color4f[0][3] = 1;
11834 decal->color4f[1][0] = c1[0];
11835 decal->color4f[1][1] = c1[1];
11836 decal->color4f[1][2] = c1[2];
11837 decal->color4f[1][3] = 1;
11838 decal->color4f[2][0] = c2[0];
11839 decal->color4f[2][1] = c2[1];
11840 decal->color4f[2][2] = c2[2];
11841 decal->color4f[2][3] = 1;
11842 decal->vertex3f[0][0] = v0[0];
11843 decal->vertex3f[0][1] = v0[1];
11844 decal->vertex3f[0][2] = v0[2];
11845 decal->vertex3f[1][0] = v1[0];
11846 decal->vertex3f[1][1] = v1[1];
11847 decal->vertex3f[1][2] = v1[2];
11848 decal->vertex3f[2][0] = v2[0];
11849 decal->vertex3f[2][1] = v2[1];
11850 decal->vertex3f[2][2] = v2[2];
11851 decal->texcoord2f[0][0] = t0[0];
11852 decal->texcoord2f[0][1] = t0[1];
11853 decal->texcoord2f[1][0] = t1[0];
11854 decal->texcoord2f[1][1] = t1[1];
11855 decal->texcoord2f[2][0] = t2[0];
11856 decal->texcoord2f[2][1] = t2[1];
11857 TriangleNormal(v0, v1, v2, decal->plane);
11858 VectorNormalize(decal->plane);
11859 decal->plane[3] = DotProduct(v0, decal->plane);
11862 extern cvar_t cl_decals_bias;
11863 extern cvar_t cl_decals_models;
11864 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11865 // baseparms, parms, temps
11866 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11871 const float *vertex3f;
11872 const float *normal3f;
11874 float points[2][9][3];
11881 e = rsurface.modelelement3i + 3*triangleindex;
11883 vertex3f = rsurface.modelvertex3f;
11884 normal3f = rsurface.modelnormal3f;
11888 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11890 index = 3*e[cornerindex];
11891 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11896 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11898 index = 3*e[cornerindex];
11899 VectorCopy(vertex3f + index, v[cornerindex]);
11904 //TriangleNormal(v[0], v[1], v[2], normal);
11905 //if (DotProduct(normal, localnormal) < 0.0f)
11907 // clip by each of the box planes formed from the projection matrix
11908 // if anything survives, we emit the decal
11909 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]);
11912 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]);
11915 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]);
11918 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]);
11921 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]);
11924 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]);
11927 // some part of the triangle survived, so we have to accept it...
11930 // dynamic always uses the original triangle
11932 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11934 index = 3*e[cornerindex];
11935 VectorCopy(vertex3f + index, v[cornerindex]);
11938 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11940 // convert vertex positions to texcoords
11941 Matrix4x4_Transform(projection, v[cornerindex], temp);
11942 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11943 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11944 // calculate distance fade from the projection origin
11945 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11946 f = bound(0.0f, f, 1.0f);
11947 c[cornerindex][0] = r * f;
11948 c[cornerindex][1] = g * f;
11949 c[cornerindex][2] = b * f;
11950 c[cornerindex][3] = 1.0f;
11951 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11954 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);
11956 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11957 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);
11959 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11961 matrix4x4_t projection;
11962 decalsystem_t *decalsystem;
11965 const msurface_t *surface;
11966 const msurface_t *surfaces;
11967 const int *surfacelist;
11968 const texture_t *texture;
11970 int numsurfacelist;
11971 int surfacelistindex;
11974 float localorigin[3];
11975 float localnormal[3];
11976 float localmins[3];
11977 float localmaxs[3];
11980 float planes[6][4];
11983 int bih_triangles_count;
11984 int bih_triangles[256];
11985 int bih_surfaces[256];
11987 decalsystem = &ent->decalsystem;
11988 model = ent->model;
11989 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11991 R_DecalSystem_Reset(&ent->decalsystem);
11995 if (!model->brush.data_leafs && !cl_decals_models.integer)
11997 if (decalsystem->model)
11998 R_DecalSystem_Reset(decalsystem);
12002 if (decalsystem->model != model)
12003 R_DecalSystem_Reset(decalsystem);
12004 decalsystem->model = model;
12006 RSurf_ActiveModelEntity(ent, true, false, false);
12008 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
12009 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
12010 VectorNormalize(localnormal);
12011 localsize = worldsize*rsurface.inversematrixscale;
12012 localmins[0] = localorigin[0] - localsize;
12013 localmins[1] = localorigin[1] - localsize;
12014 localmins[2] = localorigin[2] - localsize;
12015 localmaxs[0] = localorigin[0] + localsize;
12016 localmaxs[1] = localorigin[1] + localsize;
