2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 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)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 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"};
88 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"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 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"};
91 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"};
92 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"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 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"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 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)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 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)"};
173 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)"};
174 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)"};
175 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)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 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)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 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"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 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"};
218 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"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
656 {"#define USETRIPPY\n", " trippy"},
657 {"#define USEDEPTHRGB\n", " depthrgb"},
658 {"#define USEALPHAGENVERTEX\n", "alphagenvertex"}
661 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
662 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
684 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 unsigned int permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_Lightmap;
735 int tex_Texture_Deluxemap;
736 int tex_Texture_Attenuation;
737 int tex_Texture_Cube;
738 int tex_Texture_Refraction;
739 int tex_Texture_Reflection;
740 int tex_Texture_ShadowMap2D;
741 int tex_Texture_CubeProjection;
742 int tex_Texture_ScreenNormalMap;
743 int tex_Texture_ScreenDiffuse;
744 int tex_Texture_ScreenSpecular;
745 int tex_Texture_ReflectMask;
746 int tex_Texture_ReflectCube;
747 int tex_Texture_BounceGrid;
748 /// locations of detected uniforms in program object, or -1 if not found
749 int loc_Texture_First;
750 int loc_Texture_Second;
751 int loc_Texture_GammaRamps;
752 int loc_Texture_Normal;
753 int loc_Texture_Color;
754 int loc_Texture_Gloss;
755 int loc_Texture_Glow;
756 int loc_Texture_SecondaryNormal;
757 int loc_Texture_SecondaryColor;
758 int loc_Texture_SecondaryGloss;
759 int loc_Texture_SecondaryGlow;
760 int loc_Texture_Pants;
761 int loc_Texture_Shirt;
762 int loc_Texture_FogHeightTexture;
763 int loc_Texture_FogMask;
764 int loc_Texture_Lightmap;
765 int loc_Texture_Deluxemap;
766 int loc_Texture_Attenuation;
767 int loc_Texture_Cube;
768 int loc_Texture_Refraction;
769 int loc_Texture_Reflection;
770 int loc_Texture_ShadowMap2D;
771 int loc_Texture_CubeProjection;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
853 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
854 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
855 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
857 #define SHADERSTATICPARMS_COUNT 11
859 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
860 static int shaderstaticparms_count = 0;
862 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
863 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
865 extern qboolean r_shadow_shadowmapsampler;
866 extern int r_shadow_shadowmappcf;
867 qboolean R_CompileShader_CheckStaticParms(void)
869 static int r_compileshader_staticparms_save[1];
870 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
871 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
874 if (r_glsl_saturation_redcompensate.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
876 if (r_glsl_vertextextureblend_usebothalphas.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
878 if (r_shadow_glossexact.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
880 if (r_glsl_postprocess.integer)
882 if (r_glsl_postprocess_uservec1_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
884 if (r_glsl_postprocess_uservec2_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
886 if (r_glsl_postprocess_uservec3_enable.integer)
887 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
888 if (r_glsl_postprocess_uservec4_enable.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
891 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
894 if (r_shadow_shadowmapsampler)
895 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
896 if (r_shadow_shadowmappcf > 1)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
898 else if (r_shadow_shadowmappcf)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
901 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
904 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
905 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
906 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
908 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
909 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
911 shaderstaticparms_count = 0;
914 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
915 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
916 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
917 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
927 /// information about each possible shader permutation
928 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
929 /// currently selected permutation
930 r_glsl_permutation_t *r_glsl_permutation;
931 /// storage for permutations linked in the hash table
932 memexpandablearray_t r_glsl_permutationarray;
934 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
936 //unsigned int hashdepth = 0;
937 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
938 r_glsl_permutation_t *p;
939 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
941 if (p->mode == mode && p->permutation == permutation)
943 //if (hashdepth > 10)
944 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
949 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
951 p->permutation = permutation;
952 p->hashnext = r_glsl_permutationhash[mode][hashindex];
953 r_glsl_permutationhash[mode][hashindex] = p;
954 //if (hashdepth > 10)
955 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
959 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
962 if (!filename || !filename[0])
964 if (!strcmp(filename, "glsl/default.glsl"))
966 if (!glslshaderstring)
968 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
969 if (glslshaderstring)
970 Con_DPrintf("Loading shaders from file %s...\n", filename);
972 glslshaderstring = (char *)builtinshaderstring;
974 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
975 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
978 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
981 if (printfromdisknotice)
982 Con_DPrintf("from disk %s... ", filename);
988 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
992 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
993 char *vertexstring, *geometrystring, *fragmentstring;
994 char permutationname[256];
995 int vertstrings_count = 0;
996 int geomstrings_count = 0;
997 int fragstrings_count = 0;
998 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1007 permutationname[0] = 0;
1008 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1009 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1010 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1012 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1014 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1015 if(vid.support.gl20shaders130)
1017 vertstrings_list[vertstrings_count++] = "#version 130\n";
1018 geomstrings_list[geomstrings_count++] = "#version 130\n";
1019 fragstrings_list[fragstrings_count++] = "#version 130\n";
1020 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1021 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1022 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1025 // the first pretext is which type of shader to compile as
1026 // (later these will all be bound together as a program object)
1027 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1028 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1029 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1031 // the second pretext is the mode (for example a light source)
1032 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1033 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1034 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1035 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1037 // now add all the permutation pretexts
1038 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1040 if (permutation & (1<<i))
1042 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1043 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1044 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1045 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1049 // keep line numbers correct
1050 vertstrings_list[vertstrings_count++] = "\n";
1051 geomstrings_list[geomstrings_count++] = "\n";
1052 fragstrings_list[fragstrings_count++] = "\n";
1057 R_CompileShader_AddStaticParms(mode, permutation);
1058 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1059 vertstrings_count += shaderstaticparms_count;
1060 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1061 geomstrings_count += shaderstaticparms_count;
1062 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1063 fragstrings_count += shaderstaticparms_count;
1065 // now append the shader text itself
1066 vertstrings_list[vertstrings_count++] = vertexstring;
1067 geomstrings_list[geomstrings_count++] = geometrystring;
1068 fragstrings_list[fragstrings_count++] = fragmentstring;
1070 // if any sources were NULL, clear the respective list
1072 vertstrings_count = 0;
1073 if (!geometrystring)
1074 geomstrings_count = 0;
1075 if (!fragmentstring)
1076 fragstrings_count = 0;
1078 // compile the shader program
1079 if (vertstrings_count + geomstrings_count + fragstrings_count)
1080 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1084 qglUseProgram(p->program);CHECKGLERROR
1085 // look up all the uniform variable names we care about, so we don't
1086 // have to look them up every time we set them
1088 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1089 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1090 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1091 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1092 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1093 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1094 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1095 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1096 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1097 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1098 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1099 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1100 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1101 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1102 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1103 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1104 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1105 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1106 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1107 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1108 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1109 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1110 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1111 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1112 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1113 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1114 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1115 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1116 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1117 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1118 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1119 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1120 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1121 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1122 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1123 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1124 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1125 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1126 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1127 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1128 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1129 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1130 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1131 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1132 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1133 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1134 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1135 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1136 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1137 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1138 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1139 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1140 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1141 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1142 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1143 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1144 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1145 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1146 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1147 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1148 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1149 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1150 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1151 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1152 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1153 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1154 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1155 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1156 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1157 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1158 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1159 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1160 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1161 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1162 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1163 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1164 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1165 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1166 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1167 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1168 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1169 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1170 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1171 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1172 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1173 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1174 // initialize the samplers to refer to the texture units we use
1175 p->tex_Texture_First = -1;
1176 p->tex_Texture_Second = -1;
1177 p->tex_Texture_GammaRamps = -1;
1178 p->tex_Texture_Normal = -1;
1179 p->tex_Texture_Color = -1;
1180 p->tex_Texture_Gloss = -1;
1181 p->tex_Texture_Glow = -1;
1182 p->tex_Texture_SecondaryNormal = -1;
1183 p->tex_Texture_SecondaryColor = -1;
1184 p->tex_Texture_SecondaryGloss = -1;
1185 p->tex_Texture_SecondaryGlow = -1;
1186 p->tex_Texture_Pants = -1;
1187 p->tex_Texture_Shirt = -1;
1188 p->tex_Texture_FogHeightTexture = -1;
1189 p->tex_Texture_FogMask = -1;
1190 p->tex_Texture_Lightmap = -1;
1191 p->tex_Texture_Deluxemap = -1;
1192 p->tex_Texture_Attenuation = -1;
1193 p->tex_Texture_Cube = -1;
1194 p->tex_Texture_Refraction = -1;
1195 p->tex_Texture_Reflection = -1;
1196 p->tex_Texture_ShadowMap2D = -1;
1197 p->tex_Texture_CubeProjection = -1;
1198 p->tex_Texture_ScreenNormalMap = -1;
1199 p->tex_Texture_ScreenDiffuse = -1;
1200 p->tex_Texture_ScreenSpecular = -1;
1201 p->tex_Texture_ReflectMask = -1;
1202 p->tex_Texture_ReflectCube = -1;
1203 p->tex_Texture_BounceGrid = -1;
1205 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1206 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1207 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1208 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1209 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1210 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1211 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1212 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1213 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1214 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1215 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1216 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1217 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1218 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1219 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1220 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1221 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1222 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1223 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1224 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1225 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1226 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1227 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1228 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1231 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1233 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1235 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1238 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1242 Mem_Free(vertexstring);
1244 Mem_Free(geometrystring);
1246 Mem_Free(fragmentstring);
1249 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1251 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1252 if (r_glsl_permutation != perm)
1254 r_glsl_permutation = perm;
1255 if (!r_glsl_permutation->program)
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (!r_glsl_permutation->program)
1261 // remove features until we find a valid permutation
1263 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1265 // reduce i more quickly whenever it would not remove any bits
1266 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1267 if (!(permutation & j))
1270 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1271 if (!r_glsl_permutation->compiled)
1272 R_GLSL_CompilePermutation(perm, mode, permutation);
1273 if (r_glsl_permutation->program)
1276 if (i >= SHADERPERMUTATION_COUNT)
1278 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1279 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1280 qglUseProgram(0);CHECKGLERROR
1281 return; // no bit left to clear, entire mode is broken
1286 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1288 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1289 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1290 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1297 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1298 extern D3DCAPS9 vid_d3d9caps;
1301 struct r_hlsl_permutation_s;
1302 typedef struct r_hlsl_permutation_s
1304 /// hash lookup data
1305 struct r_hlsl_permutation_s *hashnext;
1307 unsigned int permutation;
1309 /// indicates if we have tried compiling this permutation already
1311 /// NULL if compilation failed
1312 IDirect3DVertexShader9 *vertexshader;
1313 IDirect3DPixelShader9 *pixelshader;
1315 r_hlsl_permutation_t;
1317 typedef enum D3DVSREGISTER_e
1319 D3DVSREGISTER_TexMatrix = 0, // float4x4
1320 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1321 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1322 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1323 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1324 D3DVSREGISTER_ModelToLight = 20, // float4x4
1325 D3DVSREGISTER_EyePosition = 24,
1326 D3DVSREGISTER_FogPlane = 25,
1327 D3DVSREGISTER_LightDir = 26,
1328 D3DVSREGISTER_LightPosition = 27,
1332 typedef enum D3DPSREGISTER_e
1334 D3DPSREGISTER_Alpha = 0,
1335 D3DPSREGISTER_BloomBlur_Parameters = 1,
1336 D3DPSREGISTER_ClientTime = 2,
1337 D3DPSREGISTER_Color_Ambient = 3,
1338 D3DPSREGISTER_Color_Diffuse = 4,
1339 D3DPSREGISTER_Color_Specular = 5,
1340 D3DPSREGISTER_Color_Glow = 6,
1341 D3DPSREGISTER_Color_Pants = 7,
1342 D3DPSREGISTER_Color_Shirt = 8,
1343 D3DPSREGISTER_DeferredColor_Ambient = 9,
1344 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1345 D3DPSREGISTER_DeferredColor_Specular = 11,
1346 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1347 D3DPSREGISTER_DeferredMod_Specular = 13,
1348 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1349 D3DPSREGISTER_EyePosition = 15, // unused
1350 D3DPSREGISTER_FogColor = 16,
1351 D3DPSREGISTER_FogHeightFade = 17,
1352 D3DPSREGISTER_FogPlane = 18,
1353 D3DPSREGISTER_FogPlaneViewDist = 19,
1354 D3DPSREGISTER_FogRangeRecip = 20,
1355 D3DPSREGISTER_LightColor = 21,
1356 D3DPSREGISTER_LightDir = 22, // unused
1357 D3DPSREGISTER_LightPosition = 23,
1358 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1359 D3DPSREGISTER_PixelSize = 25,
1360 D3DPSREGISTER_ReflectColor = 26,
1361 D3DPSREGISTER_ReflectFactor = 27,
1362 D3DPSREGISTER_ReflectOffset = 28,
1363 D3DPSREGISTER_RefractColor = 29,
1364 D3DPSREGISTER_Saturation = 30,
1365 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1366 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1367 D3DPSREGISTER_ScreenToDepth = 33,
1368 D3DPSREGISTER_ShadowMap_Parameters = 34,
1369 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1370 D3DPSREGISTER_SpecularPower = 36,
1371 D3DPSREGISTER_UserVec1 = 37,
1372 D3DPSREGISTER_UserVec2 = 38,
1373 D3DPSREGISTER_UserVec3 = 39,
1374 D3DPSREGISTER_UserVec4 = 40,
1375 D3DPSREGISTER_ViewTintColor = 41,
1376 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1377 D3DPSREGISTER_BloomColorSubtract = 43,
1378 D3DPSREGISTER_ViewToLight = 44, // float4x4
1379 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1380 D3DPSREGISTER_NormalmapScrollBlend = 52,
1381 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1382 D3DPSREGISTER_OffsetMapping_Bias = 54,
1387 /// information about each possible shader permutation
1388 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1389 /// currently selected permutation
1390 r_hlsl_permutation_t *r_hlsl_permutation;
1391 /// storage for permutations linked in the hash table
1392 memexpandablearray_t r_hlsl_permutationarray;
1394 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1396 //unsigned int hashdepth = 0;
1397 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1398 r_hlsl_permutation_t *p;
1399 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1401 if (p->mode == mode && p->permutation == permutation)
1403 //if (hashdepth > 10)
1404 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1409 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1411 p->permutation = permutation;
1412 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1413 r_hlsl_permutationhash[mode][hashindex] = p;
1414 //if (hashdepth > 10)
1415 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1419 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1422 if (!filename || !filename[0])
1424 if (!strcmp(filename, "hlsl/default.hlsl"))
1426 if (!hlslshaderstring)
1428 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1429 if (hlslshaderstring)
1430 Con_DPrintf("Loading shaders from file %s...\n", filename);
1432 hlslshaderstring = (char *)builtinhlslshaderstring;
1434 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1435 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1436 return shaderstring;
1438 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1441 if (printfromdisknotice)
1442 Con_DPrintf("from disk %s... ", filename);
1443 return shaderstring;
1445 return shaderstring;
1449 //#include <d3dx9shader.h>
1450 //#include <d3dx9mesh.h>
1452 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1454 DWORD *vsbin = NULL;
1455 DWORD *psbin = NULL;
1456 fs_offset_t vsbinsize;
1457 fs_offset_t psbinsize;
1458 // IDirect3DVertexShader9 *vs = NULL;
1459 // IDirect3DPixelShader9 *ps = NULL;
1460 ID3DXBuffer *vslog = NULL;
1461 ID3DXBuffer *vsbuffer = NULL;
1462 ID3DXConstantTable *vsconstanttable = NULL;
1463 ID3DXBuffer *pslog = NULL;
1464 ID3DXBuffer *psbuffer = NULL;
1465 ID3DXConstantTable *psconstanttable = NULL;
1468 char temp[MAX_INPUTLINE];
1469 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1471 qboolean debugshader = gl_paranoid.integer != 0;
1472 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1473 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1476 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1477 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1479 if ((!vsbin && vertstring) || (!psbin && fragstring))
1481 const char* dllnames_d3dx9 [] =
1505 dllhandle_t d3dx9_dll = NULL;
1506 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1508 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1509 dllfunction_t d3dx9_dllfuncs[] =
1511 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1512 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1513 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1516 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1518 DWORD shaderflags = 0;
1520 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1521 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1522 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1523 if (vertstring && vertstring[0])
1527 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1528 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1529 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1530 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1533 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1536 vsbinsize = vsbuffer->GetBufferSize();
1537 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1538 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1539 vsbuffer->Release();
1543 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1544 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1548 if (fragstring && fragstring[0])
1552 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1553 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1554 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1555 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1558 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1561 psbinsize = psbuffer->GetBufferSize();
1562 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1563 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1564 psbuffer->Release();
1568 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1569 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1573 Sys_UnloadLibrary(&d3dx9_dll);
1576 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1580 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1581 if (FAILED(vsresult))
1582 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1583 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1584 if (FAILED(psresult))
1585 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1587 // free the shader data
1588 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1589 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1592 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1595 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1596 int vertstring_length = 0;
1597 int geomstring_length = 0;
1598 int fragstring_length = 0;
1600 char *vertexstring, *geometrystring, *fragmentstring;
1601 char *vertstring, *geomstring, *fragstring;
1602 char permutationname[256];
1603 char cachename[256];
1604 int vertstrings_count = 0;
1605 int geomstrings_count = 0;
1606 int fragstrings_count = 0;
1607 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1608 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1609 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1614 p->vertexshader = NULL;
1615 p->pixelshader = NULL;
1617 permutationname[0] = 0;
1619 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1620 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1621 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1623 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1624 strlcat(cachename, "hlsl/", sizeof(cachename));
1626 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1627 vertstrings_count = 0;
1628 geomstrings_count = 0;
1629 fragstrings_count = 0;
1630 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1631 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1632 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1634 // the first pretext is which type of shader to compile as
1635 // (later these will all be bound together as a program object)
1636 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1637 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1638 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1640 // the second pretext is the mode (for example a light source)
1641 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1642 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1643 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1644 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1645 strlcat(cachename, modeinfo->name, sizeof(cachename));
1647 // now add all the permutation pretexts
1648 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1650 if (permutation & (1<<i))
1652 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1653 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1654 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1655 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1656 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1660 // keep line numbers correct
1661 vertstrings_list[vertstrings_count++] = "\n";
1662 geomstrings_list[geomstrings_count++] = "\n";
1663 fragstrings_list[fragstrings_count++] = "\n";
1668 R_CompileShader_AddStaticParms(mode, permutation);
1669 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 vertstrings_count += shaderstaticparms_count;
1671 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 geomstrings_count += shaderstaticparms_count;
1673 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1674 fragstrings_count += shaderstaticparms_count;
1676 // replace spaces in the cachename with _ characters
1677 for (i = 0;cachename[i];i++)
1678 if (cachename[i] == ' ')
1681 // now append the shader text itself
1682 vertstrings_list[vertstrings_count++] = vertexstring;
1683 geomstrings_list[geomstrings_count++] = geometrystring;
1684 fragstrings_list[fragstrings_count++] = fragmentstring;
1686 // if any sources were NULL, clear the respective list
1688 vertstrings_count = 0;
1689 if (!geometrystring)
1690 geomstrings_count = 0;
1691 if (!fragmentstring)
1692 fragstrings_count = 0;
1694 vertstring_length = 0;
1695 for (i = 0;i < vertstrings_count;i++)
1696 vertstring_length += strlen(vertstrings_list[i]);
1697 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1698 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1699 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1701 geomstring_length = 0;
1702 for (i = 0;i < geomstrings_count;i++)
1703 geomstring_length += strlen(geomstrings_list[i]);
1704 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1705 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1706 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1708 fragstring_length = 0;
1709 for (i = 0;i < fragstrings_count;i++)
1710 fragstring_length += strlen(fragstrings_list[i]);
1711 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1712 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1713 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1715 // try to load the cached shader, or generate one
1716 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1718 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1719 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1721 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1725 Mem_Free(vertstring);
1727 Mem_Free(geomstring);
1729 Mem_Free(fragstring);
1731 Mem_Free(vertexstring);
1733 Mem_Free(geometrystring);
1735 Mem_Free(fragmentstring);
1738 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1739 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1740 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1741 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1742 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1743 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1745 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1746 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1747 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1748 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1749 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1750 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1752 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1754 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1755 if (r_hlsl_permutation != perm)
1757 r_hlsl_permutation = perm;
1758 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1760 if (!r_hlsl_permutation->compiled)
1761 R_HLSL_CompilePermutation(perm, mode, permutation);
1762 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1764 // remove features until we find a valid permutation
1766 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1768 // reduce i more quickly whenever it would not remove any bits
1769 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1770 if (!(permutation & j))
1773 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1774 if (!r_hlsl_permutation->compiled)
1775 R_HLSL_CompilePermutation(perm, mode, permutation);
1776 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1779 if (i >= SHADERPERMUTATION_COUNT)
1781 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1782 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1783 return; // no bit left to clear, entire mode is broken
1787 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1788 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1790 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1791 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1792 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1796 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1798 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1799 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1800 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1801 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1804 void R_GLSL_Restart_f(void)
1806 unsigned int i, limit;
1807 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1808 Mem_Free(glslshaderstring);
1809 glslshaderstring = NULL;
1810 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1811 Mem_Free(hlslshaderstring);
1812 hlslshaderstring = NULL;
1813 switch(vid.renderpath)
1815 case RENDERPATH_D3D9:
1818 r_hlsl_permutation_t *p;
1819 r_hlsl_permutation = NULL;
1820 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1821 for (i = 0;i < limit;i++)
1823 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1825 if (p->vertexshader)
1826 IDirect3DVertexShader9_Release(p->vertexshader);
1828 IDirect3DPixelShader9_Release(p->pixelshader);
1829 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1832 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1836 case RENDERPATH_D3D10:
1837 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1839 case RENDERPATH_D3D11:
1840 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1842 case RENDERPATH_GL20:
1843 case RENDERPATH_GLES2:
1845 r_glsl_permutation_t *p;
1846 r_glsl_permutation = NULL;
1847 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1848 for (i = 0;i < limit;i++)
1850 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1852 GL_Backend_FreeProgram(p->program);
1853 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1856 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1859 case RENDERPATH_GL11:
1860 case RENDERPATH_GL13:
1861 case RENDERPATH_GLES1:
1863 case RENDERPATH_SOFT:
1868 static void R_GLSL_DumpShader_f(void)
1873 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1876 FS_Print(file, "/* The engine may define the following macros:\n");
1877 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1878 for (i = 0;i < SHADERMODE_COUNT;i++)
1879 FS_Print(file, glslshadermodeinfo[i].pretext);
1880 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1881 FS_Print(file, shaderpermutationinfo[i].pretext);
1882 FS_Print(file, "*/\n");
1883 FS_Print(file, builtinshaderstring);
1885 Con_Printf("glsl/default.glsl written\n");
1888 Con_Printf("failed to write to glsl/default.glsl\n");
1890 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1893 FS_Print(file, "/* The engine may define the following macros:\n");
1894 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1895 for (i = 0;i < SHADERMODE_COUNT;i++)
1896 FS_Print(file, hlslshadermodeinfo[i].pretext);
1897 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1898 FS_Print(file, shaderpermutationinfo[i].pretext);
1899 FS_Print(file, "*/\n");
1900 FS_Print(file, builtinhlslshaderstring);
1902 Con_Printf("hlsl/default.hlsl written\n");
1905 Con_Printf("failed to write to hlsl/default.hlsl\n");
1908 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1910 unsigned int permutation = 0;
1911 if (r_trippy.integer && !notrippy)
1912 permutation |= SHADERPERMUTATION_TRIPPY;
1913 permutation |= SHADERPERMUTATION_VIEWTINT;
1915 permutation |= SHADERPERMUTATION_DIFFUSE;
1917 permutation |= SHADERPERMUTATION_SPECULAR;
1918 if (texturemode == GL_MODULATE)
1919 permutation |= SHADERPERMUTATION_COLORMAPPING;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1924 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1925 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1926 if (suppresstexalpha)
1927 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1929 texturemode = GL_MODULATE;
1930 if (vid.allowalphatocoverage)
1931 GL_AlphaToCoverage(false);
1932 switch (vid.renderpath)
1934 case RENDERPATH_D3D9:
1936 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(GL20TU_FIRST , first );
1938 R_Mesh_TexBind(GL20TU_SECOND, second);
1939 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1943 case RENDERPATH_D3D10:
1944 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1946 case RENDERPATH_D3D11:
1947 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1949 case RENDERPATH_GL20:
1950 case RENDERPATH_GLES2:
1951 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1952 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1953 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1954 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1955 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1957 case RENDERPATH_GL13:
1958 case RENDERPATH_GLES1:
1959 R_Mesh_TexBind(0, first );
1960 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1961 R_Mesh_TexBind(1, second);
1963 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1965 case RENDERPATH_GL11:
1966 R_Mesh_TexBind(0, first );
1968 case RENDERPATH_SOFT:
