2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
38 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
39 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
40 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
41 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
42 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
43 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
45 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
46 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
47 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
48 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
49 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
50 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
51 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
52 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
53 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
54 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
55 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
56 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
57 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
61 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
62 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
63 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
64 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
66 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
69 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
70 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
71 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
72 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
73 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
74 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
75 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
76 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
78 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
80 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
81 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
82 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
83 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
84 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
85 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
86 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
87 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
90 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
91 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
93 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
94 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
95 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
96 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
97 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
101 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
102 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
104 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
105 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
106 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
107 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
108 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
109 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
110 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
112 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
113 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
114 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
115 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
117 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
119 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
121 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
123 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
124 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
125 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
126 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
127 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
128 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
130 extern cvar_t v_glslgamma;
132 extern qboolean v_flipped_state;
134 static struct r_bloomstate_s
139 int bloomwidth, bloomheight;
141 int screentexturewidth, screentextureheight;
142 rtexture_t *texture_screen;
144 int bloomtexturewidth, bloomtextureheight;
145 rtexture_t *texture_bloom;
147 // arrays for rendering the screen passes
148 float screentexcoord2f[8];
149 float bloomtexcoord2f[8];
150 float offsettexcoord2f[8];
154 r_waterstate_t r_waterstate;
156 // shadow volume bsp struct with automatically growing nodes buffer
159 rtexture_t *r_texture_blanknormalmap;
160 rtexture_t *r_texture_white;
161 rtexture_t *r_texture_grey128;
162 rtexture_t *r_texture_black;
163 rtexture_t *r_texture_notexture;
164 rtexture_t *r_texture_whitecube;
165 rtexture_t *r_texture_normalizationcube;
166 rtexture_t *r_texture_fogattenuation;
167 rtexture_t *r_texture_gammaramps;
168 unsigned int r_texture_gammaramps_serial;
169 //rtexture_t *r_texture_fogintensity;
171 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
172 unsigned int r_numqueries;
173 unsigned int r_maxqueries;
175 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
176 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
178 // vertex coordinates for a quad that covers the screen exactly
179 const static float r_screenvertex3f[12] =
187 extern void R_DrawModelShadows(void);
189 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
192 for (i = 0;i < verts;i++)
203 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
206 for (i = 0;i < verts;i++)
216 // FIXME: move this to client?
219 if (gamemode == GAME_NEHAHRA)
221 Cvar_Set("gl_fogenable", "0");
222 Cvar_Set("gl_fogdensity", "0.2");
223 Cvar_Set("gl_fogred", "0.3");
224 Cvar_Set("gl_foggreen", "0.3");
225 Cvar_Set("gl_fogblue", "0.3");
227 r_refdef.fog_density = 0;
228 r_refdef.fog_red = 0;
229 r_refdef.fog_green = 0;
230 r_refdef.fog_blue = 0;
231 r_refdef.fog_alpha = 1;
232 r_refdef.fog_start = 0;
233 r_refdef.fog_end = 0;
236 float FogForDistance(vec_t dist)
238 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
239 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
242 float FogPoint_World(const vec3_t p)
244 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
247 float FogPoint_Model(const vec3_t p)
249 return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
252 static void R_BuildBlankTextures(void)
254 unsigned char data[4];
255 data[2] = 128; // normal X
256 data[1] = 128; // normal Y
257 data[0] = 255; // normal Z
258 data[3] = 128; // height
259 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
264 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
269 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
274 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
277 static void R_BuildNoTexture(void)
280 unsigned char pix[16][16][4];
281 // this makes a light grey/dark grey checkerboard texture
282 for (y = 0;y < 16;y++)
284 for (x = 0;x < 16;x++)
286 if ((y < 8) ^ (x < 8))
302 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
305 static void R_BuildWhiteCube(void)
307 unsigned char data[6*1*1*4];
308 memset(data, 255, sizeof(data));
309 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
312 static void R_BuildNormalizationCube(void)
316 vec_t s, t, intensity;
318 unsigned char data[6][NORMSIZE][NORMSIZE][4];
319 for (side = 0;side < 6;side++)
321 for (y = 0;y < NORMSIZE;y++)
323 for (x = 0;x < NORMSIZE;x++)
325 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
326 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
361 intensity = 127.0f / sqrt(DotProduct(v, v));
362 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
363 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
364 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
365 data[side][y][x][3] = 255;
369 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
372 static void R_BuildFogTexture(void)
376 unsigned char data1[FOGWIDTH][4];
377 //unsigned char data2[FOGWIDTH][4];
380 r_refdef.fogmasktable_start = r_refdef.fog_start;
381 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
382 r_refdef.fogmasktable_range = r_refdef.fogrange;
383 r_refdef.fogmasktable_density = r_refdef.fog_density;
385 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
386 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
388 d = (x * r - r_refdef.fogmasktable_start);
389 if(developer.integer >= 100)
390 Con_Printf("%f ", d);
392 if (r_fog_exp2.integer)
393 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
395 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
396 if(developer.integer >= 100)
397 Con_Printf(" : %f ", alpha);
398 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
399 if(developer.integer >= 100)
400 Con_Printf(" = %f\n", alpha);
401 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
404 for (x = 0;x < FOGWIDTH;x++)
406 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
411 //data2[x][0] = 255 - b;
412 //data2[x][1] = 255 - b;
413 //data2[x][2] = 255 - b;
416 if (r_texture_fogattenuation)
418 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
419 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
423 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
424 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
428 static const char *builtinshaderstring =
429 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
430 "// written by Forest 'LordHavoc' Hale\n"
432 "// common definitions between vertex shader and fragment shader:\n"
434 "//#ifdef __GLSL_CG_DATA_TYPES\n"
435 "//# define myhalf half\n"
436 "//# define myhalf2 half2\n"
437 "//# define myhalf3 half3\n"
438 "//# define myhalf4 half4\n"
440 "# define myhalf float\n"
441 "# define myhalf2 vec2\n"
442 "# define myhalf3 vec3\n"
443 "# define myhalf4 vec4\n"
446 "#ifdef MODE_DEPTH_OR_SHADOW\n"
448 "# ifdef VERTEX_SHADER\n"
451 " gl_Position = ftransform();\n"
457 "#ifdef MODE_POSTPROCESS\n"
458 "# ifdef VERTEX_SHADER\n"
461 " gl_FrontColor = gl_Color;\n"
462 " gl_Position = ftransform();\n"
463 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
465 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
469 "# ifdef FRAGMENT_SHADER\n"
471 "uniform sampler2D Texture_First;\n"
473 "uniform sampler2D Texture_Second;\n"
475 "#ifdef USEGAMMARAMPS\n"
476 "uniform sampler2D Texture_GammaRamps;\n"
478 "#ifdef USEVERTEXTEXTUREBLEND\n"
479 "uniform vec4 TintColor;\n"
481 "#ifdef USECOLORMOD\n"
482 "uniform vec3 Gamma;\n"
484 "//uncomment these if you want to use them:\n"
485 "uniform vec4 UserVec1;\n"
486 "// uniform vec4 UserVec2;\n"
487 "// uniform vec4 UserVec3;\n"
488 "// uniform vec4 UserVec4;\n"
489 "// uniform float ClientTime;\n"
490 "uniform vec2 PixelSize;\n"
493 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
495 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
497 "#ifdef USEVERTEXTEXTUREBLEND\n"
498 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
501 "#ifdef USEPOSTPROCESSING\n"
502 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
503 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
504 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
505 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
506 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
507 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
508 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
509 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
512 "#ifdef USEGAMMARAMPS\n"
513 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
514 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
515 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
522 "#ifdef MODE_GENERIC\n"
523 "# ifdef VERTEX_SHADER\n"
526 " gl_FrontColor = gl_Color;\n"
527 "# ifdef USEDIFFUSE\n"
528 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
530 "# ifdef USESPECULAR\n"
531 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
533 " gl_Position = ftransform();\n"
536 "# ifdef FRAGMENT_SHADER\n"
538 "# ifdef USEDIFFUSE\n"
539 "uniform sampler2D Texture_First;\n"
541 "# ifdef USESPECULAR\n"
542 "uniform sampler2D Texture_Second;\n"
547 " gl_FragColor = gl_Color;\n"
548 "# ifdef USEDIFFUSE\n"
549 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
552 "# ifdef USESPECULAR\n"
553 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
555 "# ifdef USECOLORMAPPING\n"
556 " gl_FragColor *= tex2;\n"
559 " gl_FragColor += tex2;\n"
561 "# ifdef USEVERTEXTEXTUREBLEND\n"
562 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
567 "#else // !MODE_GENERIC\n"
569 "varying vec2 TexCoord;\n"
570 "varying vec2 TexCoordLightmap;\n"
572 "#ifdef MODE_LIGHTSOURCE\n"
573 "varying vec3 CubeVector;\n"
576 "#ifdef MODE_LIGHTSOURCE\n"
577 "varying vec3 LightVector;\n"
579 "#ifdef MODE_LIGHTDIRECTION\n"
580 "varying vec3 LightVector;\n"
583 "varying vec3 EyeVector;\n"
585 "varying vec3 EyeVectorModelSpace;\n"
588 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
589 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
590 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
592 "#ifdef MODE_WATER\n"
593 "varying vec4 ModelViewProjectionPosition;\n"
595 "#ifdef MODE_REFRACTION\n"
596 "varying vec4 ModelViewProjectionPosition;\n"
598 "#ifdef USEREFLECTION\n"
599 "varying vec4 ModelViewProjectionPosition;\n"
606 "// vertex shader specific:\n"
607 "#ifdef VERTEX_SHADER\n"
609 "uniform vec3 LightPosition;\n"
610 "uniform vec3 EyePosition;\n"
611 "uniform vec3 LightDir;\n"
613 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
617 " gl_FrontColor = gl_Color;\n"
618 " // copy the surface texcoord\n"
619 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
620 "#ifndef MODE_LIGHTSOURCE\n"
621 "# ifndef MODE_LIGHTDIRECTION\n"
622 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
626 "#ifdef MODE_LIGHTSOURCE\n"
627 " // transform vertex position into light attenuation/cubemap space\n"
628 " // (-1 to +1 across the light box)\n"
629 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
631 " // transform unnormalized light direction into tangent space\n"
632 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
633 " // normalize it per pixel)\n"
634 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
635 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
636 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
637 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
640 "#ifdef MODE_LIGHTDIRECTION\n"
641 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
642 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
643 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
646 " // transform unnormalized eye direction into tangent space\n"
648 " vec3 EyeVectorModelSpace;\n"
650 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
651 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
652 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
653 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
655 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
656 " VectorS = gl_MultiTexCoord1.xyz;\n"
657 " VectorT = gl_MultiTexCoord2.xyz;\n"
658 " VectorR = gl_MultiTexCoord3.xyz;\n"
661 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
662 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
663 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
664 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
667 "// transform vertex to camera space, using ftransform to match non-VS\n"
669 " gl_Position = ftransform();\n"
671 "#ifdef MODE_WATER\n"
672 " ModelViewProjectionPosition = gl_Position;\n"
674 "#ifdef MODE_REFRACTION\n"
675 " ModelViewProjectionPosition = gl_Position;\n"
677 "#ifdef USEREFLECTION\n"
678 " ModelViewProjectionPosition = gl_Position;\n"
682 "#endif // VERTEX_SHADER\n"
687 "// fragment shader specific:\n"
688 "#ifdef FRAGMENT_SHADER\n"
690 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
691 "uniform sampler2D Texture_Normal;\n"
692 "uniform sampler2D Texture_Color;\n"
693 "uniform sampler2D Texture_Gloss;\n"
694 "uniform sampler2D Texture_Glow;\n"
695 "uniform sampler2D Texture_SecondaryNormal;\n"
696 "uniform sampler2D Texture_SecondaryColor;\n"
697 "uniform sampler2D Texture_SecondaryGloss;\n"
698 "uniform sampler2D Texture_SecondaryGlow;\n"
699 "uniform sampler2D Texture_Pants;\n"
700 "uniform sampler2D Texture_Shirt;\n"
701 "uniform sampler2D Texture_FogMask;\n"
702 "uniform sampler2D Texture_Lightmap;\n"
703 "uniform sampler2D Texture_Deluxemap;\n"
704 "uniform sampler2D Texture_Refraction;\n"
705 "uniform sampler2D Texture_Reflection;\n"
706 "uniform sampler2D Texture_Attenuation;\n"
707 "uniform samplerCube Texture_Cube;\n"
709 "uniform myhalf3 LightColor;\n"
710 "uniform myhalf3 AmbientColor;\n"
711 "uniform myhalf3 DiffuseColor;\n"
712 "uniform myhalf3 SpecularColor;\n"
713 "uniform myhalf3 Color_Pants;\n"
714 "uniform myhalf3 Color_Shirt;\n"
715 "uniform myhalf3 FogColor;\n"
717 "uniform myhalf4 TintColor;\n"
720 "//#ifdef MODE_WATER\n"
721 "uniform vec4 DistortScaleRefractReflect;\n"
722 "uniform vec4 ScreenScaleRefractReflect;\n"
723 "uniform vec4 ScreenCenterRefractReflect;\n"
724 "uniform myhalf4 RefractColor;\n"
725 "uniform myhalf4 ReflectColor;\n"
726 "uniform myhalf ReflectFactor;\n"
727 "uniform myhalf ReflectOffset;\n"
729 "//# ifdef MODE_REFRACTION\n"
730 "//uniform vec4 DistortScaleRefractReflect;\n"
731 "//uniform vec4 ScreenScaleRefractReflect;\n"
732 "//uniform vec4 ScreenCenterRefractReflect;\n"
733 "//uniform myhalf4 RefractColor;\n"
734 "//# ifdef USEREFLECTION\n"
735 "//uniform myhalf4 ReflectColor;\n"
738 "//# ifdef USEREFLECTION\n"
739 "//uniform vec4 DistortScaleRefractReflect;\n"
740 "//uniform vec4 ScreenScaleRefractReflect;\n"
741 "//uniform vec4 ScreenCenterRefractReflect;\n"
742 "//uniform myhalf4 ReflectColor;\n"
747 "uniform myhalf GlowScale;\n"
748 "uniform myhalf SceneBrightness;\n"
749 "#ifdef USECONTRASTBOOST\n"
750 "uniform myhalf ContrastBoostCoeff;\n"
753 "uniform float OffsetMapping_Scale;\n"
754 "uniform float OffsetMapping_Bias;\n"
755 "uniform float FogRangeRecip;\n"
757 "uniform myhalf AmbientScale;\n"
758 "uniform myhalf DiffuseScale;\n"
759 "uniform myhalf SpecularScale;\n"
760 "uniform myhalf SpecularPower;\n"
762 "#ifdef USEOFFSETMAPPING\n"
763 "vec2 OffsetMapping(vec2 TexCoord)\n"
765 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
766 " // 14 sample relief mapping: linear search and then binary search\n"
767 " // this basically steps forward a small amount repeatedly until it finds\n"
768 " // itself inside solid, then jitters forward and back using decreasing\n"
769 " // amounts to find the impact\n"
770 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
771 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
772 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
773 " vec3 RT = vec3(TexCoord, 1);\n"
774 " OffsetVector *= 0.1;\n"
775 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
776 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
777 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
778 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
779 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
780 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
781 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
782 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
783 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
784 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
785 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
786 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
787 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
788 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
791 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
792 " // this basically moves forward the full distance, and then backs up based\n"
793 " // on height of samples\n"
794 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
795 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
796 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
797 " TexCoord += OffsetVector;\n"
798 " OffsetVector *= 0.333;\n"
799 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
800 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
801 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
802 " return TexCoord;\n"
805 "#endif // USEOFFSETMAPPING\n"
807 "#ifdef MODE_WATER\n"
812 "#ifdef USEOFFSETMAPPING\n"
813 " // apply offsetmapping\n"
814 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
815 "#define TexCoord TexCoordOffset\n"
818 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
819 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
820 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
821 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
822 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
825 "#else // !MODE_WATER\n"
826 "#ifdef MODE_REFRACTION\n"
828 "// refraction pass\n"
831 "#ifdef USEOFFSETMAPPING\n"
832 " // apply offsetmapping\n"
833 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
834 "#define TexCoord TexCoordOffset\n"
837 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
838 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
839 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
840 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
843 "#else // !MODE_REFRACTION\n"
846 "#ifdef USEOFFSETMAPPING\n"
847 " // apply offsetmapping\n"
848 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
849 "#define TexCoord TexCoordOffset\n"
852 " // combine the diffuse textures (base, pants, shirt)\n"
853 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
854 "#ifdef USECOLORMAPPING\n"
855 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
857 "#ifdef USEVERTEXTEXTUREBLEND\n"
858 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
859 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
860 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
861 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord)), color.rgb, terrainblend);\n"
863 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
866 "#ifdef USEDIFFUSE\n"
867 " // get the surface normal and the gloss color\n"
868 "# ifdef USEVERTEXTEXTUREBLEND\n"
869 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
870 "# ifdef USESPECULAR\n"
871 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
874 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
875 "# ifdef USESPECULAR\n"
876 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
883 "#ifdef MODE_LIGHTSOURCE\n"
886 " // calculate surface normal, light normal, and specular normal\n"
887 " // compute color intensity for the two textures (colormap and glossmap)\n"
888 " // scale by light color and attenuation as efficiently as possible\n"
889 " // (do as much scalar math as possible rather than vector math)\n"
890 "# ifdef USEDIFFUSE\n"
891 " // get the light normal\n"
892 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
894 "# ifdef USESPECULAR\n"
895 "# ifndef USEEXACTSPECULARMATH\n"
896 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
899 " // calculate directional shading\n"
900 "# ifdef USEEXACTSPECULARMATH\n"
901 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
903 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
906 "# ifdef USEDIFFUSE\n"
907 " // calculate directional shading\n"
908 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
910 " // calculate directionless shading\n"
911 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
915 "# ifdef USECUBEFILTER\n"
916 " // apply light cubemap filter\n"
917 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
918 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
920 "#endif // MODE_LIGHTSOURCE\n"
925 "#ifdef MODE_LIGHTDIRECTION\n"
926 " // directional model lighting\n"
927 "# ifdef USEDIFFUSE\n"
928 " // get the light normal\n"
929 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
931 "# ifdef USESPECULAR\n"
932 " // calculate directional shading\n"
933 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
934 "# ifdef USEEXACTSPECULARMATH\n"
935 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
937 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
938 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
941 "# ifdef USEDIFFUSE\n"
943 " // calculate directional shading\n"
944 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
946 " color.rgb *= AmbientColor;\n"
949 "#endif // MODE_LIGHTDIRECTION\n"
954 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
955 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
957 " // get the light normal\n"
958 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
959 " myhalf3 diffusenormal;\n"
960 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
961 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
962 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
963 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
964 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
965 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
966 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
967 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
968 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
969 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
970 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
971 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
972 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
973 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
974 "# ifdef USESPECULAR\n"
975 "# ifdef USEEXACTSPECULARMATH\n"
976 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
978 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
979 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
983 " // apply lightmap color\n"
984 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
985 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
990 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
991 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
993 " // get the light normal\n"
994 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
995 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
996 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
997 "# ifdef USESPECULAR\n"
998 "# ifdef USEEXACTSPECULARMATH\n"
999 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1001 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1002 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1006 " // apply lightmap color\n"
1007 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1008 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1013 "#ifdef MODE_LIGHTMAP\n"
1014 " // apply lightmap color\n"
1015 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1016 "#endif // MODE_LIGHTMAP\n"
1021 "#ifdef MODE_VERTEXCOLOR\n"
1022 " // apply lightmap color\n"
1023 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1024 "#endif // MODE_VERTEXCOLOR\n"
1029 "#ifdef MODE_FLATCOLOR\n"
1030 "#endif // MODE_FLATCOLOR\n"
1038 " color *= TintColor;\n"
1041 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1044 "#ifdef USECONTRASTBOOST\n"
1045 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1048 " color.rgb *= SceneBrightness;\n"
1050 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1052 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1055 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1056 "#ifdef USEREFLECTION\n"
1057 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1058 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1059 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1060 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1063 " gl_FragColor = vec4(color);\n"
1065 "#endif // !MODE_REFRACTION\n"