12017 localmaxs[2] = localorigin[2] + localsize;
12019 //VectorCopy(localnormal, planes[4]);
12020 //VectorVectors(planes[4], planes[2], planes[0]);
12021 AnglesFromVectors(angles, localnormal, NULL, false);
12022 AngleVectors(angles, planes[0], planes[2], planes[4]);
12023 VectorNegate(planes[0], planes[1]);
12024 VectorNegate(planes[2], planes[3]);
12025 VectorNegate(planes[4], planes[5]);
12026 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
12027 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
12028 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
12029 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
12030 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
12031 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
12036 matrix4x4_t forwardprojection;
12037 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
12038 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12043 float projectionvector[4][3];
12044 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12045 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12046 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12047 projectionvector[0][0] = planes[0][0] * ilocalsize;
12048 projectionvector[0][1] = planes[1][0] * ilocalsize;
12049 projectionvector[0][2] = planes[2][0] * ilocalsize;
12050 projectionvector[1][0] = planes[0][1] * ilocalsize;
12051 projectionvector[1][1] = planes[1][1] * ilocalsize;
12052 projectionvector[1][2] = planes[2][1] * ilocalsize;
12053 projectionvector[2][0] = planes[0][2] * ilocalsize;
12054 projectionvector[2][1] = planes[1][2] * ilocalsize;
12055 projectionvector[2][2] = planes[2][2] * ilocalsize;
12056 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12057 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12058 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12059 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12063 dynamic = model->surfmesh.isanimated;
12064 numsurfacelist = model->nummodelsurfaces;
12065 surfacelist = model->sortedmodelsurfaces;
12066 surfaces = model->data_surfaces;
12069 bih_triangles_count = -1;
12072 if(model->render_bih.numleafs)
12073 bih = &model->render_bih;
12074 else if(model->collision_bih.numleafs)
12075 bih = &model->collision_bih;
12078 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12079 if(bih_triangles_count == 0)
12081 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12083 if(bih_triangles_count > 0)
12085 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12087 surfaceindex = bih_surfaces[triangleindex];
12088 surface = surfaces + surfaceindex;
12089 texture = surface->texture;
12090 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12092 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12094 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12099 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12101 surfaceindex = surfacelist[surfacelistindex];
12102 surface = surfaces + surfaceindex;
12103 // check cull box first because it rejects more than any other check
12104 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12106 // skip transparent surfaces
12107 texture = surface->texture;
12108 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12110 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12112 numtriangles = surface->num_triangles;
12113 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12114 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12119 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12120 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
12122 int renderentityindex;
12123 float worldmins[3];
12124 float worldmaxs[3];
12125 entity_render_t *ent;
12127 if (!cl_decals_newsystem.integer)
12130 worldmins[0] = worldorigin[0] - worldsize;
12131 worldmins[1] = worldorigin[1] - worldsize;
12132 worldmins[2] = worldorigin[2] - worldsize;
12133 worldmaxs[0] = worldorigin[0] + worldsize;
12134 worldmaxs[1] = worldorigin[1] + worldsize;
12135 worldmaxs[2] = worldorigin[2] + worldsize;
12137 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12139 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12141 ent = r_refdef.scene.entities[renderentityindex];
12142 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12145 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12149 typedef struct r_decalsystem_splatqueue_s
12151 vec3_t worldorigin;
12152 vec3_t worldnormal;
12156 unsigned int decalsequence;
12158 r_decalsystem_splatqueue_t;
12160 int r_decalsystem_numqueued = 0;
12161 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12163 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)
12165 r_decalsystem_splatqueue_t *queue;
12167 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12170 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12171 VectorCopy(worldorigin, queue->worldorigin);
12172 VectorCopy(worldnormal, queue->worldnormal);