1969 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1970 R_Mesh_TexBind(GL20TU_FIRST , first );
1971 R_Mesh_TexBind(GL20TU_SECOND, second);
1976 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1978 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1981 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1983 unsigned int permutation = 0;
1984 if (r_trippy.integer && !notrippy)
1985 permutation |= SHADERPERMUTATION_TRIPPY;
1987 permutation |= SHADERPERMUTATION_DEPTHRGB;
1988 if (vid.allowalphatocoverage)
1989 GL_AlphaToCoverage(false);
1990 switch (vid.renderpath)
1992 case RENDERPATH_D3D9:
1994 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1997 case RENDERPATH_D3D10:
1998 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2000 case RENDERPATH_D3D11:
2001 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2003 case RENDERPATH_GL20:
2004 case RENDERPATH_GLES2:
2005 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2007 case RENDERPATH_GL13:
2008 case RENDERPATH_GLES1:
2009 R_Mesh_TexBind(0, 0);
2010 R_Mesh_TexBind(1, 0);
2012 case RENDERPATH_GL11:
2013 R_Mesh_TexBind(0, 0);
2015 case RENDERPATH_SOFT:
2016 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2021 void R_SetupShader_ShowDepth(qboolean notrippy)
2023 int permutation = 0;
2024 if (r_trippy.integer && !notrippy)
2025 permutation |= SHADERPERMUTATION_TRIPPY;
2026 if (vid.allowalphatocoverage)
2027 GL_AlphaToCoverage(false);
2028 switch (vid.renderpath)
2030 case RENDERPATH_D3D9:
2032 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2035 case RENDERPATH_D3D10:
2036 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2038 case RENDERPATH_D3D11:
2039 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2041 case RENDERPATH_GL20:
2042 case RENDERPATH_GLES2:
2043 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2045 case RENDERPATH_GL13:
2046 case RENDERPATH_GLES1:
2048 case RENDERPATH_GL11:
2050 case RENDERPATH_SOFT:
2051 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2056 extern qboolean r_shadow_usingdeferredprepass;
2057 extern rtexture_t *r_shadow_attenuationgradienttexture;
2058 extern rtexture_t *r_shadow_attenuation2dtexture;
2059 extern rtexture_t *r_shadow_attenuation3dtexture;
2060 extern qboolean r_shadow_usingshadowmap2d;
2061 extern qboolean r_shadow_usingshadowmaportho;
2062 extern float r_shadow_shadowmap_texturescale[2];
2063 extern float r_shadow_shadowmap_parameters[4];
2064 extern qboolean r_shadow_shadowmapvsdct;
2065 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2066 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2067 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2068 extern matrix4x4_t r_shadow_shadowmapmatrix;
2069 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2070 extern int r_shadow_prepass_width;
2071 extern int r_shadow_prepass_height;
2072 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2073 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2074 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2075 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2077 #define BLENDFUNC_ALLOWS_COLORMOD 1
2078 #define BLENDFUNC_ALLOWS_FOG 2
2079 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2080 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2081 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2082 static int R_BlendFuncFlags(int src, int dst)
2086 // a blendfunc allows colormod if:
2087 // a) it can never keep the destination pixel invariant, or
2088 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2089 // this is to prevent unintended side effects from colormod
2091 // a blendfunc allows fog if:
2092 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2093 // this is to prevent unintended side effects from fog
2095 // these checks are the output of fogeval.pl
2097 r |= BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2103 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2104 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2105 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2106 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2107 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2108 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2109 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2110 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2112 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2113 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2114 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2115 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2116 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2117 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2118 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2123 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2125 // select a permutation of the lighting shader appropriate to this
2126 // combination of texture, entity, light source, and fogging, only use the
2127 // minimum features necessary to avoid wasting rendering time in the
2128 // fragment shader on features that are not being used
2129 unsigned int permutation = 0;
2130 unsigned int mode = 0;
2132 static float dummy_colormod[3] = {1, 1, 1};
2133 float *colormod = rsurface.colormod;
2135 matrix4x4_t tempmatrix;
2136 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2137 if (r_trippy.integer && !notrippy)
2138 permutation |= SHADERPERMUTATION_TRIPPY;
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2140 permutation |= SHADERPERMUTATION_ALPHAKILL;
2141 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2142 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2143 if (rsurfacepass == RSURFPASS_BACKGROUND)
2145 // distorted background
2146 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2148 mode = SHADERMODE_WATER;
2149 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2150 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2151 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2153 // this is the right thing to do for wateralpha
2154 GL_BlendFunc(GL_ONE, GL_ZERO);
2155 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2159 // this is the right thing to do for entity alpha
2160 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2161 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2164 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2166 mode = SHADERMODE_REFRACTION;
2167 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2168 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2169 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2174 mode = SHADERMODE_GENERIC;
2175 permutation |= SHADERPERMUTATION_DIFFUSE;
2176 GL_BlendFunc(GL_ONE, GL_ZERO);
2177 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2179 if (vid.allowalphatocoverage)
2180 GL_AlphaToCoverage(false);
2182 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2184 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2186 switch(rsurface.texture->offsetmapping)
2188 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2189 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2190 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2191 case OFFSETMAPPING_OFF: break;
2194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196 // normalmap (deferred prepass), may use alpha test on diffuse
2197 mode = SHADERMODE_DEFERREDGEOMETRY;
2198 GL_BlendFunc(GL_ONE, GL_ZERO);
2199 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2200 if (vid.allowalphatocoverage)
2201 GL_AlphaToCoverage(false);
2203 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2205 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2207 switch(rsurface.texture->offsetmapping)
2209 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2210 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2211 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2212 case OFFSETMAPPING_OFF: break;
2215 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2216 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2217 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2218 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2220 mode = SHADERMODE_LIGHTSOURCE;
2221 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2222 permutation |= SHADERPERMUTATION_CUBEFILTER;
2223 if (diffusescale > 0)
2224 permutation |= SHADERPERMUTATION_DIFFUSE;
2225 if (specularscale > 0)
2226 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2227 if (r_refdef.fogenabled)
2228 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2229 if (rsurface.texture->colormapping)
2230 permutation |= SHADERPERMUTATION_COLORMAPPING;
2231 if (r_shadow_usingshadowmap2d)
2233 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2234 if(r_shadow_shadowmapvsdct)
2235 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2237 if (r_shadow_shadowmap2ddepthbuffer)
2238 permutation |= SHADERPERMUTATION_DEPTHRGB;
2240 if (rsurface.texture->reflectmasktexture)
2241 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2242 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2243 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2244 if (vid.allowalphatocoverage)
2245 GL_AlphaToCoverage(false);
2247 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2249 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2251 switch(rsurface.texture->offsetmapping)
2253 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2254 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2255 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2256 case OFFSETMAPPING_OFF: break;
2259 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2260 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2261 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263 // unshaded geometry (fullbright or ambient model lighting)
2264 mode = SHADERMODE_FLATCOLOR;
2265 ambientscale = diffusescale = specularscale = 0;
2266 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2267 permutation |= SHADERPERMUTATION_GLOW;
2268 if (r_refdef.fogenabled)
2269 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2270 if (rsurface.texture->colormapping)
2271 permutation |= SHADERPERMUTATION_COLORMAPPING;
2272 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2274 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2275 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2277 if (r_shadow_shadowmap2ddepthbuffer)
2278 permutation |= SHADERPERMUTATION_DEPTHRGB;
2280 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2281 permutation |= SHADERPERMUTATION_REFLECTION;
2282 if (rsurface.texture->reflectmasktexture)
2283 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2284 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2285 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2286 // when using alphatocoverage, we don't need alphakill
2287 if (vid.allowalphatocoverage)
2289 if (r_transparent_alphatocoverage.integer)
2291 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2292 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2295 GL_AlphaToCoverage(false);
2298 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2300 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2302 switch(rsurface.texture->offsetmapping)
2304 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2305 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2307 case OFFSETMAPPING_OFF: break;
2310 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2311 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2312 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2313 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314 // directional model lighting
2315 mode = SHADERMODE_LIGHTDIRECTION;
2316 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2317 permutation |= SHADERPERMUTATION_GLOW;
2318 permutation |= SHADERPERMUTATION_DIFFUSE;
2319 if (specularscale > 0)
2320 permutation |= SHADERPERMUTATION_SPECULAR;
2321 if (r_refdef.fogenabled)
2322 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323 if (rsurface.texture->colormapping)
2324 permutation |= SHADERPERMUTATION_COLORMAPPING;
2325 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2327 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2328 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2330 if (r_shadow_shadowmap2ddepthbuffer)
2331 permutation |= SHADERPERMUTATION_DEPTHRGB;
2333 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2334 permutation |= SHADERPERMUTATION_REFLECTION;
2335 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2336 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2337 if (rsurface.texture->reflectmasktexture)
2338 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2339 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2341 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2342 if (r_shadow_bouncegriddirectional)
2343 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2345 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2346 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2347 // when using alphatocoverage, we don't need alphakill
2348 if (vid.allowalphatocoverage)
2350 if (r_transparent_alphatocoverage.integer)
2352 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2353 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2356 GL_AlphaToCoverage(false);
2359 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2361 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2363 switch(rsurface.texture->offsetmapping)
2365 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2366 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2367 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2368 case OFFSETMAPPING_OFF: break;
2371 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2372 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2373 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2374 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2375 // ambient model lighting
2376 mode = SHADERMODE_LIGHTDIRECTION;
2377 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2378 permutation |= SHADERPERMUTATION_GLOW;
2379 if (r_refdef.fogenabled)
2380 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2381 if (rsurface.texture->colormapping)
2382 permutation |= SHADERPERMUTATION_COLORMAPPING;
2383 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2385 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2386 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2388 if (r_shadow_shadowmap2ddepthbuffer)
2389 permutation |= SHADERPERMUTATION_DEPTHRGB;
2391 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2392 permutation |= SHADERPERMUTATION_REFLECTION;
2393 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2394 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2395 if (rsurface.texture->reflectmasktexture)
2396 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2397 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2399 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2400 if (r_shadow_bouncegriddirectional)
2401 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2403 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2405 // when using alphatocoverage, we don't need alphakill
2406 if (vid.allowalphatocoverage)
2408 if (r_transparent_alphatocoverage.integer)
2410 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2411 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2414 GL_AlphaToCoverage(false);
2419 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2421 switch(rsurface.texture->offsetmapping)
2423 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2424 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2426 case OFFSETMAPPING_OFF: break;
2429 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2430 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2432 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2434 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2435 permutation |= SHADERPERMUTATION_GLOW;
2436 if (r_refdef.fogenabled)
2437 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2438 if (rsurface.texture->colormapping)
2439 permutation |= SHADERPERMUTATION_COLORMAPPING;
2440 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2442 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2443 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2445 if (r_shadow_shadowmap2ddepthbuffer)
2446 permutation |= SHADERPERMUTATION_DEPTHRGB;
2448 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2449 permutation |= SHADERPERMUTATION_REFLECTION;
2450 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2451 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2452 if (rsurface.texture->reflectmasktexture)
2453 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2454 if (FAKELIGHT_ENABLED)
2456 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2457 mode = SHADERMODE_FAKELIGHT;
2458 permutation |= SHADERPERMUTATION_DIFFUSE;
2459 if (specularscale > 0)
2460 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2462 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2464 // deluxemapping (light direction texture)
2465 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2466 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2468 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2469 permutation |= SHADERPERMUTATION_DIFFUSE;
2470 if (specularscale > 0)
2471 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2473 else if (r_glsl_deluxemapping.integer >= 2)
2475 // fake deluxemapping (uniform light direction in tangentspace)
2476 if (rsurface.uselightmaptexture)
2477 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2479 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2480 permutation |= SHADERPERMUTATION_DIFFUSE;
2481 if (specularscale > 0)
2482 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2484 else if (rsurface.uselightmaptexture)
2486 // ordinary lightmapping (q1bsp, q3bsp)
2487 mode = SHADERMODE_LIGHTMAP;
2491 // ordinary vertex coloring (q3bsp)
2492 mode = SHADERMODE_VERTEXCOLOR;
2494 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2496 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2497 if (r_shadow_bouncegriddirectional)
2498 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2500 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2502 // when using alphatocoverage, we don't need alphakill
2503 if (vid.allowalphatocoverage)
2505 if (r_transparent_alphatocoverage.integer)
2507 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2508 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2511 GL_AlphaToCoverage(false);
2514 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2515 colormod = dummy_colormod;
2516 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2517 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2518 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2519 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2520 switch(vid.renderpath)
2522 case RENDERPATH_D3D9:
2524 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2525 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2526 R_SetupShader_SetPermutationHLSL(mode, permutation);
2527 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2528 if (mode == SHADERMODE_LIGHTSOURCE)
2530 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2531 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2535 if (mode == SHADERMODE_LIGHTDIRECTION)
2537 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2541 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2542 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2543 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2544 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2546 if (mode == SHADERMODE_LIGHTSOURCE)
2548 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2554 // additive passes are only darkened by fog, not tinted
2555 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2556 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2560 if (mode == SHADERMODE_FLATCOLOR)
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2564 else if (mode == SHADERMODE_LIGHTDIRECTION)
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2567 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2568 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2569 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2571 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2572 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2577 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2578 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2580 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2582 // additive passes are only darkened by fog, not tinted
2583 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2584 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2586 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2589 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2592 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2593 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2594 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2595 if (mode == SHADERMODE_WATER)
2596 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2598 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2599 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2601 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2602 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2603 if (rsurface.texture->pantstexture)
2604 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2606 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2607 if (rsurface.texture->shirttexture)
2608 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2610 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2611 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2612 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2614 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2615 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2616 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2617 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2619 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2621 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2622 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2623 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2624 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2626 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2627 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2628 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2629 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2630 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2631 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2632 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2634 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2635 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2636 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2637 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2638 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2639 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2640 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2641 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2642 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2643 if (rsurfacepass == RSURFPASS_BACKGROUND)
2645 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2646 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2647 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2651 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2653 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2654 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2655 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2656 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2658 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2659 if (rsurface.rtlight)
2661 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2662 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2667 case RENDERPATH_D3D10:
2668 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2670 case RENDERPATH_D3D11:
2671 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 case RENDERPATH_GL20:
2674 case RENDERPATH_GLES2:
2675 if (!vid.useinterleavedarrays)
2677 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2678 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2679 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2680 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2681 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2682 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2683 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2684 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2688 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2689 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2691 R_SetupShader_SetPermutationGLSL(mode, permutation);
2692 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2693 if (mode == SHADERMODE_LIGHTSOURCE)
2695 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2696 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2697 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2698 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2699 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2700 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2702 // additive passes are only darkened by fog, not tinted
2703 if (r_glsl_permutation->loc_FogColor >= 0)
2704 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2705 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2709 if (mode == SHADERMODE_FLATCOLOR)
2711 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2713 else if (mode == SHADERMODE_LIGHTDIRECTION)
2715 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2716 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2717 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2718 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2719 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2720 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2721 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2725 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2726 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2727 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2728 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2729 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2731 // additive passes are only darkened by fog, not tinted
2732 if (r_glsl_permutation->loc_FogColor >= 0)
2734 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2737 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2739 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2740 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2741 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2742 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2744 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2745 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2746 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2747 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2749 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2750 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2751 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2752 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2753 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2755 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2756 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2757 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2758 if (r_glsl_permutation->loc_Color_Pants >= 0)
2760 if (rsurface.texture->pantstexture)
2761 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2763 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2765 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2767 if (rsurface.texture->shirttexture)
2768 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2770 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2772 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2773 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2774 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2775 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2776 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2777 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2778 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2780 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2782 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2783 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2784 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2785 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2786 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2787 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2789 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2790 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2791 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2792 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2793 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2794 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2795 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2796 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2800 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2801 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2802 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2803 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2804 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2805 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2806 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2807 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2808 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2809 if (rsurfacepass == RSURFPASS_BACKGROUND)
2811 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2812 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2817 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2819 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2820 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2821 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2822 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2824 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2825 if (rsurface.rtlight)
2827 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2828 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2831 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2834 case RENDERPATH_GL11:
2835 case RENDERPATH_GL13:
2836 case RENDERPATH_GLES1:
2838 case RENDERPATH_SOFT:
2839 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2840 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2841 R_SetupShader_SetPermutationSoft(mode, permutation);
2842 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2843 if (mode == SHADERMODE_LIGHTSOURCE)
2845 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2852 // additive passes are only darkened by fog, not tinted
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2854 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2858 if (mode == SHADERMODE_FLATCOLOR)
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2862 else if (mode == SHADERMODE_LIGHTDIRECTION)
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2880 // additive passes are only darkened by fog, not tinted
2881 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2882 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2885 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2886 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2887 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2895 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2898 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2899 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2901 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2902 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2903 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2904 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2906 if (rsurface.texture->pantstexture)
2907 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2911 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2913 if (rsurface.texture->shirttexture)
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2918 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2919 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2922 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2923 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2924 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2925 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2928 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2930 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2933 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2934 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2935 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2936 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2937 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2941 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2943 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2945 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2946 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2947 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2948 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2949 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2950 if (rsurfacepass == RSURFPASS_BACKGROUND)
2952 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2953 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2954 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2958 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2960 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2961 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2963 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2965 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2966 if (rsurface.rtlight)
2968 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2969 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2976 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2978 // select a permutation of the lighting shader appropriate to this
2979 // combination of texture, entity, light source, and fogging, only use the
2980 // minimum features necessary to avoid wasting rendering time in the
2981 // fragment shader on features that are not being used
2982 unsigned int permutation = 0;
2983 unsigned int mode = 0;
2984 const float *lightcolorbase = rtlight->currentcolor;
2985 float ambientscale = rtlight->ambientscale;
2986 float diffusescale = rtlight->diffusescale;
2987 float specularscale = rtlight->specularscale;
2988 // this is the location of the light in view space
2989 vec3_t viewlightorigin;
2990 // this transforms from view space (camera) to light space (cubemap)
2991 matrix4x4_t viewtolight;
2992 matrix4x4_t lighttoview;
2993 float viewtolight16f[16];
2995 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2996 if (rtlight->currentcubemap != r_texture_whitecube)
2997 permutation |= SHADERPERMUTATION_CUBEFILTER;
2998 if (diffusescale > 0)
2999 permutation |= SHADERPERMUTATION_DIFFUSE;
3000 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3001 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3002 if (r_shadow_usingshadowmap2d)
3004 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3005 if (r_shadow_shadowmapvsdct)
3006 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3008 if (r_shadow_shadowmap2ddepthbuffer)
3009 permutation |= SHADERPERMUTATION_DEPTHRGB;
3011 if (vid.allowalphatocoverage)
3012 GL_AlphaToCoverage(false);
3013 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3014 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3015 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3016 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3017 switch(vid.renderpath)
3019 case RENDERPATH_D3D9:
3021 R_SetupShader_SetPermutationHLSL(mode, permutation);
3022 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3023 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3024 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3027 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3028 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3029 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3030 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3031 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3033 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3034 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3035 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3036 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3037 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3040 case RENDERPATH_D3D10:
3041 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3043 case RENDERPATH_D3D11:
3044 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3046 case RENDERPATH_GL20:
3047 case RENDERPATH_GLES2:
3048 R_SetupShader_SetPermutationGLSL(mode, permutation);
3049 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3050 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3051 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3052 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3053 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3054 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3055 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3056 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3057 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3058 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3060 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3061 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3062 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3063 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3064 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3066 case RENDERPATH_GL11:
3067 case RENDERPATH_GL13:
3068 case RENDERPATH_GLES1:
3070 case RENDERPATH_SOFT:
3071 R_SetupShader_SetPermutationGLSL(mode, permutation);
3072 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3073 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3074 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3077 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3078 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3079 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3081 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3083 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3084 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3085 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3086 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3087 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3092 #define SKINFRAME_HASH 1024
3096 int loadsequence; // incremented each level change
3097 memexpandablearray_t array;
3098 skinframe_t *hash[SKINFRAME_HASH];
3101 r_skinframe_t r_skinframe;
3103 void R_SkinFrame_PrepareForPurge(void)
3105 r_skinframe.loadsequence++;
3106 // wrap it without hitting zero
3107 if (r_skinframe.loadsequence >= 200)
3108 r_skinframe.loadsequence = 1;
3111 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3115 // mark the skinframe as used for the purging code
3116 skinframe->loadsequence = r_skinframe.loadsequence;
3119 void R_SkinFrame_Purge(void)
3123 for (i = 0;i < SKINFRAME_HASH;i++)
3125 for (s = r_skinframe.hash[i];s;s = s->next)
3127 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3129 if (s->merged == s->base)
3131 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3132 R_PurgeTexture(s->stain );s->stain = NULL;
3133 R_PurgeTexture(s->merged);s->merged = NULL;