1066 "#endif // !MODE_WATER\n"
1068 "#endif // FRAGMENT_SHADER\n"
1070 "#endif // !MODE_GENERIC\n"
1071 "#endif // !MODE_POSTPROCESS\n"
1072 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1075 typedef struct shaderpermutationinfo_s
1077 const char *pretext;
1080 shaderpermutationinfo_t;
1082 typedef struct shadermodeinfo_s
1084 const char *vertexfilename;
1085 const char *geometryfilename;
1086 const char *fragmentfilename;
1087 const char *pretext;
1092 typedef enum shaderpermutation_e
1094 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1095 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1096 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1097 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1098 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1099 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1100 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1101 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1102 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1103 SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1104 SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1105 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1106 SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1107 SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1108 SHADERPERMUTATION_LIMIT = 1<<14, // size of permutations array
1109 SHADERPERMUTATION_COUNT = 14 // size of shaderpermutationinfo array
1111 shaderpermutation_t;
1113 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1114 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1116 {"#define USEDIFFUSE\n", " diffuse"},
1117 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1118 {"#define USECOLORMAPPING\n", " colormapping"},
1119 {"#define USECONTRASTBOOST\n", " contrastboost"},
1120 {"#define USEFOG\n", " fog"},
1121 {"#define USECUBEFILTER\n", " cubefilter"},
1122 {"#define USEGLOW\n", " glow"},
1123 {"#define USESPECULAR\n", " specular"},
1124 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1125 {"#define USEREFLECTION\n", " reflection"},
1126 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1127 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1128 {"#define USEGAMMARAMPS\n", " gammaramps"},
1129 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1132 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1133 typedef enum shadermode_e
1135 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1136 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1137 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1138 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1139 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1140 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1141 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1142 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1143 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1144 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1145 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1146 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1151 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1152 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1154 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1155 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1156 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1157 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1158 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1159 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1160 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1161 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1162 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1163 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1164 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1165 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1168 typedef struct r_glsl_permutation_s
1170 // indicates if we have tried compiling this permutation already
1172 // 0 if compilation failed
1174 // locations of detected uniforms in program object, or -1 if not found
1175 int loc_Texture_First;
1176 int loc_Texture_Second;
1177 int loc_Texture_GammaRamps;
1178 int loc_Texture_Normal;
1179 int loc_Texture_Color;
1180 int loc_Texture_Gloss;
1181 int loc_Texture_Glow;
1182 int loc_Texture_SecondaryNormal;
1183 int loc_Texture_SecondaryColor;
1184 int loc_Texture_SecondaryGloss;
1185 int loc_Texture_SecondaryGlow;
1186 int loc_Texture_Pants;
1187 int loc_Texture_Shirt;
1188 int loc_Texture_FogMask;
1189 int loc_Texture_Lightmap;
1190 int loc_Texture_Deluxemap;
1191 int loc_Texture_Attenuation;
1192 int loc_Texture_Cube;
1193 int loc_Texture_Refraction;
1194 int loc_Texture_Reflection;
1196 int loc_LightPosition;
1197 int loc_EyePosition;
1198 int loc_Color_Pants;
1199 int loc_Color_Shirt;
1200 int loc_FogRangeRecip;
1201 int loc_AmbientScale;
1202 int loc_DiffuseScale;
1203 int loc_SpecularScale;
1204 int loc_SpecularPower;
1206 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1207 int loc_OffsetMapping_Scale;
1209 int loc_AmbientColor;
1210 int loc_DiffuseColor;
1211 int loc_SpecularColor;
1213 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1214 int loc_GammaCoeff; // 1 / gamma
1215 int loc_DistortScaleRefractReflect;
1216 int loc_ScreenScaleRefractReflect;
1217 int loc_ScreenCenterRefractReflect;
1218 int loc_RefractColor;
1219 int loc_ReflectColor;
1220 int loc_ReflectFactor;
1221 int loc_ReflectOffset;
1229 r_glsl_permutation_t;
1231 // information about each possible shader permutation
1232 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1233 // currently selected permutation
1234 r_glsl_permutation_t *r_glsl_permutation;
1236 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1239 if (!filename || !filename[0])
1241 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1244 if (printfromdisknotice)
1245 Con_DPrint("from disk... ");
1246 return shaderstring;
1248 else if (!strcmp(filename, "glsl/default.glsl"))
1250 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1251 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1253 return shaderstring;
1256 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1259 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1260 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1261 int vertstrings_count = 0;
1262 int geomstrings_count = 0;
1263 int fragstrings_count = 0;
1264 char *vertexstring, *geometrystring, *fragmentstring;
1265 const char *vertstrings_list[32+3];
1266 const char *geomstrings_list[32+3];
1267 const char *fragstrings_list[32+3];
1268 char permutationname[256];
1275 permutationname[0] = 0;
1276 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1277 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1278 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1280 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1282 // the first pretext is which type of shader to compile as
1283 // (later these will all be bound together as a program object)
1284 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1285 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1286 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1288 // the second pretext is the mode (for example a light source)
1289 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1290 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1291 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1292 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1294 // now add all the permutation pretexts
1295 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1297 if (permutation & (1<<i))
1299 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1300 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1301 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1302 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1306 // keep line numbers correct
1307 vertstrings_list[vertstrings_count++] = "\n";
1308 geomstrings_list[geomstrings_count++] = "\n";
1309 fragstrings_list[fragstrings_count++] = "\n";
1313 // now append the shader text itself
1314 vertstrings_list[vertstrings_count++] = vertexstring;
1315 geomstrings_list[geomstrings_count++] = geometrystring;
1316 fragstrings_list[fragstrings_count++] = fragmentstring;
1318 // if any sources were NULL, clear the respective list
1320 vertstrings_count = 0;
1321 if (!geometrystring)
1322 geomstrings_count = 0;
1323 if (!fragmentstring)
1324 fragstrings_count = 0;
1326 // compile the shader program
1327 if (vertstrings_count + geomstrings_count + fragstrings_count)
1328 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1332 qglUseProgramObjectARB(p->program);CHECKGLERROR
1333 // look up all the uniform variable names we care about, so we don't
1334 // have to look them up every time we set them
1335 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1336 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1337 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1338 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1339 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1340 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1341 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1342 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1343 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1344 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1345 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1346 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1347 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1348 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1349 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1350 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1351 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1352 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1353 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1354 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1355 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1356 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1357 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1358 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1359 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1360 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1361 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1362 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1363 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1364 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1365 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1366 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1367 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1368 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1369 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1370 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1371 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1372 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1373 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1374 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1375 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1376 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1377 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1378 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1379 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1380 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1381 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1382 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1383 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1384 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1385 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1386 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1387 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1388 // initialize the samplers to refer to the texture units we use
1389 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1390 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1391 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1392 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1393 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1394 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1395 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1396 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1397 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1398 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1399 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1400 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1401 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1402 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1403 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1404 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1405 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1406 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1407 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1408 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1410 if (developer.integer)
1411 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1414 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1418 Mem_Free(vertexstring);
1420 Mem_Free(geometrystring);
1422 Mem_Free(fragmentstring);
1425 void R_GLSL_Restart_f(void)
1428 unsigned int permutation;
1429 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1430 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1431 if (r_glsl_permutations[mode][permutation].program)
1432 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1433 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1436 void R_GLSL_DumpShader_f(void)
1440 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1443 Con_Printf("failed to write to glsl/default.glsl\n");
1447 FS_Print(file, "// The engine may define the following macros:\n");
1448 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1449 for (i = 0;i < SHADERMODE_COUNT;i++)
1450 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1451 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1452 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1453 FS_Print(file, "\n");
1454 FS_Print(file, builtinshaderstring);
1457 Con_Printf("glsl/default.glsl written\n");
1460 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1462 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1463 if (r_glsl_permutation != perm)
1465 r_glsl_permutation = perm;
1466 if (!r_glsl_permutation->program)
1468 if (!r_glsl_permutation->compiled)
1469 R_GLSL_CompilePermutation(mode, permutation);
1470 if (!r_glsl_permutation->program)
1472 // remove features until we find a valid permutation
1474 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1476 // reduce i more quickly whenever it would not remove any bits
1477 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1478 if (!(permutation & j))
1481 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1482 if (!r_glsl_permutation->compiled)
1483 R_GLSL_CompilePermutation(mode, permutation);
1484 if (r_glsl_permutation->program)
1487 if (i >= SHADERPERMUTATION_COUNT)
1489 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1490 Cvar_SetValueQuick(&r_glsl, 0);
1491 R_GLSL_Restart_f(); // unload shaders
1492 return; // no bit left to clear
1497 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1501 void R_SetupGenericShader(qboolean usetexture)
1503 if (gl_support_fragment_shader)
1505 if (r_glsl.integer && r_glsl_usegeneric.integer)
1506 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1507 else if (r_glsl_permutation)
1509 r_glsl_permutation = NULL;
1510 qglUseProgramObjectARB(0);CHECKGLERROR
1515 void R_SetupGenericTwoTextureShader(int texturemode)
1517 if (gl_support_fragment_shader)
1519 if (r_glsl.integer && r_glsl_usegeneric.integer)
1520 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1521 else if (r_glsl_permutation)
1523 r_glsl_permutation = NULL;
1524 qglUseProgramObjectARB(0);CHECKGLERROR
1527 if (!r_glsl_permutation)
1529 if (texturemode == GL_DECAL && gl_combine.integer)
1530 texturemode = GL_INTERPOLATE_ARB;
1531 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1535 void R_SetupDepthOrShadowShader(void)
1537 if (gl_support_fragment_shader)
1539 if (r_glsl.integer && r_glsl_usegeneric.integer)
1540 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1541 else if (r_glsl_permutation)
1543 r_glsl_permutation = NULL;
1544 qglUseProgramObjectARB(0);CHECKGLERROR
1549 extern rtexture_t *r_shadow_attenuationgradienttexture;
1550 extern rtexture_t *r_shadow_attenuation2dtexture;
1551 extern rtexture_t *r_shadow_attenuation3dtexture;
1552 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1554 // select a permutation of the lighting shader appropriate to this
1555 // combination of texture, entity, light source, and fogging, only use the
1556 // minimum features necessary to avoid wasting rendering time in the
1557 // fragment shader on features that are not being used
1558 unsigned int permutation = 0;
1559 unsigned int mode = 0;
1560 // TODO: implement geometry-shader based shadow volumes someday
1561 if (r_glsl_offsetmapping.integer)
1563 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1564 if (r_glsl_offsetmapping_reliefmapping.integer)
1565 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1567 if (rsurfacepass == RSURFPASS_BACKGROUND)
1569 // distorted background
1570 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1571 mode = SHADERMODE_WATER;
1573 mode = SHADERMODE_REFRACTION;
1575 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1578 mode = SHADERMODE_LIGHTSOURCE;
1579 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1580 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1581 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1582 permutation |= SHADERPERMUTATION_CUBEFILTER;
1583 if (diffusescale > 0)
1584 permutation |= SHADERPERMUTATION_DIFFUSE;
1585 if (specularscale > 0)
1586 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1587 if (r_refdef.fogenabled)
1588 permutation |= SHADERPERMUTATION_FOG;
1589 if (rsurface.texture->colormapping)
1590 permutation |= SHADERPERMUTATION_COLORMAPPING;
1591 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1592 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1594 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1596 // unshaded geometry (fullbright or ambient model lighting)
1597 mode = SHADERMODE_FLATCOLOR;
1598 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1599 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1600 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1601 permutation |= SHADERPERMUTATION_GLOW;
1602 if (r_refdef.fogenabled)
1603 permutation |= SHADERPERMUTATION_FOG;
1604 if (rsurface.texture->colormapping)
1605 permutation |= SHADERPERMUTATION_COLORMAPPING;
1606 if (r_glsl_offsetmapping.integer)
1608 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1609 if (r_glsl_offsetmapping_reliefmapping.integer)
1610 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1612 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1613 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1614 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1615 permutation |= SHADERPERMUTATION_REFLECTION;
1617 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1619 // directional model lighting
1620 mode = SHADERMODE_LIGHTDIRECTION;
1621 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1622 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1623 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1624 permutation |= SHADERPERMUTATION_GLOW;
1625 permutation |= SHADERPERMUTATION_DIFFUSE;
1626 if (specularscale > 0)
1627 permutation |= SHADERPERMUTATION_SPECULAR;
1628 if (r_refdef.fogenabled)
1629 permutation |= SHADERPERMUTATION_FOG;
1630 if (rsurface.texture->colormapping)
1631 permutation |= SHADERPERMUTATION_COLORMAPPING;
1632 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1633 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1635 permutation |= SHADERPERMUTATION_REFLECTION;
1637 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1639 // ambient model lighting
1640 mode = SHADERMODE_LIGHTDIRECTION;
1641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1642 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1643 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1644 permutation |= SHADERPERMUTATION_GLOW;
1645 if (r_refdef.fogenabled)
1646 permutation |= SHADERPERMUTATION_FOG;
1647 if (rsurface.texture->colormapping)
1648 permutation |= SHADERPERMUTATION_COLORMAPPING;
1649 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1650 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1651 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1652 permutation |= SHADERPERMUTATION_REFLECTION;
1657 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1659 // deluxemapping (light direction texture)
1660 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1661 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1663 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1664 permutation |= SHADERPERMUTATION_DIFFUSE;
1665 if (specularscale > 0)
1666 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1668 else if (r_glsl_deluxemapping.integer >= 2)
1670 // fake deluxemapping (uniform light direction in tangentspace)
1671 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1672 permutation |= SHADERPERMUTATION_DIFFUSE;
1673 if (specularscale > 0)
1674 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1676 else if (rsurface.uselightmaptexture)
1678 // ordinary lightmapping (q1bsp, q3bsp)
1679 mode = SHADERMODE_LIGHTMAP;
1683 // ordinary vertex coloring (q3bsp)
1684 mode = SHADERMODE_VERTEXCOLOR;
1686 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1687 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1688 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1689 permutation |= SHADERPERMUTATION_GLOW;
1690 if (r_refdef.fogenabled)
1691 permutation |= SHADERPERMUTATION_FOG;
1692 if (rsurface.texture->colormapping)
1693 permutation |= SHADERPERMUTATION_COLORMAPPING;
1694 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1695 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1697 permutation |= SHADERPERMUTATION_REFLECTION;
1699 if(permutation & SHADERPERMUTATION_SPECULAR)
1700 if(r_shadow_glossexact.integer)
1701 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1702 R_SetupShader_SetPermutation(mode, permutation);
1703 if (mode == SHADERMODE_LIGHTSOURCE)
1705 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1706 if (permutation & SHADERPERMUTATION_DIFFUSE)
1708 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1709 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1710 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1711 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1715 // ambient only is simpler
1716 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1717 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1718 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1719 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1721 // additive passes are only darkened by fog, not tinted
1722 if (r_glsl_permutation->loc_FogColor >= 0)
1723 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1727 if (mode == SHADERMODE_LIGHTDIRECTION)
1729 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1730 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1731 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1732 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1736 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1737 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1738 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1740 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1741 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1742 // additive passes are only darkened by fog, not tinted
1743 if (r_glsl_permutation->loc_FogColor >= 0)
1745 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1746 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1748 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1750 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1751 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1752 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1753 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1754 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1755 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1756 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1758 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1760 // The formula used is actually:
1761 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1762 // color.rgb *= SceneBrightness;
1764 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1765 // and do [[calculations]] here in the engine
1766 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1767 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1770 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1771 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1772 if (r_glsl_permutation->loc_Color_Pants >= 0)
1774 if (rsurface.texture->currentskinframe->pants)
1775 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1777 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1779 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1781 if (rsurface.texture->currentskinframe->shirt)
1782 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1784 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1786 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1787 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1789 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1793 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1795 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1799 #define SKINFRAME_HASH 1024
1803 int loadsequence; // incremented each level change
1804 memexpandablearray_t array;
1805 skinframe_t *hash[SKINFRAME_HASH];
1808 r_skinframe_t r_skinframe;
1810 void R_SkinFrame_PrepareForPurge(void)
1812 r_skinframe.loadsequence++;
1813 // wrap it without hitting zero
1814 if (r_skinframe.loadsequence >= 200)
1815 r_skinframe.loadsequence = 1;
1818 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1822 // mark the skinframe as used for the purging code
1823 skinframe->loadsequence = r_skinframe.loadsequence;
1826 void R_SkinFrame_Purge(void)
1830 for (i = 0;i < SKINFRAME_HASH;i++)
1832 for (s = r_skinframe.hash[i];s;s = s->next)
1834 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1836 if (s->merged == s->base)
1838 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1839 R_PurgeTexture(s->stain );s->stain = NULL;
1840 R_PurgeTexture(s->merged);s->merged = NULL;
1841 R_PurgeTexture(s->base );s->base = NULL;
1842 R_PurgeTexture(s->pants );s->pants = NULL;
1843 R_PurgeTexture(s->shirt );s->shirt = NULL;
1844 R_PurgeTexture(s->nmap );s->nmap = NULL;
1845 R_PurgeTexture(s->gloss );s->gloss = NULL;
1846 R_PurgeTexture(s->glow );s->glow = NULL;
1847 R_PurgeTexture(s->fog );s->fog = NULL;
1848 s->loadsequence = 0;
1854 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1856 char basename[MAX_QPATH];
1858 Image_StripImageExtension(name, basename, sizeof(basename));
1860 if( last == NULL ) {
1862 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1863 item = r_skinframe.hash[hashindex];
1868 // linearly search through the hash bucket
1869 for( ; item ; item = item->next ) {
1870 if( !strcmp( item->basename, basename ) ) {
1877 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1881 char basename[MAX_QPATH];