12173 Vector4Set(queue->color, r, g, b, a);
12174 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12175 queue->worldsize = worldsize;
12176 queue->decalsequence = cl.decalsequence++;
12179 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12182 r_decalsystem_splatqueue_t *queue;
12184 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12185 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);
12186 r_decalsystem_numqueued = 0;
12189 extern cvar_t cl_decals_max;
12190 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12193 decalsystem_t *decalsystem = &ent->decalsystem;
12195 unsigned int killsequence;
12200 if (!decalsystem->numdecals)
12203 if (r_showsurfaces.integer)
12206 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12208 R_DecalSystem_Reset(decalsystem);
12212 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12213 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12215 if (decalsystem->lastupdatetime)
12216 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12219 decalsystem->lastupdatetime = r_refdef.scene.time;
12220 numdecals = decalsystem->numdecals;
12222 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12224 if (decal->color4f[0][3])
12226 decal->lived += frametime;
12227 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12229 memset(decal, 0, sizeof(*decal));
12230 if (decalsystem->freedecal > i)
12231 decalsystem->freedecal = i;
12235 decal = decalsystem->decals;
12236 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12239 // collapse the array by shuffling the tail decals into the gaps
12242 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12243 decalsystem->freedecal++;
12244 if (decalsystem->freedecal == numdecals)
12246 decal[decalsystem->freedecal] = decal[--numdecals];
12249 decalsystem->numdecals = numdecals;
12251 if (numdecals <= 0)
12253 // if there are no decals left, reset decalsystem
12254 R_DecalSystem_Reset(decalsystem);
12258 extern skinframe_t *decalskinframe;
12259 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12262 decalsystem_t *decalsystem = &ent->decalsystem;
12271 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12274 numdecals = decalsystem->numdecals;
12278 if (r_showsurfaces.integer)
12281 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12283 R_DecalSystem_Reset(decalsystem);
12287 // if the model is static it doesn't matter what value we give for
12288 // wantnormals and wanttangents, so this logic uses only rules applicable
12289 // to a model, knowing that they are meaningless otherwise
12290 if (ent == r_refdef.scene.worldentity)
12291 RSurf_ActiveWorldEntity();
12293 RSurf_ActiveModelEntity(ent, false, false, false);
12295 decalsystem->lastupdatetime = r_refdef.scene.time;
12297 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12299 // update vertex positions for animated models
12300 v3f = decalsystem->vertex3f;
12301 c4f = decalsystem->color4f;
12302 t2f = decalsystem->texcoord2f;
12303 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12305 if (!decal->color4f[0][3])
12308 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12312 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12315 // update color values for fading decals
12316 if (decal->lived >= cl_decals_time.value)
12317 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12321 c4f[ 0] = decal->color4f[0][0] * alpha;
12322 c4f[ 1] = decal->color4f[0][1] * alpha;
12323 c4f[ 2] = decal->color4f[0][2] * alpha;
12325 c4f[ 4] = decal->color4f[1][0] * alpha;
12326 c4f[ 5] = decal->color4f[1][1] * alpha;
12327 c4f[ 6] = decal->color4f[1][2] * alpha;
12329 c4f[ 8] = decal->color4f[2][0] * alpha;
12330 c4f[ 9] = decal->color4f[2][1] * alpha;
12331 c4f[10] = decal->color4f[2][2] * alpha;
12334 t2f[0] = decal->texcoord2f[0][0];
12335 t2f[1] = decal->texcoord2f[0][1];
12336 t2f[2] = decal->texcoord2f[1][0];
12337 t2f[3] = decal->texcoord2f[1][1];
12338 t2f[4] = decal->texcoord2f[2][0];
12339 t2f[5] = decal->texcoord2f[2][1];
12341 // update vertex positions for animated models
12342 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12344 e = rsurface.modelelement3i + 3*decal->triangleindex;
12345 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12346 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12347 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12351 VectorCopy(decal->vertex3f[0], v3f);
12352 VectorCopy(decal->vertex3f[1], v3f + 3);
12353 VectorCopy(decal->vertex3f[2], v3f + 6);
12356 if (r_refdef.fogenabled)
12358 alpha = RSurf_FogVertex(v3f);
12359 VectorScale(c4f, alpha, c4f);
12360 alpha = RSurf_FogVertex(v3f + 3);
12361 VectorScale(c4f + 4, alpha, c4f + 4);
12362 alpha = RSurf_FogVertex(v3f + 6);
12363 VectorScale(c4f + 8, alpha, c4f + 8);
12374 r_refdef.stats[r_stat_drawndecals] += numtris;
12376 // now render the decals all at once
12377 // (this assumes they all use one particle font texture!)