3134 R_PurgeTexture(s->base );s->base = NULL;
3135 R_PurgeTexture(s->pants );s->pants = NULL;
3136 R_PurgeTexture(s->shirt );s->shirt = NULL;
3137 R_PurgeTexture(s->nmap );s->nmap = NULL;
3138 R_PurgeTexture(s->gloss );s->gloss = NULL;
3139 R_PurgeTexture(s->glow );s->glow = NULL;
3140 R_PurgeTexture(s->fog );s->fog = NULL;
3141 R_PurgeTexture(s->reflect);s->reflect = NULL;
3142 s->loadsequence = 0;
3148 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3150 char basename[MAX_QPATH];
3152 Image_StripImageExtension(name, basename, sizeof(basename));
3154 if( last == NULL ) {
3156 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3157 item = r_skinframe.hash[hashindex];
3162 // linearly search through the hash bucket
3163 for( ; item ; item = item->next ) {
3164 if( !strcmp( item->basename, basename ) ) {
3171 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3175 char basename[MAX_QPATH];
3177 Image_StripImageExtension(name, basename, sizeof(basename));
3179 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3180 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3181 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3185 rtexture_t *dyntexture;
3186 // check whether its a dynamic texture
3187 dyntexture = CL_GetDynTexture( basename );
3188 if (!add && !dyntexture)
3190 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3191 memset(item, 0, sizeof(*item));
3192 strlcpy(item->basename, basename, sizeof(item->basename));
3193 item->base = dyntexture; // either NULL or dyntexture handle
3194 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3195 item->comparewidth = comparewidth;
3196 item->compareheight = compareheight;
3197 item->comparecrc = comparecrc;
3198 item->next = r_skinframe.hash[hashindex];
3199 r_skinframe.hash[hashindex] = item;
3201 else if (textureflags & TEXF_FORCE_RELOAD)
3203 rtexture_t *dyntexture;
3204 // check whether its a dynamic texture
3205 dyntexture = CL_GetDynTexture( basename );
3206 if (!add && !dyntexture)
3208 if (item->merged == item->base)
3209 item->merged = NULL;
3210 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3211 R_PurgeTexture(item->stain );item->stain = NULL;
3212 R_PurgeTexture(item->merged);item->merged = NULL;
3213 R_PurgeTexture(item->base );item->base = NULL;
3214 R_PurgeTexture(item->pants );item->pants = NULL;
3215 R_PurgeTexture(item->shirt );item->shirt = NULL;
3216 R_PurgeTexture(item->nmap );item->nmap = NULL;
3217 R_PurgeTexture(item->gloss );item->gloss = NULL;
3218 R_PurgeTexture(item->glow );item->glow = NULL;
3219 R_PurgeTexture(item->fog );item->fog = NULL;
3220 R_PurgeTexture(item->reflect);item->reflect = NULL;
3221 item->loadsequence = 0;
3223 else if( item->base == NULL )
3225 rtexture_t *dyntexture;
3226 // check whether its a dynamic texture
3227 // 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]
3228 dyntexture = CL_GetDynTexture( basename );
3229 item->base = dyntexture; // either NULL or dyntexture handle
3232 R_SkinFrame_MarkUsed(item);
3236 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3238 unsigned long long avgcolor[5], wsum; \
3246 for(pix = 0; pix < cnt; ++pix) \
3249 for(comp = 0; comp < 3; ++comp) \
3251 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3254 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3256 for(comp = 0; comp < 3; ++comp) \
3257 avgcolor[comp] += getpixel * w; \
3260 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3261 avgcolor[4] += getpixel; \
3263 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3265 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3266 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3271 extern cvar_t gl_picmip;
3272 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3275 unsigned char *pixels;
3276 unsigned char *bumppixels;
3277 unsigned char *basepixels = NULL;
3278 int basepixels_width = 0;
3279 int basepixels_height = 0;
3280 skinframe_t *skinframe;
3281 rtexture_t *ddsbase = NULL;
3282 qboolean ddshasalpha = false;
3283 float ddsavgcolor[4];
3284 char basename[MAX_QPATH];
3285 int miplevel = R_PicmipForFlags(textureflags);
3286 int savemiplevel = miplevel;
3290 if (cls.state == ca_dedicated)
3293 // return an existing skinframe if already loaded
3294 // if loading of the first image fails, don't make a new skinframe as it
3295 // would cause all future lookups of this to be missing
3296 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3297 if (skinframe && skinframe->base)
3300 Image_StripImageExtension(name, basename, sizeof(basename));
3302 // check for DDS texture file first
3303 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3305 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3306 if (basepixels == NULL)
3310 // FIXME handle miplevel
3312 if (developer_loading.integer)
3313 Con_Printf("loading skin \"%s\"\n", name);
3315 // we've got some pixels to store, so really allocate this new texture now
3317 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3318 textureflags &= ~TEXF_FORCE_RELOAD;
3319 skinframe->stain = NULL;
3320 skinframe->merged = NULL;
3321 skinframe->base = NULL;
3322 skinframe->pants = NULL;
3323 skinframe->shirt = NULL;
3324 skinframe->nmap = NULL;
3325 skinframe->gloss = NULL;
3326 skinframe->glow = NULL;
3327 skinframe->fog = NULL;
3328 skinframe->reflect = NULL;
3329 skinframe->hasalpha = false;
3333 skinframe->base = ddsbase;
3334 skinframe->hasalpha = ddshasalpha;
3335 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3336 if (r_loadfog && skinframe->hasalpha)
3337 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3338 //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]);
3342 basepixels_width = image_width;
3343 basepixels_height = image_height;
3344 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3345 if (textureflags & TEXF_ALPHA)
3347 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3349 if (basepixels[j] < 255)
3351 skinframe->hasalpha = true;
3355 if (r_loadfog && skinframe->hasalpha)
3357 // has transparent pixels
3358 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3359 for (j = 0;j < image_width * image_height * 4;j += 4)
3364 pixels[j+3] = basepixels[j+3];
3366 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3370 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3372 //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]);
3373 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3374 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3375 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3376 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3382 mymiplevel = savemiplevel;
3383 if (r_loadnormalmap)
3384 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3385 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3387 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3388 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3389 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3390 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 // _norm is the name used by tenebrae and has been adopted as standard
3394 if (r_loadnormalmap && skinframe->nmap == NULL)
3396 mymiplevel = savemiplevel;
3397 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3399 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3403 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3405 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3406 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3407 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3409 Mem_Free(bumppixels);
3411 else if (r_shadow_bumpscale_basetexture.value > 0)
3413 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3414 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3415 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3419 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3420 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3424 // _luma is supported only for tenebrae compatibility
3425 // _glow is the preferred name
3426 mymiplevel = savemiplevel;
3427 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3429 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3431 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3432 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3434 Mem_Free(pixels);pixels = NULL;
3437 mymiplevel = savemiplevel;
3438 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3440 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3442 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3443 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3449 mymiplevel = savemiplevel;
3450 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3452 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3454 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3455 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3461 mymiplevel = savemiplevel;
3462 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3464 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3466 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3467 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3473 mymiplevel = savemiplevel;
3474 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3476 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3478 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3479 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3486 Mem_Free(basepixels);
3491 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3492 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3495 unsigned char *temp1, *temp2;
3496 skinframe_t *skinframe;
3499 if (cls.state == ca_dedicated)
3502 // if already loaded just return it, otherwise make a new skinframe
3503 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3504 if (skinframe && skinframe->base)
3506 textureflags &= ~TEXF_FORCE_RELOAD;
3508 skinframe->stain = NULL;
3509 skinframe->merged = NULL;
3510 skinframe->base = NULL;
3511 skinframe->pants = NULL;
3512 skinframe->shirt = NULL;
3513 skinframe->nmap = NULL;
3514 skinframe->gloss = NULL;
3515 skinframe->glow = NULL;
3516 skinframe->fog = NULL;
3517 skinframe->reflect = NULL;
3518 skinframe->hasalpha = false;
3520 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3524 if (developer_loading.integer)
3525 Con_Printf("loading 32bit skin \"%s\"\n", name);
3527 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3529 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3530 temp2 = temp1 + width * height * 4;
3531 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3532 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3535 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3536 if (textureflags & TEXF_ALPHA)
3538 for (i = 3;i < width * height * 4;i += 4)
3540 if (skindata[i] < 255)
3542 skinframe->hasalpha = true;
3546 if (r_loadfog && skinframe->hasalpha)
3548 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3549 memcpy(fogpixels, skindata, width * height * 4);
3550 for (i = 0;i < width * height * 4;i += 4)
3551 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3552 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3553 Mem_Free(fogpixels);
3557 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3558 //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]);
3563 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3567 skinframe_t *skinframe;
3569 if (cls.state == ca_dedicated)
3572 // if already loaded just return it, otherwise make a new skinframe
3573 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3574 if (skinframe && skinframe->base)
3576 textureflags &= ~TEXF_FORCE_RELOAD;
3578 skinframe->stain = NULL;
3579 skinframe->merged = NULL;
3580 skinframe->base = NULL;
3581 skinframe->pants = NULL;
3582 skinframe->shirt = NULL;
3583 skinframe->nmap = NULL;
3584 skinframe->gloss = NULL;
3585 skinframe->glow = NULL;
3586 skinframe->fog = NULL;
3587 skinframe->reflect = NULL;
3588 skinframe->hasalpha = false;
3590 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3594 if (developer_loading.integer)
3595 Con_Printf("loading quake skin \"%s\"\n", name);
3597 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3598 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3599 memcpy(skinframe->qpixels, skindata, width*height);
3600 skinframe->qwidth = width;
3601 skinframe->qheight = height;
3604 for (i = 0;i < width * height;i++)
3605 featuresmask |= palette_featureflags[skindata[i]];
3607 skinframe->hasalpha = false;
3608 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3609 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3610 skinframe->qgeneratemerged = true;
3611 skinframe->qgeneratebase = skinframe->qhascolormapping;
3612 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3614 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3615 //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]);
3620 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3624 unsigned char *skindata;
3627 if (!skinframe->qpixels)
3630 if (!skinframe->qhascolormapping)
3631 colormapped = false;
3635 if (!skinframe->qgeneratebase)
3640 if (!skinframe->qgeneratemerged)
3644 width = skinframe->qwidth;
3645 height = skinframe->qheight;
3646 skindata = skinframe->qpixels;
3648 if (skinframe->qgeneratenmap)
3650 unsigned char *temp1, *temp2;
3651 skinframe->qgeneratenmap = false;
3652 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3653 temp2 = temp1 + width * height * 4;
3654 // use either a custom palette or the quake palette
3655 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3656 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3657 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3661 if (skinframe->qgenerateglow)
3663 skinframe->qgenerateglow = false;
3664 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3669 skinframe->qgeneratebase = false;
3670 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3671 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3672 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3676 skinframe->qgeneratemerged = false;
3677 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3680 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3682 Mem_Free(skinframe->qpixels);
3683 skinframe->qpixels = NULL;
3687 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3690 skinframe_t *skinframe;
3693 if (cls.state == ca_dedicated)
3696 // if already loaded just return it, otherwise make a new skinframe
3697 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3698 if (skinframe && skinframe->base)
3700 textureflags &= ~TEXF_FORCE_RELOAD;
3702 skinframe->stain = NULL;
3703 skinframe->merged = NULL;
3704 skinframe->base = NULL;
3705 skinframe->pants = NULL;
3706 skinframe->shirt = NULL;
3707 skinframe->nmap = NULL;
3708 skinframe->gloss = NULL;
3709 skinframe->glow = NULL;
3710 skinframe->fog = NULL;
3711 skinframe->reflect = NULL;
3712 skinframe->hasalpha = false;
3714 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3718 if (developer_loading.integer)
3719 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3721 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3722 if (textureflags & TEXF_ALPHA)
3724 for (i = 0;i < width * height;i++)
3726 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3728 skinframe->hasalpha = true;
3732 if (r_loadfog && skinframe->hasalpha)
3733 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3736 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3737 //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]);
3742 skinframe_t *R_SkinFrame_LoadMissing(void)
3744 skinframe_t *skinframe;
3746 if (cls.state == ca_dedicated)
3749 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3750 skinframe->stain = NULL;
3751 skinframe->merged = NULL;
3752 skinframe->base = NULL;
3753 skinframe->pants = NULL;
3754 skinframe->shirt = NULL;
3755 skinframe->nmap = NULL;
3756 skinframe->gloss = NULL;
3757 skinframe->glow = NULL;
3758 skinframe->fog = NULL;
3759 skinframe->reflect = NULL;
3760 skinframe->hasalpha = false;
3762 skinframe->avgcolor[0] = rand() / RAND_MAX;
3763 skinframe->avgcolor[1] = rand() / RAND_MAX;
3764 skinframe->avgcolor[2] = rand() / RAND_MAX;
3765 skinframe->avgcolor[3] = 1;
3770 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3771 typedef struct suffixinfo_s
3774 qboolean flipx, flipy, flipdiagonal;
3777 static suffixinfo_t suffix[3][6] =
3780 {"px", false, false, false},
3781 {"nx", false, false, false},
3782 {"py", false, false, false},
3783 {"ny", false, false, false},
3784 {"pz", false, false, false},
3785 {"nz", false, false, false}
3788 {"posx", false, false, false},
3789 {"negx", false, false, false},
3790 {"posy", false, false, false},
3791 {"negy", false, false, false},
3792 {"posz", false, false, false},
3793 {"negz", false, false, false}
3796 {"rt", true, false, true},
3797 {"lf", false, true, true},
3798 {"ft", true, true, false},
3799 {"bk", false, false, false},
3800 {"up", true, false, true},
3801 {"dn", true, false, true}
3805 static int componentorder[4] = {0, 1, 2, 3};
3807 static rtexture_t *R_LoadCubemap(const char *basename)
3809 int i, j, cubemapsize;
3810 unsigned char *cubemappixels, *image_buffer;
3811 rtexture_t *cubemaptexture;
3813 // must start 0 so the first loadimagepixels has no requested width/height
3815 cubemappixels = NULL;
3816 cubemaptexture = NULL;
3817 // keep trying different suffix groups (posx, px, rt) until one loads
3818 for (j = 0;j < 3 && !cubemappixels;j++)
3820 // load the 6 images in the suffix group
3821 for (i = 0;i < 6;i++)
3823 // generate an image name based on the base and and suffix
3824 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3826 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3828 // an image loaded, make sure width and height are equal
3829 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3831 // if this is the first image to load successfully, allocate the cubemap memory
3832 if (!cubemappixels && image_width >= 1)
3834 cubemapsize = image_width;
3835 // note this clears to black, so unavailable sides are black
3836 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3838 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3840 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3843 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3845 Mem_Free(image_buffer);
3849 // if a cubemap loaded, upload it
3852 if (developer_loading.integer)
3853 Con_Printf("loading cubemap \"%s\"\n", basename);
3855 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3856 Mem_Free(cubemappixels);
3860 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3861 if (developer_loading.integer)
3863 Con_Printf("(tried tried images ");
3864 for (j = 0;j < 3;j++)
3865 for (i = 0;i < 6;i++)
3866 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3867 Con_Print(" and was unable to find any of them).\n");
3870 return cubemaptexture;
3873 rtexture_t *R_GetCubemap(const char *basename)
3876 for (i = 0;i < r_texture_numcubemaps;i++)
3877 if (r_texture_cubemaps[i] != NULL)
3878 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3879 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3880 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3881 return r_texture_whitecube;
3882 r_texture_numcubemaps++;
3883 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3884 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3885 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3886 return r_texture_cubemaps[i]->texture;
3889 static void R_Main_FreeViewCache(void)
3891 if (r_refdef.viewcache.entityvisible)
3892 Mem_Free(r_refdef.viewcache.entityvisible);
3893 if (r_refdef.viewcache.world_pvsbits)
3894 Mem_Free(r_refdef.viewcache.world_pvsbits);
3895 if (r_refdef.viewcache.world_leafvisible)
3896 Mem_Free(r_refdef.viewcache.world_leafvisible);
3897 if (r_refdef.viewcache.world_surfacevisible)
3898 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3899 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3902 static void R_Main_ResizeViewCache(void)
3904 int numentities = r_refdef.scene.numentities;
3905 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3906 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3907 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3908 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3909 if (r_refdef.viewcache.maxentities < numentities)
3911 r_refdef.viewcache.maxentities = numentities;
3912 if (r_refdef.viewcache.entityvisible)
3913 Mem_Free(r_refdef.viewcache.entityvisible);
3914 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3916 if (r_refdef.viewcache.world_numclusters != numclusters)
3918 r_refdef.viewcache.world_numclusters = numclusters;
3919 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3920 if (r_refdef.viewcache.world_pvsbits)
3921 Mem_Free(r_refdef.viewcache.world_pvsbits);
3922 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3924 if (r_refdef.viewcache.world_numleafs != numleafs)
3926 r_refdef.viewcache.world_numleafs = numleafs;
3927 if (r_refdef.viewcache.world_leafvisible)
3928 Mem_Free(r_refdef.viewcache.world_leafvisible);
3929 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3931 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3933 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3934 if (r_refdef.viewcache.world_surfacevisible)
3935 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3936 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3940 extern rtexture_t *loadingscreentexture;
3941 static void gl_main_start(void)
3943 loadingscreentexture = NULL;
3944 r_texture_blanknormalmap = NULL;
3945 r_texture_white = NULL;
3946 r_texture_grey128 = NULL;
3947 r_texture_black = NULL;
3948 r_texture_whitecube = NULL;
3949 r_texture_normalizationcube = NULL;
3950 r_texture_fogattenuation = NULL;
3951 r_texture_fogheighttexture = NULL;
3952 r_texture_gammaramps = NULL;
3953 r_texture_numcubemaps = 0;
3955 r_loaddds = r_texture_dds_load.integer != 0;
3956 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3958 switch(vid.renderpath)
3960 case RENDERPATH_GL20:
3961 case RENDERPATH_D3D9:
3962 case RENDERPATH_D3D10:
3963 case RENDERPATH_D3D11:
3964 case RENDERPATH_SOFT:
3965 case RENDERPATH_GLES2:
3966 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3967 Cvar_SetValueQuick(&gl_combine, 1);
3968 Cvar_SetValueQuick(&r_glsl, 1);
3969 r_loadnormalmap = true;
3973 case RENDERPATH_GL13:
3974 case RENDERPATH_GLES1:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 1);
3977 Cvar_SetValueQuick(&r_glsl, 0);
3978 r_loadnormalmap = false;
3979 r_loadgloss = false;
3982 case RENDERPATH_GL11:
3983 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3984 Cvar_SetValueQuick(&gl_combine, 0);
3985 Cvar_SetValueQuick(&r_glsl, 0);
3986 r_loadnormalmap = false;
3987 r_loadgloss = false;
3993 R_FrameData_Reset();
3997 memset(r_queries, 0, sizeof(r_queries));
3999 r_qwskincache = NULL;
4000 r_qwskincache_size = 0;
4002 // due to caching of texture_t references, the collision cache must be reset
4003 Collision_Cache_Reset(true);
4005 // set up r_skinframe loading system for textures
4006 memset(&r_skinframe, 0, sizeof(r_skinframe));
4007 r_skinframe.loadsequence = 1;
4008 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4010 r_main_texturepool = R_AllocTexturePool();
4011 R_BuildBlankTextures();
4013 if (vid.support.arb_texture_cube_map)
4016 R_BuildNormalizationCube();
4018 r_texture_fogattenuation = NULL;
4019 r_texture_fogheighttexture = NULL;
4020 r_texture_gammaramps = NULL;
4021 //r_texture_fogintensity = NULL;
4022 memset(&r_fb, 0, sizeof(r_fb));
4023 r_glsl_permutation = NULL;
4024 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4025 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4026 glslshaderstring = NULL;
4028 r_hlsl_permutation = NULL;
4029 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4030 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4032 hlslshaderstring = NULL;
4033 memset(&r_svbsp, 0, sizeof (r_svbsp));
4035 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4036 r_texture_numcubemaps = 0;
4038 r_refdef.fogmasktable_density = 0;
4041 static void gl_main_shutdown(void)
4044 R_FrameData_Reset();
4046 R_Main_FreeViewCache();
4048 switch(vid.renderpath)
4050 case RENDERPATH_GL11:
4051 case RENDERPATH_GL13:
4052 case RENDERPATH_GL20:
4053 case RENDERPATH_GLES1:
4054 case RENDERPATH_GLES2:
4055 #ifdef GL_SAMPLES_PASSED_ARB
4057 qglDeleteQueriesARB(r_maxqueries, r_queries);
4060 case RENDERPATH_D3D9:
4061 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4063 case RENDERPATH_D3D10:
4064 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4066 case RENDERPATH_D3D11:
4067 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4069 case RENDERPATH_SOFT:
4075 memset(r_queries, 0, sizeof(r_queries));
4077 r_qwskincache = NULL;
4078 r_qwskincache_size = 0;
4080 // clear out the r_skinframe state
4081 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4082 memset(&r_skinframe, 0, sizeof(r_skinframe));
4085 Mem_Free(r_svbsp.nodes);
4086 memset(&r_svbsp, 0, sizeof (r_svbsp));
4087 R_FreeTexturePool(&r_main_texturepool);
4088 loadingscreentexture = NULL;
4089 r_texture_blanknormalmap = NULL;
4090 r_texture_white = NULL;
4091 r_texture_grey128 = NULL;
4092 r_texture_black = NULL;
4093 r_texture_whitecube = NULL;
4094 r_texture_normalizationcube = NULL;
4095 r_texture_fogattenuation = NULL;
4096 r_texture_fogheighttexture = NULL;
4097 r_texture_gammaramps = NULL;
4098 r_texture_numcubemaps = 0;
4099 //r_texture_fogintensity = NULL;
4100 memset(&r_fb, 0, sizeof(r_fb));
4103 r_glsl_permutation = NULL;
4104 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4105 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4106 glslshaderstring = NULL;
4108 r_hlsl_permutation = NULL;
4109 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4110 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4112 hlslshaderstring = NULL;
4115 static void gl_main_newmap(void)
4117 // FIXME: move this code to client
4118 char *entities, entname[MAX_QPATH];
4120 Mem_Free(r_qwskincache);
4121 r_qwskincache = NULL;
4122 r_qwskincache_size = 0;
4125 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4126 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4128 CL_ParseEntityLump(entities);
4132 if (cl.worldmodel->brush.entities)
4133 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4135 R_Main_FreeViewCache();
4137 R_FrameData_Reset();
4140 void GL_Main_Init(void)
4142 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4144 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4145 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4146 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4147 if (gamemode == GAME_NEHAHRA)
4149 Cvar_RegisterVariable (&gl_fogenable);
4150 Cvar_RegisterVariable (&gl_fogdensity);
4151 Cvar_RegisterVariable (&gl_fogred);
4152 Cvar_RegisterVariable (&gl_foggreen);
4153 Cvar_RegisterVariable (&gl_fogblue);
4154 Cvar_RegisterVariable (&gl_fogstart);
4155 Cvar_RegisterVariable (&gl_fogend);
4156 Cvar_RegisterVariable (&gl_skyclip);
4158 Cvar_RegisterVariable(&r_motionblur);
4159 Cvar_RegisterVariable(&r_damageblur);
4160 Cvar_RegisterVariable(&r_motionblur_averaging);
4161 Cvar_RegisterVariable(&r_motionblur_randomize);
4162 Cvar_RegisterVariable(&r_motionblur_minblur);
4163 Cvar_RegisterVariable(&r_motionblur_maxblur);
4164 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4165 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4166 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4167 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4168 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4169 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4170 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4171 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4172 Cvar_RegisterVariable(&r_equalize_entities_by);
4173 Cvar_RegisterVariable(&r_equalize_entities_to);
4174 Cvar_RegisterVariable(&r_depthfirst);
4175 Cvar_RegisterVariable(&r_useinfinitefarclip);
4176 Cvar_RegisterVariable(&r_farclip_base);
4177 Cvar_RegisterVariable(&r_farclip_world);
4178 Cvar_RegisterVariable(&r_nearclip);
4179 Cvar_RegisterVariable(&r_deformvertexes);
4180 Cvar_RegisterVariable(&r_transparent);
4181 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4182 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4183 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4184 Cvar_RegisterVariable(&r_showoverdraw);
4185 Cvar_RegisterVariable(&r_showbboxes);
4186 Cvar_RegisterVariable(&r_showsurfaces);
4187 Cvar_RegisterVariable(&r_showtris);
4188 Cvar_RegisterVariable(&r_shownormals);
4189 Cvar_RegisterVariable(&r_showlighting);
4190 Cvar_RegisterVariable(&r_showshadowvolumes);
4191 Cvar_RegisterVariable(&r_showcollisionbrushes);
4192 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4193 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4194 Cvar_RegisterVariable(&r_showdisabledepthtest);
4195 Cvar_RegisterVariable(&r_drawportals);
4196 Cvar_RegisterVariable(&r_drawentities);
4197 Cvar_RegisterVariable(&r_draw2d);
4198 Cvar_RegisterVariable(&r_drawworld);
4199 Cvar_RegisterVariable(&r_cullentities_trace);
4200 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4201 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4202 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4203 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4204 Cvar_RegisterVariable(&r_sortentities);
4205 Cvar_RegisterVariable(&r_drawviewmodel);
4206 Cvar_RegisterVariable(&r_drawexteriormodel);
4207 Cvar_RegisterVariable(&r_speeds);
4208 Cvar_RegisterVariable(&r_fullbrights);
4209 Cvar_RegisterVariable(&r_wateralpha);
4210 Cvar_RegisterVariable(&r_dynamic);
4211 Cvar_RegisterVariable(&r_fakelight);
4212 Cvar_RegisterVariable(&r_fakelight_intensity);
4213 Cvar_RegisterVariable(&r_fullbright);
4214 Cvar_RegisterVariable(&r_shadows);
4215 Cvar_RegisterVariable(&r_shadows_darken);
4216 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4217 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4218 Cvar_RegisterVariable(&r_shadows_throwdistance);
4219 Cvar_RegisterVariable(&r_shadows_throwdirection);
4220 Cvar_RegisterVariable(&r_shadows_focus);
4221 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4222 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4223 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4224 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4225 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4226 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4227 Cvar_RegisterVariable(&r_fog_exp2);
4228 Cvar_RegisterVariable(&r_fog_clear);
4229 Cvar_RegisterVariable(&r_drawfog);
4230 Cvar_RegisterVariable(&r_transparentdepthmasking);
4231 Cvar_RegisterVariable(&r_transparent_sortmindist);
4232 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4233 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4234 Cvar_RegisterVariable(&r_texture_dds_load);
4235 Cvar_RegisterVariable(&r_texture_dds_save);
4236 Cvar_RegisterVariable(&r_textureunits);
4237 Cvar_RegisterVariable(&gl_combine);
4238 Cvar_RegisterVariable(&r_usedepthtextures);
4239 Cvar_RegisterVariable(&r_viewfbo);
4240 Cvar_RegisterVariable(&r_viewscale);
4241 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4242 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4247 Cvar_RegisterVariable(&r_glsl);
4248 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4249 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4257 Cvar_RegisterVariable(&r_glsl_postprocess);
4258 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4267 Cvar_RegisterVariable(&r_water);
4268 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4269 Cvar_RegisterVariable(&r_water_clippingplanebias);
4270 Cvar_RegisterVariable(&r_water_refractdistort);
4271 Cvar_RegisterVariable(&r_water_reflectdistort);
4272 Cvar_RegisterVariable(&r_water_scissormode);
4273 Cvar_RegisterVariable(&r_water_lowquality);
4274 Cvar_RegisterVariable(&r_water_hideplayer);
4275 Cvar_RegisterVariable(&r_water_fbo);
4277 Cvar_RegisterVariable(&r_lerpsprites);
4278 Cvar_RegisterVariable(&r_lerpmodels);
4279 Cvar_RegisterVariable(&r_lerplightstyles);
4280 Cvar_RegisterVariable(&r_waterscroll);
4281 Cvar_RegisterVariable(&r_bloom);
4282 Cvar_RegisterVariable(&r_bloom_colorscale);
4283 Cvar_RegisterVariable(&r_bloom_brighten);
4284 Cvar_RegisterVariable(&r_bloom_blur);
4285 Cvar_RegisterVariable(&r_bloom_resolution);
4286 Cvar_RegisterVariable(&r_bloom_colorexponent);
4287 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4288 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4289 Cvar_RegisterVariable(&r_hdr_glowintensity);
4290 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4298 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4299 Cvar_RegisterVariable(&developer_texturelogging);
4300 Cvar_RegisterVariable(&gl_lightmaps);
4301 Cvar_RegisterVariable(&r_test);
4302 Cvar_RegisterVariable(&r_glsl_saturation);
4303 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4304 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4305 Cvar_RegisterVariable(&r_framedatasize);
4306 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4307 Cvar_SetValue("r_fullbrights", 0);
4308 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4311 void Render_Init(void)
4324 R_LightningBeams_Init();
4334 extern char *ENGINE_EXTENSIONS;
4337 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4338 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4339 gl_version = (const char *)qglGetString(GL_VERSION);
4340 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4344 if (!gl_platformextensions)
4345 gl_platformextensions = "";
4347 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4348 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4349 Con_Printf("GL_VERSION: %s\n", gl_version);
4350 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4351 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4353 VID_CheckExtensions();
4355 // LordHavoc: report supported extensions
4356 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4358 // clear to black (loading plaque will be seen over this)
4359 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4363 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4367 if (r_trippy.integer)
4369 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4371 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4374 p = r_refdef.view.frustum + i;
4379 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4383 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4387 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4391 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4415 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4419 if (r_trippy.integer)
4421 for (i = 0;i < numplanes;i++)
4428 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4432 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4436 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4440 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4444 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4448 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4452 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4456 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4464 //==================================================================================
4466 // LordHavoc: this stores temporary data used within the same frame
4468 typedef struct r_framedata_mem_s
4470 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4471 size_t size; // how much usable space
4472 size_t current; // how much space in use
4473 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4474 size_t wantedsize; // how much space was allocated
4475 unsigned char *data; // start of real data (16byte aligned)
4479 static r_framedata_mem_t *r_framedata_mem;
4481 void R_FrameData_Reset(void)
4483 while (r_framedata_mem)
4485 r_framedata_mem_t *next = r_framedata_mem->purge;
4486 Mem_Free(r_framedata_mem);
4487 r_framedata_mem = next;
4491 static void R_FrameData_Resize(void)
4494 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4495 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4496 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4498 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4499 newmem->wantedsize = wantedsize;
4500 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4501 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4502 newmem->current = 0;
4504 newmem->purge = r_framedata_mem;
4505 r_framedata_mem = newmem;
4509 void R_FrameData_NewFrame(void)
4511 R_FrameData_Resize();
4512 if (!r_framedata_mem)
4514 // if we ran out of space on the last frame, free the old memory now
4515 while (r_framedata_mem->purge)
4517 // repeatedly remove the second item in the list, leaving only head
4518 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4519 Mem_Free(r_framedata_mem->purge);
4520 r_framedata_mem->purge = next;
4522 // reset the current mem pointer
4523 r_framedata_mem->current = 0;
4524 r_framedata_mem->mark = 0;
4527 void *R_FrameData_Alloc(size_t size)
4531 // align to 16 byte boundary - the data pointer is already aligned, so we
4532 // only need to ensure the size of every allocation is also aligned
4533 size = (size + 15) & ~15;
4535 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4537 // emergency - we ran out of space, allocate more memory
4538 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4539 R_FrameData_Resize();
4542 data = r_framedata_mem->data + r_framedata_mem->current;
4543 r_framedata_mem->current += size;
4545 // count the usage for stats
4546 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4547 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4549 return (void *)data;
4552 void *R_FrameData_Store(size_t size, void *data)
4554 void *d = R_FrameData_Alloc(size);
4556 memcpy(d, data, size);
4560 void R_FrameData_SetMark(void)
4562 if (!r_framedata_mem)
4564 r_framedata_mem->mark = r_framedata_mem->current;
4567 void R_FrameData_ReturnToMark(void)
4569 if (!r_framedata_mem)
4571 r_framedata_mem->current = r_framedata_mem->mark;
4574 //==================================================================================
4576 // LordHavoc: animcache originally written by Echon, rewritten since then
4579 * Animation cache prevents re-generating mesh data for an animated model
4580 * multiple times in one frame for lighting, shadowing, reflections, etc.
4583 void R_AnimCache_Free(void)
4587 void R_AnimCache_ClearCache(void)
4590 entity_render_t *ent;
4592 for (i = 0;i < r_refdef.scene.numentities;i++)
4594 ent = r_refdef.scene.entities[i];
4595 ent->animcache_vertex3f = NULL;
4596 ent->animcache_normal3f = NULL;
4597 ent->animcache_svector3f = NULL;
4598 ent->animcache_tvector3f = NULL;
4599 ent->animcache_vertexmesh = NULL;
4600 ent->animcache_vertex3fbuffer = NULL;
4601 ent->animcache_vertexmeshbuffer = NULL;
4605 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4609 // check if we need the meshbuffers
4610 if (!vid.useinterleavedarrays)
4613 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4614 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4615 // TODO: upload vertex3f buffer?
4616 if (ent->animcache_vertexmesh)
4618 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4619 for (i = 0;i < numvertices;i++)
4620 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4621 if (ent->animcache_svector3f)
4622 for (i = 0;i < numvertices;i++)
4623 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4624 if (ent->animcache_tvector3f)
4625 for (i = 0;i < numvertices;i++)
4626 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4627 if (ent->animcache_normal3f)
4628 for (i = 0;i < numvertices;i++)
4629 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4630 // TODO: upload vertexmeshbuffer?