1883 Image_StripImageExtension(name, basename, sizeof(basename));
1885 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1886 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1887 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1891 rtexture_t *dyntexture;
1892 // check whether its a dynamic texture
1893 dyntexture = CL_GetDynTexture( basename );
1894 if (!add && !dyntexture)
1896 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1897 memset(item, 0, sizeof(*item));
1898 strlcpy(item->basename, basename, sizeof(item->basename));
1899 item->base = dyntexture; // either NULL or dyntexture handle
1900 item->textureflags = textureflags;
1901 item->comparewidth = comparewidth;
1902 item->compareheight = compareheight;
1903 item->comparecrc = comparecrc;
1904 item->next = r_skinframe.hash[hashindex];
1905 r_skinframe.hash[hashindex] = item;
1907 else if( item->base == NULL )
1909 rtexture_t *dyntexture;
1910 // check whether its a dynamic texture
1911 // 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]
1912 dyntexture = CL_GetDynTexture( basename );
1913 item->base = dyntexture; // either NULL or dyntexture handle
1916 R_SkinFrame_MarkUsed(item);
1920 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1922 unsigned long long avgcolor[5], wsum; \
1930 for(pix = 0; pix < cnt; ++pix) \
1933 for(comp = 0; comp < 3; ++comp) \
1935 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1938 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1940 for(comp = 0; comp < 3; ++comp) \
1941 avgcolor[comp] += getpixel * w; \
1944 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1945 avgcolor[4] += getpixel; \
1947 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1949 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1950 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1951 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1952 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1955 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1957 // FIXME: it should be possible to disable loading various layers using
1958 // cvars, to prevent wasted loading time and memory usage if the user does
1960 qboolean loadnormalmap = true;
1961 qboolean loadgloss = true;
1962 qboolean loadpantsandshirt = true;
1963 qboolean loadglow = true;
1965 unsigned char *pixels;
1966 unsigned char *bumppixels;
1967 unsigned char *basepixels = NULL;
1968 int basepixels_width;
1969 int basepixels_height;
1970 skinframe_t *skinframe;
1974 if (cls.state == ca_dedicated)
1977 // return an existing skinframe if already loaded
1978 // if loading of the first image fails, don't make a new skinframe as it
1979 // would cause all future lookups of this to be missing
1980 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1981 if (skinframe && skinframe->base)
1984 basepixels = loadimagepixelsbgra(name, complain, true);
1985 if (basepixels == NULL)
1988 if (developer_loading.integer)
1989 Con_Printf("loading skin \"%s\"\n", name);
1991 // we've got some pixels to store, so really allocate this new texture now
1993 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1994 skinframe->stain = NULL;
1995 skinframe->merged = NULL;
1996 skinframe->base = r_texture_notexture;
1997 skinframe->pants = NULL;
1998 skinframe->shirt = NULL;
1999 skinframe->nmap = r_texture_blanknormalmap;
2000 skinframe->gloss = NULL;
2001 skinframe->glow = NULL;
2002 skinframe->fog = NULL;
2004 basepixels_width = image_width;
2005 basepixels_height = image_height;
2006 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2008 if (textureflags & TEXF_ALPHA)
2010 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2011 if (basepixels[j] < 255)
2013 if (j < basepixels_width * basepixels_height * 4)
2015 // has transparent pixels
2017 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2018 for (j = 0;j < image_width * image_height * 4;j += 4)
2023 pixels[j+3] = basepixels[j+3];
2025 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2030 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2031 //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]);
2033 // _norm is the name used by tenebrae and has been adopted as standard
2036 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2038 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2042 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2044 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2045 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2046 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2048 Mem_Free(bumppixels);
2050 else if (r_shadow_bumpscale_basetexture.value > 0)
2052 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2053 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2054 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2058 // _luma is supported for tenebrae compatibility
2059 // (I think it's a very stupid name, but oh well)
2060 // _glow is the preferred name
2061 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2062 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2063 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2064 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2067 Mem_Free(basepixels);
2072 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2075 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2078 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2083 for (i = 0;i < width*height;i++)
2084 if (((unsigned char *)&palette[in[i]])[3] > 0)
2086 if (i == width*height)
2089 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2092 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2093 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2096 unsigned char *temp1, *temp2;
2097 skinframe_t *skinframe;
2099 if (cls.state == ca_dedicated)
2102 // if already loaded just return it, otherwise make a new skinframe
2103 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2104 if (skinframe && skinframe->base)
2107 skinframe->stain = NULL;
2108 skinframe->merged = NULL;
2109 skinframe->base = r_texture_notexture;
2110 skinframe->pants = NULL;
2111 skinframe->shirt = NULL;
2112 skinframe->nmap = r_texture_blanknormalmap;
2113 skinframe->gloss = NULL;
2114 skinframe->glow = NULL;
2115 skinframe->fog = NULL;
2117 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2121 if (developer_loading.integer)
2122 Con_Printf("loading 32bit skin \"%s\"\n", name);
2124 if (r_shadow_bumpscale_basetexture.value > 0)
2126 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2127 temp2 = temp1 + width * height * 4;
2128 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2129 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2132 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2133 if (textureflags & TEXF_ALPHA)
2135 for (i = 3;i < width * height * 4;i += 4)
2136 if (skindata[i] < 255)
2138 if (i < width * height * 4)
2140 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2141 memcpy(fogpixels, skindata, width * height * 4);
2142 for (i = 0;i < width * height * 4;i += 4)
2143 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2144 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2145 Mem_Free(fogpixels);
2149 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2150 //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]);
2155 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2158 unsigned char *temp1, *temp2;
2159 unsigned int *palette;
2160 skinframe_t *skinframe;
2162 if (cls.state == ca_dedicated)
2165 // if already loaded just return it, otherwise make a new skinframe
2166 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2167 if (skinframe && skinframe->base)
2170 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2172 skinframe->stain = NULL;
2173 skinframe->merged = NULL;
2174 skinframe->base = r_texture_notexture;
2175 skinframe->pants = NULL;
2176 skinframe->shirt = NULL;
2177 skinframe->nmap = r_texture_blanknormalmap;
2178 skinframe->gloss = NULL;
2179 skinframe->glow = NULL;
2180 skinframe->fog = NULL;
2182 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2186 if (developer_loading.integer)
2187 Con_Printf("loading quake skin \"%s\"\n", name);
2189 if (r_shadow_bumpscale_basetexture.value > 0)
2191 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2192 temp2 = temp1 + width * height * 4;
2193 // use either a custom palette or the quake palette
2194 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2195 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2196 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2199 // use either a custom palette, or the quake palette
2200 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2201 if (loadglowtexture)
2202 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2203 if (loadpantsandshirt)
2205 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2206 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2208 if (skinframe->pants || skinframe->shirt)
2209 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2210 if (textureflags & TEXF_ALPHA)
2212 for (i = 0;i < width * height;i++)
2213 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2215 if (i < width * height)
2216 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2219 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2220 //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]);
2225 skinframe_t *R_SkinFrame_LoadMissing(void)
2227 skinframe_t *skinframe;
2229 if (cls.state == ca_dedicated)
2232 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2233 skinframe->stain = NULL;
2234 skinframe->merged = NULL;
2235 skinframe->base = r_texture_notexture;
2236 skinframe->pants = NULL;
2237 skinframe->shirt = NULL;
2238 skinframe->nmap = r_texture_blanknormalmap;
2239 skinframe->gloss = NULL;
2240 skinframe->glow = NULL;
2241 skinframe->fog = NULL;
2243 skinframe->avgcolor[0] = rand() / RAND_MAX;
2244 skinframe->avgcolor[1] = rand() / RAND_MAX;
2245 skinframe->avgcolor[2] = rand() / RAND_MAX;
2246 skinframe->avgcolor[3] = 1;
2251 void gl_main_start(void)
2255 memset(r_queries, 0, sizeof(r_queries));
2257 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2258 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2260 // set up r_skinframe loading system for textures
2261 memset(&r_skinframe, 0, sizeof(r_skinframe));
2262 r_skinframe.loadsequence = 1;
2263 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2265 r_main_texturepool = R_AllocTexturePool();
2266 R_BuildBlankTextures();
2268 if (gl_texturecubemap)
2271 R_BuildNormalizationCube();
2273 r_texture_fogattenuation = NULL;
2274 r_texture_gammaramps = NULL;
2275 //r_texture_fogintensity = NULL;
2276 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2277 memset(&r_waterstate, 0, sizeof(r_waterstate));
2278 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2279 memset(&r_svbsp, 0, sizeof (r_svbsp));
2281 r_refdef.fogmasktable_density = 0;
2284 void gl_main_shutdown(void)
2287 qglDeleteQueriesARB(r_maxqueries, r_queries);
2291 memset(r_queries, 0, sizeof(r_queries));
2293 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2294 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2296 // clear out the r_skinframe state
2297 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2298 memset(&r_skinframe, 0, sizeof(r_skinframe));
2301 Mem_Free(r_svbsp.nodes);
2302 memset(&r_svbsp, 0, sizeof (r_svbsp));
2303 R_FreeTexturePool(&r_main_texturepool);
2304 r_texture_blanknormalmap = NULL;
2305 r_texture_white = NULL;
2306 r_texture_grey128 = NULL;
2307 r_texture_black = NULL;
2308 r_texture_whitecube = NULL;
2309 r_texture_normalizationcube = NULL;
2310 r_texture_fogattenuation = NULL;
2311 r_texture_gammaramps = NULL;
2312 //r_texture_fogintensity = NULL;
2313 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2314 memset(&r_waterstate, 0, sizeof(r_waterstate));
2318 extern void CL_ParseEntityLump(char *entitystring);
2319 void gl_main_newmap(void)
2321 // FIXME: move this code to client
2323 char *entities, entname[MAX_QPATH];
2326 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2327 l = (int)strlen(entname) - 4;
2328 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2330 memcpy(entname + l, ".ent", 5);
2331 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2333 CL_ParseEntityLump(entities);
2338 if (cl.worldmodel->brush.entities)
2339 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2343 void GL_Main_Init(void)
2345 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2347 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2348 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2349 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2350 if (gamemode == GAME_NEHAHRA)
2352 Cvar_RegisterVariable (&gl_fogenable);
2353 Cvar_RegisterVariable (&gl_fogdensity);
2354 Cvar_RegisterVariable (&gl_fogred);
2355 Cvar_RegisterVariable (&gl_foggreen);
2356 Cvar_RegisterVariable (&gl_fogblue);
2357 Cvar_RegisterVariable (&gl_fogstart);
2358 Cvar_RegisterVariable (&gl_fogend);
2359 Cvar_RegisterVariable (&gl_skyclip);
2361 Cvar_RegisterVariable(&r_depthfirst);
2362 Cvar_RegisterVariable(&r_useinfinitefarclip);
2363 Cvar_RegisterVariable(&r_nearclip);
2364 Cvar_RegisterVariable(&r_showbboxes);
2365 Cvar_RegisterVariable(&r_showsurfaces);
2366 Cvar_RegisterVariable(&r_showtris);
2367 Cvar_RegisterVariable(&r_shownormals);
2368 Cvar_RegisterVariable(&r_showlighting);
2369 Cvar_RegisterVariable(&r_showshadowvolumes);
2370 Cvar_RegisterVariable(&r_showcollisionbrushes);
2371 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2372 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2373 Cvar_RegisterVariable(&r_showdisabledepthtest);
2374 Cvar_RegisterVariable(&r_drawportals);
2375 Cvar_RegisterVariable(&r_drawentities);
2376 Cvar_RegisterVariable(&r_cullentities_trace);
2377 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2378 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2379 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2380 Cvar_RegisterVariable(&r_drawviewmodel);
2381 Cvar_RegisterVariable(&r_speeds);
2382 Cvar_RegisterVariable(&r_fullbrights);
2383 Cvar_RegisterVariable(&r_wateralpha);
2384 Cvar_RegisterVariable(&r_dynamic);
2385 Cvar_RegisterVariable(&r_fullbright);
2386 Cvar_RegisterVariable(&r_shadows);
2387 Cvar_RegisterVariable(&r_shadows_throwdistance);
2388 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2389 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2390 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2391 Cvar_RegisterVariable(&r_fog_exp2);
2392 Cvar_RegisterVariable(&r_drawfog);
2393 Cvar_RegisterVariable(&r_textureunits);
2394 Cvar_RegisterVariable(&r_glsl);
2395 Cvar_RegisterVariable(&r_glsl_contrastboost);
2396 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2397 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2398 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2399 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2400 Cvar_RegisterVariable(&r_glsl_postprocess);
2401 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2402 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2403 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2404 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2405 Cvar_RegisterVariable(&r_glsl_usegeneric);
2406 Cvar_RegisterVariable(&r_water);
2407 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2408 Cvar_RegisterVariable(&r_water_clippingplanebias);
2409 Cvar_RegisterVariable(&r_water_refractdistort);
2410 Cvar_RegisterVariable(&r_water_reflectdistort);
2411 Cvar_RegisterVariable(&r_lerpsprites);
2412 Cvar_RegisterVariable(&r_lerpmodels);
2413 Cvar_RegisterVariable(&r_lerplightstyles);
2414 Cvar_RegisterVariable(&r_waterscroll);
2415 Cvar_RegisterVariable(&r_bloom);
2416 Cvar_RegisterVariable(&r_bloom_colorscale);
2417 Cvar_RegisterVariable(&r_bloom_brighten);
2418 Cvar_RegisterVariable(&r_bloom_blur);
2419 Cvar_RegisterVariable(&r_bloom_resolution);
2420 Cvar_RegisterVariable(&r_bloom_colorexponent);
2421 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2422 Cvar_RegisterVariable(&r_hdr);
2423 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2424 Cvar_RegisterVariable(&r_hdr_glowintensity);
2425 Cvar_RegisterVariable(&r_hdr_range);
2426 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2427 Cvar_RegisterVariable(&developer_texturelogging);
2428 Cvar_RegisterVariable(&gl_lightmaps);
2429 Cvar_RegisterVariable(&r_test);
2430 Cvar_RegisterVariable(&r_batchmode);
2431 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2432 Cvar_SetValue("r_fullbrights", 0);
2433 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2435 Cvar_RegisterVariable(&r_track_sprites);
2436 Cvar_RegisterVariable(&r_track_sprites_flags);
2437 Cvar_RegisterVariable(&r_track_sprites_scalew);
2438 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2441 extern void R_Textures_Init(void);
2442 extern void GL_Draw_Init(void);
2443 extern void GL_Main_Init(void);
2444 extern void R_Shadow_Init(void);
2445 extern void R_Sky_Init(void);
2446 extern void GL_Surf_Init(void);
2447 extern void R_Particles_Init(void);
2448 extern void R_Explosion_Init(void);
2449 extern void gl_backend_init(void);
2450 extern void Sbar_Init(void);
2451 extern void R_LightningBeams_Init(void);
2452 extern void Mod_RenderInit(void);
2454 void Render_Init(void)
2466 R_LightningBeams_Init();
2475 extern char *ENGINE_EXTENSIONS;
2478 gl_renderer = (const char *)qglGetString(GL_RENDERER);
2479 gl_vendor = (const char *)qglGetString(GL_VENDOR);
2480 gl_version = (const char *)qglGetString(GL_VERSION);
2481 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2485 if (!gl_platformextensions)
2486 gl_platformextensions = "";
2488 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2489 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2490 Con_Printf("GL_VERSION: %s\n", gl_version);
2491 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2492 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2494 VID_CheckExtensions();
2496 // LordHavoc: report supported extensions
2497 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2499 // clear to black (loading plaque will be seen over this)
2501 qglClearColor(0,0,0,1);CHECKGLERROR
2502 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2505 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2509 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2511 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2514 p = r_refdef.view.frustum + i;
2519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2535 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2539 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2543 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2547 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2555 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2559 for (i = 0;i < numplanes;i++)
2566 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2570 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2574 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2578 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2582 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2586 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2590 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2594 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2602 //==================================================================================
2604 static void R_View_UpdateEntityVisible (void)
2607 entity_render_t *ent;
2609 if (!r_drawentities.integer)
2612 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2613 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2615 // worldmodel can check visibility
2616 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2617 for (i = 0;i < r_refdef.scene.numentities;i++)
2619 ent = r_refdef.scene.entities[i];
2620 if (!(ent->flags & renderimask))
2621 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2622 if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2623 r_refdef.viewcache.entityvisible[i] = true;
2625 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2627 for (i = 0;i < r_refdef.scene.numentities;i++)
2629 ent = r_refdef.scene.entities[i];
2630 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2632 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2633 ent->last_trace_visibility = realtime;
2634 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2635 r_refdef.viewcache.entityvisible[i] = 0;
2642 // no worldmodel or it can't check visibility
2643 for (i = 0;i < r_refdef.scene.numentities;i++)
2645 ent = r_refdef.scene.entities[i];
2646 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2651 // only used if skyrendermasked, and normally returns false
2652 int R_DrawBrushModelsSky (void)
2655 entity_render_t *ent;
2657 if (!r_drawentities.integer)
2661 for (i = 0;i < r_refdef.scene.numentities;i++)
2663 if (!r_refdef.viewcache.entityvisible[i])
2665 ent = r_refdef.scene.entities[i];
2666 if (!ent->model || !ent->model->DrawSky)
2668 ent->model->DrawSky(ent);
2674 static void R_DrawNoModel(entity_render_t *ent);
2675 static void R_DrawModels(void)
2678 entity_render_t *ent;
2680 if (!r_drawentities.integer)
2683 for (i = 0;i < r_refdef.scene.numentities;i++)
2685 if (!r_refdef.viewcache.entityvisible[i])
2687 ent = r_refdef.scene.entities[i];
2688 r_refdef.stats.entities++;
2689 if (ent->model && ent->model->Draw != NULL)
2690 ent->model->Draw(ent);
2696 static void R_DrawModelsDepth(void)
2699 entity_render_t *ent;
2701 if (!r_drawentities.integer)
2704 for (i = 0;i < r_refdef.scene.numentities;i++)
2706 if (!r_refdef.viewcache.entityvisible[i])
2708 ent = r_refdef.scene.entities[i];
2709 if (ent->model && ent->model->DrawDepth != NULL)
2710 ent->model->DrawDepth(ent);
2714 static void R_DrawModelsDebug(void)
2717 entity_render_t *ent;
2719 if (!r_drawentities.integer)
2722 for (i = 0;i < r_refdef.scene.numentities;i++)
2724 if (!r_refdef.viewcache.entityvisible[i])
2726 ent = r_refdef.scene.entities[i];
2727 if (ent->model && ent->model->DrawDebug != NULL)
2728 ent->model->DrawDebug(ent);
2732 static void R_DrawModelsAddWaterPlanes(void)
2735 entity_render_t *ent;
2737 if (!r_drawentities.integer)
2740 for (i = 0;i < r_refdef.scene.numentities;i++)
2742 if (!r_refdef.viewcache.entityvisible[i])
2744 ent = r_refdef.scene.entities[i];
2745 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2746 ent->model->DrawAddWaterPlanes(ent);
2750 static void R_View_SetFrustum(void)
2753 double slopex, slopey;
2754 vec3_t forward, left, up, origin;
2756 // we can't trust r_refdef.view.forward and friends in reflected scenes
2757 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2760 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2761 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2762 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2763 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2764 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2765 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2766 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2767 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2768 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2769 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2770 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2771 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2775 zNear = r_refdef.nearclip;
2776 nudge = 1.0 - 1.0 / (1<<23);
2777 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2778 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2779 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2780 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2781 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2782 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2783 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2784 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2790 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2791 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2792 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2793 r_refdef.view.frustum[0].dist = m[15] - m[12];
2795 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2796 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2797 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2798 r_refdef.view.frustum[1].dist = m[15] + m[12];
2800 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2801 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2802 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2803 r_refdef.view.frustum[2].dist = m[15] - m[13];
2805 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2806 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2807 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2808 r_refdef.view.frustum[3].dist = m[15] + m[13];
2810 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2811 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2812 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2813 r_refdef.view.frustum[4].dist = m[15] - m[14];
2815 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2816 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2817 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2818 r_refdef.view.frustum[5].dist = m[15] + m[14];
2821 if (r_refdef.view.useperspective)
2823 slopex = 1.0 / r_refdef.view.frustum_x;
2824 slopey = 1.0 / r_refdef.view.frustum_y;
2825 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2826 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2827 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2828 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2829 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2831 // Leaving those out was a mistake, those were in the old code, and they
2832 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2833 // I couldn't reproduce it after adding those normalizations. --blub
2834 VectorNormalize(r_refdef.view.frustum[0].normal);
2835 VectorNormalize(r_refdef.view.frustum[1].normal);
2836 VectorNormalize(r_refdef.view.frustum[2].normal);
2837 VectorNormalize(r_refdef.view.frustum[3].normal);
2839 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2840 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2841 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2842 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2843 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2845 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2846 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2847 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2848 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2849 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2853 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2854 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2855 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2856 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2857 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2858 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2859 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2860 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2861 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2862 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2864 r_refdef.view.numfrustumplanes = 5;
2866 if (r_refdef.view.useclipplane)
2868 r_refdef.view.numfrustumplanes = 6;
2869 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2872 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2873 PlaneClassify(r_refdef.view.frustum + i);
2875 // LordHavoc: note to all quake engine coders, Quake had a special case
2876 // for 90 degrees which assumed a square view (wrong), so I removed it,
2877 // Quake2 has it disabled as well.