12378 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);
12379 // R_Mesh_ResetTextureState();
12380 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12381 GL_DepthMask(false);
12382 GL_DepthRange(0, 1);
12383 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12384 GL_DepthTest(true);
12385 GL_CullFace(GL_NONE);
12386 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12387 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12388 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12392 static void R_DrawModelDecals(void)
12396 // fade faster when there are too many decals
12397 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12398 for (i = 0;i < r_refdef.scene.numentities;i++)
12399 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12401 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12402 for (i = 0;i < r_refdef.scene.numentities;i++)
12403 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12404 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12406 R_DecalSystem_ApplySplatEntitiesQueue();
12408 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12409 for (i = 0;i < r_refdef.scene.numentities;i++)
12410 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12412 r_refdef.stats[r_stat_totaldecals] += numdecals;
12414 if (r_showsurfaces.integer)
12417 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12419 for (i = 0;i < r_refdef.scene.numentities;i++)
12421 if (!r_refdef.viewcache.entityvisible[i])
12423 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12424 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12428 extern cvar_t mod_collision_bih;
12429 static void R_DrawDebugModel(void)
12431 entity_render_t *ent = rsurface.entity;
12432 int i, j, flagsmask;
12433 const msurface_t *surface;
12434 dp_model_t *model = ent->model;
12436 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12439 if (r_showoverdraw.value > 0)
12441 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12442 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12443 R_SetupShader_Generic_NoTexture(false, false);
12444 GL_DepthTest(false);
12445 GL_DepthMask(false);
12446 GL_DepthRange(0, 1);
12447 GL_BlendFunc(GL_ONE, GL_ONE);
12448 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12450 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12452 rsurface.texture = R_GetCurrentTexture(surface->texture);
12453 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12455 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12456 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12457 if (!rsurface.texture->currentlayers->depthmask)
12458 GL_Color(c, 0, 0, 1.0f);
12459 else if (ent == r_refdef.scene.worldentity)
12460 GL_Color(c, c, c, 1.0f);
12462 GL_Color(0, c, 0, 1.0f);
12463 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12467 rsurface.texture = NULL;
12470 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12472 // R_Mesh_ResetTextureState();
12473 R_SetupShader_Generic_NoTexture(false, false);
12474 GL_DepthRange(0, 1);
12475 GL_DepthTest(!r_showdisabledepthtest.integer);
12476 GL_DepthMask(false);
12477 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12479 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12483 qboolean cullbox = false;
12484 const q3mbrush_t *brush;
12485 const bih_t *bih = &model->collision_bih;
12486 const bih_leaf_t *bihleaf;
12487 float vertex3f[3][3];
12488 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12489 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12491 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12493 switch (bihleaf->type)
12496 brush = model->brush.data_brushes + bihleaf->itemindex;
12497 if (brush->colbrushf && brush->colbrushf->numtriangles)
12499 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);
12500 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12501 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12504 case BIH_COLLISIONTRIANGLE:
12505 triangleindex = bihleaf->itemindex;
12506 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12507 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12508 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12509 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);
12510 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12511 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12513 case BIH_RENDERTRIANGLE:
12514 triangleindex = bihleaf->itemindex;
12515 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12516 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12517 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12518 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);
12519 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12520 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12526 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12529 if (r_showtris.integer && qglPolygonMode)
12531 if (r_showdisabledepthtest.integer)
12533 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12534 GL_DepthMask(false);
12538 GL_BlendFunc(GL_ONE, GL_ZERO);
12539 GL_DepthMask(true);
12541 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12542 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12544 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12546 rsurface.texture = R_GetCurrentTexture(surface->texture);