4634 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4636 dp_model_t *model = ent->model;
4638 // see if it's already cached this frame
4639 if (ent->animcache_vertex3f)
4641 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4642 if (wantnormals || wanttangents)
4644 if (ent->animcache_normal3f)
4645 wantnormals = false;
4646 if (ent->animcache_svector3f)
4647 wanttangents = false;
4648 if (wantnormals || wanttangents)
4650 numvertices = model->surfmesh.num_vertices;
4652 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4655 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4658 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4659 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4665 // see if this ent is worth caching
4666 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4668 // get some memory for this entity and generate mesh data
4669 numvertices = model->surfmesh.num_vertices;
4670 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4672 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4675 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4678 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4679 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4684 void R_AnimCache_CacheVisibleEntities(void)
4687 qboolean wantnormals = true;
4688 qboolean wanttangents = !r_showsurfaces.integer;
4690 switch(vid.renderpath)
4692 case RENDERPATH_GL20:
4693 case RENDERPATH_D3D9:
4694 case RENDERPATH_D3D10:
4695 case RENDERPATH_D3D11:
4696 case RENDERPATH_GLES2:
4698 case RENDERPATH_GL11:
4699 case RENDERPATH_GL13:
4700 case RENDERPATH_GLES1:
4701 wanttangents = false;
4703 case RENDERPATH_SOFT:
4707 if (r_shownormals.integer)
4708 wanttangents = wantnormals = true;
4710 // TODO: thread this
4711 // NOTE: R_PrepareRTLights() also caches entities
4713 for (i = 0;i < r_refdef.scene.numentities;i++)
4714 if (r_refdef.viewcache.entityvisible[i])
4715 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4718 //==================================================================================
4720 extern cvar_t r_overheadsprites_pushback;
4722 static void R_View_UpdateEntityLighting (void)
4725 entity_render_t *ent;
4726 vec3_t tempdiffusenormal, avg;
4727 vec_t f, fa, fd, fdd;
4728 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4730 for (i = 0;i < r_refdef.scene.numentities;i++)
4732 ent = r_refdef.scene.entities[i];
4734 // skip unseen models
4735 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4739 if (ent->model && ent->model == cl.worldmodel)
4741 // TODO: use modellight for r_ambient settings on world?
4742 VectorSet(ent->modellight_ambient, 0, 0, 0);
4743 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4744 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4748 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4750 // aleady updated by CSQC
4751 // TODO: force modellight on BSP models in this case?
4752 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4756 // fetch the lighting from the worldmodel data
4757 VectorClear(ent->modellight_ambient);
4758 VectorClear(ent->modellight_diffuse);
4759 VectorClear(tempdiffusenormal);
4760 if (ent->flags & RENDER_LIGHT)
4763 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4765 // complete lightning for lit sprites
4766 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4767 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4769 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4770 org[2] = org[2] + r_overheadsprites_pushback.value;
4771 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4774 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4776 if(ent->flags & RENDER_EQUALIZE)
4778 // first fix up ambient lighting...
4779 if(r_equalize_entities_minambient.value > 0)
4781 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4784 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4785 if(fa < r_equalize_entities_minambient.value * fd)
4788 // fa'/fd' = minambient
4789 // fa'+0.25*fd' = fa+0.25*fd
4791 // fa' = fd' * minambient
4792 // fd'*(0.25+minambient) = fa+0.25*fd
4794 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4795 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4797 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4798 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4799 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4800 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4805 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4807 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4808 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4812 // adjust brightness and saturation to target
4813 avg[0] = avg[1] = avg[2] = fa / f;
4814 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4815 avg[0] = avg[1] = avg[2] = fd / f;
4816 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4822 VectorSet(ent->modellight_ambient, 1, 1, 1);
4825 // move the light direction into modelspace coordinates for lighting code
4826 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827 if(VectorLength2(ent->modellight_lightdir) == 0)
4828 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829 VectorNormalize(ent->modellight_lightdir);
4833 #define MAX_LINEOFSIGHTTRACES 64
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4838 vec3_t boxmins, boxmaxs;
4841 dp_model_t *model = r_refdef.scene.worldmodel;
4843 if (!model || !model->brush.TraceLineOfSight)
4846 // expand the box a little
4847 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4854 // return true if eye is inside enlarged box
4855 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4859 VectorCopy(eye, start);
4860 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861 if (model->brush.TraceLineOfSight(model, start, end))
4864 // try various random positions
4865 for (i = 0;i < numsamples;i++)
4867 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868 if (model->brush.TraceLineOfSight(model, start, end))
4876 static void R_View_UpdateEntityVisible (void)
4881 entity_render_t *ent;
4883 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4886 : RENDER_EXTERIORMODEL;
4887 if (!r_drawviewmodel.integer)
4888 renderimask |= RENDER_VIEWMODEL;
4889 if (!r_drawexteriormodel.integer)
4890 renderimask |= RENDER_EXTERIORMODEL;
4891 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4893 // worldmodel can check visibility
4894 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 if (!(ent->flags & renderimask))
4899 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4900 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4901 r_refdef.viewcache.entityvisible[i] = true;
4906 // no worldmodel or it can't check visibility
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 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));
4913 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4916 for (i = 0;i < r_refdef.scene.numentities;i++)
4918 if (!r_refdef.viewcache.entityvisible[i])
4920 ent = r_refdef.scene.entities[i];
4921 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4923 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4925 continue; // temp entities do pvs only
4926 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927 ent->last_trace_visibility = realtime;
4928 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929 r_refdef.viewcache.entityvisible[i] = 0;
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4939 entity_render_t *ent;
4942 for (i = 0;i < r_refdef.scene.numentities;i++)
4944 if (!r_refdef.viewcache.entityvisible[i])
4946 ent = r_refdef.scene.entities[i];
4947 if (!ent->model || !ent->model->DrawSky)
4949 ent->model->DrawSky(ent);
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4959 entity_render_t *ent;
4961 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (!r_refdef.viewcache.entityvisible[i])
4965 ent = r_refdef.scene.entities[i];
4966 r_refdef.stats.entities++;
4968 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4971 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972 Con_Printf("R_DrawModels\n");
4973 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4978 if (ent->model && ent->model->Draw != NULL)
4979 ent->model->Draw(ent);
4985 static void R_DrawModelsDepth(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDepth != NULL)
4996 ent->model->DrawDepth(ent);
5000 static void R_DrawModelsDebug(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawDebug != NULL)
5011 ent->model->DrawDebug(ent);
5015 static void R_DrawModelsAddWaterPlanes(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026 ent->model->DrawAddWaterPlanes(ent);
5030 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5034 if (r_hdr_irisadaptation.integer)
5039 vec3_t diffusenormal;
5041 vec_t brightness = 0.0f;
5046 VectorCopy(r_refdef.view.forward, forward);
5047 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5049 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053 d = DotProduct(forward, diffusenormal);
5054 brightness += VectorLength(ambient);
5056 brightness += d * VectorLength(diffuse);
5058 brightness *= 1.0f / c;
5059 brightness += 0.00001f; // make sure it's never zero
5060 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062 current = r_hdr_irisadaptation_value.value;
5064 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065 else if (current > goal)
5066 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5070 else if (r_hdr_irisadaptation_value.value != 1.0f)
5071 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5074 static void R_View_SetFrustum(const int *scissor)
5077 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078 vec3_t forward, left, up, origin, v;
5082 // flipped x coordinates (because x points left here)
5083 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5086 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087 switch(vid.renderpath)
5089 case RENDERPATH_D3D9:
5090 case RENDERPATH_D3D10:
5091 case RENDERPATH_D3D11:
5092 // non-flipped y coordinates
5093 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 case RENDERPATH_SOFT:
5097 case RENDERPATH_GL11:
5098 case RENDERPATH_GL13:
5099 case RENDERPATH_GL20:
5100 case RENDERPATH_GLES1:
5101 case RENDERPATH_GLES2:
5102 // non-flipped y coordinates
5103 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5109 // we can't trust r_refdef.view.forward and friends in reflected scenes
5110 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5113 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5128 zNear = r_refdef.nearclip;
5129 nudge = 1.0 - 1.0 / (1<<23);
5130 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5143 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146 r_refdef.view.frustum[0].dist = m[15] - m[12];
5148 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151 r_refdef.view.frustum[1].dist = m[15] + m[12];
5153 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156 r_refdef.view.frustum[2].dist = m[15] - m[13];
5158 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161 r_refdef.view.frustum[3].dist = m[15] + m[13];
5163 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166 r_refdef.view.frustum[4].dist = m[15] - m[14];
5168 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171 r_refdef.view.frustum[5].dist = m[15] + m[14];
5174 if (r_refdef.view.useperspective)
5176 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5178 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5179 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5180 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5182 // then the normals from the corners relative to origin
5183 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5188 // in a NORMAL view, forward cross left == up
5189 // in a REFLECTED view, forward cross left == down
5190 // so our cross products above need to be adjusted for a left handed coordinate system
5191 CrossProduct(forward, left, v);
5192 if(DotProduct(v, up) < 0)
5194 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5200 // Leaving those out was a mistake, those were in the old code, and they
5201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202 // I couldn't reproduce it after adding those normalizations. --blub
5203 VectorNormalize(r_refdef.view.frustum[0].normal);
5204 VectorNormalize(r_refdef.view.frustum[1].normal);
5205 VectorNormalize(r_refdef.view.frustum[2].normal);
5206 VectorNormalize(r_refdef.view.frustum[3].normal);
5208 // make the corners absolute
5209 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5225 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5236 r_refdef.view.numfrustumplanes = 5;
5238 if (r_refdef.view.useclipplane)
5240 r_refdef.view.numfrustumplanes = 6;
5241 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245 PlaneClassify(r_refdef.view.frustum + i);
5247 // LordHavoc: note to all quake engine coders, Quake had a special case
5248 // for 90 degrees which assumed a square view (wrong), so I removed it,
5249 // Quake2 has it disabled as well.
5251 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254 //PlaneClassify(&frustum[0]);
5256 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259 //PlaneClassify(&frustum[1]);
5261 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264 //PlaneClassify(&frustum[2]);
5266 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269 //PlaneClassify(&frustum[3]);
5272 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274 //PlaneClassify(&frustum[4]);
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5279 R_Main_ResizeViewCache();
5280 R_View_SetFrustum(myscissor);
5281 R_View_WorldVisibility(r_refdef.view.useclipplane);
5282 R_View_UpdateEntityVisible();
5283 R_View_UpdateEntityLighting();
5284 R_AnimCache_CacheVisibleEntities();
5287 static void R_View_Update(void)
5289 R_Main_ResizeViewCache();
5290 R_View_SetFrustum(NULL);
5291 R_View_WorldVisibility(r_refdef.view.useclipplane);
5292 R_View_UpdateEntityVisible();
5293 R_View_UpdateEntityLighting();
5294 R_AnimCache_CacheVisibleEntities();
5297 float viewscalefpsadjusted = 1.0f;
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5301 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302 scale = bound(0.03125f, scale, 1.0f);
5303 *outwidth = (int)ceil(width * scale);
5304 *outheight = (int)ceil(height * scale);
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5309 const float *customclipplane = NULL;
5311 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5314 // LordHavoc: couldn't figure out how to make this approach the
5315 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318 dist = r_refdef.view.clipplane.dist;
5319 plane[0] = r_refdef.view.clipplane.normal[0];
5320 plane[1] = r_refdef.view.clipplane.normal[1];
5321 plane[2] = r_refdef.view.clipplane.normal[2];
5323 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5326 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5329 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330 if (!r_refdef.view.useperspective)
5331 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5332 else if (vid.stencil && r_useinfinitefarclip.integer)
5333 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5335 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5336 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337 R_SetViewport(&r_refdef.view.viewport);
5338 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5340 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341 float screenplane[4];
5342 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5352 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5354 gl_modelmatrixchanged = false;
5355 gl_modelmatrix = *matrix;
5356 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5361 switch(vid.renderpath)
5363 case RENDERPATH_D3D9:
5365 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5369 case RENDERPATH_D3D10:
5370 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5372 case RENDERPATH_D3D11:
5373 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5375 case RENDERPATH_GL11:
5376 case RENDERPATH_GL13:
5377 case RENDERPATH_GLES1:
5378 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5380 case RENDERPATH_SOFT:
5381 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5384 case RENDERPATH_GL20:
5385 case RENDERPATH_GLES2:
5386 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5395 r_viewport_t viewport;
5399 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402 R_SetViewport(&viewport);
5403 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404 GL_Color(1, 1, 1, 1);
5405 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 GL_ScissorTest(false);
5408 GL_DepthMask(false);
5409 GL_DepthRange(0, 1);
5410 GL_DepthTest(false);
5411 GL_DepthFunc(GL_LEQUAL);
5412 R_EntityMatrix(&identitymatrix);
5413 R_Mesh_ResetTextureState();
5414 GL_PolygonOffset(0, 0);
5415 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416 switch(vid.renderpath)
5418 case RENDERPATH_GL11:
5419 case RENDERPATH_GL13:
5420 case RENDERPATH_GL20:
5421 case RENDERPATH_GLES1:
5422 case RENDERPATH_GLES2:
5423 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5425 case RENDERPATH_D3D9:
5426 case RENDERPATH_D3D10:
5427 case RENDERPATH_D3D11:
5428 case RENDERPATH_SOFT:
5431 GL_CullFace(GL_NONE);
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5440 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5447 R_SetupView(true, fbo, depthtexture, colortexture);
5448 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449 GL_Color(1, 1, 1, 1);
5450 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 GL_ScissorTest(true);
5454 GL_DepthRange(0, 1);
5456 GL_DepthFunc(GL_LEQUAL);
5457 R_EntityMatrix(&identitymatrix);
5458 R_Mesh_ResetTextureState();
5459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461 switch(vid.renderpath)
5463 case RENDERPATH_GL11:
5464 case RENDERPATH_GL13:
5465 case RENDERPATH_GL20:
5466 case RENDERPATH_GLES1:
5467 case RENDERPATH_GLES2:
5468 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470 case RENDERPATH_D3D9:
5471 case RENDERPATH_D3D10:
5472 case RENDERPATH_D3D11:
5473 case RENDERPATH_SOFT:
5476 GL_CullFace(r_refdef.view.cullface_back);
5481 R_RenderView_UpdateViewVectors
5484 void R_RenderView_UpdateViewVectors(void)
5486 // break apart the view matrix into vectors for various purposes
5487 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491 // make an inverted copy of the view matrix for tracking sprites
5492 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5498 static void R_Water_StartFrame(void)
5501 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502 r_waterstate_waterplane_t *p;
5503 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5505 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5508 switch(vid.renderpath)
5510 case RENDERPATH_GL20:
5511 case RENDERPATH_D3D9:
5512 case RENDERPATH_D3D10:
5513 case RENDERPATH_D3D11:
5514 case RENDERPATH_SOFT:
5515 case RENDERPATH_GLES2:
5517 case RENDERPATH_GL11:
5518 case RENDERPATH_GL13:
5519 case RENDERPATH_GLES1:
5523 // set waterwidth and waterheight to the water resolution that will be
5524 // used (often less than the screen resolution for faster rendering)
5525 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5527 // calculate desired texture sizes
5528 // can't use water if the card does not support the texture size
5529 if (!r_water.integer || r_showsurfaces.integer)
5530 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531 else if (vid.support.arb_texture_non_power_of_two)
5533 texturewidth = waterwidth;
5534 textureheight = waterheight;
5535 camerawidth = waterwidth;
5536 cameraheight = waterheight;
5540 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5541 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5542 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5543 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5546 // allocate textures as needed
5547 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5549 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5552 if (p->texture_refraction)
5553 R_FreeTexture(p->texture_refraction);
5554 p->texture_refraction = NULL;
5555 if (p->fbo_refraction)
5556 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557 p->fbo_refraction = 0;
5558 if (p->texture_reflection)
5559 R_FreeTexture(p->texture_reflection);
5560 p->texture_reflection = NULL;
5561 if (p->fbo_reflection)
5562 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563 p->fbo_reflection = 0;
5564 if (p->texture_camera)
5565 R_FreeTexture(p->texture_camera);
5566 p->texture_camera = NULL;
5568 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5571 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572 r_fb.water.texturewidth = texturewidth;
5573 r_fb.water.textureheight = textureheight;
5574 r_fb.water.camerawidth = camerawidth;
5575 r_fb.water.cameraheight = cameraheight;
5578 if (r_fb.water.texturewidth)
5580 int scaledwidth, scaledheight;
5582 r_fb.water.enabled = true;
5584 // water resolution is usually reduced
5585 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5589 // set up variables that will be used in shader setup
5590 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5596 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597 r_fb.water.numwaterplanes = 0;
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5602 int planeindex, bestplaneindex, vertexindex;
5603 vec3_t mins, maxs, normal, center, v, n;
5604 vec_t planescore, bestplanescore;
5606 r_waterstate_waterplane_t *p;
5607 texture_t *t = R_GetCurrentTexture(surface->texture);
5609 rsurface.texture = t;
5610 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5614 // average the vertex normals, find the surface bounds (after deformvertexes)
5615 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617 VectorCopy(n, normal);
5618 VectorCopy(v, mins);
5619 VectorCopy(v, maxs);
5620 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5622 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624 VectorAdd(normal, n, normal);
5625 mins[0] = min(mins[0], v[0]);
5626 mins[1] = min(mins[1], v[1]);
5627 mins[2] = min(mins[2], v[2]);
5628 maxs[0] = max(maxs[0], v[0]);
5629 maxs[1] = max(maxs[1], v[1]);
5630 maxs[2] = max(maxs[2], v[2]);
5632 VectorNormalize(normal);
5633 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5635 VectorCopy(normal, plane.normal);
5636 VectorNormalize(plane.normal);
5637 plane.dist = DotProduct(center, plane.normal);
5638 PlaneClassify(&plane);
5639 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5641 // skip backfaces (except if nocullface is set)
5642 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5644 VectorNegate(plane.normal, plane.normal);
5646 PlaneClassify(&plane);
5650 // find a matching plane if there is one
5651 bestplaneindex = -1;
5652 bestplanescore = 1048576.0f;
5653 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5655 if(p->camera_entity == t->camera_entity)
5657 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658 if (bestplaneindex < 0 || bestplanescore > planescore)
5660 bestplaneindex = planeindex;
5661 bestplanescore = planescore;
5665 planeindex = bestplaneindex;
5666 p = r_fb.water.waterplanes + planeindex;
5668 // if this surface does not fit any known plane rendered this frame, add one
5669 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5671 // store the new plane
5672 planeindex = r_fb.water.numwaterplanes++;
5673 p = r_fb.water.waterplanes + planeindex;
5675 // clear materialflags and pvs
5676 p->materialflags = 0;
5677 p->pvsvalid = false;
5678 p->camera_entity = t->camera_entity;
5679 VectorCopy(mins, p->mins);
5680 VectorCopy(maxs, p->maxs);
5684 // merge mins/maxs when we're adding this surface to the plane
5685 p->mins[0] = min(p->mins[0], mins[0]);
5686 p->mins[1] = min(p->mins[1], mins[1]);
5687 p->mins[2] = min(p->mins[2], mins[2]);
5688 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690 p->maxs[2] = max(p->maxs[2], maxs[2]);
5692 // merge this surface's materialflags into the waterplane
5693 p->materialflags |= t->currentmaterialflags;
5694 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5696 // merge this surface's PVS into the waterplane
5697 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5700 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5712 r_refdef_view_t originalview;
5713 r_refdef_view_t myview;
5714 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5715 r_waterstate_waterplane_t *p;
5717 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5720 originalview = r_refdef.view;
5722 // lowquality hack, temporarily shut down some cvars and restore afterwards
5723 qualityreduction = r_water_lowquality.integer;
5724 if (qualityreduction > 0)
5726 if (qualityreduction >= 1)
5728 old_r_shadows = r_shadows.integer;
5729 old_r_worldrtlight = r_shadow_realtime_world.integer;
5730 old_r_dlight = r_shadow_realtime_dlight.integer;
5731 Cvar_SetValueQuick(&r_shadows, 0);
5732 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5735 if (qualityreduction >= 2)
5737 old_r_dynamic = r_dynamic.integer;
5738 old_r_particles = r_drawparticles.integer;
5739 old_r_decals = r_drawdecals.integer;
5740 Cvar_SetValueQuick(&r_dynamic, 0);
5741 Cvar_SetValueQuick(&r_drawparticles, 0);
5742 Cvar_SetValueQuick(&r_drawdecals, 0);
5746 // make sure enough textures are allocated
5747 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5749 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5751 if (!p->texture_refraction)
5752 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753 if (!p->texture_refraction)
5757 if (r_fb.water.depthtexture == NULL)
5758 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759 if (p->fbo_refraction == 0)
5760 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5763 else if (p->materialflags & MATERIALFLAG_CAMERA)
5765 if (!p->texture_camera)
5766 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767 if (!p->texture_camera)
5771 if (r_fb.water.depthtexture == NULL)
5772 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773 if (p->fbo_camera == 0)
5774 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5780 if (!p->texture_reflection)
5781 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782 if (!p->texture_reflection)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788 if (p->fbo_reflection == 0)
5789 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5795 r_refdef.view = originalview;
5796 r_refdef.view.showdebug = false;
5797 r_refdef.view.width = r_fb.water.waterwidth;
5798 r_refdef.view.height = r_fb.water.waterheight;
5799 r_refdef.view.useclipplane = true;
5800 myview = r_refdef.view;
5801 r_fb.water.renderingscene = true;
5802 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5804 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5806 r_refdef.view = myview;
5807 if(r_water_scissormode.integer)
5809 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5814 // render reflected scene and copy into texture
5815 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818 r_refdef.view.clipplane = p->plane;
5819 // reverse the cullface settings for this render
5820 r_refdef.view.cullface_front = GL_FRONT;
5821 r_refdef.view.cullface_back = GL_BACK;
5822 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5824 r_refdef.view.usecustompvs = true;
5826 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5831 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833 R_ClearScreen(r_refdef.fogenabled);
5834 if(r_water_scissormode.integer & 2)
5835 R_View_UpdateWithScissor(myscissor);
5838 if(r_water_scissormode.integer & 1)
5839 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5842 if (!p->fbo_reflection)
5843 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5844 r_fb.water.hideplayer = false;
5847 // render the normal view scene and copy into texture
5848 // (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)
5849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5851 r_refdef.view = myview;
5852 if(r_water_scissormode.integer)
5854 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5859 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5861 r_refdef.view.clipplane = p->plane;
5862 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5865 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870 R_RenderView_UpdateViewVectors();
5871 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5873 r_refdef.view.usecustompvs = true;
5874 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5878 PlaneClassify(&r_refdef.view.clipplane);
5880 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881 R_ClearScreen(r_refdef.fogenabled);
5882 if(r_water_scissormode.integer & 2)
5883 R_View_UpdateWithScissor(myscissor);
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5890 if (!p->fbo_refraction)
5891 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892 r_fb.water.hideplayer = false;
5894 else if (p->materialflags & MATERIALFLAG_CAMERA)
5896 r_refdef.view = myview;
5898 r_refdef.view.clipplane = p->plane;
5899 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5902 r_refdef.view.width = r_fb.water.camerawidth;
5903 r_refdef.view.height = r_fb.water.cameraheight;
5904 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 r_fb.water.hideplayer = false;
5937 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938 R_ClearScreen(r_refdef.fogenabled);
5940 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5943 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5944 r_fb.water.hideplayer = false;
5948 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949 r_fb.water.renderingscene = false;
5950 r_refdef.view = originalview;
5951 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952 if (!r_fb.water.depthtexture)
5953 R_ClearScreen(r_refdef.fogenabled);
5957 r_refdef.view = originalview;
5958 r_fb.water.renderingscene = false;
5959 Cvar_SetValueQuick(&r_water, 0);
5960 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5962 // lowquality hack, restore cvars
5963 if (qualityreduction > 0)
5965 if (qualityreduction >= 1)
5967 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5971 if (qualityreduction >= 2)
5973 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5980 static void R_Bloom_StartFrame(void)
5983 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984 int viewwidth, viewheight;
5985 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986 textype_t textype = TEXTYPE_COLORBUFFER;
5988 switch (vid.renderpath)
5990 case RENDERPATH_GL20:
5991 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992 if (vid.support.ext_framebuffer_object)
5994 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5998 case RENDERPATH_GL11:
5999 case RENDERPATH_GL13:
6000 case RENDERPATH_GLES1:
6001 case RENDERPATH_GLES2:
6002 case RENDERPATH_D3D9:
6003 case RENDERPATH_D3D10:
6004 case RENDERPATH_D3D11:
6005 r_fb.usedepthtextures = false;
6007 case RENDERPATH_SOFT:
6008 r_fb.usedepthtextures = true;
6012 if (r_viewscale_fpsscaling.integer)
6014 double actualframetime;
6015 double targetframetime;
6017 actualframetime = r_refdef.lastdrawscreentime;
6018 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023 viewscalefpsadjusted += adjust;
6024 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6027 viewscalefpsadjusted = 1.0f;
6029 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6031 switch(vid.renderpath)
6033 case RENDERPATH_GL20:
6034 case RENDERPATH_D3D9:
6035 case RENDERPATH_D3D10:
6036 case RENDERPATH_D3D11:
6037 case RENDERPATH_SOFT:
6038 case RENDERPATH_GLES2:
6040 case RENDERPATH_GL11:
6041 case RENDERPATH_GL13:
6042 case RENDERPATH_GLES1:
6046 // set bloomwidth and bloomheight to the bloom resolution that will be
6047 // used (often less than the screen resolution for faster rendering)
6048 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6049 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6054 // calculate desired texture sizes
6055 if (vid.support.arb_texture_non_power_of_two)
6057 screentexturewidth = vid.width;
6058 screentextureheight = vid.height;
6059 bloomtexturewidth = r_fb.bloomwidth;
6060 bloomtextureheight = r_fb.bloomheight;
6064 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6065 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6066 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6067 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6070 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6072 Cvar_SetValueQuick(&r_bloom, 0);
6073 Cvar_SetValueQuick(&r_motionblur, 0);
6074 Cvar_SetValueQuick(&r_damageblur, 0);
6077 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6079 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6081 && r_viewscale.value == 1.0f
6082 && !r_viewscale_fpsscaling.integer)
6083 screentexturewidth = screentextureheight = 0;
6084 if (!r_bloom.integer)
6085 bloomtexturewidth = bloomtextureheight = 0;
6087 // allocate textures as needed
6088 if (r_fb.screentexturewidth != screentexturewidth
6089 || r_fb.screentextureheight != screentextureheight
6090 || r_fb.bloomtexturewidth != bloomtexturewidth
6091 || r_fb.bloomtextureheight != bloomtextureheight
6092 || r_fb.textype != textype
6093 || useviewfbo != (r_fb.fbo != 0))
6095 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6097 if (r_fb.bloomtexture[i])
6098 R_FreeTexture(r_fb.bloomtexture[i]);
6099 r_fb.bloomtexture[i] = NULL;
6101 if (r_fb.bloomfbo[i])
6102 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103 r_fb.bloomfbo[i] = 0;
6107 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6110 if (r_fb.colortexture)
6111 R_FreeTexture(r_fb.colortexture);
6112 r_fb.colortexture = NULL;
6114 if (r_fb.depthtexture)
6115 R_FreeTexture(r_fb.depthtexture);
6116 r_fb.depthtexture = NULL;
6118 if (r_fb.ghosttexture)
6119 R_FreeTexture(r_fb.ghosttexture);
6120 r_fb.ghosttexture = NULL;
6122 r_fb.screentexturewidth = screentexturewidth;
6123 r_fb.screentextureheight = screentextureheight;
6124 r_fb.bloomtexturewidth = bloomtexturewidth;
6125 r_fb.bloomtextureheight = bloomtextureheight;
6126 r_fb.textype = textype;
6128 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6130 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6132 r_fb.ghosttexture_valid = false;
6133 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6136 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6142 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6144 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6146 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6148 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6153 // bloom texture is a different resolution
6154 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6155 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6160 // set up a texcoord array for the full resolution screen image
6161 // (we have to keep this around to copy back during final render)
6162 r_fb.screentexcoord2f[0] = 0;
6163 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6164 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6165 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6166 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6167 r_fb.screentexcoord2f[5] = 0;
6168 r_fb.screentexcoord2f[6] = 0;
6169 r_fb.screentexcoord2f[7] = 0;
6173 for (i = 1;i < 8;i += 2)
6175 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6179 // set up a texcoord array for the reduced resolution bloom image
6180 // (which will be additive blended over the screen image)
6181 r_fb.bloomtexcoord2f[0] = 0;
6182 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6183 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6184 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6185 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6186 r_fb.bloomtexcoord2f[5] = 0;
6187 r_fb.bloomtexcoord2f[6] = 0;
6188 r_fb.bloomtexcoord2f[7] = 0;
6190 switch(vid.renderpath)
6192 case RENDERPATH_GL11:
6193 case RENDERPATH_GL13:
6194 case RENDERPATH_GL20:
6195 case RENDERPATH_SOFT:
6196 case RENDERPATH_GLES1:
6197 case RENDERPATH_GLES2:
6199 case RENDERPATH_D3D9:
6200 case RENDERPATH_D3D10:
6201 case RENDERPATH_D3D11:
6202 for (i = 0;i < 4;i++)
6204 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6205 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6206 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6207 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6212 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6215 r_refdef.view.clear = true;
6218 static void R_Bloom_MakeTexture(void)
6221 float xoffset, yoffset, r, brighten;
6223 float colorscale = r_bloom_colorscale.value;
6225 r_refdef.stats.bloom++;
6228 // this copy is unnecessary since it happens in R_BlendView already
6231 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6232 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6236 // scale down screen texture to the bloom texture size
6238 r_fb.bloomindex = 0;
6239 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6240 R_SetViewport(&r_fb.bloomviewport);
6241 GL_BlendFunc(GL_ONE, GL_ZERO);
6242 GL_Color(colorscale, colorscale, colorscale, 1);
6243 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6244 switch(vid.renderpath)
6246 case RENDERPATH_GL11:
6247 case RENDERPATH_GL13:
6248 case RENDERPATH_GL20:
6249 case RENDERPATH_GLES1:
6250 case RENDERPATH_GLES2:
6251 case RENDERPATH_SOFT:
6252 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6254 case RENDERPATH_D3D9:
6255 case RENDERPATH_D3D10:
6256 case RENDERPATH_D3D11:
6257 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6260 // TODO: do boxfilter scale-down in shader?