2879 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2880 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2881 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2882 //PlaneClassify(&frustum[0]);
2884 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2885 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2886 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2887 //PlaneClassify(&frustum[1]);
2889 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2890 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2891 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2892 //PlaneClassify(&frustum[2]);
2894 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2895 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2896 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2897 //PlaneClassify(&frustum[3]);
2900 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2901 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2902 //PlaneClassify(&frustum[4]);
2905 void R_View_Update(void)
2907 R_View_SetFrustum();
2908 R_View_WorldVisibility(r_refdef.view.useclipplane);
2909 R_View_UpdateEntityVisible();
2912 void R_SetupView(qboolean allowwaterclippingplane)
2914 if (!r_refdef.view.useperspective)
2915 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2916 else if (gl_stencil && r_useinfinitefarclip.integer)
2917 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2919 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2921 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2923 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2925 // LordHavoc: couldn't figure out how to make this approach the
2926 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2927 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2928 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2929 dist = r_refdef.view.clipplane.dist;
2930 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2934 void R_ResetViewRendering2D(void)
2938 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2939 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2940 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2941 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2942 GL_Color(1, 1, 1, 1);
2943 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2944 GL_BlendFunc(GL_ONE, GL_ZERO);
2945 GL_AlphaTest(false);
2946 GL_ScissorTest(false);
2947 GL_DepthMask(false);
2948 GL_DepthRange(0, 1);
2949 GL_DepthTest(false);
2950 R_Mesh_Matrix(&identitymatrix);
2951 R_Mesh_ResetTextureState();
2952 GL_PolygonOffset(0, 0);
2953 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2954 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2955 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2956 qglStencilMask(~0);CHECKGLERROR
2957 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2958 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2959 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2960 R_SetupGenericShader(true);
2963 void R_ResetViewRendering3D(void)
2967 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2968 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2970 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2971 GL_Color(1, 1, 1, 1);
2972 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2973 GL_BlendFunc(GL_ONE, GL_ZERO);
2974 GL_AlphaTest(false);
2975 GL_ScissorTest(true);
2977 GL_DepthRange(0, 1);
2979 R_Mesh_Matrix(&identitymatrix);
2980 R_Mesh_ResetTextureState();
2981 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2982 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2983 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2984 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2985 qglStencilMask(~0);CHECKGLERROR
2986 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2987 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2988 GL_CullFace(r_refdef.view.cullface_back);
2989 R_SetupGenericShader(true);
2992 void R_RenderScene(qboolean addwaterplanes);
2994 static void R_Water_StartFrame(void)
2997 int waterwidth, waterheight, texturewidth, textureheight;
2998 r_waterstate_waterplane_t *p;
3000 // set waterwidth and waterheight to the water resolution that will be
3001 // used (often less than the screen resolution for faster rendering)
3002 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3003 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3005 // calculate desired texture sizes
3006 // can't use water if the card does not support the texture size
3007 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3008 texturewidth = textureheight = waterwidth = waterheight = 0;
3009 else if (gl_support_arb_texture_non_power_of_two)
3011 texturewidth = waterwidth;
3012 textureheight = waterheight;
3016 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
3017 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
3020 // allocate textures as needed
3021 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3023 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3024 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3026 if (p->texture_refraction)
3027 R_FreeTexture(p->texture_refraction);
3028 p->texture_refraction = NULL;
3029 if (p->texture_reflection)
3030 R_FreeTexture(p->texture_reflection);
3031 p->texture_reflection = NULL;
3033 memset(&r_waterstate, 0, sizeof(r_waterstate));
3034 r_waterstate.waterwidth = waterwidth;
3035 r_waterstate.waterheight = waterheight;
3036 r_waterstate.texturewidth = texturewidth;
3037 r_waterstate.textureheight = textureheight;
3040 if (r_waterstate.waterwidth)
3042 r_waterstate.enabled = true;
3044 // set up variables that will be used in shader setup
3045 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3046 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3047 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3048 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3051 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3052 r_waterstate.numwaterplanes = 0;
3055 static void R_Water_AddWaterPlane(msurface_t *surface)
3057 int triangleindex, planeindex;
3063 r_waterstate_waterplane_t *p;
3064 // just use the first triangle with a valid normal for any decisions
3065 VectorClear(normal);
3066 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3068 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3069 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3070 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3071 TriangleNormal(vert[0], vert[1], vert[2], normal);
3072 if (VectorLength2(normal) >= 0.001)
3076 VectorCopy(normal, plane.normal);
3077 VectorNormalize(plane.normal);
3078 plane.dist = DotProduct(vert[0], plane.normal);
3079 PlaneClassify(&plane);
3080 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3082 // skip backfaces (except if nocullface is set)
3083 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3085 VectorNegate(plane.normal, plane.normal);
3087 PlaneClassify(&plane);
3091 // find a matching plane if there is one
3092 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3093 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3095 if (planeindex >= r_waterstate.maxwaterplanes)
3096 return; // nothing we can do, out of planes
3098 // if this triangle does not fit any known plane rendered this frame, add one
3099 if (planeindex >= r_waterstate.numwaterplanes)
3101 // store the new plane
3102 r_waterstate.numwaterplanes++;
3104 // clear materialflags and pvs
3105 p->materialflags = 0;
3106 p->pvsvalid = false;
3108 // merge this surface's materialflags into the waterplane
3109 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
3110 // merge this surface's PVS into the waterplane
3111 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3112 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3113 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3115 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3120 static void R_Water_ProcessPlanes(void)
3122 r_refdef_view_t originalview;
3124 r_waterstate_waterplane_t *p;
3126 originalview = r_refdef.view;
3128 // make sure enough textures are allocated
3129 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3131 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3133 if (!p->texture_refraction)
3134 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3135 if (!p->texture_refraction)
3139 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3141 if (!p->texture_reflection)
3142 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3143 if (!p->texture_reflection)
3149 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3151 r_refdef.view.showdebug = false;
3152 r_refdef.view.width = r_waterstate.waterwidth;
3153 r_refdef.view.height = r_waterstate.waterheight;
3154 r_refdef.view.useclipplane = true;
3155 r_waterstate.renderingscene = true;
3157 // render the normal view scene and copy into texture
3158 // (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)
3159 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3161 r_refdef.view.clipplane = p->plane;
3162 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3163 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3164 PlaneClassify(&r_refdef.view.clipplane);
3166 R_RenderScene(false);
3168 // copy view into the screen texture
3169 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3170 GL_ActiveTexture(0);
3172 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3175 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3177 // render reflected scene and copy into texture
3178 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3179 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3180 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3181 r_refdef.view.clipplane = p->plane;
3182 // reverse the cullface settings for this render
3183 r_refdef.view.cullface_front = GL_FRONT;
3184 r_refdef.view.cullface_back = GL_BACK;
3185 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3187 r_refdef.view.usecustompvs = true;
3189 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3191 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3194 R_ResetViewRendering3D();
3195 R_ClearScreen(r_refdef.fogenabled);
3196 if (r_timereport_active)
3197 R_TimeReport("viewclear");
3199 R_RenderScene(false);
3201 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3202 GL_ActiveTexture(0);
3204 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3206 R_ResetViewRendering3D();
3207 R_ClearScreen(r_refdef.fogenabled);
3208 if (r_timereport_active)
3209 R_TimeReport("viewclear");
3212 r_refdef.view = originalview;
3213 r_refdef.view.clear = true;
3214 r_waterstate.renderingscene = false;
3218 r_refdef.view = originalview;
3219 r_waterstate.renderingscene = false;
3220 Cvar_SetValueQuick(&r_water, 0);
3221 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3225 void R_Bloom_StartFrame(void)
3227 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3229 // set bloomwidth and bloomheight to the bloom resolution that will be
3230 // used (often less than the screen resolution for faster rendering)
3231 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3232 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3233 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3234 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3235 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3237 // calculate desired texture sizes
3238 if (gl_support_arb_texture_non_power_of_two)
3240 screentexturewidth = r_refdef.view.width;
3241 screentextureheight = r_refdef.view.height;
3242 bloomtexturewidth = r_bloomstate.bloomwidth;
3243 bloomtextureheight = r_bloomstate.bloomheight;
3247 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3248 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3249 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3250 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3253 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3255 Cvar_SetValueQuick(&r_hdr, 0);
3256 Cvar_SetValueQuick(&r_bloom, 0);
3259 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3260 screentexturewidth = screentextureheight = 0;
3261 if (!r_hdr.integer && !r_bloom.integer)
3262 bloomtexturewidth = bloomtextureheight = 0;
3264 // allocate textures as needed
3265 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3267 if (r_bloomstate.texture_screen)
3268 R_FreeTexture(r_bloomstate.texture_screen);
3269 r_bloomstate.texture_screen = NULL;
3270 r_bloomstate.screentexturewidth = screentexturewidth;
3271 r_bloomstate.screentextureheight = screentextureheight;
3272 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3273 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3275 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3277 if (r_bloomstate.texture_bloom)
3278 R_FreeTexture(r_bloomstate.texture_bloom);
3279 r_bloomstate.texture_bloom = NULL;
3280 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3281 r_bloomstate.bloomtextureheight = bloomtextureheight;
3282 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3283 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3286 // set up a texcoord array for the full resolution screen image
3287 // (we have to keep this around to copy back during final render)
3288 r_bloomstate.screentexcoord2f[0] = 0;
3289 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3290 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3291 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3292 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3293 r_bloomstate.screentexcoord2f[5] = 0;
3294 r_bloomstate.screentexcoord2f[6] = 0;
3295 r_bloomstate.screentexcoord2f[7] = 0;
3297 // set up a texcoord array for the reduced resolution bloom image
3298 // (which will be additive blended over the screen image)
3299 r_bloomstate.bloomtexcoord2f[0] = 0;
3300 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3301 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3302 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3303 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3304 r_bloomstate.bloomtexcoord2f[5] = 0;
3305 r_bloomstate.bloomtexcoord2f[6] = 0;
3306 r_bloomstate.bloomtexcoord2f[7] = 0;
3308 if (r_hdr.integer || r_bloom.integer)
3310 r_bloomstate.enabled = true;
3311 r_bloomstate.hdr = r_hdr.integer != 0;
3315 void R_Bloom_CopyBloomTexture(float colorscale)
3317 r_refdef.stats.bloom++;
3319 // scale down screen texture to the bloom texture size
3321 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3322 GL_BlendFunc(GL_ONE, GL_ZERO);
3323 GL_Color(colorscale, colorscale, colorscale, 1);
3324 // TODO: optimize with multitexture or GLSL
3325 R_SetupGenericShader(true);
3326 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3327 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3328 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3329 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3331 // we now have a bloom image in the framebuffer
3332 // copy it into the bloom image texture for later processing
3333 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3334 GL_ActiveTexture(0);
3336 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3337 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3340 void R_Bloom_CopyHDRTexture(void)
3342 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3343 GL_ActiveTexture(0);
3345 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3346 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3349 void R_Bloom_MakeTexture(void)
3352 float xoffset, yoffset, r, brighten;
3354 r_refdef.stats.bloom++;
3356 R_ResetViewRendering2D();
3357 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3358 R_Mesh_ColorPointer(NULL, 0, 0);
3359 R_SetupGenericShader(true);
3361 // we have a bloom image in the framebuffer
3363 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3365 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3368 r = bound(0, r_bloom_colorexponent.value / x, 1);
3369 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3370 GL_Color(r, r, r, 1);
3371 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3372 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3373 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3374 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3376 // copy the vertically blurred bloom view to a texture
3377 GL_ActiveTexture(0);
3379 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3380 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3383 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3384 brighten = r_bloom_brighten.value;
3386 brighten *= r_hdr_range.value;
3387 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3388 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3390 for (dir = 0;dir < 2;dir++)
3392 // blend on at multiple vertical offsets to achieve a vertical blur
3393 // TODO: do offset blends using GLSL
3394 GL_BlendFunc(GL_ONE, GL_ZERO);
3395 for (x = -range;x <= range;x++)
3397 if (!dir){xoffset = 0;yoffset = x;}
3398 else {xoffset = x;yoffset = 0;}
3399 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3400 yoffset /= (float)r_bloomstate.bloomtextureheight;
3401 // compute a texcoord array with the specified x and y offset
3402 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3403 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3404 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3405 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3406 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3407 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3408 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3409 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3410 // this r value looks like a 'dot' particle, fading sharply to
3411 // black at the edges
3412 // (probably not realistic but looks good enough)
3413 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3414 //r = (dir ? 1.0f : brighten)/(range*2+1);
3415 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3416 GL_Color(r, r, r, 1);
3417 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3418 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3419 GL_BlendFunc(GL_ONE, GL_ONE);
3422 // copy the vertically blurred bloom view to a texture
3423 GL_ActiveTexture(0);
3425 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3426 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3429 // apply subtract last
3430 // (just like it would be in a GLSL shader)
3431 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3433 GL_BlendFunc(GL_ONE, GL_ZERO);
3434 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3435 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3436 GL_Color(1, 1, 1, 1);
3437 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3438 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3440 GL_BlendFunc(GL_ONE, GL_ONE);
3441 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3442 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3443 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3445 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3446 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3447 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3449 // copy the darkened bloom view to a texture
3450 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3451 GL_ActiveTexture(0);
3453 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3454 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3458 void R_HDR_RenderBloomTexture(void)
3460 int oldwidth, oldheight;
3461 float oldcolorscale;
3463 oldcolorscale = r_refdef.view.colorscale;
3464 oldwidth = r_refdef.view.width;
3465 oldheight = r_refdef.view.height;
3466 r_refdef.view.width = r_bloomstate.bloomwidth;
3467 r_refdef.view.height = r_bloomstate.bloomheight;
3469 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3470 // TODO: add exposure compensation features
3471 // TODO: add fp16 framebuffer support
3473 r_refdef.view.showdebug = false;
3474 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3476 R_ClearScreen(r_refdef.fogenabled);
3477 if (r_timereport_active)
3478 R_TimeReport("HDRclear");
3480 r_waterstate.numwaterplanes = 0;
3481 R_RenderScene(r_waterstate.enabled);
3482 r_refdef.view.showdebug = true;
3484 R_ResetViewRendering2D();
3486 R_Bloom_CopyHDRTexture();
3487 R_Bloom_MakeTexture();
3489 // restore the view settings
3490 r_refdef.view.width = oldwidth;
3491 r_refdef.view.height = oldheight;
3492 r_refdef.view.colorscale = oldcolorscale;
3494 R_ResetViewRendering3D();
3496 R_ClearScreen(r_refdef.fogenabled);
3497 if (r_timereport_active)
3498 R_TimeReport("viewclear");
3501 static void R_BlendView(void)
3503 if (r_bloomstate.texture_screen)
3505 // copy view into the screen texture
3506 R_ResetViewRendering2D();
3507 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3508 R_Mesh_ColorPointer(NULL, 0, 0);
3509 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3510 GL_ActiveTexture(0);CHECKGLERROR
3511 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3512 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3515 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3517 unsigned int permutation =
3518 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3519 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3520 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3521 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3523 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3525 // render simple bloom effect
3526 // copy the screen and shrink it and darken it for the bloom process
3527 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3528 // make the bloom texture
3529 R_Bloom_MakeTexture();
3532 R_ResetViewRendering2D();
3533 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3534 R_Mesh_ColorPointer(NULL, 0, 0);
3535 GL_Color(1, 1, 1, 1);
3536 GL_BlendFunc(GL_ONE, GL_ZERO);
3537 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3538 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3539 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3540 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3541 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3542 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3543 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3544 if (r_glsl_permutation->loc_TintColor >= 0)
3545 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3546 if (r_glsl_permutation->loc_ClientTime >= 0)
3547 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3548 if (r_glsl_permutation->loc_PixelSize >= 0)
3549 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3550 if (r_glsl_permutation->loc_UserVec1 >= 0)
3552 float a=0, b=0, c=0, d=0;
3553 #if _MSC_VER >= 1400
3554 #define sscanf sscanf_s
3556 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3557 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3559 if (r_glsl_permutation->loc_UserVec2 >= 0)
3561 float a=0, b=0, c=0, d=0;
3562 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3563 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3565 if (r_glsl_permutation->loc_UserVec3 >= 0)
3567 float a=0, b=0, c=0, d=0;
3568 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3569 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3571 if (r_glsl_permutation->loc_UserVec4 >= 0)
3573 float a=0, b=0, c=0, d=0;
3574 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3575 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3577 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3578 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3584 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3586 // render high dynamic range bloom effect
3587 // the bloom texture was made earlier this render, so we just need to
3588 // blend it onto the screen...