12547 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12549 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12550 if (!rsurface.texture->currentlayers->depthmask)
12551 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12552 else if (ent == r_refdef.scene.worldentity)
12553 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12555 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12556 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12560 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12561 rsurface.texture = NULL;
12564 if (r_shownormals.value != 0 && qglBegin)
12568 if (r_showdisabledepthtest.integer)
12570 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12571 GL_DepthMask(false);
12575 GL_BlendFunc(GL_ONE, GL_ZERO);
12576 GL_DepthMask(true);
12578 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12580 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12582 rsurface.texture = R_GetCurrentTexture(surface->texture);
12583 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12585 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12586 qglBegin(GL_LINES);
12587 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12589 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12591 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12592 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12593 qglVertex3f(v[0], v[1], v[2]);
12594 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12595 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12596 qglVertex3f(v[0], v[1], v[2]);
12599 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12601 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12603 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12604 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12605 qglVertex3f(v[0], v[1], v[2]);
12606 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12607 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12608 qglVertex3f(v[0], v[1], v[2]);
12611 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12613 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12615 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12616 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12617 qglVertex3f(v[0], v[1], v[2]);
12618 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12619 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12620 qglVertex3f(v[0], v[1], v[2]);
12623 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12625 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12627 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12628 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12629 qglVertex3f(v[0], v[1], v[2]);
12630 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12631 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12632 qglVertex3f(v[0], v[1], v[2]);
12639 rsurface.texture = NULL;
12644 int r_maxsurfacelist = 0;
12645 const msurface_t **r_surfacelist = NULL;
12646 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12648 int i, j, endj, flagsmask;
12649 dp_model_t *model = r_refdef.scene.worldmodel;
12650 msurface_t *surfaces;
12651 unsigned char *update;
12652 int numsurfacelist = 0;
12656 if (r_maxsurfacelist < model->num_surfaces)
12658 r_maxsurfacelist = model->num_surfaces;
12660 Mem_Free((msurface_t**)r_surfacelist);
12661 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12664 RSurf_ActiveWorldEntity();
12666 surfaces = model->data_surfaces;
12667 update = model->brushq1.lightmapupdateflags;
12669 // update light styles on this submodel
12670 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12672 model_brush_lightstyleinfo_t *style;
12673 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12675 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12677 int *list = style->surfacelist;
12678 style->value = r_refdef.scene.lightstylevalue[style->style];
12679 for (j = 0;j < style->numsurfaces;j++)
12680 update[list[j]] = true;
12685 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12689 R_DrawDebugModel();
12690 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12694 rsurface.lightmaptexture = NULL;
12695 rsurface.deluxemaptexture = NULL;
12696 rsurface.uselightmaptexture = false;
12697 rsurface.texture = NULL;
12698 rsurface.rtlight = NULL;
12699 numsurfacelist = 0;
12700 // add visible surfaces to draw list
12701 for (i = 0;i < model->nummodelsurfaces;i++)
12703 j = model->sortedmodelsurfaces[i];
12704 if (r_refdef.viewcache.world_surfacevisible[j])
12705 r_surfacelist[numsurfacelist++] = surfaces + j;
12707 // update lightmaps if needed
12708 if (model->brushq1.firstrender)
12710 model->brushq1.firstrender = false;
12711 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12713 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12717 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12718 if (r_refdef.viewcache.world_surfacevisible[j])
12720 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12722 // don't do anything if there were no surfaces
12723 if (!numsurfacelist)
12725 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12728 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12730 // add to stats if desired
12731 if (r_speeds.integer && !skysurfaces && !depthonly)
12733 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12734 for (j = 0;j < numsurfacelist;j++)