6261 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6262 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6263 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6265 // we now have a properly scaled bloom image
6266 if (!r_fb.bloomfbo[r_fb.bloomindex])
6268 // copy it into the bloom texture
6269 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6270 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6273 // multiply bloom image by itself as many times as desired
6274 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6276 intex = r_fb.bloomtexture[r_fb.bloomindex];
6277 r_fb.bloomindex ^= 1;
6278 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6280 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6281 if (!r_fb.bloomfbo[r_fb.bloomindex])
6283 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6284 GL_Color(r,r,r,1); // apply fix factor
6289 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6290 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6291 GL_Color(1,1,1,1); // no fix factor supported here
6293 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6294 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6295 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6296 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6298 if (!r_fb.bloomfbo[r_fb.bloomindex])
6300 // copy the darkened image to a texture
6301 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6302 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6306 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6307 brighten = r_bloom_brighten.value;
6308 brighten = sqrt(brighten);
6310 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6312 for (dir = 0;dir < 2;dir++)
6314 intex = r_fb.bloomtexture[r_fb.bloomindex];
6315 r_fb.bloomindex ^= 1;
6316 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6317 // blend on at multiple vertical offsets to achieve a vertical blur
6318 // TODO: do offset blends using GLSL
6319 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6320 GL_BlendFunc(GL_ONE, GL_ZERO);
6321 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6322 for (x = -range;x <= range;x++)
6324 if (!dir){xoffset = 0;yoffset = x;}
6325 else {xoffset = x;yoffset = 0;}
6326 xoffset /= (float)r_fb.bloomtexturewidth;
6327 yoffset /= (float)r_fb.bloomtextureheight;
6328 // compute a texcoord array with the specified x and y offset
6329 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6330 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6331 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6332 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6333 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6334 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6335 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6336 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6337 // this r value looks like a 'dot' particle, fading sharply to
6338 // black at the edges
6339 // (probably not realistic but looks good enough)
6340 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6341 //r = brighten/(range*2+1);
6342 r = brighten / (range * 2 + 1);
6344 r *= (1 - x*x/(float)(range*range));
6345 GL_Color(r, r, r, 1);
6346 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6347 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6348 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6349 GL_BlendFunc(GL_ONE, GL_ONE);
6352 if (!r_fb.bloomfbo[r_fb.bloomindex])
6354 // copy the vertically or horizontally blurred bloom view to a texture
6355 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6356 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6361 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6363 unsigned int permutation;
6364 float uservecs[4][4];
6366 switch (vid.renderpath)
6368 case RENDERPATH_GL20:
6369 case RENDERPATH_D3D9:
6370 case RENDERPATH_D3D10:
6371 case RENDERPATH_D3D11:
6372 case RENDERPATH_SOFT:
6373 case RENDERPATH_GLES2:
6375 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6376 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6377 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6378 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6379 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6381 if (r_fb.colortexture)
6385 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6386 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6389 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6391 // declare variables
6392 float blur_factor, blur_mouseaccel, blur_velocity;
6393 static float blur_average;
6394 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6396 // set a goal for the factoring
6397 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6398 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6399 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6400 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6401 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6402 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6404 // from the goal, pick an averaged value between goal and last value
6405 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6406 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6408 // enforce minimum amount of blur
6409 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6411 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6413 // calculate values into a standard alpha
6414 cl.motionbluralpha = 1 - exp(-
6416 (r_motionblur.value * blur_factor / 80)
6418 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6421 max(0.0001, cl.time - cl.oldtime) // fps independent
6424 // randomization for the blur value to combat persistent ghosting
6425 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6426 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6429 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6430 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6432 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6433 GL_Color(1, 1, 1, cl.motionbluralpha);
6434 switch(vid.renderpath)
6436 case RENDERPATH_GL11:
6437 case RENDERPATH_GL13:
6438 case RENDERPATH_GL20:
6439 case RENDERPATH_GLES1:
6440 case RENDERPATH_GLES2:
6441 case RENDERPATH_SOFT:
6442 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6444 case RENDERPATH_D3D9:
6445 case RENDERPATH_D3D10:
6446 case RENDERPATH_D3D11:
6447 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6450 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6451 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6452 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6455 // updates old view angles for next pass
6456 VectorCopy(cl.viewangles, blur_oldangles);
6458 // copy view into the ghost texture
6459 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6460 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6461 r_fb.ghosttexture_valid = true;
6466 // no r_fb.colortexture means we're rendering to the real fb
6467 // we may still have to do view tint...
6468 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6470 // apply a color tint to the whole view
6471 R_ResetViewRendering2D(0, NULL, NULL);
6472 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6473 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6474 R_SetupShader_Generic_NoTexture(false, true);
6475 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6476 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6478 break; // no screen processing, no bloom, skip it
6481 if (r_fb.bloomtexture[0])
6483 // make the bloom texture
6484 R_Bloom_MakeTexture();
6487 #if _MSC_VER >= 1400
6488 #define sscanf sscanf_s
6490 memset(uservecs, 0, sizeof(uservecs));
6491 if (r_glsl_postprocess_uservec1_enable.integer)
6492 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6493 if (r_glsl_postprocess_uservec2_enable.integer)
6494 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6495 if (r_glsl_postprocess_uservec3_enable.integer)
6496 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6497 if (r_glsl_postprocess_uservec4_enable.integer)
6498 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6500 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6501 GL_Color(1, 1, 1, 1);
6502 GL_BlendFunc(GL_ONE, GL_ZERO);
6504 switch(vid.renderpath)
6506 case RENDERPATH_GL20:
6507 case RENDERPATH_GLES2:
6508 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6509 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6510 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6511 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6512 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6513 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6514 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6515 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6516 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6517 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6518 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6519 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6520 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6521 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6523 case RENDERPATH_D3D9:
6525 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6526 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6527 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6528 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6529 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6530 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6531 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6532 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6533 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6534 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6535 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6536 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6537 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6538 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6539 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6542 case RENDERPATH_D3D10:
6543 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6545 case RENDERPATH_D3D11:
6546 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6548 case RENDERPATH_SOFT:
6549 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6550 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6551 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6552 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6553 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6554 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6555 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6556 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6557 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6558 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6559 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6560 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6561 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6562 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6567 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6568 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6570 case RENDERPATH_GL11:
6571 case RENDERPATH_GL13:
6572 case RENDERPATH_GLES1:
6573 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6575 // apply a color tint to the whole view
6576 R_ResetViewRendering2D(0, NULL, NULL);
6577 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6578 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6579 R_SetupShader_Generic_NoTexture(false, true);
6580 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6581 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6587 matrix4x4_t r_waterscrollmatrix;
6589 void R_UpdateFog(void)
6592 if (gamemode == GAME_NEHAHRA)
6594 if (gl_fogenable.integer)
6596 r_refdef.oldgl_fogenable = true;
6597 r_refdef.fog_density = gl_fogdensity.value;
6598 r_refdef.fog_red = gl_fogred.value;
6599 r_refdef.fog_green = gl_foggreen.value;
6600 r_refdef.fog_blue = gl_fogblue.value;
6601 r_refdef.fog_alpha = 1;
6602 r_refdef.fog_start = 0;
6603 r_refdef.fog_end = gl_skyclip.value;
6604 r_refdef.fog_height = 1<<30;
6605 r_refdef.fog_fadedepth = 128;
6607 else if (r_refdef.oldgl_fogenable)
6609 r_refdef.oldgl_fogenable = false;
6610 r_refdef.fog_density = 0;
6611 r_refdef.fog_red = 0;
6612 r_refdef.fog_green = 0;
6613 r_refdef.fog_blue = 0;
6614 r_refdef.fog_alpha = 0;
6615 r_refdef.fog_start = 0;
6616 r_refdef.fog_end = 0;
6617 r_refdef.fog_height = 1<<30;
6618 r_refdef.fog_fadedepth = 128;
6623 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6624 r_refdef.fog_start = max(0, r_refdef.fog_start);
6625 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6627 if (r_refdef.fog_density && r_drawfog.integer)
6629 r_refdef.fogenabled = true;
6630 // this is the point where the fog reaches 0.9986 alpha, which we
6631 // consider a good enough cutoff point for the texture
6632 // (0.9986 * 256 == 255.6)
6633 if (r_fog_exp2.integer)
6634 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6636 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6637 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6638 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6639 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6640 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6641 R_BuildFogHeightTexture();
6642 // fog color was already set
6643 // update the fog texture
6644 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)
6645 R_BuildFogTexture();
6646 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6647 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6650 r_refdef.fogenabled = false;
6653 if (r_refdef.fog_density)
6655 r_refdef.fogcolor[0] = r_refdef.fog_red;
6656 r_refdef.fogcolor[1] = r_refdef.fog_green;
6657 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6659 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6660 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6661 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6662 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6666 VectorCopy(r_refdef.fogcolor, fogvec);
6667 // color.rgb *= ContrastBoost * SceneBrightness;
6668 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6669 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6670 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6671 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6676 void R_UpdateVariables(void)
6680 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6682 r_refdef.farclip = r_farclip_base.value;
6683 if (r_refdef.scene.worldmodel)
6684 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6685 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6687 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6688 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6689 r_refdef.polygonfactor = 0;
6690 r_refdef.polygonoffset = 0;
6691 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6692 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6694 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6695 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6696 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6697 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6698 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6699 if (FAKELIGHT_ENABLED)
6701 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6703 else if (r_refdef.scene.worldmodel)
6705 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6707 if (r_showsurfaces.integer)
6709 r_refdef.scene.rtworld = false;
6710 r_refdef.scene.rtworldshadows = false;
6711 r_refdef.scene.rtdlight = false;
6712 r_refdef.scene.rtdlightshadows = false;
6713 r_refdef.lightmapintensity = 0;
6716 switch(vid.renderpath)
6718 case RENDERPATH_GL20:
6719 case RENDERPATH_D3D9:
6720 case RENDERPATH_D3D10:
6721 case RENDERPATH_D3D11:
6722 case RENDERPATH_SOFT:
6723 case RENDERPATH_GLES2:
6724 if(v_glslgamma.integer && !vid_gammatables_trivial)
6726 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6728 // build GLSL gamma texture
6729 #define RAMPWIDTH 256
6730 unsigned short ramp[RAMPWIDTH * 3];
6731 unsigned char rampbgr[RAMPWIDTH][4];
6734 r_texture_gammaramps_serial = vid_gammatables_serial;
6736 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6737 for(i = 0; i < RAMPWIDTH; ++i)
6739 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6740 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6741 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6744 if (r_texture_gammaramps)
6746 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6750 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6756 // remove GLSL gamma texture
6759 case RENDERPATH_GL11:
6760 case RENDERPATH_GL13:
6761 case RENDERPATH_GLES1:
6766 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6767 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6773 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6774 if( scenetype != r_currentscenetype ) {
6775 // store the old scenetype
6776 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6777 r_currentscenetype = scenetype;
6778 // move in the new scene
6779 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6788 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6790 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6791 if( scenetype == r_currentscenetype ) {
6792 return &r_refdef.scene;
6794 return &r_scenes_store[ scenetype ];
6798 static int R_SortEntities_Compare(const void *ap, const void *bp)
6800 const entity_render_t *a = *(const entity_render_t **)ap;
6801 const entity_render_t *b = *(const entity_render_t **)bp;
6804 if(a->model < b->model)
6806 if(a->model > b->model)
6810 // TODO possibly calculate the REAL skinnum here first using
6812 if(a->skinnum < b->skinnum)
6814 if(a->skinnum > b->skinnum)
6817 // everything we compared is equal
6820 static void R_SortEntities(void)
6822 // below or equal 2 ents, sorting never gains anything
6823 if(r_refdef.scene.numentities <= 2)
6826 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6834 int dpsoftrast_test;
6835 extern cvar_t r_shadow_bouncegrid;
6836 void R_RenderView(void)
6838 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6840 rtexture_t *depthtexture;
6841 rtexture_t *colortexture;
6843 dpsoftrast_test = r_test.integer;
6845 if (r_timereport_active)
6846 R_TimeReport("start");
6847 r_textureframe++; // used only by R_GetCurrentTexture
6848 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6850 if(R_CompileShader_CheckStaticParms())
6853 if (!r_drawentities.integer)
6854 r_refdef.scene.numentities = 0;
6855 else if (r_sortentities.integer)
6858 R_AnimCache_ClearCache();
6859 R_FrameData_NewFrame();
6861 /* adjust for stereo display */
6862 if(R_Stereo_Active())
6864 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6865 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6868 if (r_refdef.view.isoverlay)
6870 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6871 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6872 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6873 R_TimeReport("depthclear");
6875 r_refdef.view.showdebug = false;
6877 r_fb.water.enabled = false;
6878 r_fb.water.numwaterplanes = 0;
6880 R_RenderScene(0, NULL, NULL);
6882 r_refdef.view.matrix = originalmatrix;
6888 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6890 r_refdef.view.matrix = originalmatrix;
6894 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6896 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6897 // in sRGB fallback, behave similar to true sRGB: convert this
6898 // value from linear to sRGB
6899 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6901 R_RenderView_UpdateViewVectors();
6903 R_Shadow_UpdateWorldLightSelection();
6905 R_Bloom_StartFrame();
6906 R_Water_StartFrame();
6908 // now we probably have an fbo to render into
6910 depthtexture = r_fb.depthtexture;
6911 colortexture = r_fb.colortexture;
6914 if (r_timereport_active)
6915 R_TimeReport("viewsetup");
6917 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6919 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6921 R_ClearScreen(r_refdef.fogenabled);
6922 if (r_timereport_active)
6923 R_TimeReport("viewclear");
6925 r_refdef.view.clear = true;
6927 r_refdef.view.showdebug = true;
6930 if (r_timereport_active)
6931 R_TimeReport("visibility");
6933 R_Shadow_UpdateBounceGridTexture();
6934 if (r_timereport_active && r_shadow_bouncegrid.integer)
6935 R_TimeReport("bouncegrid");
6937 r_fb.water.numwaterplanes = 0;
6938 if (r_fb.water.enabled)
6939 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6941 R_RenderScene(fbo, depthtexture, colortexture);
6942 r_fb.water.numwaterplanes = 0;
6944 R_BlendView(fbo, depthtexture, colortexture);
6945 if (r_timereport_active)
6946 R_TimeReport("blendview");
6948 GL_Scissor(0, 0, vid.width, vid.height);
6949 GL_ScissorTest(false);
6951 r_refdef.view.matrix = originalmatrix;
6956 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6958 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6960 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6961 if (r_timereport_active)
6962 R_TimeReport("waterworld");
6965 // don't let sound skip if going slow
6966 if (r_refdef.scene.extraupdate)
6969 R_DrawModelsAddWaterPlanes();
6970 if (r_timereport_active)
6971 R_TimeReport("watermodels");
6973 if (r_fb.water.numwaterplanes)
6975 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6976 if (r_timereport_active)
6977 R_TimeReport("waterscenes");
6981 extern cvar_t cl_locs_show;
6982 static void R_DrawLocs(void);
6983 static void R_DrawEntityBBoxes(void);
6984 static void R_DrawModelDecals(void);
6985 extern cvar_t cl_decals_newsystem;
6986 extern qboolean r_shadow_usingdeferredprepass;
6987 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6989 qboolean shadowmapping = false;
6991 if (r_timereport_active)
6992 R_TimeReport("beginscene");
6994 r_refdef.stats.renders++;
6998 // don't let sound skip if going slow
6999 if (r_refdef.scene.extraupdate)
7002 R_MeshQueue_BeginScene();
7006 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);
7008 if (r_timereport_active)
7009 R_TimeReport("skystartframe");
7011 if (cl.csqc_vidvars.drawworld)
7013 // don't let sound skip if going slow
7014 if (r_refdef.scene.extraupdate)
7017 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7019 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7020 if (r_timereport_active)
7021 R_TimeReport("worldsky");
7024 if (R_DrawBrushModelsSky() && r_timereport_active)
7025 R_TimeReport("bmodelsky");
7027 if (skyrendermasked && skyrenderlater)
7029 // we have to force off the water clipping plane while rendering sky
7030 R_SetupView(false, fbo, depthtexture, colortexture);
7032 R_SetupView(true, fbo, depthtexture, colortexture);
7033 if (r_timereport_active)
7034 R_TimeReport("sky");
7038 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7039 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7040 R_Shadow_PrepareModelShadows();
7041 if (r_timereport_active)
7042 R_TimeReport("preparelights");
7044 if (R_Shadow_ShadowMappingEnabled())
7045 shadowmapping = true;
7047 if (r_shadow_usingdeferredprepass)
7048 R_Shadow_DrawPrepass();
7050 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7052 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7053 if (r_timereport_active)
7054 R_TimeReport("worlddepth");
7056 if (r_depthfirst.integer >= 2)
7058 R_DrawModelsDepth();
7059 if (r_timereport_active)
7060 R_TimeReport("modeldepth");
7063 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7065 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7066 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7067 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7068 // don't let sound skip if going slow
7069 if (r_refdef.scene.extraupdate)
7073 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7075 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7076 if (r_timereport_active)
7077 R_TimeReport("world");
7080 // don't let sound skip if going slow
7081 if (r_refdef.scene.extraupdate)
7085 if (r_timereport_active)
7086 R_TimeReport("models");
7088 // don't let sound skip if going slow
7089 if (r_refdef.scene.extraupdate)
7092 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7094 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7095 R_DrawModelShadows(fbo, depthtexture, colortexture);
7096 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7097 // don't let sound skip if going slow
7098 if (r_refdef.scene.extraupdate)
7102 if (!r_shadow_usingdeferredprepass)
7104 R_Shadow_DrawLights();
7105 if (r_timereport_active)
7106 R_TimeReport("rtlights");
7109 // don't let sound skip if going slow
7110 if (r_refdef.scene.extraupdate)
7113 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7115 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7116 R_DrawModelShadows(fbo, depthtexture, colortexture);
7117 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7118 // don't let sound skip if going slow
7119 if (r_refdef.scene.extraupdate)
7123 if (cl.csqc_vidvars.drawworld)
7125 if (cl_decals_newsystem.integer)
7127 R_DrawModelDecals();
7128 if (r_timereport_active)
7129 R_TimeReport("modeldecals");
7134 if (r_timereport_active)
7135 R_TimeReport("decals");
7139 if (r_timereport_active)
7140 R_TimeReport("particles");
7143 if (r_timereport_active)
7144 R_TimeReport("explosions");
7146 R_DrawLightningBeams();
7147 if (r_timereport_active)
7148 R_TimeReport("lightning");
7152 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7154 if (r_refdef.view.showdebug)
7156 if (cl_locs_show.integer)
7159 if (r_timereport_active)
7160 R_TimeReport("showlocs");
7163 if (r_drawportals.integer)
7166 if (r_timereport_active)
7167 R_TimeReport("portals");
7170 if (r_showbboxes.value > 0)
7172 R_DrawEntityBBoxes();
7173 if (r_timereport_active)
7174 R_TimeReport("bboxes");
7178 if (r_transparent.integer)
7180 R_MeshQueue_RenderTransparent();
7181 if (r_timereport_active)
7182 R_TimeReport("drawtrans");
7185 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7187 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7188 if (r_timereport_active)
7189 R_TimeReport("worlddebug");
7190 R_DrawModelsDebug();
7191 if (r_timereport_active)
7192 R_TimeReport("modeldebug");
7195 if (cl.csqc_vidvars.drawworld)
7197 R_Shadow_DrawCoronas();
7198 if (r_timereport_active)
7199 R_TimeReport("coronas");
7204 GL_DepthTest(false);
7205 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7206 GL_Color(1, 1, 1, 1);
7207 qglBegin(GL_POLYGON);
7208 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7209 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7210 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7211 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7213 qglBegin(GL_POLYGON);
7214 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7215 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7216 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7217 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7219 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7223 // don't let sound skip if going slow
7224 if (r_refdef.scene.extraupdate)
7228 static const unsigned short bboxelements[36] =
7238 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7241 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7243 RSurf_ActiveWorldEntity();
7245 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7246 GL_DepthMask(false);
7247 GL_DepthRange(0, 1);
7248 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7249 // R_Mesh_ResetTextureState();
7251 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7252 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7253 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7254 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7255 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7256 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7257 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7258 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7259 R_FillColors(color4f, 8, cr, cg, cb, ca);
7260 if (r_refdef.fogenabled)
7262 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7264 f1 = RSurf_FogVertex(v);
7266 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7267 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7268 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7271 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7272 R_Mesh_ResetTextureState();
7273 R_SetupShader_Generic_NoTexture(false, false);
7274 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7277 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7279 prvm_prog_t *prog = SVVM_prog;
7282 prvm_edict_t *edict;
7284 // this function draws bounding boxes of server entities
7288 GL_CullFace(GL_NONE);
7289 R_SetupShader_Generic_NoTexture(false, false);
7291 for (i = 0;i < numsurfaces;i++)
7293 edict = PRVM_EDICT_NUM(surfacelist[i]);
7294 switch ((int)PRVM_serveredictfloat(edict, solid))
7296 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7297 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7298 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7299 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7300 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7301 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7302 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7304 color[3] *= r_showbboxes.value;
7305 color[3] = bound(0, color[3], 1);
7306 GL_DepthTest(!r_showdisabledepthtest.integer);
7307 GL_CullFace(r_refdef.view.cullface_front);
7308 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7312 static void R_DrawEntityBBoxes(void)
7315 prvm_edict_t *edict;
7317 prvm_prog_t *prog = SVVM_prog;
7319 // this function draws bounding boxes of server entities
7323 for (i = 0;i < prog->num_edicts;i++)
7325 edict = PRVM_EDICT_NUM(i);
7326 if (edict->priv.server->free)
7328 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7329 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7331 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7333 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7334 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7338 static const int nomodelelement3i[24] =
7350 static const unsigned short nomodelelement3s[24] =
7362 static const float nomodelvertex3f[6*3] =
7372 static const float nomodelcolor4f[6*4] =
7374 0.0f, 0.0f, 0.5f, 1.0f,
7375 0.0f, 0.0f, 0.5f, 1.0f,
7376 0.0f, 0.5f, 0.0f, 1.0f,
7377 0.0f, 0.5f, 0.0f, 1.0f,
7378 0.5f, 0.0f, 0.0f, 1.0f,
7379 0.5f, 0.0f, 0.0f, 1.0f
7382 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7388 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7390 // this is only called once per entity so numsurfaces is always 1, and
7391 // surfacelist is always {0}, so this code does not handle batches
7393 if (rsurface.ent_flags & RENDER_ADDITIVE)
7395 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7396 GL_DepthMask(false);
7398 else if (rsurface.colormod[3] < 1)
7400 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7401 GL_DepthMask(false);
7405 GL_BlendFunc(GL_ONE, GL_ZERO);
7408 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7409 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7410 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7411 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7412 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7413 for (i = 0, c = color4f;i < 6;i++, c += 4)
7415 c[0] *= rsurface.colormod[0];
7416 c[1] *= rsurface.colormod[1];
7417 c[2] *= rsurface.colormod[2];
7418 c[3] *= rsurface.colormod[3];
7420 if (r_refdef.fogenabled)
7422 for (i = 0, c = color4f;i < 6;i++, c += 4)
7424 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7426 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7427 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7428 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7431 // R_Mesh_ResetTextureState();
7432 R_SetupShader_Generic_NoTexture(false, false);
7433 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7434 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7437 void R_DrawNoModel(entity_render_t *ent)
7440 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7441 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7442 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7444 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7447 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7449 vec3_t right1, right2, diff, normal;
7451 VectorSubtract (org2, org1, normal);
7453 // calculate 'right' vector for start
7454 VectorSubtract (r_refdef.view.origin, org1, diff);
7455 CrossProduct (normal, diff, right1);
7456 VectorNormalize (right1);
7458 // calculate 'right' vector for end
7459 VectorSubtract (r_refdef.view.origin, org2, diff);
7460 CrossProduct (normal, diff, right2);
7461 VectorNormalize (right2);
7463 vert[ 0] = org1[0] + width * right1[0];
7464 vert[ 1] = org1[1] + width * right1[1];
7465 vert[ 2] = org1[2] + width * right1[2];
7466 vert[ 3] = org1[0] - width * right1[0];
7467 vert[ 4] = org1[1] - width * right1[1];
7468 vert[ 5] = org1[2] - width * right1[2];
7469 vert[ 6] = org2[0] - width * right2[0];
7470 vert[ 7] = org2[1] - width * right2[1];
7471 vert[ 8] = org2[2] - width * right2[2];
7472 vert[ 9] = org2[0] + width * right2[0];
7473 vert[10] = org2[1] + width * right2[1];
7474 vert[11] = org2[2] + width * right2[2];
7477 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7479 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7480 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7481 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7482 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7483 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7484 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7485 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7486 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7487 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7488 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7489 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7490 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7493 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7498 VectorSet(v, x, y, z);
7499 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7500 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7502 if (i == mesh->numvertices)
7504 if (mesh->numvertices < mesh->maxvertices)
7506 VectorCopy(v, vertex3f);
7507 mesh->numvertices++;
7509 return mesh->numvertices;
7515 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7519 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7520 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7521 e = mesh->element3i + mesh->numtriangles * 3;
7522 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7524 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7525 if (mesh->numtriangles < mesh->maxtriangles)
7530 mesh->numtriangles++;
7532 element[1] = element[2];
7536 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7540 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7541 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7542 e = mesh->element3i + mesh->numtriangles * 3;
7543 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7545 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7546 if (mesh->numtriangles < mesh->maxtriangles)
7551 mesh->numtriangles++;
7553 element[1] = element[2];
7557 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7558 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7560 int planenum, planenum2;
7563 mplane_t *plane, *plane2;
7565 double temppoints[2][256*3];
7566 // figure out how large a bounding box we need to properly compute this brush
7568 for (w = 0;w < numplanes;w++)
7569 maxdist = max(maxdist, fabs(planes[w].dist));
7570 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7571 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7572 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7576 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7577 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7579 if (planenum2 == planenum)
7581 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);
7584 if (tempnumpoints < 3)
7586 // generate elements forming a triangle fan for this polygon
7587 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7591 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)
7593 texturelayer_t *layer;
7594 layer = t->currentlayers + t->currentnumlayers++;
7596 layer->depthmask = depthmask;
7597 layer->blendfunc1 = blendfunc1;
7598 layer->blendfunc2 = blendfunc2;
7599 layer->texture = texture;
7600 layer->texmatrix = *matrix;
7601 layer->color[0] = r;
7602 layer->color[1] = g;
7603 layer->color[2] = b;
7604 layer->color[3] = a;
7607 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7609 if(parms[0] == 0 && parms[1] == 0)
7611 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7612 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7617 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7620 index = parms[2] + rsurface.shadertime * parms[3];
7621 index -= floor(index);
7622 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7625 case Q3WAVEFUNC_NONE:
7626 case Q3WAVEFUNC_NOISE:
7627 case Q3WAVEFUNC_COUNT:
7630 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7631 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7632 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7633 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7634 case Q3WAVEFUNC_TRIANGLE:
7636 f = index - floor(index);
7649 f = parms[0] + parms[1] * f;
7650 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7651 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7655 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7661 matrix4x4_t matrix, temp;
7662 switch(tcmod->tcmod)
7666 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7667 matrix = r_waterscrollmatrix;
7669 matrix = identitymatrix;
7671 case Q3TCMOD_ENTITYTRANSLATE:
7672 // this is used in Q3 to allow the gamecode to control texcoord
7673 // scrolling on the entity, which is not supported in darkplaces yet.