3589 R_ResetViewRendering2D();
3590 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3591 R_Mesh_ColorPointer(NULL, 0, 0);
3592 R_SetupGenericShader(true);
3593 GL_Color(1, 1, 1, 1);
3594 GL_BlendFunc(GL_ONE, GL_ONE);
3595 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3596 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3597 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3598 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3600 else if (r_bloomstate.texture_bloom)
3602 // render simple bloom effect
3603 // copy the screen and shrink it and darken it for the bloom process
3604 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3605 // make the bloom texture
3606 R_Bloom_MakeTexture();
3607 // put the original screen image back in place and blend the bloom
3609 R_ResetViewRendering2D();
3610 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3611 R_Mesh_ColorPointer(NULL, 0, 0);
3612 GL_Color(1, 1, 1, 1);
3613 GL_BlendFunc(GL_ONE, GL_ZERO);
3614 // do both in one pass if possible
3615 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3616 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3617 if (r_textureunits.integer >= 2 && gl_combine.integer)
3619 R_SetupGenericTwoTextureShader(GL_ADD);
3620 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3621 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3625 R_SetupGenericShader(true);
3626 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3627 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3628 // now blend on the bloom texture
3629 GL_BlendFunc(GL_ONE, GL_ONE);
3630 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3631 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3633 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3634 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3636 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3638 // apply a color tint to the whole view
3639 R_ResetViewRendering2D();
3640 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3641 R_Mesh_ColorPointer(NULL, 0, 0);
3642 R_SetupGenericShader(false);
3643 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3644 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3645 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3649 void R_RenderScene(qboolean addwaterplanes);
3651 matrix4x4_t r_waterscrollmatrix;
3653 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3655 if (r_refdef.fog_density)
3657 r_refdef.fogcolor[0] = r_refdef.fog_red;
3658 r_refdef.fogcolor[1] = r_refdef.fog_green;
3659 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3663 VectorCopy(r_refdef.fogcolor, fogvec);
3664 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3666 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3667 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3668 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3669 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3671 // color.rgb *= ContrastBoost * SceneBrightness;
3672 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3673 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3674 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3675 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3680 void R_UpdateVariables(void)
3684 r_refdef.scene.ambient = r_ambient.value;
3686 r_refdef.farclip = 4096;
3687 if (r_refdef.scene.worldmodel)
3688 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3689 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3691 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3692 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3693 r_refdef.polygonfactor = 0;
3694 r_refdef.polygonoffset = 0;
3695 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3696 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3698 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3699 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3700 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3701 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3702 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3703 if (r_showsurfaces.integer)
3705 r_refdef.scene.rtworld = false;
3706 r_refdef.scene.rtworldshadows = false;
3707 r_refdef.scene.rtdlight = false;
3708 r_refdef.scene.rtdlightshadows = false;
3709 r_refdef.lightmapintensity = 0;
3712 if (gamemode == GAME_NEHAHRA)
3714 if (gl_fogenable.integer)
3716 r_refdef.oldgl_fogenable = true;
3717 r_refdef.fog_density = gl_fogdensity.value;
3718 r_refdef.fog_red = gl_fogred.value;
3719 r_refdef.fog_green = gl_foggreen.value;
3720 r_refdef.fog_blue = gl_fogblue.value;
3721 r_refdef.fog_alpha = 1;
3722 r_refdef.fog_start = 0;
3723 r_refdef.fog_end = gl_skyclip.value;
3725 else if (r_refdef.oldgl_fogenable)
3727 r_refdef.oldgl_fogenable = false;
3728 r_refdef.fog_density = 0;
3729 r_refdef.fog_red = 0;
3730 r_refdef.fog_green = 0;
3731 r_refdef.fog_blue = 0;
3732 r_refdef.fog_alpha = 0;
3733 r_refdef.fog_start = 0;
3734 r_refdef.fog_end = 0;
3738 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3739 r_refdef.fog_start = max(0, r_refdef.fog_start);
3740 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3742 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3744 if (r_refdef.fog_density && r_drawfog.integer)
3746 r_refdef.fogenabled = true;
3747 // this is the point where the fog reaches 0.9986 alpha, which we
3748 // consider a good enough cutoff point for the texture
3749 // (0.9986 * 256 == 255.6)
3750 if (r_fog_exp2.integer)
3751 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3753 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3754 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3755 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3756 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3757 // fog color was already set
3758 // update the fog texture
3759 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)
3760 R_BuildFogTexture();
3763 r_refdef.fogenabled = false;
3765 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3767 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3769 // build GLSL gamma texture
3770 #define RAMPWIDTH 256
3771 unsigned short ramp[RAMPWIDTH * 3];
3772 unsigned char rampbgr[RAMPWIDTH][4];
3775 r_texture_gammaramps_serial = vid_gammatables_serial;
3777 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3778 for(i = 0; i < RAMPWIDTH; ++i)
3780 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3781 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3782 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
3785 if (r_texture_gammaramps)
3787 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
3791 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3797 // remove GLSL gamma texture
3801 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3802 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3808 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3809 if( scenetype != r_currentscenetype ) {
3810 // store the old scenetype
3811 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3812 r_currentscenetype = scenetype;
3813 // move in the new scene
3814 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3823 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3825 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3826 if( scenetype == r_currentscenetype ) {
3827 return &r_refdef.scene;
3829 return &r_scenes_store[ scenetype ];
3838 void R_RenderView(void)
3840 if (r_refdef.view.isoverlay)
3842 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3843 GL_Clear( GL_DEPTH_BUFFER_BIT );
3844 R_TimeReport("depthclear");
3846 r_refdef.view.showdebug = false;
3848 r_waterstate.enabled = false;
3849 r_waterstate.numwaterplanes = 0;
3851 R_RenderScene(false);
3857 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3858 return; //Host_Error ("R_RenderView: NULL worldmodel");
3860 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3862 // break apart the view matrix into vectors for various purposes
3863 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3864 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3865 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3866 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3867 // make an inverted copy of the view matrix for tracking sprites
3868 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3870 R_Shadow_UpdateWorldLightSelection();
3872 R_Bloom_StartFrame();
3873 R_Water_StartFrame();
3876 if (r_timereport_active)
3877 R_TimeReport("viewsetup");
3879 R_ResetViewRendering3D();
3881 if (r_refdef.view.clear || r_refdef.fogenabled)
3883 R_ClearScreen(r_refdef.fogenabled);
3884 if (r_timereport_active)
3885 R_TimeReport("viewclear");
3887 r_refdef.view.clear = true;
3889 r_refdef.view.showdebug = true;
3891 // this produces a bloom texture to be used in R_BlendView() later
3893 R_HDR_RenderBloomTexture();
3895 r_waterstate.numwaterplanes = 0;
3896 R_RenderScene(r_waterstate.enabled);
3899 if (r_timereport_active)
3900 R_TimeReport("blendview");
3902 GL_Scissor(0, 0, vid.width, vid.height);
3903 GL_ScissorTest(false);
3907 extern void R_DrawLightningBeams (void);
3908 extern void VM_CL_AddPolygonsToMeshQueue (void);
3909 extern void R_DrawPortals (void);
3910 extern cvar_t cl_locs_show;
3911 static void R_DrawLocs(void);
3912 static void R_DrawEntityBBoxes(void);
3913 void R_RenderScene(qboolean addwaterplanes)
3915 r_refdef.stats.renders++;
3921 R_ResetViewRendering3D();
3924 if (r_timereport_active)
3925 R_TimeReport("watervis");
3927 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3929 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3930 if (r_timereport_active)
3931 R_TimeReport("waterworld");
3934 // don't let sound skip if going slow
3935 if (r_refdef.scene.extraupdate)
3938 R_DrawModelsAddWaterPlanes();
3939 if (r_timereport_active)
3940 R_TimeReport("watermodels");
3942 R_Water_ProcessPlanes();
3943 if (r_timereport_active)
3944 R_TimeReport("waterscenes");
3947 R_ResetViewRendering3D();
3949 // don't let sound skip if going slow
3950 if (r_refdef.scene.extraupdate)
3953 R_MeshQueue_BeginScene();
3958 if (r_timereport_active)
3959 R_TimeReport("visibility");
3961 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);
3963 if (cl.csqc_vidvars.drawworld)
3965 // don't let sound skip if going slow
3966 if (r_refdef.scene.extraupdate)
3969 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3971 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3972 if (r_timereport_active)
3973 R_TimeReport("worldsky");
3976 if (R_DrawBrushModelsSky() && r_timereport_active)
3977 R_TimeReport("bmodelsky");
3980 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3982 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3983 if (r_timereport_active)
3984 R_TimeReport("worlddepth");
3986 if (r_depthfirst.integer >= 2)
3988 R_DrawModelsDepth();
3989 if (r_timereport_active)
3990 R_TimeReport("modeldepth");
3993 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3995 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3996 if (r_timereport_active)
3997 R_TimeReport("world");
4000 // don't let sound skip if going slow
4001 if (r_refdef.scene.extraupdate)
4005 if (r_timereport_active)
4006 R_TimeReport("models");
4008 // don't let sound skip if going slow
4009 if (r_refdef.scene.extraupdate)
4012 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4014 R_DrawModelShadows();
4016 R_ResetViewRendering3D();
4018 // don't let sound skip if going slow
4019 if (r_refdef.scene.extraupdate)
4023 R_ShadowVolumeLighting(false);
4024 if (r_timereport_active)
4025 R_TimeReport("rtlights");
4027 // don't let sound skip if going slow
4028 if (r_refdef.scene.extraupdate)
4031 if (cl.csqc_vidvars.drawworld)
4033 R_DrawLightningBeams();
4034 if (r_timereport_active)
4035 R_TimeReport("lightning");
4038 if (r_timereport_active)
4039 R_TimeReport("decals");
4042 if (r_timereport_active)
4043 R_TimeReport("particles");
4046 if (r_timereport_active)
4047 R_TimeReport("explosions");
4050 R_SetupGenericShader(true);
4051 VM_CL_AddPolygonsToMeshQueue();
4053 if (r_refdef.view.showdebug)
4055 if (cl_locs_show.integer)
4058 if (r_timereport_active)
4059 R_TimeReport("showlocs");
4062 if (r_drawportals.integer)
4065 if (r_timereport_active)
4066 R_TimeReport("portals");
4069 if (r_showbboxes.value > 0)
4071 R_DrawEntityBBoxes();
4072 if (r_timereport_active)
4073 R_TimeReport("bboxes");
4077 R_SetupGenericShader(true);
4078 R_MeshQueue_RenderTransparent();
4079 if (r_timereport_active)
4080 R_TimeReport("drawtrans");
4082 R_SetupGenericShader(true);
4084 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))
4086 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4087 if (r_timereport_active)
4088 R_TimeReport("worlddebug");
4089 R_DrawModelsDebug();
4090 if (r_timereport_active)
4091 R_TimeReport("modeldebug");
4094 R_SetupGenericShader(true);
4096 if (cl.csqc_vidvars.drawworld)
4099 if (r_timereport_active)
4100 R_TimeReport("coronas");
4103 // don't let sound skip if going slow
4104 if (r_refdef.scene.extraupdate)
4107 R_ResetViewRendering2D();
4110 static const unsigned short bboxelements[36] =
4120 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4123 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4124 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4125 GL_DepthMask(false);
4126 GL_DepthRange(0, 1);
4127 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4128 R_Mesh_Matrix(&identitymatrix);
4129 R_Mesh_ResetTextureState();
4131 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4132 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4133 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4134 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4135 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4136 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4137 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4138 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4139 R_FillColors(color4f, 8, cr, cg, cb, ca);
4140 if (r_refdef.fogenabled)
4142 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4144 f1 = FogPoint_World(v);
4146 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4147 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4148 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4151 R_Mesh_VertexPointer(vertex3f, 0, 0);
4152 R_Mesh_ColorPointer(color4f, 0, 0);
4153 R_Mesh_ResetTextureState();
4154 R_SetupGenericShader(false);
4155 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4158 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4162 prvm_edict_t *edict;
4163 prvm_prog_t *prog_save = prog;
4165 // this function draws bounding boxes of server entities
4169 GL_CullFace(GL_NONE);
4170 R_SetupGenericShader(false);
4174 for (i = 0;i < numsurfaces;i++)
4176 edict = PRVM_EDICT_NUM(surfacelist[i]);
4177 switch ((int)edict->fields.server->solid)
4179 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4180 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4181 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4182 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4183 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4184 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4186 color[3] *= r_showbboxes.value;
4187 color[3] = bound(0, color[3], 1);
4188 GL_DepthTest(!r_showdisabledepthtest.integer);
4189 GL_CullFace(r_refdef.view.cullface_front);
4190 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4196 static void R_DrawEntityBBoxes(void)
4199 prvm_edict_t *edict;
4201 prvm_prog_t *prog_save = prog;
4203 // this function draws bounding boxes of server entities
4209 for (i = 0;i < prog->num_edicts;i++)
4211 edict = PRVM_EDICT_NUM(i);
4212 if (edict->priv.server->free)
4214 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4215 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4217 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4219 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4220 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4226 unsigned short nomodelelements[24] =
4238 float nomodelvertex3f[6*3] =
4248 float nomodelcolor4f[6*4] =
4250 0.0f, 0.0f, 0.5f, 1.0f,
4251 0.0f, 0.0f, 0.5f, 1.0f,
4252 0.0f, 0.5f, 0.0f, 1.0f,
4253 0.0f, 0.5f, 0.0f, 1.0f,
4254 0.5f, 0.0f, 0.0f, 1.0f,
4255 0.5f, 0.0f, 0.0f, 1.0f
4258 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4263 // this is only called once per entity so numsurfaces is always 1, and
4264 // surfacelist is always {0}, so this code does not handle batches
4265 R_Mesh_Matrix(&ent->matrix);
4267 if (ent->flags & EF_ADDITIVE)
4269 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4270 GL_DepthMask(false);
4272 else if (ent->alpha < 1)
4274 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4275 GL_DepthMask(false);
4279 GL_BlendFunc(GL_ONE, GL_ZERO);
4282 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4283 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4284 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4285 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4286 R_SetupGenericShader(false);
4287 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4288 if (r_refdef.fogenabled)
4291 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4292 R_Mesh_ColorPointer(color4f, 0, 0);
4293 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4294 f1 = FogPoint_World(org);
4296 for (i = 0, c = color4f;i < 6;i++, c += 4)
4298 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4299 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4300 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4304 else if (ent->alpha != 1)
4306 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4307 R_Mesh_ColorPointer(color4f, 0, 0);
4308 for (i = 0, c = color4f;i < 6;i++, c += 4)
4312 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4313 R_Mesh_ResetTextureState();
4314 R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4317 void R_DrawNoModel(entity_render_t *ent)
4320 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4321 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4322 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4324 // R_DrawNoModelCallback(ent, 0);
4327 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4329 vec3_t right1, right2, diff, normal;
4331 VectorSubtract (org2, org1, normal);
4333 // calculate 'right' vector for start
4334 VectorSubtract (r_refdef.view.origin, org1, diff);
4335 CrossProduct (normal, diff, right1);
4336 VectorNormalize (right1);
4338 // calculate 'right' vector for end
4339 VectorSubtract (r_refdef.view.origin, org2, diff);
4340 CrossProduct (normal, diff, right2);
4341 VectorNormalize (right2);
4343 vert[ 0] = org1[0] + width * right1[0];
4344 vert[ 1] = org1[1] + width * right1[1];
4345 vert[ 2] = org1[2] + width * right1[2];
4346 vert[ 3] = org1[0] - width * right1[0];
4347 vert[ 4] = org1[1] - width * right1[1];
4348 vert[ 5] = org1[2] - width * right1[2];
4349 vert[ 6] = org2[0] - width * right2[0];
4350 vert[ 7] = org2[1] - width * right2[1];
4351 vert[ 8] = org2[2] - width * right2[2];
4352 vert[ 9] = org2[0] + width * right2[0];
4353 vert[10] = org2[1] + width * right2[1];
4354 vert[11] = org2[2] + width * right2[2];
4357 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4359 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4361 // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4365 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4366 fog = FogPoint_World(origin);
4368 R_Mesh_Matrix(&identitymatrix);
4369 GL_BlendFunc(blendfunc1, blendfunc2);
4375 GL_CullFace(r_refdef.view.cullface_front);
4378 GL_CullFace(r_refdef.view.cullface_back);
4379 GL_CullFace(GL_NONE);
4381 GL_DepthMask(false);
4382 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4383 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4384 GL_DepthTest(!depthdisable);
4386 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4387 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4388 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4389 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4390 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4391 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4392 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4393 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4394 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4395 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4396 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4397 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4399 R_Mesh_VertexPointer(vertex3f, 0, 0);
4400 R_Mesh_ColorPointer(NULL, 0, 0);
4401 R_Mesh_ResetTextureState();
4402 R_SetupGenericShader(true);
4403 R_Mesh_TexBind(0, R_GetTexture(texture));
4404 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4405 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4406 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4407 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4409 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4411 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4412 GL_BlendFunc(blendfunc1, GL_ONE);
4414 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4415 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4419 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4424 VectorSet(v, x, y, z);
4425 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4426 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4428 if (i == mesh->numvertices)
4430 if (mesh->numvertices < mesh->maxvertices)
4432 VectorCopy(v, vertex3f);
4433 mesh->numvertices++;
4435 return mesh->numvertices;
4441 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4445 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4446 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4447 e = mesh->element3i + mesh->numtriangles * 3;
4448 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4450 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4451 if (mesh->numtriangles < mesh->maxtriangles)
4456 mesh->numtriangles++;
4458 element[1] = element[2];
4462 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4466 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4467 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4468 e = mesh->element3i + mesh->numtriangles * 3;
4469 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4471 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4472 if (mesh->numtriangles < mesh->maxtriangles)
4477 mesh->numtriangles++;
4479 element[1] = element[2];
4483 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4484 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4486 int planenum, planenum2;
4489 mplane_t *plane, *plane2;
4491 double temppoints[2][256*3];
4492 // figure out how large a bounding box we need to properly compute this brush
4494 for (w = 0;w < numplanes;w++)
4495 maxdist = max(maxdist, planes[w].dist);
4496 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4497 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4498 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4502 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4503 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4505 if (planenum2 == planenum)
4507 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);
4510 if (tempnumpoints < 3)
4512 // generate elements forming a triangle fan for this polygon
4513 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4517 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)
4519 texturelayer_t *layer;
4520 layer = t->currentlayers + t->currentnumlayers++;
4522 layer->depthmask = depthmask;
4523 layer->blendfunc1 = blendfunc1;
4524 layer->blendfunc2 = blendfunc2;
4525 layer->texture = texture;
4526 layer->texmatrix = *matrix;
4527 layer->color[0] = r * r_refdef.view.colorscale;
4528 layer->color[1] = g * r_refdef.view.colorscale;
4529 layer->color[2] = b * r_refdef.view.colorscale;
4530 layer->color[3] = a;
4533 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4536 index = parms[2] + r_refdef.scene.time * parms[3];
4537 index -= floor(index);
4541 case Q3WAVEFUNC_NONE:
4542 case Q3WAVEFUNC_NOISE:
4543 case Q3WAVEFUNC_COUNT:
4546 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4547 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4548 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4549 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4550 case Q3WAVEFUNC_TRIANGLE:
4552 f = index - floor(index);
4563 return (float)(parms[0] + parms[1] * f);
4566 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4570 dp_model_t *model = ent->model;
4573 q3shaderinfo_layer_tcmod_t *tcmod;
4575 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4577 t->currentmaterialflags = t->basematerialflags & (MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW);
4581 // switch to an alternate material if this is a q1bsp animated material
4583 texture_t *texture = t;
4584 int s = ent->skinnum;
4585 if ((unsigned int)s >= (unsigned int)model->numskins)
4587 if (model->skinscenes)
4589 if (model->skinscenes[s].framecount > 1)
4590 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4592 s = model->skinscenes[s].firstframe;
4595 t = t + s * model->num_surfaces;
4598 // use an alternate animation if the entity's frame is not 0,
4599 // and only if the texture has an alternate animation
4600 if (ent->frame2 != 0 && t->anim_total[1])
4601 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4603 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4605 texture->currentframe = t;
4608 // update currentskinframe to be a qw skin or animation frame
4609 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4611 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4613 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4614 if (developer_loading.integer)
4615 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4616 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4618 t->currentskinframe = r_qwskincache_skinframe[i];
4619 if (t->currentskinframe == NULL)
4620 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4622 else if (t->numskinframes >= 2)
4623 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4624 if (t->backgroundnumskinframes >= 2)
4625 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4627 t->currentmaterialflags = t->basematerialflags;
4628 t->currentalpha = ent->alpha;
4629 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4630 t->currentalpha *= r_wateralpha.value;
4631 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4632 t->currentalpha *= t->r_water_wateralpha;
4633 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4634 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4635 if (!(ent->flags & RENDER_LIGHT))
4636 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4637 else if (rsurface.modeltexcoordlightmap2f == NULL)
4639 // pick a model lighting mode
4640 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4641 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4643 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4645 if (ent->effects & EF_ADDITIVE)
4646 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4647 else if (t->currentalpha < 1)
4648 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4649 if (ent->effects & EF_DOUBLESIDED)
4650 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4651 if (ent->effects & EF_NODEPTHTEST)
4652 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4653 if (ent->flags & RENDER_VIEWMODEL)
4654 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4655 if (t->backgroundnumskinframes)
4656 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4657 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4659 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4660 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4663 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4665 // there is no tcmod
4666 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4667 t->currenttexmatrix = r_waterscrollmatrix;
4669 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4672 switch(tcmod->tcmod)
4676 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4677 matrix = r_waterscrollmatrix;
4679 matrix = identitymatrix;
4681 case Q3TCMOD_ENTITYTRANSLATE:
4682 // this is used in Q3 to allow the gamecode to control texcoord
4683 // scrolling on the entity, which is not supported in darkplaces yet.