12735 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12738 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12741 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12743 int i, j, endj, flagsmask;
12744 dp_model_t *model = ent->model;
12745 msurface_t *surfaces;
12746 unsigned char *update;
12747 int numsurfacelist = 0;
12751 if (r_maxsurfacelist < model->num_surfaces)
12753 r_maxsurfacelist = model->num_surfaces;
12755 Mem_Free((msurface_t **)r_surfacelist);
12756 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12759 // if the model is static it doesn't matter what value we give for
12760 // wantnormals and wanttangents, so this logic uses only rules applicable
12761 // to a model, knowing that they are meaningless otherwise
12762 if (ent == r_refdef.scene.worldentity)
12763 RSurf_ActiveWorldEntity();
12764 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12765 RSurf_ActiveModelEntity(ent, false, false, false);
12767 RSurf_ActiveModelEntity(ent, true, true, true);
12768 else if (depthonly)
12770 switch (vid.renderpath)
12772 case RENDERPATH_GL20:
12773 case RENDERPATH_D3D9:
12774 case RENDERPATH_D3D10:
12775 case RENDERPATH_D3D11:
12776 case RENDERPATH_SOFT:
12777 case RENDERPATH_GLES2:
12778 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12780 case RENDERPATH_GL11:
12781 case RENDERPATH_GL13:
12782 case RENDERPATH_GLES1:
12783 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12789 switch (vid.renderpath)
12791 case RENDERPATH_GL20:
12792 case RENDERPATH_D3D9:
12793 case RENDERPATH_D3D10:
12794 case RENDERPATH_D3D11:
12795 case RENDERPATH_SOFT:
12796 case RENDERPATH_GLES2:
12797 RSurf_ActiveModelEntity(ent, true, true, false);
12799 case RENDERPATH_GL11:
12800 case RENDERPATH_GL13:
12801 case RENDERPATH_GLES1:
12802 RSurf_ActiveModelEntity(ent, true, false, false);
12807 surfaces = model->data_surfaces;
12808 update = model->brushq1.lightmapupdateflags;
12810 // update light styles
12811 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12813 model_brush_lightstyleinfo_t *style;
12814 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12816 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12818 int *list = style->surfacelist;
12819 style->value = r_refdef.scene.lightstylevalue[style->style];
12820 for (j = 0;j < style->numsurfaces;j++)
12821 update[list[j]] = true;
12826 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12830 R_DrawDebugModel();
12831 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12835 rsurface.lightmaptexture = NULL;
12836 rsurface.deluxemaptexture = NULL;
12837 rsurface.uselightmaptexture = false;
12838 rsurface.texture = NULL;
12839 rsurface.rtlight = NULL;
12840 numsurfacelist = 0;
12841 // add visible surfaces to draw list
12842 for (i = 0;i < model->nummodelsurfaces;i++)
12843 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12844 // don't do anything if there were no surfaces
12845 if (!numsurfacelist)
12847 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12850 // update lightmaps if needed
12854 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12859 R_BuildLightMap(ent, surfaces + j);
12864 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12866 // add to stats if desired
12867 if (r_speeds.integer && !skysurfaces && !depthonly)
12869 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12870 for (j = 0;j < numsurfacelist;j++)
12871 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12874 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12877 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12879 static texture_t texture;
12880 static msurface_t surface;
12881 const msurface_t *surfacelist = &surface;
12883 // fake enough texture and surface state to render this geometry
12885 texture.update_lastrenderframe = -1; // regenerate this texture
12886 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12887 texture.basealpha = 1.0f;
12888 texture.currentskinframe = skinframe;
12889 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12890 texture.offsetmapping = OFFSETMAPPING_OFF;
12891 texture.offsetscale = 1;
12892 texture.specularscalemod = 1;
12893 texture.specularpowermod = 1;
12894 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12895 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12896 // JUST GREP FOR "specularscalemod = 1".
12898 surface.texture = &texture;
12899 surface.num_triangles = numtriangles;
12900 surface.num_firsttriangle = firsttriangle;
12901 surface.num_vertices = numvertices;
12902 surface.num_firstvertex = firstvertex;
12905 rsurface.texture = R_GetCurrentTexture(surface.texture);
12906 rsurface.lightmaptexture = NULL;
12907 rsurface.deluxemaptexture = NULL;
12908 rsurface.uselightmaptexture = false;
12909 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12912 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)
12914 static msurface_t surface;
12915 const msurface_t *surfacelist = &surface;
12917 // fake enough texture and surface state to render this geometry
12918 surface.texture = texture;
12919 surface.num_triangles = numtriangles;
12920 surface.num_firsttriangle = firsttriangle;
12921 surface.num_vertices = numvertices;
12922 surface.num_firstvertex = firstvertex;
12925 rsurface.texture = R_GetCurrentTexture(surface.texture);
12926 rsurface.lightmaptexture = NULL;
12927 rsurface.deluxemaptexture = NULL;
12928 rsurface.uselightmaptexture = false;
12929 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);