7674 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7676 case Q3TCMOD_ROTATE:
7677 f = tcmod->parms[0] * rsurface.shadertime;
7678 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7679 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7680 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7683 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7685 case Q3TCMOD_SCROLL:
7686 // extra care is needed because of precision breakdown with large values of time
7687 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7688 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7689 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7691 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7692 w = (int) tcmod->parms[0];
7693 h = (int) tcmod->parms[1];
7694 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7696 idx = (int) floor(f * w * h);
7697 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7699 case Q3TCMOD_STRETCH:
7700 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7701 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7703 case Q3TCMOD_TRANSFORM:
7704 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7705 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7706 VectorSet(tcmat + 6, 0 , 0 , 1);
7707 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7708 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7710 case Q3TCMOD_TURBULENT:
7711 // this is handled in the RSurf_PrepareVertices function
7712 matrix = identitymatrix;
7716 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7719 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7721 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7722 char name[MAX_QPATH];
7723 skinframe_t *skinframe;
7724 unsigned char pixels[296*194];
7725 strlcpy(cache->name, skinname, sizeof(cache->name));
7726 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7727 if (developer_loading.integer)
7728 Con_Printf("loading %s\n", name);
7729 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7730 if (!skinframe || !skinframe->base)
7733 fs_offset_t filesize;
7735 f = FS_LoadFile(name, tempmempool, true, &filesize);
7738 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7739 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7743 cache->skinframe = skinframe;
7746 texture_t *R_GetCurrentTexture(texture_t *t)
7749 const entity_render_t *ent = rsurface.entity;
7750 dp_model_t *model = ent->model;
7751 q3shaderinfo_layer_tcmod_t *tcmod;
7753 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7754 return t->currentframe;
7755 t->update_lastrenderframe = r_textureframe;
7756 t->update_lastrenderentity = (void *)ent;
7758 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7759 t->camera_entity = ent->entitynumber;
7761 t->camera_entity = 0;
7763 // switch to an alternate material if this is a q1bsp animated material
7765 texture_t *texture = t;
7766 int s = rsurface.ent_skinnum;
7767 if ((unsigned int)s >= (unsigned int)model->numskins)
7769 if (model->skinscenes)
7771 if (model->skinscenes[s].framecount > 1)
7772 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7774 s = model->skinscenes[s].firstframe;
7777 t = t + s * model->num_surfaces;
7780 // use an alternate animation if the entity's frame is not 0,
7781 // and only if the texture has an alternate animation
7782 if (rsurface.ent_alttextures && t->anim_total[1])
7783 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7785 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7787 texture->currentframe = t;
7790 // update currentskinframe to be a qw skin or animation frame
7791 if (rsurface.ent_qwskin >= 0)
7793 i = rsurface.ent_qwskin;
7794 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7796 r_qwskincache_size = cl.maxclients;
7798 Mem_Free(r_qwskincache);
7799 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7801 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7802 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7803 t->currentskinframe = r_qwskincache[i].skinframe;
7804 if (t->currentskinframe == NULL)
7805 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7807 else if (t->numskinframes >= 2)
7808 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7809 if (t->backgroundnumskinframes >= 2)
7810 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7812 t->currentmaterialflags = t->basematerialflags;
7813 t->currentalpha = rsurface.colormod[3];
7814 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7815 t->currentalpha *= r_wateralpha.value;
7816 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7817 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7818 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7819 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7820 if (!(rsurface.ent_flags & RENDER_LIGHT))
7821 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7822 else if (FAKELIGHT_ENABLED)
7824 // no modellight if using fakelight for the map
7826 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7828 // pick a model lighting mode
7829 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7830 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7832 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7834 if (rsurface.ent_flags & RENDER_ADDITIVE)
7835 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7836 else if (t->currentalpha < 1)
7837 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7838 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7839 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7840 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7841 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7842 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7843 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7844 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7845 if (t->backgroundnumskinframes)
7846 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7847 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7849 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7850 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7853 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7854 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7856 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7857 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7859 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7860 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7862 // there is no tcmod
7863 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7865 t->currenttexmatrix = r_waterscrollmatrix;
7866 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7868 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7870 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7871 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7874 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7875 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7876 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7877 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7879 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7880 if (t->currentskinframe->qpixels)
7881 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7882 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7883 if (!t->basetexture)
7884 t->basetexture = r_texture_notexture;
7885 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7886 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7887 t->nmaptexture = t->currentskinframe->nmap;
7888 if (!t->nmaptexture)
7889 t->nmaptexture = r_texture_blanknormalmap;
7890 t->glosstexture = r_texture_black;
7891 t->glowtexture = t->currentskinframe->glow;
7892 t->fogtexture = t->currentskinframe->fog;
7893 t->reflectmasktexture = t->currentskinframe->reflect;
7894 if (t->backgroundnumskinframes)
7896 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7897 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7898 t->backgroundglosstexture = r_texture_black;
7899 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7900 if (!t->backgroundnmaptexture)
7901 t->backgroundnmaptexture = r_texture_blanknormalmap;
7902 // make sure that if glow is going to be used, both textures are not NULL
7903 if (!t->backgroundglowtexture && t->glowtexture)
7904 t->backgroundglowtexture = r_texture_black;
7905 if (!t->glowtexture && t->backgroundglowtexture)
7906 t->glowtexture = r_texture_black;
7910 t->backgroundbasetexture = r_texture_white;
7911 t->backgroundnmaptexture = r_texture_blanknormalmap;
7912 t->backgroundglosstexture = r_texture_black;
7913 t->backgroundglowtexture = NULL;
7915 t->specularpower = r_shadow_glossexponent.value;
7916 // TODO: store reference values for these in the texture?
7917 t->specularscale = 0;
7918 if (r_shadow_gloss.integer > 0)
7920 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7922 if (r_shadow_glossintensity.value > 0)
7924 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7925 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7926 t->specularscale = r_shadow_glossintensity.value;
7929 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7931 t->glosstexture = r_texture_white;
7932 t->backgroundglosstexture = r_texture_white;
7933 t->specularscale = r_shadow_gloss2intensity.value;
7934 t->specularpower = r_shadow_gloss2exponent.value;
7937 t->specularscale *= t->specularscalemod;
7938 t->specularpower *= t->specularpowermod;
7939 t->rtlightambient = 0;
7941 // lightmaps mode looks bad with dlights using actual texturing, so turn
7942 // off the colormap and glossmap, but leave the normalmap on as it still
7943 // accurately represents the shading involved
7944 if (gl_lightmaps.integer)
7946 t->basetexture = r_texture_grey128;
7947 t->pantstexture = r_texture_black;
7948 t->shirttexture = r_texture_black;
7949 t->nmaptexture = r_texture_blanknormalmap;
7950 t->glosstexture = r_texture_black;
7951 t->glowtexture = NULL;
7952 t->fogtexture = NULL;
7953 t->reflectmasktexture = NULL;
7954 t->backgroundbasetexture = NULL;
7955 t->backgroundnmaptexture = r_texture_blanknormalmap;
7956 t->backgroundglosstexture = r_texture_black;
7957 t->backgroundglowtexture = NULL;
7958 t->specularscale = 0;
7959 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7962 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7963 VectorClear(t->dlightcolor);
7964 t->currentnumlayers = 0;
7965 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7967 int blendfunc1, blendfunc2;
7969 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7971 blendfunc1 = GL_SRC_ALPHA;
7972 blendfunc2 = GL_ONE;
7974 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7976 blendfunc1 = GL_SRC_ALPHA;
7977 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7979 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7981 blendfunc1 = t->customblendfunc[0];
7982 blendfunc2 = t->customblendfunc[1];
7986 blendfunc1 = GL_ONE;
7987 blendfunc2 = GL_ZERO;
7989 // don't colormod evilblend textures
7990 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7991 VectorSet(t->lightmapcolor, 1, 1, 1);
7992 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7993 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7995 // fullbright is not affected by r_refdef.lightmapintensity
7996 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]);
7997 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7998 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7999 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8000 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8004 vec3_t ambientcolor;
8006 // set the color tint used for lights affecting this surface
8007 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8009 // q3bsp has no lightmap updates, so the lightstylevalue that
8010 // would normally be baked into the lightmap must be
8011 // applied to the color
8012 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8013 if (model->type == mod_brushq3)
8014 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8015 colorscale *= r_refdef.lightmapintensity;
8016 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8017 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8018 // basic lit geometry
8019 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]);
8020 // add pants/shirt if needed
8021 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8022 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8023 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8024 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8025 // now add ambient passes if needed
8026 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8028 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]);
8029 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8030 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8031 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8032 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8035 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8036 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8037 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8039 // if this is opaque use alpha blend which will darken the earlier
8042 // if this is an alpha blended material, all the earlier passes
8043 // were darkened by fog already, so we only need to add the fog
8044 // color ontop through the fog mask texture
8046 // if this is an additive blended material, all the earlier passes
8047 // were darkened by fog already, and we should not add fog color
8048 // (because the background was not darkened, there is no fog color
8049 // that was lost behind it).
8050 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8054 return t->currentframe;
8057 rsurfacestate_t rsurface;
8059 void RSurf_ActiveWorldEntity(void)
8061 dp_model_t *model = r_refdef.scene.worldmodel;
8062 //if (rsurface.entity == r_refdef.scene.worldentity)
8064 rsurface.entity = r_refdef.scene.worldentity;
8065 rsurface.skeleton = NULL;
8066 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8067 rsurface.ent_skinnum = 0;
8068 rsurface.ent_qwskin = -1;
8069 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8070 rsurface.shadertime = r_refdef.scene.time;
8071 rsurface.matrix = identitymatrix;
8072 rsurface.inversematrix = identitymatrix;
8073 rsurface.matrixscale = 1;
8074 rsurface.inversematrixscale = 1;
8075 R_EntityMatrix(&identitymatrix);
8076 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8077 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8078 rsurface.fograngerecip = r_refdef.fograngerecip;
8079 rsurface.fogheightfade = r_refdef.fogheightfade;
8080 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8081 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8082 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8083 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8084 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8085 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8086 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8087 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8088 rsurface.colormod[3] = 1;
8089 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8090 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8091 rsurface.frameblend[0].lerp = 1;
8092 rsurface.ent_alttextures = false;
8093 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8094 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8095 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8096 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8097 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8098 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8099 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8100 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8101 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8102 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8103 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8104 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8105 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8106 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8107 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8108 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8109 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8110 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8111 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8112 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8113 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8114 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8115 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8116 rsurface.modelelement3i = model->surfmesh.data_element3i;
8117 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8118 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8119 rsurface.modelelement3s = model->surfmesh.data_element3s;
8120 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8121 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8122 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8123 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8124 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8125 rsurface.modelsurfaces = model->data_surfaces;
8126 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8127 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8128 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8129 rsurface.modelgeneratedvertex = false;
8130 rsurface.batchgeneratedvertex = false;
8131 rsurface.batchfirstvertex = 0;
8132 rsurface.batchnumvertices = 0;
8133 rsurface.batchfirsttriangle = 0;
8134 rsurface.batchnumtriangles = 0;
8135 rsurface.batchvertex3f = NULL;
8136 rsurface.batchvertex3f_vertexbuffer = NULL;
8137 rsurface.batchvertex3f_bufferoffset = 0;
8138 rsurface.batchsvector3f = NULL;
8139 rsurface.batchsvector3f_vertexbuffer = NULL;
8140 rsurface.batchsvector3f_bufferoffset = 0;
8141 rsurface.batchtvector3f = NULL;
8142 rsurface.batchtvector3f_vertexbuffer = NULL;
8143 rsurface.batchtvector3f_bufferoffset = 0;
8144 rsurface.batchnormal3f = NULL;
8145 rsurface.batchnormal3f_vertexbuffer = NULL;
8146 rsurface.batchnormal3f_bufferoffset = 0;
8147 rsurface.batchlightmapcolor4f = NULL;
8148 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8149 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8150 rsurface.batchtexcoordtexture2f = NULL;
8151 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8152 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8153 rsurface.batchtexcoordlightmap2f = NULL;
8154 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8155 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8156 rsurface.batchvertexmesh = NULL;
8157 rsurface.batchvertexmeshbuffer = NULL;
8158 rsurface.batchvertex3fbuffer = NULL;
8159 rsurface.batchelement3i = NULL;
8160 rsurface.batchelement3i_indexbuffer = NULL;
8161 rsurface.batchelement3i_bufferoffset = 0;
8162 rsurface.batchelement3s = NULL;
8163 rsurface.batchelement3s_indexbuffer = NULL;
8164 rsurface.batchelement3s_bufferoffset = 0;
8165 rsurface.passcolor4f = NULL;
8166 rsurface.passcolor4f_vertexbuffer = NULL;
8167 rsurface.passcolor4f_bufferoffset = 0;
8170 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8172 dp_model_t *model = ent->model;
8173 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8175 rsurface.entity = (entity_render_t *)ent;
8176 rsurface.skeleton = ent->skeleton;
8177 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8178 rsurface.ent_skinnum = ent->skinnum;
8179 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8180 rsurface.ent_flags = ent->flags;
8181 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8182 rsurface.matrix = ent->matrix;
8183 rsurface.inversematrix = ent->inversematrix;
8184 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8185 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8186 R_EntityMatrix(&rsurface.matrix);
8187 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8188 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8189 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8190 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8191 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8192 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8193 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8194 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8195 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8196 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8197 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8198 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8199 rsurface.colormod[3] = ent->alpha;
8200 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8201 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8202 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8203 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8204 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8205 if (ent->model->brush.submodel && !prepass)
8207 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8208 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8210 if (model->surfmesh.isanimated && model->AnimateVertices)
8212 if (ent->animcache_vertex3f)
8214 rsurface.modelvertex3f = ent->animcache_vertex3f;
8215 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8216 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8217 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8218 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8219 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8220 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8222 else if (wanttangents)
8224 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8225 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8226 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8227 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8228 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8229 rsurface.modelvertexmesh = NULL;
8230 rsurface.modelvertexmeshbuffer = NULL;
8231 rsurface.modelvertex3fbuffer = NULL;
8233 else if (wantnormals)
8235 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8236 rsurface.modelsvector3f = NULL;
8237 rsurface.modeltvector3f = NULL;
8238 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8239 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8240 rsurface.modelvertexmesh = NULL;
8241 rsurface.modelvertexmeshbuffer = NULL;
8242 rsurface.modelvertex3fbuffer = NULL;
8246 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8247 rsurface.modelsvector3f = NULL;
8248 rsurface.modeltvector3f = NULL;
8249 rsurface.modelnormal3f = NULL;
8250 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8251 rsurface.modelvertexmesh = NULL;
8252 rsurface.modelvertexmeshbuffer = NULL;
8253 rsurface.modelvertex3fbuffer = NULL;
8255 rsurface.modelvertex3f_vertexbuffer = 0;
8256 rsurface.modelvertex3f_bufferoffset = 0;
8257 rsurface.modelsvector3f_vertexbuffer = 0;
8258 rsurface.modelsvector3f_bufferoffset = 0;
8259 rsurface.modeltvector3f_vertexbuffer = 0;
8260 rsurface.modeltvector3f_bufferoffset = 0;
8261 rsurface.modelnormal3f_vertexbuffer = 0;
8262 rsurface.modelnormal3f_bufferoffset = 0;
8263 rsurface.modelgeneratedvertex = true;
8267 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8268 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8269 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8270 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8271 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8272 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8273 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8274 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8275 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8276 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8277 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8278 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8279 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8280 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8281 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8282 rsurface.modelgeneratedvertex = false;
8284 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8285 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8286 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8287 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8288 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8289 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8290 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8291 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8292 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8293 rsurface.modelelement3i = model->surfmesh.data_element3i;
8294 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8295 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8296 rsurface.modelelement3s = model->surfmesh.data_element3s;
8297 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8298 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8299 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8300 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8301 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8302 rsurface.modelsurfaces = model->data_surfaces;
8303 rsurface.batchgeneratedvertex = false;
8304 rsurface.batchfirstvertex = 0;
8305 rsurface.batchnumvertices = 0;
8306 rsurface.batchfirsttriangle = 0;
8307 rsurface.batchnumtriangles = 0;
8308 rsurface.batchvertex3f = NULL;
8309 rsurface.batchvertex3f_vertexbuffer = NULL;
8310 rsurface.batchvertex3f_bufferoffset = 0;
8311 rsurface.batchsvector3f = NULL;
8312 rsurface.batchsvector3f_vertexbuffer = NULL;
8313 rsurface.batchsvector3f_bufferoffset = 0;
8314 rsurface.batchtvector3f = NULL;
8315 rsurface.batchtvector3f_vertexbuffer = NULL;
8316 rsurface.batchtvector3f_bufferoffset = 0;
8317 rsurface.batchnormal3f = NULL;
8318 rsurface.batchnormal3f_vertexbuffer = NULL;
8319 rsurface.batchnormal3f_bufferoffset = 0;
8320 rsurface.batchlightmapcolor4f = NULL;
8321 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8322 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8323 rsurface.batchtexcoordtexture2f = NULL;
8324 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8325 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8326 rsurface.batchtexcoordlightmap2f = NULL;
8327 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8328 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8329 rsurface.batchvertexmesh = NULL;
8330 rsurface.batchvertexmeshbuffer = NULL;
8331 rsurface.batchvertex3fbuffer = NULL;
8332 rsurface.batchelement3i = NULL;
8333 rsurface.batchelement3i_indexbuffer = NULL;
8334 rsurface.batchelement3i_bufferoffset = 0;
8335 rsurface.batchelement3s = NULL;
8336 rsurface.batchelement3s_indexbuffer = NULL;
8337 rsurface.batchelement3s_bufferoffset = 0;
8338 rsurface.passcolor4f = NULL;
8339 rsurface.passcolor4f_vertexbuffer = NULL;
8340 rsurface.passcolor4f_bufferoffset = 0;
8343 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8345 rsurface.entity = r_refdef.scene.worldentity;
8346 rsurface.skeleton = NULL;
8347 rsurface.ent_skinnum = 0;
8348 rsurface.ent_qwskin = -1;
8349 rsurface.ent_flags = entflags;
8350 rsurface.shadertime = r_refdef.scene.time - shadertime;
8351 rsurface.modelnumvertices = numvertices;
8352 rsurface.modelnumtriangles = numtriangles;
8353 rsurface.matrix = *matrix;
8354 rsurface.inversematrix = *inversematrix;
8355 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8356 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8357 R_EntityMatrix(&rsurface.matrix);
8358 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8359 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8360 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8361 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8362 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8363 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8364 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8365 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8366 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8367 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8368 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8369 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8370 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8371 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8372 rsurface.frameblend[0].lerp = 1;
8373 rsurface.ent_alttextures = false;
8374 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8375 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8378 rsurface.modelvertex3f = (float *)vertex3f;
8379 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8380 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8381 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8383 else if (wantnormals)
8385 rsurface.modelvertex3f = (float *)vertex3f;
8386 rsurface.modelsvector3f = NULL;
8387 rsurface.modeltvector3f = NULL;
8388 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8392 rsurface.modelvertex3f = (float *)vertex3f;
8393 rsurface.modelsvector3f = NULL;
8394 rsurface.modeltvector3f = NULL;
8395 rsurface.modelnormal3f = NULL;
8397 rsurface.modelvertexmesh = NULL;
8398 rsurface.modelvertexmeshbuffer = NULL;
8399 rsurface.modelvertex3fbuffer = NULL;
8400 rsurface.modelvertex3f_vertexbuffer = 0;
8401 rsurface.modelvertex3f_bufferoffset = 0;
8402 rsurface.modelsvector3f_vertexbuffer = 0;
8403 rsurface.modelsvector3f_bufferoffset = 0;
8404 rsurface.modeltvector3f_vertexbuffer = 0;
8405 rsurface.modeltvector3f_bufferoffset = 0;
8406 rsurface.modelnormal3f_vertexbuffer = 0;
8407 rsurface.modelnormal3f_bufferoffset = 0;
8408 rsurface.modelgeneratedvertex = true;
8409 rsurface.modellightmapcolor4f = (float *)color4f;
8410 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8411 rsurface.modellightmapcolor4f_bufferoffset = 0;
8412 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8413 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8414 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8415 rsurface.modeltexcoordlightmap2f = NULL;
8416 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8417 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8418 rsurface.modelelement3i = (int *)element3i;
8419 rsurface.modelelement3i_indexbuffer = NULL;
8420 rsurface.modelelement3i_bufferoffset = 0;
8421 rsurface.modelelement3s = (unsigned short *)element3s;
8422 rsurface.modelelement3s_indexbuffer = NULL;
8423 rsurface.modelelement3s_bufferoffset = 0;
8424 rsurface.modellightmapoffsets = NULL;
8425 rsurface.modelsurfaces = NULL;
8426 rsurface.batchgeneratedvertex = false;
8427 rsurface.batchfirstvertex = 0;
8428 rsurface.batchnumvertices = 0;
8429 rsurface.batchfirsttriangle = 0;
8430 rsurface.batchnumtriangles = 0;
8431 rsurface.batchvertex3f = NULL;
8432 rsurface.batchvertex3f_vertexbuffer = NULL;
8433 rsurface.batchvertex3f_bufferoffset = 0;
8434 rsurface.batchsvector3f = NULL;
8435 rsurface.batchsvector3f_vertexbuffer = NULL;
8436 rsurface.batchsvector3f_bufferoffset = 0;
8437 rsurface.batchtvector3f = NULL;
8438 rsurface.batchtvector3f_vertexbuffer = NULL;
8439 rsurface.batchtvector3f_bufferoffset = 0;
8440 rsurface.batchnormal3f = NULL;
8441 rsurface.batchnormal3f_vertexbuffer = NULL;
8442 rsurface.batchnormal3f_bufferoffset = 0;
8443 rsurface.batchlightmapcolor4f = NULL;
8444 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8445 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8446 rsurface.batchtexcoordtexture2f = NULL;
8447 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8448 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8449 rsurface.batchtexcoordlightmap2f = NULL;
8450 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8451 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8452 rsurface.batchvertexmesh = NULL;
8453 rsurface.batchvertexmeshbuffer = NULL;
8454 rsurface.batchvertex3fbuffer = NULL;
8455 rsurface.batchelement3i = NULL;
8456 rsurface.batchelement3i_indexbuffer = NULL;
8457 rsurface.batchelement3i_bufferoffset = 0;
8458 rsurface.batchelement3s = NULL;
8459 rsurface.batchelement3s_indexbuffer = NULL;
8460 rsurface.batchelement3s_bufferoffset = 0;
8461 rsurface.passcolor4f = NULL;
8462 rsurface.passcolor4f_vertexbuffer = NULL;
8463 rsurface.passcolor4f_bufferoffset = 0;
8465 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8467 if ((wantnormals || wanttangents) && !normal3f)
8469 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8470 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8472 if (wanttangents && !svector3f)
8474 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8475 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8476 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8481 float RSurf_FogPoint(const float *v)
8483 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8484 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8485 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8486 float FogHeightFade = r_refdef.fogheightfade;
8488 unsigned int fogmasktableindex;
8489 if (r_refdef.fogplaneviewabove)
8490 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8492 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8493 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8494 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8497 float RSurf_FogVertex(const float *v)
8499 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8500 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8501 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8502 float FogHeightFade = rsurface.fogheightfade;
8504 unsigned int fogmasktableindex;
8505 if (r_refdef.fogplaneviewabove)
8506 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8508 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8509 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8510 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8513 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8516 for (i = 0;i < numelements;i++)
8517 outelement3i[i] = inelement3i[i] + adjust;
8520 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8521 extern cvar_t gl_vbo;
8522 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8530 int surfacefirsttriangle;
8531 int surfacenumtriangles;
8532 int surfacefirstvertex;
8533 int surfaceendvertex;
8534 int surfacenumvertices;
8535 int batchnumvertices;
8536 int batchnumtriangles;
8540 qboolean dynamicvertex;
8544 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8546 q3shaderinfo_deform_t *deform;
8547 const msurface_t *surface, *firstsurface;
8548 r_vertexmesh_t *vertexmesh;
8549 if (!texturenumsurfaces)
8551 // find vertex range of this surface batch
8553 firstsurface = texturesurfacelist[0];
8554 firsttriangle = firstsurface->num_firsttriangle;
8555 batchnumvertices = 0;
8556 batchnumtriangles = 0;
8557 firstvertex = endvertex = firstsurface->num_firstvertex;
8558 for (i = 0;i < texturenumsurfaces;i++)
8560 surface = texturesurfacelist[i];
8561 if (surface != firstsurface + i)
8563 surfacefirstvertex = surface->num_firstvertex;
8564 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8565 surfacenumvertices = surface->num_vertices;
8566 surfacenumtriangles = surface->num_triangles;
8567 if (firstvertex > surfacefirstvertex)
8568 firstvertex = surfacefirstvertex;
8569 if (endvertex < surfaceendvertex)
8570 endvertex = surfaceendvertex;
8571 batchnumvertices += surfacenumvertices;
8572 batchnumtriangles += surfacenumtriangles;
8575 // we now know the vertex range used, and if there are any gaps in it
8576 rsurface.batchfirstvertex = firstvertex;
8577 rsurface.batchnumvertices = endvertex - firstvertex;
8578 rsurface.batchfirsttriangle = firsttriangle;
8579 rsurface.batchnumtriangles = batchnumtriangles;
8581 // this variable holds flags for which properties have been updated that
8582 // may require regenerating vertexmesh array...