4684 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4686 case Q3TCMOD_ROTATE:
4687 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4688 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4689 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4692 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4694 case Q3TCMOD_SCROLL:
4695 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4697 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4698 w = (int) tcmod->parms[0];
4699 h = (int) tcmod->parms[1];
4700 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4702 idx = (int) floor(f * w * h);
4703 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4705 case Q3TCMOD_STRETCH:
4706 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4707 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4709 case Q3TCMOD_TRANSFORM:
4710 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4711 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4712 VectorSet(tcmat + 6, 0 , 0 , 1);
4713 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4714 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4716 case Q3TCMOD_TURBULENT:
4717 // this is handled in the RSurf_PrepareVertices function
4718 matrix = identitymatrix;
4721 // either replace or concatenate the transformation
4723 t->currenttexmatrix = matrix;
4726 matrix4x4_t temp = t->currenttexmatrix;
4727 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4731 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4732 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4733 t->glosstexture = r_texture_black;
4734 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4735 t->backgroundglosstexture = r_texture_black;
4736 t->specularpower = r_shadow_glossexponent.value;
4737 // TODO: store reference values for these in the texture?
4738 t->specularscale = 0;
4739 if (r_shadow_gloss.integer > 0)
4741 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4743 if (r_shadow_glossintensity.value > 0)
4745 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4746 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4747 t->specularscale = r_shadow_glossintensity.value;
4750 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4752 t->glosstexture = r_texture_white;
4753 t->backgroundglosstexture = r_texture_white;
4754 t->specularscale = r_shadow_gloss2intensity.value;
4758 // lightmaps mode looks bad with dlights using actual texturing, so turn
4759 // off the colormap and glossmap, but leave the normalmap on as it still
4760 // accurately represents the shading involved
4761 if (gl_lightmaps.integer)
4763 t->basetexture = r_texture_grey128;
4764 t->backgroundbasetexture = NULL;
4765 t->specularscale = 0;
4766 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4769 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4770 VectorClear(t->dlightcolor);
4771 t->currentnumlayers = 0;
4772 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4775 int blendfunc1, blendfunc2, depthmask;
4776 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4778 blendfunc1 = GL_SRC_ALPHA;
4779 blendfunc2 = GL_ONE;
4781 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4783 blendfunc1 = GL_SRC_ALPHA;
4784 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4786 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4788 blendfunc1 = t->customblendfunc[0];
4789 blendfunc2 = t->customblendfunc[1];
4793 blendfunc1 = GL_ONE;
4794 blendfunc2 = GL_ZERO;
4796 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4797 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4798 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4799 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4801 // fullbright is not affected by r_refdef.lightmapintensity
4802 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]);
4803 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4804 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4805 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4806 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4810 vec3_t ambientcolor;
4812 // set the color tint used for lights affecting this surface
4813 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4815 // q3bsp has no lightmap updates, so the lightstylevalue that
4816 // would normally be baked into the lightmap must be
4817 // applied to the color
4818 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4819 if (ent->model->type == mod_brushq3)
4820 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4821 colorscale *= r_refdef.lightmapintensity;
4822 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4823 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4824 // basic lit geometry
4825 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]);
4826 // add pants/shirt if needed
4827 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4828 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4829 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4830 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4831 // now add ambient passes if needed
4832 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4834 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]);
4835 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4836 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4837 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4838 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4841 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4842 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4843 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4845 // if this is opaque use alpha blend which will darken the earlier
4848 // if this is an alpha blended material, all the earlier passes
4849 // were darkened by fog already, so we only need to add the fog
4850 // color ontop through the fog mask texture
4852 // if this is an additive blended material, all the earlier passes
4853 // were darkened by fog already, and we should not add fog color
4854 // (because the background was not darkened, there is no fog color
4855 // that was lost behind it).
4856 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4861 void R_UpdateAllTextureInfo(entity_render_t *ent)
4865 for (i = 0;i < ent->model->num_texturesperskin;i++)
4866 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4869 rsurfacestate_t rsurface;
4871 void R_Mesh_ResizeArrays(int newvertices)
4874 if (rsurface.array_size >= newvertices)
4876 if (rsurface.array_modelvertex3f)
4877 Mem_Free(rsurface.array_modelvertex3f);
4878 rsurface.array_size = (newvertices + 1023) & ~1023;
4879 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4880 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4881 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4882 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4883 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4884 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4885 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4886 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4887 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4888 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4889 rsurface.array_color4f = base + rsurface.array_size * 27;
4890 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4893 void RSurf_ActiveWorldEntity(void)
4895 dp_model_t *model = r_refdef.scene.worldmodel;
4896 if (rsurface.array_size < model->surfmesh.num_vertices)
4897 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4898 rsurface.matrix = identitymatrix;
4899 rsurface.inversematrix = identitymatrix;
4900 R_Mesh_Matrix(&identitymatrix);
4901 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4902 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4903 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4904 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4905 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4906 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4907 rsurface.frameblend[0].frame = 0;
4908 rsurface.frameblend[0].lerp = 1;
4909 rsurface.frameblend[1].frame = 0;
4910 rsurface.frameblend[1].lerp = 0;
4911 rsurface.frameblend[2].frame = 0;
4912 rsurface.frameblend[2].lerp = 0;
4913 rsurface.frameblend[3].frame = 0;
4914 rsurface.frameblend[3].lerp = 0;
4915 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4916 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4917 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4918 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4919 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4920 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4921 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4922 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4923 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4924 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4925 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4926 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4927 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4928 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4929 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4930 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4931 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4932 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4933 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4934 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4935 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4936 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4937 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4938 rsurface.modelelement3i = model->surfmesh.data_element3i;
4939 rsurface.modelelement3s = model->surfmesh.data_element3s;
4940 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
4941 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
4942 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4943 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4944 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4945 rsurface.modelsurfaces = model->data_surfaces;
4946 rsurface.generatedvertex = false;
4947 rsurface.vertex3f = rsurface.modelvertex3f;
4948 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4949 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4950 rsurface.svector3f = rsurface.modelsvector3f;
4951 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4952 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4953 rsurface.tvector3f = rsurface.modeltvector3f;
4954 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4955 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4956 rsurface.normal3f = rsurface.modelnormal3f;
4957 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4958 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4959 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4962 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4964 dp_model_t *model = ent->model;
4965 if (rsurface.array_size < model->surfmesh.num_vertices)
4966 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4967 rsurface.matrix = ent->matrix;
4968 rsurface.inversematrix = ent->inversematrix;
4969 R_Mesh_Matrix(&rsurface.matrix);
4970 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4971 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4972 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4973 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4974 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4975 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4976 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4977 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4978 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4979 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4980 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4981 rsurface.frameblend[0] = ent->frameblend[0];
4982 rsurface.frameblend[1] = ent->frameblend[1];
4983 rsurface.frameblend[2] = ent->frameblend[2];
4984 rsurface.frameblend[3] = ent->frameblend[3];
4985 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4986 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4987 if (ent->model->brush.submodel)
4989 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4990 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4992 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4996 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4997 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4998 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4999 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5000 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5002 else if (wantnormals)
5004 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5005 rsurface.modelsvector3f = NULL;
5006 rsurface.modeltvector3f = NULL;
5007 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5008 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5012 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5013 rsurface.modelsvector3f = NULL;
5014 rsurface.modeltvector3f = NULL;
5015 rsurface.modelnormal3f = NULL;
5016 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5018 rsurface.modelvertex3f_bufferobject = 0;
5019 rsurface.modelvertex3f_bufferoffset = 0;
5020 rsurface.modelsvector3f_bufferobject = 0;
5021 rsurface.modelsvector3f_bufferoffset = 0;
5022 rsurface.modeltvector3f_bufferobject = 0;
5023 rsurface.modeltvector3f_bufferoffset = 0;
5024 rsurface.modelnormal3f_bufferobject = 0;
5025 rsurface.modelnormal3f_bufferoffset = 0;
5026 rsurface.generatedvertex = true;
5030 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
5031 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5032 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5033 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5034 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5035 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5036 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5037 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5038 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5039 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
5040 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5041 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5042 rsurface.generatedvertex = false;
5044 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
5045 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5046 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5047 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
5048 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5049 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5050 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
5051 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5052 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5053 rsurface.modelelement3i = model->surfmesh.data_element3i;
5054 rsurface.modelelement3s = model->surfmesh.data_element3s;
5055 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5056 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5057 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5058 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5059 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5060 rsurface.modelsurfaces = model->data_surfaces;
5061 rsurface.vertex3f = rsurface.modelvertex3f;
5062 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5063 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5064 rsurface.svector3f = rsurface.modelsvector3f;
5065 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5066 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5067 rsurface.tvector3f = rsurface.modeltvector3f;
5068 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5069 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5070 rsurface.normal3f = rsurface.modelnormal3f;
5071 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5072 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5073 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5076 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5077 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5080 int texturesurfaceindex;
5085 const float *v1, *in_tc;
5087 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5089 q3shaderinfo_deform_t *deform;
5090 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5091 if (rsurface.generatedvertex)
5093 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5094 generatenormals = true;
5095 for (i = 0;i < Q3MAXDEFORMS;i++)
5097 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5099 generatetangents = true;
5100 generatenormals = true;
5102 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5103 generatenormals = true;
5105 if (generatenormals && !rsurface.modelnormal3f)
5107 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5108 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5109 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5110 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5112 if (generatetangents && !rsurface.modelsvector3f)
5114 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5115 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5116 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5117 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5118 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5119 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5120 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5123 rsurface.vertex3f = rsurface.modelvertex3f;
5124 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5125 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5126 rsurface.svector3f = rsurface.modelsvector3f;
5127 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5128 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5129 rsurface.tvector3f = rsurface.modeltvector3f;
5130 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5131 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5132 rsurface.normal3f = rsurface.modelnormal3f;
5133 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5134 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5135 // if vertices are deformed (sprite flares and things in maps, possibly
5136 // water waves, bulges and other deformations), generate them into
5137 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5138 // (may be static model data or generated data for an animated model, or
5139 // the previous deform pass)
5140 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5142 switch (deform->deform)
5145 case Q3DEFORM_PROJECTIONSHADOW:
5146 case Q3DEFORM_TEXT0:
5147 case Q3DEFORM_TEXT1:
5148 case Q3DEFORM_TEXT2:
5149 case Q3DEFORM_TEXT3:
5150 case Q3DEFORM_TEXT4:
5151 case Q3DEFORM_TEXT5:
5152 case Q3DEFORM_TEXT6:
5153 case Q3DEFORM_TEXT7:
5156 case Q3DEFORM_AUTOSPRITE:
5157 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5158 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5159 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5160 VectorNormalize(newforward);
5161 VectorNormalize(newright);
5162 VectorNormalize(newup);
5163 // make deformed versions of only the model vertices used by the specified surfaces
5164 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5166 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5167 // a single autosprite surface can contain multiple sprites...
5168 for (j = 0;j < surface->num_vertices - 3;j += 4)
5170 VectorClear(center);
5171 for (i = 0;i < 4;i++)
5172 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5173 VectorScale(center, 0.25f, center);
5174 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
5175 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5176 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5177 for (i = 0;i < 4;i++)
5179 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5180 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5183 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5184 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5186 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5187 rsurface.vertex3f_bufferobject = 0;
5188 rsurface.vertex3f_bufferoffset = 0;
5189 rsurface.svector3f = rsurface.array_deformedsvector3f;
5190 rsurface.svector3f_bufferobject = 0;
5191 rsurface.svector3f_bufferoffset = 0;
5192 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5193 rsurface.tvector3f_bufferobject = 0;
5194 rsurface.tvector3f_bufferoffset = 0;
5195 rsurface.normal3f = rsurface.array_deformednormal3f;
5196 rsurface.normal3f_bufferobject = 0;
5197 rsurface.normal3f_bufferoffset = 0;
5199 case Q3DEFORM_AUTOSPRITE2:
5200 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5201 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5202 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5203 VectorNormalize(newforward);
5204 VectorNormalize(newright);
5205 VectorNormalize(newup);
5206 // make deformed versions of only the model vertices used by the specified surfaces
5207 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5209 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5210 const float *v1, *v2;
5220 memset(shortest, 0, sizeof(shortest));
5221 // a single autosprite surface can contain multiple sprites...
5222 for (j = 0;j < surface->num_vertices - 3;j += 4)
5224 VectorClear(center);
5225 for (i = 0;i < 4;i++)
5226 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5227 VectorScale(center, 0.25f, center);
5228 // find the two shortest edges, then use them to define the
5229 // axis vectors for rotating around the central axis
5230 for (i = 0;i < 6;i++)
5232 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5233 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5235 Debug_PolygonBegin(NULL, 0);
5236 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5237 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5238 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5241 l = VectorDistance2(v1, v2);
5242 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5244 l += (1.0f / 1024.0f);
5245 if (shortest[0].length2 > l || i == 0)
5247 shortest[1] = shortest[0];
5248 shortest[0].length2 = l;
5249 shortest[0].v1 = v1;
5250 shortest[0].v2 = v2;
5252 else if (shortest[1].length2 > l || i == 1)
5254 shortest[1].length2 = l;
5255 shortest[1].v1 = v1;
5256 shortest[1].v2 = v2;
5259 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5260 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5262 Debug_PolygonBegin(NULL, 0);
5263 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5264 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5265 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5268 // this calculates the right vector from the shortest edge
5269 // and the up vector from the edge midpoints
5270 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5271 VectorNormalize(right);
5272 VectorSubtract(end, start, up);
5273 VectorNormalize(up);
5274 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5275 //VectorSubtract(rsurface.modelorg, center, forward);
5276 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5277 VectorNegate(forward, forward);
5278 VectorReflect(forward, 0, up, forward);
5279 VectorNormalize(forward);
5280 CrossProduct(up, forward, newright);
5281 VectorNormalize(newright);
5283 Debug_PolygonBegin(NULL, 0);
5284 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5285 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5286 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5290 Debug_PolygonBegin(NULL, 0);
5291 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5292 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5293 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5296 // rotate the quad around the up axis vector, this is made
5297 // especially easy by the fact we know the quad is flat,
5298 // so we only have to subtract the center position and
5299 // measure distance along the right vector, and then
5300 // multiply that by the newright vector and add back the
5302 // we also need to subtract the old position to undo the
5303 // displacement from the center, which we do with a
5304 // DotProduct, the subtraction/addition of center is also
5305 // optimized into DotProducts here
5306 l = DotProduct(right, center);
5307 for (i = 0;i < 4;i++)
5309 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5310 f = DotProduct(right, v1) - l;
5311 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5314 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5315 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5317 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5318 rsurface.vertex3f_bufferobject = 0;
5319 rsurface.vertex3f_bufferoffset = 0;
5320 rsurface.svector3f = rsurface.array_deformedsvector3f;
5321 rsurface.svector3f_bufferobject = 0;
5322 rsurface.svector3f_bufferoffset = 0;
5323 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5324 rsurface.tvector3f_bufferobject = 0;
5325 rsurface.tvector3f_bufferoffset = 0;
5326 rsurface.normal3f = rsurface.array_deformednormal3f;
5327 rsurface.normal3f_bufferobject = 0;
5328 rsurface.normal3f_bufferoffset = 0;
5330 case Q3DEFORM_NORMAL:
5331 // deform the normals to make reflections wavey
5332 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5334 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5335 for (j = 0;j < surface->num_vertices;j++)
5338 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5339 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5340 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5341 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5342 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5343 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5344 VectorNormalize(normal);
5346 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5348 rsurface.svector3f = rsurface.array_deformedsvector3f;
5349 rsurface.svector3f_bufferobject = 0;
5350 rsurface.svector3f_bufferoffset = 0;
5351 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5352 rsurface.tvector3f_bufferobject = 0;
5353 rsurface.tvector3f_bufferoffset = 0;
5354 rsurface.normal3f = rsurface.array_deformednormal3f;
5355 rsurface.normal3f_bufferobject = 0;
5356 rsurface.normal3f_bufferoffset = 0;
5359 // deform vertex array to make wavey water and flags and such
5360 waveparms[0] = deform->waveparms[0];
5361 waveparms[1] = deform->waveparms[1];
5362 waveparms[2] = deform->waveparms[2];
5363 waveparms[3] = deform->waveparms[3];
5364 // this is how a divisor of vertex influence on deformation
5365 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5366 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5367 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5369 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5370 for (j = 0;j < surface->num_vertices;j++)
5372 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5373 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5374 // if the wavefunc depends on time, evaluate it per-vertex
5377 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5378 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5380 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5383 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5384 rsurface.vertex3f_bufferobject = 0;
5385 rsurface.vertex3f_bufferoffset = 0;
5387 case Q3DEFORM_BULGE:
5388 // deform vertex array to make the surface have moving bulges
5389 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5391 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5392 for (j = 0;j < surface->num_vertices;j++)
5394 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5395 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5398 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5399 rsurface.vertex3f_bufferobject = 0;
5400 rsurface.vertex3f_bufferoffset = 0;
5403 // deform vertex array
5404 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5405 VectorScale(deform->parms, scale, waveparms);
5406 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5408 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5409 for (j = 0;j < surface->num_vertices;j++)
5410 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5412 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5413 rsurface.vertex3f_bufferobject = 0;
5414 rsurface.vertex3f_bufferoffset = 0;
5418 // generate texcoords based on the chosen texcoord source
5419 switch(rsurface.texture->tcgen.tcgen)
5422 case Q3TCGEN_TEXTURE:
5423 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5424 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5425 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5427 case Q3TCGEN_LIGHTMAP:
5428 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5429 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5430 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5432 case Q3TCGEN_VECTOR:
5433 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5435 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5436 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5438 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5439 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5442 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5443 rsurface.texcoordtexture2f_bufferobject = 0;
5444 rsurface.texcoordtexture2f_bufferoffset = 0;
5446 case Q3TCGEN_ENVIRONMENT:
5447 // make environment reflections using a spheremap
5448 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5450 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5451 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5452 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5453 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5454 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5456 float l, d, eyedir[3];
5457 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5458 l = 0.5f / VectorLength(eyedir);
5459 d = DotProduct(normal, eyedir)*2;
5460 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5461 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5464 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5465 rsurface.texcoordtexture2f_bufferobject = 0;
5466 rsurface.texcoordtexture2f_bufferoffset = 0;
5469 // the only tcmod that needs software vertex processing is turbulent, so
5470 // check for it here and apply the changes if needed
5471 // and we only support that as the first one
5472 // (handling a mixture of turbulent and other tcmods would be problematic
5473 // without punting it entirely to a software path)
5474 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5476 amplitude = rsurface.texture->tcmods[0].parms[1];
5477 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5478 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5480 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5481 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5483 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5484 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5487 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5488 rsurface.texcoordtexture2f_bufferobject = 0;
5489 rsurface.texcoordtexture2f_bufferoffset = 0;
5491 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5492 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5493 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5494 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5497 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5500 const msurface_t *surface = texturesurfacelist[0];
5501 const msurface_t *surface2;
5506 // TODO: lock all array ranges before render, rather than on each surface
5507 if (texturenumsurfaces == 1)
5509 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5510 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5512 else if (r_batchmode.integer == 2)
5514 #define MAXBATCHTRIANGLES 4096
5515 int batchtriangles = 0;
5516 int batchelements[MAXBATCHTRIANGLES*3];
5517 for (i = 0;i < texturenumsurfaces;i = j)
5519 surface = texturesurfacelist[i];
5521 if (surface->num_triangles > MAXBATCHTRIANGLES)
5523 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5526 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5527 batchtriangles = surface->num_triangles;
5528 firstvertex = surface->num_firstvertex;
5529 endvertex = surface->num_firstvertex + surface->num_vertices;
5530 for (;j < texturenumsurfaces;j++)
5532 surface2 = texturesurfacelist[j];
5533 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5535 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5536 batchtriangles += surface2->num_triangles;
5537 firstvertex = min(firstvertex, surface2->num_firstvertex);
5538 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5540 surface2 = texturesurfacelist[j-1];
5541 numvertices = endvertex - firstvertex;
5542 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5545 else if (r_batchmode.integer == 1)
5547 for (i = 0;i < texturenumsurfaces;i = j)
5549 surface = texturesurfacelist[i];
5550 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5551 if (texturesurfacelist[j] != surface2)
5553 surface2 = texturesurfacelist[j-1];
5554 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5555 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5556 GL_LockArrays(surface->num_firstvertex, numvertices);
5557 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5562 for (i = 0;i < texturenumsurfaces;i++)
5564 surface = texturesurfacelist[i];
5565 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5566 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5571 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5573 int i, planeindex, vertexindex;
5577 r_waterstate_waterplane_t *p, *bestp;
5578 msurface_t *surface;
5579 if (r_waterstate.renderingscene)
5581 for (i = 0;i < texturenumsurfaces;i++)
5583 surface = texturesurfacelist[i];
5584 if (lightmaptexunit >= 0)
5585 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5586 if (deluxemaptexunit >= 0)
5587 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5588 // pick the closest matching water plane
5591 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5594 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5596 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5597 d += fabs(PlaneDiff(vert, &p->plane));
5599 if (bestd > d || !bestp)
5607 if (refractiontexunit >= 0)
5608 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5609 if (reflectiontexunit >= 0)
5610 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5614 if (refractiontexunit >= 0)
5615 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5616 if (reflectiontexunit >= 0)
5617 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5619 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5620 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5624 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5628 const msurface_t *surface = texturesurfacelist[0];
5629 const msurface_t *surface2;
5634 // TODO: lock all array ranges before render, rather than on each surface
5635 if (texturenumsurfaces == 1)
5637 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5638 if (deluxemaptexunit >= 0)
5639 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5640 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5641 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5643 else if (r_batchmode.integer == 2)
5645 #define MAXBATCHTRIANGLES 4096
5646 int batchtriangles = 0;
5647 int batchelements[MAXBATCHTRIANGLES*3];
5648 for (i = 0;i < texturenumsurfaces;i = j)
5650 surface = texturesurfacelist[i];
5651 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5652 if (deluxemaptexunit >= 0)
5653 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5655 if (surface->num_triangles > MAXBATCHTRIANGLES)
5657 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5660 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5661 batchtriangles = surface->num_triangles;
5662 firstvertex = surface->num_firstvertex;
5663 endvertex = surface->num_firstvertex + surface->num_vertices;
5664 for (;j < texturenumsurfaces;j++)
5666 surface2 = texturesurfacelist[j];
5667 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5669 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5670 batchtriangles += surface2->num_triangles;
5671 firstvertex = min(firstvertex, surface2->num_firstvertex);
5672 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5674 surface2 = texturesurfacelist[j-1];
5675 numvertices = endvertex - firstvertex;
5676 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5679 else if (r_batchmode.integer == 1)
5682 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5683 for (i = 0;i < texturenumsurfaces;i = j)
5685 surface = texturesurfacelist[i];
5686 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5687 if (texturesurfacelist[j] != surface2)
5689 Con_Printf(" %i", j - i);
5692 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5694 for (i = 0;i < texturenumsurfaces;i = j)
5696 surface = texturesurfacelist[i];
5697 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5698 if (deluxemaptexunit >= 0)
5699 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5700 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5701 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5704 Con_Printf(" %i", j - i);
5706 surface2 = texturesurfacelist[j-1];
5707 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5708 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5709 GL_LockArrays(surface->num_firstvertex, numvertices);
5710 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5718 for (i = 0;i < texturenumsurfaces;i++)
5720 surface = texturesurfacelist[i];
5721 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5722 if (deluxemaptexunit >= 0)
5723 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5724 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5725 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5730 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5733 int texturesurfaceindex;
5734 if (r_showsurfaces.integer == 2)
5736 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5738 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5739 for (j = 0;j < surface->num_triangles;j++)
5741 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5742 GL_Color(f, f, f, 1);
5743 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5749 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5751 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5752 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5753 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5754 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5755 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5760 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5762 int texturesurfaceindex;
5765 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5767 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5768 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5776 rsurface.lightmapcolor4f = rsurface.array_color4f;
5777 rsurface.lightmapcolor4f_bufferobject = 0;
5778 rsurface.lightmapcolor4f_bufferoffset = 0;
5781 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5783 int texturesurfaceindex;
5787 if (rsurface.lightmapcolor4f)
5789 // generate color arrays for the surfaces in this list
5790 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5792 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5793 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5795 f = FogPoint_Model(v);
5805 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5807 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5808 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5810 f = FogPoint_Model(v);
5818 rsurface.lightmapcolor4f = rsurface.array_color4f;
5819 rsurface.lightmapcolor4f_bufferobject = 0;
5820 rsurface.lightmapcolor4f_bufferoffset = 0;
5823 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5825 int texturesurfaceindex;
5829 if (!rsurface.lightmapcolor4f)
5831 // generate color arrays for the surfaces in this list
5832 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5834 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5835 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5837 f = FogPoint_Model(v);
5838 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
5839 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
5840 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
5844 rsurface.lightmapcolor4f = rsurface.array_color4f;
5845 rsurface.lightmapcolor4f_bufferobject = 0;
5846 rsurface.lightmapcolor4f_bufferoffset = 0;
5849 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5851 int texturesurfaceindex;
5854 if (!rsurface.lightmapcolor4f)
5856 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5858 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5859 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5867 rsurface.lightmapcolor4f = rsurface.array_color4f;
5868 rsurface.lightmapcolor4f_bufferobject = 0;
5869 rsurface.lightmapcolor4f_bufferoffset = 0;
5872 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
5874 int texturesurfaceindex;
5877 if (!rsurface.lightmapcolor4f)
5879 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5881 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5882 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5884 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
5885 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
5886 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
5890 rsurface.lightmapcolor4f = rsurface.array_color4f;
5891 rsurface.lightmapcolor4f_bufferobject = 0;
5892 rsurface.lightmapcolor4f_bufferoffset = 0;
5895 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5898 rsurface.lightmapcolor4f = NULL;
5899 rsurface.lightmapcolor4f_bufferobject = 0;
5900 rsurface.lightmapcolor4f_bufferoffset = 0;
5901 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5902 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5903 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5904 GL_Color(r, g, b, a);
5905 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5908 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5910 // TODO: optimize applyfog && applycolor case
5911 // just apply fog if necessary, and tint the fog color array if necessary
5912 rsurface.lightmapcolor4f = NULL;
5913 rsurface.lightmapcolor4f_bufferobject = 0;
5914 rsurface.lightmapcolor4f_bufferoffset = 0;
5915 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5916 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5917 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5918 GL_Color(r, g, b, a);
5919 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5922 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5924 int texturesurfaceindex;
5928 if (texturesurfacelist[0]->lightmapinfo)
5930 // generate color arrays for the surfaces in this list
5931 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5933 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5934 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5936 if (surface->lightmapinfo->samples)
5938 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5939 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5940 VectorScale(lm, scale, c);
5941 if (surface->lightmapinfo->styles[1] != 255)
5943 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5945 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5946 VectorMA(c, scale, lm, c);
5947 if (surface->lightmapinfo->styles[2] != 255)
5950 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5951 VectorMA(c, scale, lm, c);
5952 if (surface->lightmapinfo->styles[3] != 255)
5955 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5956 VectorMA(c, scale, lm, c);
5966 rsurface.lightmapcolor4f = rsurface.array_color4f;
5967 rsurface.lightmapcolor4f_bufferobject = 0;
5968 rsurface.lightmapcolor4f_bufferoffset = 0;
5972 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5973 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5974 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5976 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5977 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5978 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5979 GL_Color(r, g, b, a);
5980 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5983 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
5985 int texturesurfaceindex;
5988 float *v, *c, *c2, alpha;
5989 vec3_t ambientcolor;
5990 vec3_t diffusecolor;
5994 VectorCopy(rsurface.modellight_lightdir, lightdir);
5995 f = 0.5f * r_refdef.lightmapintensity;
5996 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
5997 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
5998 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
5999 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6000 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6001 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6003 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6005 // generate color arrays for the surfaces in this list
6006 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6008 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6009 int numverts = surface->num_vertices;
6010 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6011 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6012 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6013 // q3-style directional shading
6014 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6016 if ((f = DotProduct(c2, lightdir)) > 0)
6017 VectorMA(ambientcolor, f, diffusecolor, c);
6019 VectorCopy(ambientcolor, c);
6027 rsurface.lightmapcolor4f = rsurface.array_color4f;
6028 rsurface.lightmapcolor4f_bufferobject = 0;
6029 rsurface.lightmapcolor4f_bufferoffset = 0;
6030 *applycolor = false;
6034 *r = ambientcolor[0];
6035 *g = ambientcolor[1];
6036 *b = ambientcolor[2];
6037 rsurface.lightmapcolor4f = NULL;
6038 rsurface.lightmapcolor4f_bufferobject = 0;
6039 rsurface.lightmapcolor4f_bufferoffset = 0;
6043 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6045 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6046 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6047 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6048 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6049 GL_Color(r, g, b, a);
6050 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6053 void RSurf_SetupDepthAndCulling(void)
6055 // submodels are biased to avoid z-fighting with world surfaces that they
6056 // may be exactly overlapping (avoids z-fighting artifacts on certain
6057 // doors and things in Quake maps)
6058 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6059 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6060 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6061 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6064 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6066 // transparent sky would be ridiculous
6067 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6069 R_SetupGenericShader(false);
6072 skyrendernow = false;
6073 // we have to force off the water clipping plane while rendering sky
6077 // restore entity matrix
6078 R_Mesh_Matrix(&rsurface.matrix);
6080 RSurf_SetupDepthAndCulling();
6082 // LordHavoc: HalfLife maps have freaky skypolys so don't use
6083 // skymasking on them, and Quake3 never did sky masking (unlike
6084 // software Quake and software Quake2), so disable the sky masking
6085 // in Quake3 maps as it causes problems with q3map2 sky tricks,
6086 // and skymasking also looks very bad when noclipping outside the
6087 // level, so don't use it then either.
6088 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6090 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6091 R_Mesh_ColorPointer(NULL, 0, 0);
6092 R_Mesh_ResetTextureState();
6093 if (skyrendermasked)
6095 R_SetupDepthOrShadowShader();
6096 // depth-only (masking)
6097 GL_ColorMask(0,0,0,0);
6098 // just to make sure that braindead drivers don't draw
6099 // anything despite that colormask...