8585 // check if any dynamic vertex processing must occur
8586 dynamicvertex = false;
8588 // if there is a chance of animated vertex colors, it's a dynamic batch
8589 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8591 dynamicvertex = true;
8592 batchneed |= BATCHNEED_NOGAPS;
8593 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8596 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8598 switch (deform->deform)
8601 case Q3DEFORM_PROJECTIONSHADOW:
8602 case Q3DEFORM_TEXT0:
8603 case Q3DEFORM_TEXT1:
8604 case Q3DEFORM_TEXT2:
8605 case Q3DEFORM_TEXT3:
8606 case Q3DEFORM_TEXT4:
8607 case Q3DEFORM_TEXT5:
8608 case Q3DEFORM_TEXT6:
8609 case Q3DEFORM_TEXT7:
8612 case Q3DEFORM_AUTOSPRITE:
8613 dynamicvertex = true;
8614 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8615 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8617 case Q3DEFORM_AUTOSPRITE2:
8618 dynamicvertex = true;
8619 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8620 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8622 case Q3DEFORM_NORMAL:
8623 dynamicvertex = true;
8624 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8625 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8628 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8629 break; // if wavefunc is a nop, ignore this transform
8630 dynamicvertex = true;
8631 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8632 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8634 case Q3DEFORM_BULGE:
8635 dynamicvertex = true;
8636 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8637 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8640 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8641 break; // if wavefunc is a nop, ignore this transform
8642 dynamicvertex = true;
8643 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8644 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8648 switch(rsurface.texture->tcgen.tcgen)
8651 case Q3TCGEN_TEXTURE:
8653 case Q3TCGEN_LIGHTMAP:
8654 dynamicvertex = true;
8655 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8656 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8658 case Q3TCGEN_VECTOR:
8659 dynamicvertex = true;
8660 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8661 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8663 case Q3TCGEN_ENVIRONMENT:
8664 dynamicvertex = true;
8665 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8666 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8669 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8671 dynamicvertex = true;
8672 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8673 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8676 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8678 dynamicvertex = true;
8679 batchneed |= BATCHNEED_NOGAPS;
8680 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8683 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8685 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8686 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8687 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8688 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8689 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8690 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8691 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8694 // when the model data has no vertex buffer (dynamic mesh), we need to
8696 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8697 batchneed |= BATCHNEED_NOGAPS;
8699 // if needsupdate, we have to do a dynamic vertex batch for sure
8700 if (needsupdate & batchneed)
8701 dynamicvertex = true;
8703 // see if we need to build vertexmesh from arrays
8704 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8705 dynamicvertex = true;
8707 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8708 // also some drivers strongly dislike firstvertex
8709 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8710 dynamicvertex = true;
8712 rsurface.batchvertex3f = rsurface.modelvertex3f;
8713 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8714 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8715 rsurface.batchsvector3f = rsurface.modelsvector3f;
8716 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8717 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8718 rsurface.batchtvector3f = rsurface.modeltvector3f;
8719 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8720 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8721 rsurface.batchnormal3f = rsurface.modelnormal3f;
8722 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8723 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8724 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8725 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8726 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8727 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8728 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8729 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8730 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8731 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8732 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8733 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8734 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8735 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8736 rsurface.batchelement3i = rsurface.modelelement3i;
8737 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8738 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8739 rsurface.batchelement3s = rsurface.modelelement3s;
8740 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8741 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8743 // if any dynamic vertex processing has to occur in software, we copy the
8744 // entire surface list together before processing to rebase the vertices
8745 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8747 // if any gaps exist and we do not have a static vertex buffer, we have to
8748 // copy the surface list together to avoid wasting upload bandwidth on the
8749 // vertices in the gaps.
8751 // if gaps exist and we have a static vertex buffer, we still have to
8752 // combine the index buffer ranges into one dynamic index buffer.
8754 // in all cases we end up with data that can be drawn in one call.
8758 // static vertex data, just set pointers...
8759 rsurface.batchgeneratedvertex = false;
8760 // if there are gaps, we want to build a combined index buffer,
8761 // otherwise use the original static buffer with an appropriate offset
8764 // build a new triangle elements array for this batch
8765 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8766 rsurface.batchfirsttriangle = 0;
8768 for (i = 0;i < texturenumsurfaces;i++)
8770 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8771 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8772 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8773 numtriangles += surfacenumtriangles;
8775 rsurface.batchelement3i_indexbuffer = NULL;
8776 rsurface.batchelement3i_bufferoffset = 0;
8777 rsurface.batchelement3s = NULL;
8778 rsurface.batchelement3s_indexbuffer = NULL;
8779 rsurface.batchelement3s_bufferoffset = 0;
8780 if (endvertex <= 65536)
8782 // make a 16bit (unsigned short) index array if possible
8783 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8784 for (i = 0;i < numtriangles*3;i++)
8785 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8791 // something needs software processing, do it for real...
8792 // we only directly handle separate array data in this case and then
8793 // generate interleaved data if needed...
8794 rsurface.batchgeneratedvertex = true;
8796 // now copy the vertex data into a combined array and make an index array
8797 // (this is what Quake3 does all the time)
8798 //if (gaps || rsurface.batchfirstvertex)
8800 rsurface.batchvertex3fbuffer = NULL;
8801 rsurface.batchvertexmesh = NULL;
8802 rsurface.batchvertexmeshbuffer = NULL;
8803 rsurface.batchvertex3f = NULL;
8804 rsurface.batchvertex3f_vertexbuffer = NULL;
8805 rsurface.batchvertex3f_bufferoffset = 0;
8806 rsurface.batchsvector3f = NULL;
8807 rsurface.batchsvector3f_vertexbuffer = NULL;
8808 rsurface.batchsvector3f_bufferoffset = 0;
8809 rsurface.batchtvector3f = NULL;
8810 rsurface.batchtvector3f_vertexbuffer = NULL;
8811 rsurface.batchtvector3f_bufferoffset = 0;
8812 rsurface.batchnormal3f = NULL;
8813 rsurface.batchnormal3f_vertexbuffer = NULL;
8814 rsurface.batchnormal3f_bufferoffset = 0;
8815 rsurface.batchlightmapcolor4f = NULL;
8816 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8817 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8818 rsurface.batchtexcoordtexture2f = NULL;
8819 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8820 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8821 rsurface.batchtexcoordlightmap2f = NULL;
8822 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8823 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8824 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8825 rsurface.batchelement3i_indexbuffer = NULL;
8826 rsurface.batchelement3i_bufferoffset = 0;
8827 rsurface.batchelement3s = NULL;
8828 rsurface.batchelement3s_indexbuffer = NULL;
8829 rsurface.batchelement3s_bufferoffset = 0;
8830 // we'll only be setting up certain arrays as needed
8831 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8832 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8833 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8834 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8835 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8836 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8837 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8839 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8840 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8842 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8843 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8844 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8845 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8846 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8847 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8850 for (i = 0;i < texturenumsurfaces;i++)
8852 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8853 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8854 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8855 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8856 // copy only the data requested
8857 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8858 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8859 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8861 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8863 if (rsurface.batchvertex3f)
8864 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8866 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8868 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8870 if (rsurface.modelnormal3f)
8871 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8873 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8875 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8877 if (rsurface.modelsvector3f)
8879 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8880 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8884 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8885 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8888 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8890 if (rsurface.modellightmapcolor4f)
8891 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8893 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8895 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8897 if (rsurface.modeltexcoordtexture2f)
8898 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8900 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8902 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8904 if (rsurface.modeltexcoordlightmap2f)
8905 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8907 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8910 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8911 numvertices += surfacenumvertices;
8912 numtriangles += surfacenumtriangles;
8915 // generate a 16bit index array as well if possible
8916 // (in general, dynamic batches fit)
8917 if (numvertices <= 65536)
8919 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8920 for (i = 0;i < numtriangles*3;i++)
8921 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8924 // since we've copied everything, the batch now starts at 0
8925 rsurface.batchfirstvertex = 0;
8926 rsurface.batchnumvertices = batchnumvertices;
8927 rsurface.batchfirsttriangle = 0;
8928 rsurface.batchnumtriangles = batchnumtriangles;
8931 // q1bsp surfaces rendered in vertex color mode have to have colors
8932 // calculated based on lightstyles
8933 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8935 // generate color arrays for the surfaces in this list
8940 const unsigned char *lm;
8941 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8942 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8943 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8945 for (i = 0;i < texturenumsurfaces;i++)
8947 surface = texturesurfacelist[i];
8948 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8949 surfacenumvertices = surface->num_vertices;
8950 if (surface->lightmapinfo->samples)
8952 for (j = 0;j < surfacenumvertices;j++)
8954 lm = surface->lightmapinfo->samples + offsets[j];
8955 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8956 VectorScale(lm, scale, c);
8957 if (surface->lightmapinfo->styles[1] != 255)
8959 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8961 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8962 VectorMA(c, scale, lm, c);
8963 if (surface->lightmapinfo->styles[2] != 255)
8966 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8967 VectorMA(c, scale, lm, c);
8968 if (surface->lightmapinfo->styles[3] != 255)
8971 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8972 VectorMA(c, scale, lm, c);
8979 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8985 for (j = 0;j < surfacenumvertices;j++)
8987 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8994 // if vertices are deformed (sprite flares and things in maps, possibly
8995 // water waves, bulges and other deformations), modify the copied vertices
8997 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8999 switch (deform->deform)
9002 case Q3DEFORM_PROJECTIONSHADOW:
9003 case Q3DEFORM_TEXT0:
9004 case Q3DEFORM_TEXT1:
9005 case Q3DEFORM_TEXT2:
9006 case Q3DEFORM_TEXT3:
9007 case Q3DEFORM_TEXT4:
9008 case Q3DEFORM_TEXT5:
9009 case Q3DEFORM_TEXT6:
9010 case Q3DEFORM_TEXT7:
9013 case Q3DEFORM_AUTOSPRITE:
9014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9015 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9017 VectorNormalize(newforward);
9018 VectorNormalize(newright);
9019 VectorNormalize(newup);
9020 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9021 // rsurface.batchvertex3f_vertexbuffer = NULL;
9022 // rsurface.batchvertex3f_bufferoffset = 0;
9023 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9024 // rsurface.batchsvector3f_vertexbuffer = NULL;
9025 // rsurface.batchsvector3f_bufferoffset = 0;
9026 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9027 // rsurface.batchtvector3f_vertexbuffer = NULL;
9028 // rsurface.batchtvector3f_bufferoffset = 0;
9029 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9030 // rsurface.batchnormal3f_vertexbuffer = NULL;
9031 // rsurface.batchnormal3f_bufferoffset = 0;
9032 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9033 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9034 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9035 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9036 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9037 // a single autosprite surface can contain multiple sprites...
9038 for (j = 0;j < batchnumvertices - 3;j += 4)
9040 VectorClear(center);
9041 for (i = 0;i < 4;i++)
9042 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9043 VectorScale(center, 0.25f, center);
9044 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9045 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9046 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9047 for (i = 0;i < 4;i++)
9049 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9050 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9053 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9054 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9055 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9057 case Q3DEFORM_AUTOSPRITE2:
9058 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9059 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9060 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9061 VectorNormalize(newforward);
9062 VectorNormalize(newright);
9063 VectorNormalize(newup);
9064 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9065 // rsurface.batchvertex3f_vertexbuffer = NULL;
9066 // rsurface.batchvertex3f_bufferoffset = 0;
9068 const float *v1, *v2;
9078 memset(shortest, 0, sizeof(shortest));
9079 // a single autosprite surface can contain multiple sprites...
9080 for (j = 0;j < batchnumvertices - 3;j += 4)
9082 VectorClear(center);
9083 for (i = 0;i < 4;i++)
9084 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9085 VectorScale(center, 0.25f, center);
9086 // find the two shortest edges, then use them to define the
9087 // axis vectors for rotating around the central axis
9088 for (i = 0;i < 6;i++)
9090 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9091 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9092 l = VectorDistance2(v1, v2);
9093 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9095 l += (1.0f / 1024.0f);
9096 if (shortest[0].length2 > l || i == 0)
9098 shortest[1] = shortest[0];
9099 shortest[0].length2 = l;
9100 shortest[0].v1 = v1;
9101 shortest[0].v2 = v2;
9103 else if (shortest[1].length2 > l || i == 1)
9105 shortest[1].length2 = l;
9106 shortest[1].v1 = v1;
9107 shortest[1].v2 = v2;
9110 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9111 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9112 // this calculates the right vector from the shortest edge
9113 // and the up vector from the edge midpoints
9114 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9115 VectorNormalize(right);
9116 VectorSubtract(end, start, up);
9117 VectorNormalize(up);
9118 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9119 VectorSubtract(rsurface.localvieworigin, center, forward);
9120 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9121 VectorNegate(forward, forward);
9122 VectorReflect(forward, 0, up, forward);
9123 VectorNormalize(forward);
9124 CrossProduct(up, forward, newright);
9125 VectorNormalize(newright);
9126 // rotate the quad around the up axis vector, this is made
9127 // especially easy by the fact we know the quad is flat,
9128 // so we only have to subtract the center position and
9129 // measure distance along the right vector, and then
9130 // multiply that by the newright vector and add back the
9132 // we also need to subtract the old position to undo the
9133 // displacement from the center, which we do with a
9134 // DotProduct, the subtraction/addition of center is also
9135 // optimized into DotProducts here
9136 l = DotProduct(right, center);
9137 for (i = 0;i < 4;i++)
9139 v1 = rsurface.batchvertex3f + 3*(j+i);
9140 f = DotProduct(right, v1) - l;
9141 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9145 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9147 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9148 // rsurface.batchnormal3f_vertexbuffer = NULL;
9149 // rsurface.batchnormal3f_bufferoffset = 0;
9150 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9152 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9154 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9155 // rsurface.batchsvector3f_vertexbuffer = NULL;
9156 // rsurface.batchsvector3f_bufferoffset = 0;
9157 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9158 // rsurface.batchtvector3f_vertexbuffer = NULL;
9159 // rsurface.batchtvector3f_bufferoffset = 0;
9160 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9163 case Q3DEFORM_NORMAL:
9164 // deform the normals to make reflections wavey
9165 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9166 rsurface.batchnormal3f_vertexbuffer = NULL;
9167 rsurface.batchnormal3f_bufferoffset = 0;
9168 for (j = 0;j < batchnumvertices;j++)
9171 float *normal = rsurface.batchnormal3f + 3*j;
9172 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9173 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9174 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9175 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9176 VectorNormalize(normal);
9178 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9180 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9181 // rsurface.batchsvector3f_vertexbuffer = NULL;
9182 // rsurface.batchsvector3f_bufferoffset = 0;
9183 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9184 // rsurface.batchtvector3f_vertexbuffer = NULL;
9185 // rsurface.batchtvector3f_bufferoffset = 0;
9186 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9190 // deform vertex array to make wavey water and flags and such
9191 waveparms[0] = deform->waveparms[0];
9192 waveparms[1] = deform->waveparms[1];
9193 waveparms[2] = deform->waveparms[2];
9194 waveparms[3] = deform->waveparms[3];
9195 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9196 break; // if wavefunc is a nop, don't make a dynamic vertex array
9197 // this is how a divisor of vertex influence on deformation
9198 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9199 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9200 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9201 // rsurface.batchvertex3f_vertexbuffer = NULL;
9202 // rsurface.batchvertex3f_bufferoffset = 0;
9203 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9204 // rsurface.batchnormal3f_vertexbuffer = NULL;
9205 // rsurface.batchnormal3f_bufferoffset = 0;
9206 for (j = 0;j < batchnumvertices;j++)
9208 // if the wavefunc depends on time, evaluate it per-vertex
9211 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9212 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9214 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9216 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9217 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9218 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9220 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9221 // rsurface.batchsvector3f_vertexbuffer = NULL;
9222 // rsurface.batchsvector3f_bufferoffset = 0;
9223 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9224 // rsurface.batchtvector3f_vertexbuffer = NULL;
9225 // rsurface.batchtvector3f_bufferoffset = 0;
9226 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9229 case Q3DEFORM_BULGE:
9230 // deform vertex array to make the surface have moving bulges
9231 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9232 // rsurface.batchvertex3f_vertexbuffer = NULL;
9233 // rsurface.batchvertex3f_bufferoffset = 0;
9234 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9235 // rsurface.batchnormal3f_vertexbuffer = NULL;
9236 // rsurface.batchnormal3f_bufferoffset = 0;
9237 for (j = 0;j < batchnumvertices;j++)
9239 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9240 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9242 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9243 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9244 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9246 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9247 // rsurface.batchsvector3f_vertexbuffer = NULL;
9248 // rsurface.batchsvector3f_bufferoffset = 0;
9249 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9250 // rsurface.batchtvector3f_vertexbuffer = NULL;
9251 // rsurface.batchtvector3f_bufferoffset = 0;
9252 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9256 // deform vertex array
9257 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9258 break; // if wavefunc is a nop, don't make a dynamic vertex array
9259 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9260 VectorScale(deform->parms, scale, waveparms);
9261 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9262 // rsurface.batchvertex3f_vertexbuffer = NULL;
9263 // rsurface.batchvertex3f_bufferoffset = 0;
9264 for (j = 0;j < batchnumvertices;j++)
9265 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9270 // generate texcoords based on the chosen texcoord source
9271 switch(rsurface.texture->tcgen.tcgen)
9274 case Q3TCGEN_TEXTURE:
9276 case Q3TCGEN_LIGHTMAP:
9277 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9278 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9279 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9280 if (rsurface.batchtexcoordlightmap2f)
9281 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9283 case Q3TCGEN_VECTOR:
9284 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9285 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9286 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9287 for (j = 0;j < batchnumvertices;j++)
9289 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9290 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9293 case Q3TCGEN_ENVIRONMENT:
9294 // make environment reflections using a spheremap
9295 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9296 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9297 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9298 for (j = 0;j < batchnumvertices;j++)
9300 // identical to Q3A's method, but executed in worldspace so
9301 // carried models can be shiny too
9303 float viewer[3], d, reflected[3], worldreflected[3];
9305 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9306 // VectorNormalize(viewer);
9308 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9310 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9311 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9312 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9313 // note: this is proportinal to viewer, so we can normalize later
9315 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9316 VectorNormalize(worldreflected);
9318 // note: this sphere map only uses world x and z!
9319 // so positive and negative y will LOOK THE SAME.
9320 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9321 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9325 // the only tcmod that needs software vertex processing is turbulent, so
9326 // check for it here and apply the changes if needed
9327 // and we only support that as the first one
9328 // (handling a mixture of turbulent and other tcmods would be problematic
9329 // without punting it entirely to a software path)
9330 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9332 amplitude = rsurface.texture->tcmods[0].parms[1];
9333 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9334 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9335 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9336 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9337 for (j = 0;j < batchnumvertices;j++)
9339 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9340 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9344 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9346 // convert the modified arrays to vertex structs
9347 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9348 // rsurface.batchvertexmeshbuffer = NULL;
9349 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9350 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9351 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9352 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9353 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9354 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9355 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9357 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9359 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9360 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9363 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9364 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9365 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9366 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9367 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9368 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9369 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9370 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9371 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9375 void RSurf_DrawBatch(void)
9377 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9378 // through the pipeline, killing it earlier in the pipeline would have
9379 // per-surface overhead rather than per-batch overhead, so it's best to
9380 // reject it here, before it hits glDraw.
9381 if (rsurface.batchnumtriangles == 0)
9384 // batch debugging code
9385 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9391 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9392 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9395 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9397 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9399 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9400 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9407 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9410 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9412 // pick the closest matching water plane
9413 int planeindex, vertexindex, bestplaneindex = -1;
9417 r_waterstate_waterplane_t *p;
9418 qboolean prepared = false;
9420 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9422 if(p->camera_entity != rsurface.texture->camera_entity)
9427 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9429 if(rsurface.batchnumvertices == 0)
9432 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9434 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9435 d += fabs(PlaneDiff(vert, &p->plane));
9437 if (bestd > d || bestplaneindex < 0)
9440 bestplaneindex = planeindex;
9443 return bestplaneindex;
9444 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9445 // this situation though, as it might be better to render single larger
9446 // batches with useless stuff (backface culled for example) than to
9447 // render multiple smaller batches
9450 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9453 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9454 rsurface.passcolor4f_vertexbuffer = 0;
9455 rsurface.passcolor4f_bufferoffset = 0;
9456 for (i = 0;i < rsurface.batchnumvertices;i++)
9457 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9460 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9467 if (rsurface.passcolor4f)
9469 // generate color arrays
9470 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9471 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9472 rsurface.passcolor4f_vertexbuffer = 0;
9473 rsurface.passcolor4f_bufferoffset = 0;
9474 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9476 f = RSurf_FogVertex(v);
9485 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9486 rsurface.passcolor4f_vertexbuffer = 0;
9487 rsurface.passcolor4f_bufferoffset = 0;
9488 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9490 f = RSurf_FogVertex(v);
9499 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9506 if (!rsurface.passcolor4f)
9508 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9509 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9510 rsurface.passcolor4f_vertexbuffer = 0;
9511 rsurface.passcolor4f_bufferoffset = 0;
9512 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9514 f = RSurf_FogVertex(v);
9515 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9516 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9517 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9522 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9527 if (!rsurface.passcolor4f)
9529 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9530 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9531 rsurface.passcolor4f_vertexbuffer = 0;
9532 rsurface.passcolor4f_bufferoffset = 0;
9533 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9542 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9547 if (!rsurface.passcolor4f)
9549 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9550 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9551 rsurface.passcolor4f_vertexbuffer = 0;
9552 rsurface.passcolor4f_bufferoffset = 0;
9553 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9555 c2[0] = c[0] + r_refdef.scene.ambient;
9556 c2[1] = c[1] + r_refdef.scene.ambient;
9557 c2[2] = c[2] + r_refdef.scene.ambient;
9562 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9565 rsurface.passcolor4f = NULL;
9566 rsurface.passcolor4f_vertexbuffer = 0;
9567 rsurface.passcolor4f_bufferoffset = 0;
9568 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9569 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9570 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9571 GL_Color(r, g, b, a);
9572 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9576 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9578 // TODO: optimize applyfog && applycolor case
9579 // just apply fog if necessary, and tint the fog color array if necessary
9580 rsurface.passcolor4f = NULL;
9581 rsurface.passcolor4f_vertexbuffer = 0;
9582 rsurface.passcolor4f_bufferoffset = 0;
9583 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9584 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9585 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9586 GL_Color(r, g, b, a);
9590 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9593 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9594 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9595 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9596 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9597 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9598 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9599 GL_Color(r, g, b, a);
9603 static void RSurf_DrawBatch_GL11_ClampColor(void)
9608 if (!rsurface.passcolor4f)
9610 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9612 c2[0] = bound(0.0f, c1[0], 1.0f);
9613 c2[1] = bound(0.0f, c1[1], 1.0f);
9614 c2[2] = bound(0.0f, c1[2], 1.0f);
9615 c2[3] = bound(0.0f, c1[3], 1.0f);
9619 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9629 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9630 rsurface.passcolor4f_vertexbuffer = 0;
9631 rsurface.passcolor4f_bufferoffset = 0;
9632 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9634 f = -DotProduct(r_refdef.view.forward, n);
9636 f = f * 0.85 + 0.15; // work around so stuff won't get black
9637 f *= r_refdef.lightmapintensity;
9638 Vector4Set(c, f, f, f, 1);
9642 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9644 RSurf_DrawBatch_GL11_ApplyFakeLight();
9645 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9646 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9647 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9648 GL_Color(r, g, b, a);
9652 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9660 vec3_t ambientcolor;
9661 vec3_t diffusecolor;
9665 VectorCopy(rsurface.modellight_lightdir, lightdir);
9666 f = 0.5f * r_refdef.lightmapintensity;
9667 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9668 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9669 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9670 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9671 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9672 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9674 if (VectorLength2(diffusecolor) > 0)
9676 // q3-style directional shading
9677 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9678 rsurface.passcolor4f_vertexbuffer = 0;
9679 rsurface.passcolor4f_bufferoffset = 0;
9680 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9682 if ((f = DotProduct(n, lightdir)) > 0)
9683 VectorMA(ambientcolor, f, diffusecolor, c);
9685 VectorCopy(ambientcolor, c);
9692 *applycolor = false;
9696 *r = ambientcolor[0];
9697 *g = ambientcolor[1];
9698 *b = ambientcolor[2];
9699 rsurface.passcolor4f = NULL;
9700 rsurface.passcolor4f_vertexbuffer = 0;
9701 rsurface.passcolor4f_bufferoffset = 0;
9705 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9707 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9708 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9709 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9710 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9711 GL_Color(r, g, b, a);
9715 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9723 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9724 rsurface.passcolor4f_vertexbuffer = 0;
9725 rsurface.passcolor4f_bufferoffset = 0;
9727 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9729 f = 1 - RSurf_FogVertex(v);
9737 void RSurf_SetupDepthAndCulling(void)
9739 // submodels are biased to avoid z-fighting with world surfaces that they
9740 // may be exactly overlapping (avoids z-fighting artifacts on certain
9741 // doors and things in Quake maps)
9742 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9743 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9744 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9745 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9748 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9750 // transparent sky would be ridiculous
9751 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9753 R_SetupShader_Generic_NoTexture(false, false);
9754 skyrenderlater = true;
9755 RSurf_SetupDepthAndCulling();
9757 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9758 // skymasking on them, and Quake3 never did sky masking (unlike
9759 // software Quake and software Quake2), so disable the sky masking
9760 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9761 // and skymasking also looks very bad when noclipping outside the
9762 // level, so don't use it then either.