6100 GL_BlendFunc(GL_ZERO, GL_ONE);
6104 R_SetupGenericShader(false);
6106 GL_BlendFunc(GL_ONE, GL_ZERO);
6108 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6109 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6110 if (skyrendermasked)
6111 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6113 R_Mesh_ResetTextureState();
6114 GL_Color(1, 1, 1, 1);
6117 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6119 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6122 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6123 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6124 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6125 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6126 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6127 if (rsurface.texture->backgroundcurrentskinframe)
6129 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6130 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6131 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6132 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6134 if(rsurface.texture->colormapping)
6136 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6137 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6139 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6140 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6141 R_Mesh_ColorPointer(NULL, 0, 0);
6143 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6145 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6147 // render background
6148 GL_BlendFunc(GL_ONE, GL_ZERO);
6150 GL_AlphaTest(false);
6152 GL_Color(1, 1, 1, 1);
6153 R_Mesh_ColorPointer(NULL, 0, 0);
6155 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6156 if (r_glsl_permutation)
6158 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6159 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6160 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6161 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6162 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6163 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6164 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6166 GL_LockArrays(0, 0);
6168 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6169 GL_DepthMask(false);
6170 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6171 R_Mesh_ColorPointer(NULL, 0, 0);
6173 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6174 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6175 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6178 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6179 if (!r_glsl_permutation)
6182 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6183 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6184 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6185 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6186 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6187 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6189 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6191 GL_BlendFunc(GL_ONE, GL_ZERO);
6193 GL_AlphaTest(false);
6197 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6198 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6199 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6202 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6204 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6205 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6207 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6211 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6212 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6214 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6216 GL_LockArrays(0, 0);
6219 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6221 // OpenGL 1.3 path - anything not completely ancient
6222 int texturesurfaceindex;
6223 qboolean applycolor;
6227 const texturelayer_t *layer;
6228 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6230 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6233 int layertexrgbscale;
6234 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6236 if (layerindex == 0)
6240 GL_AlphaTest(false);
6241 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6244 GL_DepthMask(layer->depthmask && writedepth);
6245 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6246 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6248 layertexrgbscale = 4;
6249 VectorScale(layer->color, 0.25f, layercolor);
6251 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6253 layertexrgbscale = 2;
6254 VectorScale(layer->color, 0.5f, layercolor);
6258 layertexrgbscale = 1;
6259 VectorScale(layer->color, 1.0f, layercolor);
6261 layercolor[3] = layer->color[3];
6262 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6263 R_Mesh_ColorPointer(NULL, 0, 0);
6264 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6265 switch (layer->type)
6267 case TEXTURELAYERTYPE_LITTEXTURE:
6268 memset(&m, 0, sizeof(m));
6269 m.tex[0] = R_GetTexture(r_texture_white);
6270 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6271 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6272 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6273 m.tex[1] = R_GetTexture(layer->texture);
6274 m.texmatrix[1] = layer->texmatrix;
6275 m.texrgbscale[1] = layertexrgbscale;
6276 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6277 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6278 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6279 R_Mesh_TextureState(&m);
6280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6281 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6282 else if (rsurface.uselightmaptexture)
6283 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6285 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6287 case TEXTURELAYERTYPE_TEXTURE:
6288 memset(&m, 0, sizeof(m));
6289 m.tex[0] = R_GetTexture(layer->texture);
6290 m.texmatrix[0] = layer->texmatrix;
6291 m.texrgbscale[0] = layertexrgbscale;
6292 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6293 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6294 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6295 R_Mesh_TextureState(&m);
6296 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6298 case TEXTURELAYERTYPE_FOG:
6299 memset(&m, 0, sizeof(m));
6300 m.texrgbscale[0] = layertexrgbscale;
6303 m.tex[0] = R_GetTexture(layer->texture);
6304 m.texmatrix[0] = layer->texmatrix;
6305 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6306 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6307 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6309 R_Mesh_TextureState(&m);
6310 // generate a color array for the fog pass
6311 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6312 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6316 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6317 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6319 f = 1 - FogPoint_Model(v);
6320 c[0] = layercolor[0];
6321 c[1] = layercolor[1];
6322 c[2] = layercolor[2];
6323 c[3] = f * layercolor[3];
6326 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6329 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6331 GL_LockArrays(0, 0);
6334 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6336 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6337 GL_AlphaTest(false);
6341 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6343 // OpenGL 1.1 - crusty old voodoo path
6344 int texturesurfaceindex;
6348 const texturelayer_t *layer;
6349 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6351 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6353 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6355 if (layerindex == 0)
6359 GL_AlphaTest(false);
6360 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6363 GL_DepthMask(layer->depthmask && writedepth);
6364 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6365 R_Mesh_ColorPointer(NULL, 0, 0);
6366 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6367 switch (layer->type)
6369 case TEXTURELAYERTYPE_LITTEXTURE:
6370 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6372 // two-pass lit texture with 2x rgbscale
6373 // first the lightmap pass
6374 memset(&m, 0, sizeof(m));
6375 m.tex[0] = R_GetTexture(r_texture_white);
6376 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6377 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6378 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6379 R_Mesh_TextureState(&m);
6380 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6381 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6382 else if (rsurface.uselightmaptexture)
6383 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6385 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6386 GL_LockArrays(0, 0);
6387 // then apply the texture to it
6388 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6389 memset(&m, 0, sizeof(m));
6390 m.tex[0] = R_GetTexture(layer->texture);
6391 m.texmatrix[0] = layer->texmatrix;
6392 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6393 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6394 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6395 R_Mesh_TextureState(&m);
6396 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6400 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6401 memset(&m, 0, sizeof(m));
6402 m.tex[0] = R_GetTexture(layer->texture);
6403 m.texmatrix[0] = layer->texmatrix;
6404 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6405 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6406 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6407 R_Mesh_TextureState(&m);
6408 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6409 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6411 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6414 case TEXTURELAYERTYPE_TEXTURE:
6415 // singletexture unlit texture with transparency support
6416 memset(&m, 0, sizeof(m));
6417 m.tex[0] = R_GetTexture(layer->texture);
6418 m.texmatrix[0] = layer->texmatrix;
6419 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6420 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6421 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6422 R_Mesh_TextureState(&m);
6423 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6425 case TEXTURELAYERTYPE_FOG:
6426 // singletexture fogging
6427 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6430 memset(&m, 0, sizeof(m));
6431 m.tex[0] = R_GetTexture(layer->texture);
6432 m.texmatrix[0] = layer->texmatrix;
6433 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6434 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6435 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6436 R_Mesh_TextureState(&m);
6439 R_Mesh_ResetTextureState();
6440 // generate a color array for the fog pass
6441 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6445 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6446 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6448 f = 1 - FogPoint_Model(v);
6449 c[0] = layer->color[0];
6450 c[1] = layer->color[1];
6451 c[2] = layer->color[2];
6452 c[3] = f * layer->color[3];
6455 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6458 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6460 GL_LockArrays(0, 0);
6463 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6465 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6466 GL_AlphaTest(false);
6470 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6474 GL_AlphaTest(false);
6475 R_Mesh_ColorPointer(NULL, 0, 0);
6476 R_Mesh_ResetTextureState();
6477 R_SetupGenericShader(false);
6479 if(rsurface.texture && rsurface.texture->currentskinframe)
6480 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6489 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6491 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6492 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6493 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6496 // brighten it up (as texture value 127 means "unlit")
6497 c[0] *= 2 * r_refdef.view.colorscale;
6498 c[1] *= 2 * r_refdef.view.colorscale;
6499 c[2] *= 2 * r_refdef.view.colorscale;
6501 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6502 c[3] *= r_wateralpha.value;
6504 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6506 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6507 GL_DepthMask(false);
6509 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6511 GL_BlendFunc(GL_ONE, GL_ONE);
6512 GL_DepthMask(false);
6514 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6516 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6517 GL_DepthMask(false);
6519 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6521 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6522 GL_DepthMask(false);
6526 GL_BlendFunc(GL_ONE, GL_ZERO);
6527 GL_DepthMask(writedepth);
6530 rsurface.lightmapcolor4f = NULL;
6532 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6534 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6536 rsurface.lightmapcolor4f = NULL;
6537 rsurface.lightmapcolor4f_bufferobject = 0;
6538 rsurface.lightmapcolor4f_bufferoffset = 0;
6540 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6542 qboolean applycolor = true;
6545 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6547 r_refdef.lightmapintensity = 1;
6548 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6549 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6553 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6555 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6556 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6557 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6560 if(!rsurface.lightmapcolor4f)
6561 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6563 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6564 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6565 if(r_refdef.fogenabled)
6566 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6568 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6569 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6572 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6575 RSurf_SetupDepthAndCulling();
6576 if (r_showsurfaces.integer == 3)
6577 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6578 else if (r_glsl.integer && gl_support_fragment_shader)
6579 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6580 else if (gl_combine.integer && r_textureunits.integer >= 2)
6581 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6583 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6587 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6590 int texturenumsurfaces, endsurface;
6592 msurface_t *surface;
6593 msurface_t *texturesurfacelist[1024];
6595 // if the model is static it doesn't matter what value we give for
6596 // wantnormals and wanttangents, so this logic uses only rules applicable
6597 // to a model, knowing that they are meaningless otherwise
6598 if (ent == r_refdef.scene.worldentity)
6599 RSurf_ActiveWorldEntity();
6600 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6601 RSurf_ActiveModelEntity(ent, false, false);
6603 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6605 for (i = 0;i < numsurfaces;i = j)
6608 surface = rsurface.modelsurfaces + surfacelist[i];
6609 texture = surface->texture;
6610 R_UpdateTextureInfo(ent, texture);
6611 rsurface.texture = texture->currentframe;
6612 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6613 // scan ahead until we find a different texture
6614 endsurface = min(i + 1024, numsurfaces);
6615 texturenumsurfaces = 0;
6616 texturesurfacelist[texturenumsurfaces++] = surface;
6617 for (;j < endsurface;j++)
6619 surface = rsurface.modelsurfaces + surfacelist[j];
6620 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6622 texturesurfacelist[texturenumsurfaces++] = surface;
6624 // render the range of surfaces
6625 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6627 GL_AlphaTest(false);
6630 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6635 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6637 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6639 RSurf_SetupDepthAndCulling();
6640 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6641 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6643 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6645 RSurf_SetupDepthAndCulling();
6646 GL_AlphaTest(false);
6647 R_Mesh_ColorPointer(NULL, 0, 0);
6648 R_Mesh_ResetTextureState();
6649 R_SetupGenericShader(false);
6650 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6652 GL_BlendFunc(GL_ONE, GL_ZERO);
6653 GL_Color(0, 0, 0, 1);
6654 GL_DepthTest(writedepth);
6655 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6657 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6659 RSurf_SetupDepthAndCulling();
6660 GL_AlphaTest(false);
6661 R_Mesh_ColorPointer(NULL, 0, 0);
6662 R_Mesh_ResetTextureState();
6663 R_SetupGenericShader(false);
6664 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6666 GL_BlendFunc(GL_ONE, GL_ZERO);
6668 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6670 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6671 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6672 else if (!rsurface.texture->currentnumlayers)
6674 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6676 // transparent surfaces get pushed off into the transparent queue
6677 int surfacelistindex;
6678 const msurface_t *surface;
6679 vec3_t tempcenter, center;
6680 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6682 surface = texturesurfacelist[surfacelistindex];
6683 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6684 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6685 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6686 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6687 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6692 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6693 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6698 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6702 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6705 for (i = 0;i < numsurfaces;i++)
6706 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6707 R_Water_AddWaterPlane(surfacelist[i]);
6710 // break the surface list down into batches by texture and use of lightmapping
6711 for (i = 0;i < numsurfaces;i = j)
6714 // texture is the base texture pointer, rsurface.texture is the
6715 // current frame/skin the texture is directing us to use (for example
6716 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6717 // use skin 1 instead)
6718 texture = surfacelist[i]->texture;
6719 rsurface.texture = texture->currentframe;
6720 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6721 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6723 // if this texture is not the kind we want, skip ahead to the next one
6724 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6728 // simply scan ahead until we find a different texture or lightmap state
6729 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6731 // render the range of surfaces
6732 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6736 float locboxvertex3f[6*4*3] =
6738 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6739 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6740 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6741 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6742 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6743 1,0,0, 0,0,0, 0,1,0, 1,1,0
6746 unsigned short locboxelements[6*2*3] =
6756 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6759 cl_locnode_t *loc = (cl_locnode_t *)ent;
6761 float vertex3f[6*4*3];
6763 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6764 GL_DepthMask(false);
6765 GL_DepthRange(0, 1);
6766 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6768 GL_CullFace(GL_NONE);
6769 R_Mesh_Matrix(&identitymatrix);
6771 R_Mesh_VertexPointer(vertex3f, 0, 0);
6772 R_Mesh_ColorPointer(NULL, 0, 0);
6773 R_Mesh_ResetTextureState();
6774 R_SetupGenericShader(false);
6777 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6778 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6779 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6780 surfacelist[0] < 0 ? 0.5f : 0.125f);
6782 if (VectorCompare(loc->mins, loc->maxs))
6784 VectorSet(size, 2, 2, 2);
6785 VectorMA(loc->mins, -0.5f, size, mins);
6789 VectorCopy(loc->mins, mins);
6790 VectorSubtract(loc->maxs, loc->mins, size);
6793 for (i = 0;i < 6*4*3;)
6794 for (j = 0;j < 3;j++, i++)
6795 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6797 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
6800 void R_DrawLocs(void)
6803 cl_locnode_t *loc, *nearestloc;
6805 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6806 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6808 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6809 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6813 void R_DrawDebugModel(entity_render_t *ent)
6815 int i, j, k, l, flagsmask;
6816 const int *elements;
6818 msurface_t *surface;
6819 dp_model_t *model = ent->model;
6822 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6824 R_Mesh_ColorPointer(NULL, 0, 0);
6825 R_Mesh_ResetTextureState();
6826 R_SetupGenericShader(false);
6827 GL_DepthRange(0, 1);
6828 GL_DepthTest(!r_showdisabledepthtest.integer);
6829 GL_DepthMask(false);
6830 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6832 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6834 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6835 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6837 if (brush->colbrushf && brush->colbrushf->numtriangles)
6839 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6840 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6841 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
6844 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6846 if (surface->num_collisiontriangles)
6848 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6849 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6850 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
6855 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6857 if (r_showtris.integer || r_shownormals.integer)
6859 if (r_showdisabledepthtest.integer)
6861 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6862 GL_DepthMask(false);
6866 GL_BlendFunc(GL_ONE, GL_ZERO);
6869 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6871 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6873 rsurface.texture = surface->texture->currentframe;
6874 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6876 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6877 if (r_showtris.value > 0)
6879 if (!rsurface.texture->currentlayers->depthmask)
6880 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6881 else if (ent == r_refdef.scene.worldentity)
6882 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6884 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6885 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6888 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6890 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6891 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6892 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6893 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6898 if (r_shownormals.value > 0)
6901 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6903 VectorCopy(rsurface.vertex3f + l * 3, v);
6904 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6905 qglVertex3f(v[0], v[1], v[2]);
6906 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6907 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6908 qglVertex3f(v[0], v[1], v[2]);
6913 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6915 VectorCopy(rsurface.vertex3f + l * 3, v);
6916 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6917 qglVertex3f(v[0], v[1], v[2]);
6918 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6919 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6920 qglVertex3f(v[0], v[1], v[2]);
6925 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6927 VectorCopy(rsurface.vertex3f + l * 3, v);
6928 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6929 qglVertex3f(v[0], v[1], v[2]);
6930 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6931 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6932 qglVertex3f(v[0], v[1], v[2]);
6939 rsurface.texture = NULL;
6943 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6944 int r_maxsurfacelist = 0;
6945 msurface_t **r_surfacelist = NULL;
6946 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6948 int i, j, endj, f, flagsmask;
6950 dp_model_t *model = r_refdef.scene.worldmodel;
6951 msurface_t *surfaces;
6952 unsigned char *update;
6953 int numsurfacelist = 0;
6957 if (r_maxsurfacelist < model->num_surfaces)
6959 r_maxsurfacelist = model->num_surfaces;
6961 Mem_Free(r_surfacelist);
6962 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
6965 RSurf_ActiveWorldEntity();
6967 surfaces = model->data_surfaces;
6968 update = model->brushq1.lightmapupdateflags;
6970 // update light styles on this submodel
6971 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6973 model_brush_lightstyleinfo_t *style;
6974 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6976 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6978 int *list = style->surfacelist;
6979 style->value = r_refdef.scene.lightstylevalue[style->style];
6980 for (j = 0;j < style->numsurfaces;j++)
6981 update[list[j]] = true;
6986 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6987 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6991 R_DrawDebugModel(r_refdef.scene.worldentity);
6997 rsurface.uselightmaptexture = false;
6998 rsurface.texture = NULL;
6999 rsurface.rtlight = NULL;
7001 // add visible surfaces to draw list
7002 j = model->firstmodelsurface;
7003 endj = j + model->nummodelsurfaces;
7008 if (r_refdef.viewcache.world_surfacevisible[j])
7010 r_surfacelist[numsurfacelist++] = surfaces + j;
7011 // update lightmap if needed
7013 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7019 if (r_refdef.viewcache.world_surfacevisible[j])
7020 r_surfacelist[numsurfacelist++] = surfaces + j;
7021 // don't do anything if there were no surfaces
7022 if (!numsurfacelist)
7024 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7025 GL_AlphaTest(false);
7027 // add to stats if desired
7028 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7030 r_refdef.stats.world_surfaces += numsurfacelist;
7031 for (j = 0;j < numsurfacelist;j++)
7032 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7036 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
7038 int i, j, endj, f, flagsmask;
7040 dp_model_t *model = ent->model;
7041 msurface_t *surfaces;
7042 unsigned char *update;
7043 int numsurfacelist = 0;
7047 if (r_maxsurfacelist < model->num_surfaces)
7049 r_maxsurfacelist = model->num_surfaces;
7051 Mem_Free(r_surfacelist);
7052 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7055 // if the model is static it doesn't matter what value we give for
7056 // wantnormals and wanttangents, so this logic uses only rules applicable
7057 // to a model, knowing that they are meaningless otherwise
7058 if (ent == r_refdef.scene.worldentity)
7059 RSurf_ActiveWorldEntity();
7060 else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7061 RSurf_ActiveModelEntity(ent, false, false);
7063 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7065 surfaces = model->data_surfaces;
7066 update = model->brushq1.lightmapupdateflags;
7068 // update light styles
7069 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7071 model_brush_lightstyleinfo_t *style;
7072 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7074 if (style->value != r_refdef.scene.lightstylevalue[style->style])
7076 int *list = style->surfacelist;
7077 style->value = r_refdef.scene.lightstylevalue[style->style];
7078 for (j = 0;j < style->numsurfaces;j++)
7079 update[list[j]] = true;
7084 R_UpdateAllTextureInfo(ent);
7085 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
7089 R_DrawDebugModel(ent);
7095 rsurface.uselightmaptexture = false;
7096 rsurface.texture = NULL;
7097 rsurface.rtlight = NULL;
7099 // add visible surfaces to draw list
7100 j = model->firstmodelsurface;
7101 endj = j + model->nummodelsurfaces;
7103 r_surfacelist[numsurfacelist++] = surfaces + j;
7104 // don't do anything if there were no surfaces
7105 if (!numsurfacelist)
7107 // update lightmaps if needed
7109 for (j = model->firstmodelsurface;j < endj;j++)
7111 R_BuildLightMap(ent, surfaces + j);
7112 R_QueueSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
7113 GL_AlphaTest(false);
7115 // add to stats if desired
7116 if (r_speeds.integer && !skysurfaces && !depthonly && !addwaterplanes)
7118 r_refdef.stats.entities++;
7119 r_refdef.stats.entities_surfaces += numsurfacelist;
7120 for (j = 0;j < numsurfacelist;j++)
7121 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;