9763 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9765 R_Mesh_ResetTextureState();
9766 if (skyrendermasked)
9768 R_SetupShader_DepthOrShadow(false, false);
9769 // depth-only (masking)
9770 GL_ColorMask(0,0,0,0);
9771 // just to make sure that braindead drivers don't draw
9772 // anything despite that colormask...
9773 GL_BlendFunc(GL_ZERO, GL_ONE);
9774 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9775 if (rsurface.batchvertex3fbuffer)
9776 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9778 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9782 R_SetupShader_Generic_NoTexture(false, false);
9784 GL_BlendFunc(GL_ONE, GL_ZERO);
9785 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9786 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9787 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9790 if (skyrendermasked)
9791 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9793 R_Mesh_ResetTextureState();
9794 GL_Color(1, 1, 1, 1);
9797 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9798 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9799 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9801 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9805 // render screenspace normalmap to texture
9807 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9812 // bind lightmap texture
9814 // water/refraction/reflection/camera surfaces have to be handled specially
9815 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9817 int start, end, startplaneindex;
9818 for (start = 0;start < texturenumsurfaces;start = end)
9820 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9821 if(startplaneindex < 0)
9823 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9824 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9828 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9830 // now that we have a batch using the same planeindex, render it
9831 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9833 // render water or distortion background
9835 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9837 // blend surface on top
9838 GL_DepthMask(false);
9839 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9842 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9844 // render surface with reflection texture as input
9845 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9846 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9853 // render surface batch normally
9854 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9855 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9859 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9861 // OpenGL 1.3 path - anything not completely ancient
9862 qboolean applycolor;
9865 const texturelayer_t *layer;
9866 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9867 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9869 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9872 int layertexrgbscale;
9873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9875 if (layerindex == 0)
9879 GL_AlphaTest(false);
9880 GL_DepthFunc(GL_EQUAL);
9883 GL_DepthMask(layer->depthmask && writedepth);
9884 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9885 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9887 layertexrgbscale = 4;
9888 VectorScale(layer->color, 0.25f, layercolor);
9890 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9892 layertexrgbscale = 2;
9893 VectorScale(layer->color, 0.5f, layercolor);
9897 layertexrgbscale = 1;
9898 VectorScale(layer->color, 1.0f, layercolor);
9900 layercolor[3] = layer->color[3];
9901 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9902 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9903 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9904 switch (layer->type)
9906 case TEXTURELAYERTYPE_LITTEXTURE:
9907 // single-pass lightmapped texture with 2x rgbscale
9908 R_Mesh_TexBind(0, r_texture_white);
9909 R_Mesh_TexMatrix(0, NULL);
9910 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9911 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9912 R_Mesh_TexBind(1, layer->texture);
9913 R_Mesh_TexMatrix(1, &layer->texmatrix);
9914 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9915 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9916 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9917 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9918 else if (FAKELIGHT_ENABLED)
9919 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9920 else if (rsurface.uselightmaptexture)
9921 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9923 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9925 case TEXTURELAYERTYPE_TEXTURE:
9926 // singletexture unlit texture with transparency support
9927 R_Mesh_TexBind(0, layer->texture);
9928 R_Mesh_TexMatrix(0, &layer->texmatrix);
9929 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9930 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9931 R_Mesh_TexBind(1, 0);
9932 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9933 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9935 case TEXTURELAYERTYPE_FOG:
9936 // singletexture fogging
9939 R_Mesh_TexBind(0, layer->texture);
9940 R_Mesh_TexMatrix(0, &layer->texmatrix);
9941 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9942 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9946 R_Mesh_TexBind(0, 0);
9947 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9949 R_Mesh_TexBind(1, 0);
9950 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9951 // generate a color array for the fog pass
9952 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9953 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9957 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9960 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9962 GL_DepthFunc(GL_LEQUAL);
9963 GL_AlphaTest(false);
9967 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9969 // OpenGL 1.1 - crusty old voodoo path
9972 const texturelayer_t *layer;
9973 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9974 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9976 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9978 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9980 if (layerindex == 0)
9984 GL_AlphaTest(false);
9985 GL_DepthFunc(GL_EQUAL);
9988 GL_DepthMask(layer->depthmask && writedepth);
9989 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9990 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9991 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9992 switch (layer->type)
9994 case TEXTURELAYERTYPE_LITTEXTURE:
9995 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9997 // two-pass lit texture with 2x rgbscale
9998 // first the lightmap pass
9999 R_Mesh_TexBind(0, r_texture_white);
10000 R_Mesh_TexMatrix(0, NULL);
10001 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10002 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10003 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10004 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10005 else if (FAKELIGHT_ENABLED)
10006 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10007 else if (rsurface.uselightmaptexture)
10008 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10010 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10011 // then apply the texture to it
10012 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10013 R_Mesh_TexBind(0, layer->texture);
10014 R_Mesh_TexMatrix(0, &layer->texmatrix);
10015 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10016 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10017 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
10021 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10022 R_Mesh_TexBind(0, layer->texture);
10023 R_Mesh_TexMatrix(0, &layer->texmatrix);
10024 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10025 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10026 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10027 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10029 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10032 case TEXTURELAYERTYPE_TEXTURE:
10033 // singletexture unlit texture with transparency support
10034 R_Mesh_TexBind(0, layer->texture);
10035 R_Mesh_TexMatrix(0, &layer->texmatrix);
10036 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10037 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10038 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10040 case TEXTURELAYERTYPE_FOG:
10041 // singletexture fogging
10042 if (layer->texture)
10044 R_Mesh_TexBind(0, layer->texture);
10045 R_Mesh_TexMatrix(0, &layer->texmatrix);
10046 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10047 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10051 R_Mesh_TexBind(0, 0);
10052 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10054 // generate a color array for the fog pass
10055 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10056 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10060 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10063 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10065 GL_DepthFunc(GL_LEQUAL);
10066 GL_AlphaTest(false);
10070 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10074 r_vertexgeneric_t *batchvertex;
10077 // R_Mesh_ResetTextureState();
10078 R_SetupShader_Generic_NoTexture(false, false);
10080 if(rsurface.texture && rsurface.texture->currentskinframe)
10082 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10083 c[3] *= rsurface.texture->currentalpha;
10093 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10095 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10096 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10097 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10100 // brighten it up (as texture value 127 means "unlit")
10101 c[0] *= 2 * r_refdef.view.colorscale;
10102 c[1] *= 2 * r_refdef.view.colorscale;
10103 c[2] *= 2 * r_refdef.view.colorscale;
10105 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10106 c[3] *= r_wateralpha.value;
10108 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10110 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10111 GL_DepthMask(false);
10113 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10115 GL_BlendFunc(GL_ONE, GL_ONE);
10116 GL_DepthMask(false);
10118 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10120 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10121 GL_DepthMask(false);
10123 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10125 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10126 GL_DepthMask(false);
10130 GL_BlendFunc(GL_ONE, GL_ZERO);
10131 GL_DepthMask(writedepth);
10134 if (r_showsurfaces.integer == 3)
10136 rsurface.passcolor4f = NULL;
10138 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10140 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10142 rsurface.passcolor4f = NULL;
10143 rsurface.passcolor4f_vertexbuffer = 0;
10144 rsurface.passcolor4f_bufferoffset = 0;
10146 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10148 qboolean applycolor = true;
10151 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10153 r_refdef.lightmapintensity = 1;
10154 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10155 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10157 else if (FAKELIGHT_ENABLED)
10159 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10161 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10162 RSurf_DrawBatch_GL11_ApplyFakeLight();
10163 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10167 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10169 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10170 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10171 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10174 if(!rsurface.passcolor4f)
10175 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10177 RSurf_DrawBatch_GL11_ApplyAmbient();
10178 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10179 if(r_refdef.fogenabled)
10180 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10181 RSurf_DrawBatch_GL11_ClampColor();
10183 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10184 R_SetupShader_Generic_NoTexture(false, false);
10187 else if (!r_refdef.view.showdebug)
10189 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10190 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10191 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10193 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10194 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10196 R_Mesh_PrepareVertices_Generic_Unlock();
10199 else if (r_showsurfaces.integer == 4)
10201 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10202 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10203 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10205 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10206 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10207 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10209 R_Mesh_PrepareVertices_Generic_Unlock();
10212 else if (r_showsurfaces.integer == 2)
10215 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10216 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10217 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10219 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10220 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10221 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10222 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10223 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10224 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10225 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10227 R_Mesh_PrepareVertices_Generic_Unlock();
10228 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10232 int texturesurfaceindex;
10234 const msurface_t *surface;
10235 float surfacecolor4f[4];
10236 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10237 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10239 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10241 surface = texturesurfacelist[texturesurfaceindex];
10242 k = (int)(((size_t)surface) / sizeof(msurface_t));
10243 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10244 for (j = 0;j < surface->num_vertices;j++)
10246 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10247 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10251 R_Mesh_PrepareVertices_Generic_Unlock();
10256 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10259 RSurf_SetupDepthAndCulling();
10260 if (r_showsurfaces.integer)
10262 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10265 switch (vid.renderpath)
10267 case RENDERPATH_GL20:
10268 case RENDERPATH_D3D9:
10269 case RENDERPATH_D3D10:
10270 case RENDERPATH_D3D11:
10271 case RENDERPATH_SOFT:
10272 case RENDERPATH_GLES2:
10273 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10275 case RENDERPATH_GL13:
10276 case RENDERPATH_GLES1:
10277 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10279 case RENDERPATH_GL11:
10280 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10286 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10289 RSurf_SetupDepthAndCulling();
10290 if (r_showsurfaces.integer)
10292 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10295 switch (vid.renderpath)
10297 case RENDERPATH_GL20:
10298 case RENDERPATH_D3D9:
10299 case RENDERPATH_D3D10:
10300 case RENDERPATH_D3D11:
10301 case RENDERPATH_SOFT:
10302 case RENDERPATH_GLES2:
10303 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10305 case RENDERPATH_GL13:
10306 case RENDERPATH_GLES1:
10307 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10309 case RENDERPATH_GL11:
10310 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10316 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10319 int texturenumsurfaces, endsurface;
10320 texture_t *texture;
10321 const msurface_t *surface;
10322 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10324 // if the model is static it doesn't matter what value we give for
10325 // wantnormals and wanttangents, so this logic uses only rules applicable
10326 // to a model, knowing that they are meaningless otherwise
10327 if (ent == r_refdef.scene.worldentity)
10328 RSurf_ActiveWorldEntity();
10329 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10330 RSurf_ActiveModelEntity(ent, false, false, false);
10333 switch (vid.renderpath)
10335 case RENDERPATH_GL20:
10336 case RENDERPATH_D3D9:
10337 case RENDERPATH_D3D10:
10338 case RENDERPATH_D3D11:
10339 case RENDERPATH_SOFT:
10340 case RENDERPATH_GLES2:
10341 RSurf_ActiveModelEntity(ent, true, true, false);
10343 case RENDERPATH_GL11:
10344 case RENDERPATH_GL13:
10345 case RENDERPATH_GLES1:
10346 RSurf_ActiveModelEntity(ent, true, false, false);
10351 if (r_transparentdepthmasking.integer)
10353 qboolean setup = false;
10354 for (i = 0;i < numsurfaces;i = j)
10357 surface = rsurface.modelsurfaces + surfacelist[i];
10358 texture = surface->texture;
10359 rsurface.texture = R_GetCurrentTexture(texture);
10360 rsurface.lightmaptexture = NULL;
10361 rsurface.deluxemaptexture = NULL;
10362 rsurface.uselightmaptexture = false;
10363 // scan ahead until we find a different texture
10364 endsurface = min(i + 1024, numsurfaces);
10365 texturenumsurfaces = 0;
10366 texturesurfacelist[texturenumsurfaces++] = surface;
10367 for (;j < endsurface;j++)
10369 surface = rsurface.modelsurfaces + surfacelist[j];
10370 if (texture != surface->texture)
10372 texturesurfacelist[texturenumsurfaces++] = surface;
10374 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10376 // render the range of surfaces as depth
10380 GL_ColorMask(0,0,0,0);
10382 GL_DepthTest(true);
10383 GL_BlendFunc(GL_ONE, GL_ZERO);
10384 GL_DepthMask(true);
10385 // R_Mesh_ResetTextureState();
10386 R_SetupShader_DepthOrShadow(false, false);
10388 RSurf_SetupDepthAndCulling();
10389 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10390 if (rsurface.batchvertex3fbuffer)
10391 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10393 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10397 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10400 for (i = 0;i < numsurfaces;i = j)
10403 surface = rsurface.modelsurfaces + surfacelist[i];
10404 texture = surface->texture;
10405 rsurface.texture = R_GetCurrentTexture(texture);
10406 // scan ahead until we find a different texture
10407 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10408 texturenumsurfaces = 0;
10409 texturesurfacelist[texturenumsurfaces++] = surface;
10410 if(FAKELIGHT_ENABLED)
10412 rsurface.lightmaptexture = NULL;
10413 rsurface.deluxemaptexture = NULL;
10414 rsurface.uselightmaptexture = false;
10415 for (;j < endsurface;j++)
10417 surface = rsurface.modelsurfaces + surfacelist[j];
10418 if (texture != surface->texture)
10420 texturesurfacelist[texturenumsurfaces++] = surface;
10425 rsurface.lightmaptexture = surface->lightmaptexture;
10426 rsurface.deluxemaptexture = surface->deluxemaptexture;
10427 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10428 for (;j < endsurface;j++)
10430 surface = rsurface.modelsurfaces + surfacelist[j];
10431 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10433 texturesurfacelist[texturenumsurfaces++] = surface;
10436 // render the range of surfaces
10437 if (ent == r_refdef.scene.worldentity)
10438 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10440 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10442 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10445 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10447 // transparent surfaces get pushed off into the transparent queue
10448 int surfacelistindex;
10449 const msurface_t *surface;
10450 vec3_t tempcenter, center;
10451 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10453 surface = texturesurfacelist[surfacelistindex];
10454 if (r_transparent_sortsurfacesbynearest.integer)
10456 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10457 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10458 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10462 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10463 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10464 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10466 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10467 if (rsurface.entity->transparent_offset) // transparent offset
10469 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10470 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10471 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10473 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10477 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10479 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10481 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10483 RSurf_SetupDepthAndCulling();
10484 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10485 if (rsurface.batchvertex3fbuffer)
10486 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10488 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10492 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10496 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10499 if (!rsurface.texture->currentnumlayers)
10501 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10502 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10504 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10506 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10507 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10508 else if (!rsurface.texture->currentnumlayers)
10510 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10512 // in the deferred case, transparent surfaces were queued during prepass
10513 if (!r_shadow_usingdeferredprepass)
10514 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10518 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10519 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10524 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10527 texture_t *texture;
10528 R_FrameData_SetMark();
10529 // break the surface list down into batches by texture and use of lightmapping
10530 for (i = 0;i < numsurfaces;i = j)
10533 // texture is the base texture pointer, rsurface.texture is the
10534 // current frame/skin the texture is directing us to use (for example
10535 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10536 // use skin 1 instead)
10537 texture = surfacelist[i]->texture;
10538 rsurface.texture = R_GetCurrentTexture(texture);
10539 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10541 // if this texture is not the kind we want, skip ahead to the next one
10542 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10546 if(FAKELIGHT_ENABLED || depthonly || prepass)
10548 rsurface.lightmaptexture = NULL;
10549 rsurface.deluxemaptexture = NULL;
10550 rsurface.uselightmaptexture = false;
10551 // simply scan ahead until we find a different texture or lightmap state
10552 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10557 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10558 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10559 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10560 // simply scan ahead until we find a different texture or lightmap state
10561 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10564 // render the range of surfaces
10565 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10567 R_FrameData_ReturnToMark();
10570 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10574 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10577 if (!rsurface.texture->currentnumlayers)
10579 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10580 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10582 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10584 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10585 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10586 else if (!rsurface.texture->currentnumlayers)
10588 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10590 // in the deferred case, transparent surfaces were queued during prepass
10591 if (!r_shadow_usingdeferredprepass)
10592 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10596 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10597 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10602 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10605 texture_t *texture;
10606 R_FrameData_SetMark();
10607 // break the surface list down into batches by texture and use of lightmapping
10608 for (i = 0;i < numsurfaces;i = j)
10611 // texture is the base texture pointer, rsurface.texture is the
10612 // current frame/skin the texture is directing us to use (for example
10613 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10614 // use skin 1 instead)
10615 texture = surfacelist[i]->texture;
10616 rsurface.texture = R_GetCurrentTexture(texture);
10617 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10619 // if this texture is not the kind we want, skip ahead to the next one
10620 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10624 if(FAKELIGHT_ENABLED || depthonly || prepass)
10626 rsurface.lightmaptexture = NULL;
10627 rsurface.deluxemaptexture = NULL;
10628 rsurface.uselightmaptexture = false;
10629 // simply scan ahead until we find a different texture or lightmap state
10630 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10635 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10636 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10637 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10638 // simply scan ahead until we find a different texture or lightmap state
10639 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10642 // render the range of surfaces
10643 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10645 R_FrameData_ReturnToMark();
10648 float locboxvertex3f[6*4*3] =
10650 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10651 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10652 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10653 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10654 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10655 1,0,0, 0,0,0, 0,1,0, 1,1,0
10658 unsigned short locboxelements[6*2*3] =
10663 12,13,14, 12,14,15,
10664 16,17,18, 16,18,19,
10668 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10671 cl_locnode_t *loc = (cl_locnode_t *)ent;
10673 float vertex3f[6*4*3];
10675 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10676 GL_DepthMask(false);
10677 GL_DepthRange(0, 1);
10678 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10679 GL_DepthTest(true);
10680 GL_CullFace(GL_NONE);
10681 R_EntityMatrix(&identitymatrix);
10683 // R_Mesh_ResetTextureState();
10685 i = surfacelist[0];
10686 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10687 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10688 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10689 surfacelist[0] < 0 ? 0.5f : 0.125f);
10691 if (VectorCompare(loc->mins, loc->maxs))
10693 VectorSet(size, 2, 2, 2);
10694 VectorMA(loc->mins, -0.5f, size, mins);
10698 VectorCopy(loc->mins, mins);
10699 VectorSubtract(loc->maxs, loc->mins, size);
10702 for (i = 0;i < 6*4*3;)
10703 for (j = 0;j < 3;j++, i++)
10704 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10706 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10707 R_SetupShader_Generic_NoTexture(false, false);
10708 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10711 void R_DrawLocs(void)
10714 cl_locnode_t *loc, *nearestloc;
10716 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10717 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10719 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10720 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10724 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10726 if (decalsystem->decals)
10727 Mem_Free(decalsystem->decals);
10728 memset(decalsystem, 0, sizeof(*decalsystem));
10731 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10734 tridecal_t *decals;
10737 // expand or initialize the system
10738 if (decalsystem->maxdecals <= decalsystem->numdecals)
10740 decalsystem_t old = *decalsystem;
10741 qboolean useshortelements;
10742 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10743 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10744 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10745 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10746 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10747 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10748 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10749 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10750 if (decalsystem->numdecals)
10751 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10753 Mem_Free(old.decals);
10754 for (i = 0;i < decalsystem->maxdecals*3;i++)
10755 decalsystem->element3i[i] = i;
10756 if (useshortelements)
10757 for (i = 0;i < decalsystem->maxdecals*3;i++)
10758 decalsystem->element3s[i] = i;
10761 // grab a decal and search for another free slot for the next one
10762 decals = decalsystem->decals;
10763 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10764 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10766 decalsystem->freedecal = i;
10767 if (decalsystem->numdecals <= i)
10768 decalsystem->numdecals = i + 1;
10770 // initialize the decal
10772 decal->triangleindex = triangleindex;
10773 decal->surfaceindex = surfaceindex;
10774 decal->decalsequence = decalsequence;
10775 decal->color4f[0][0] = c0[0];
10776 decal->color4f[0][1] = c0[1];
10777 decal->color4f[0][2] = c0[2];
10778 decal->color4f[0][3] = 1;
10779 decal->color4f[1][0] = c1[0];
10780 decal->color4f[1][1] = c1[1];
10781 decal->color4f[1][2] = c1[2];
10782 decal->color4f[1][3] = 1;
10783 decal->color4f[2][0] = c2[0];
10784 decal->color4f[2][1] = c2[1];
10785 decal->color4f[2][2] = c2[2];
10786 decal->color4f[2][3] = 1;
10787 decal->vertex3f[0][0] = v0[0];
10788 decal->vertex3f[0][1] = v0[1];
10789 decal->vertex3f[0][2] = v0[2];
10790 decal->vertex3f[1][0] = v1[0];
10791 decal->vertex3f[1][1] = v1[1];
10792 decal->vertex3f[1][2] = v1[2];
10793 decal->vertex3f[2][0] = v2[0];
10794 decal->vertex3f[2][1] = v2[1];
10795 decal->vertex3f[2][2] = v2[2];
10796 decal->texcoord2f[0][0] = t0[0];
10797 decal->texcoord2f[0][1] = t0[1];
10798 decal->texcoord2f[1][0] = t1[0];
10799 decal->texcoord2f[1][1] = t1[1];
10800 decal->texcoord2f[2][0] = t2[0];
10801 decal->texcoord2f[2][1] = t2[1];
10802 TriangleNormal(v0, v1, v2, decal->plane);
10803 VectorNormalize(decal->plane);
10804 decal->plane[3] = DotProduct(v0, decal->plane);
10807 extern cvar_t cl_decals_bias;
10808 extern cvar_t cl_decals_models;
10809 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10810 // baseparms, parms, temps
10811 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10816 const float *vertex3f;
10817 const float *normal3f;
10819 float points[2][9][3];
10826 e = rsurface.modelelement3i + 3*triangleindex;
10828 vertex3f = rsurface.modelvertex3f;
10829 normal3f = rsurface.modelnormal3f;
10833 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10835 index = 3*e[cornerindex];
10836 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10841 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10843 index = 3*e[cornerindex];
10844 VectorCopy(vertex3f + index, v[cornerindex]);
10849 //TriangleNormal(v[0], v[1], v[2], normal);
10850 //if (DotProduct(normal, localnormal) < 0.0f)
10852 // clip by each of the box planes formed from the projection matrix
10853 // if anything survives, we emit the decal
10854 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10857 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10860 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10863 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10866 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10869 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10872 // some part of the triangle survived, so we have to accept it...
10875 // dynamic always uses the original triangle
10877 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10879 index = 3*e[cornerindex];
10880 VectorCopy(vertex3f + index, v[cornerindex]);
10883 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10885 // convert vertex positions to texcoords
10886 Matrix4x4_Transform(projection, v[cornerindex], temp);
10887 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10888 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10889 // calculate distance fade from the projection origin
10890 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10891 f = bound(0.0f, f, 1.0f);
10892 c[cornerindex][0] = r * f;
10893 c[cornerindex][1] = g * f;
10894 c[cornerindex][2] = b * f;
10895 c[cornerindex][3] = 1.0f;
10896 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10899 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10901 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10902 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10904 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10906 matrix4x4_t projection;
10907 decalsystem_t *decalsystem;
10910 const msurface_t *surface;
10911 const msurface_t *surfaces;
10912 const int *surfacelist;
10913 const texture_t *texture;
10915 int numsurfacelist;
10916 int surfacelistindex;
10919 float localorigin[3];
10920 float localnormal[3];
10921 float localmins[3];
10922 float localmaxs[3];
10925 float planes[6][4];
10928 int bih_triangles_count;
10929 int bih_triangles[256];
10930 int bih_surfaces[256];
10932 decalsystem = &ent->decalsystem;
10933 model = ent->model;
10934 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10936 R_DecalSystem_Reset(&ent->decalsystem);
10940 if (!model->brush.data_leafs && !cl_decals_models.integer)
10942 if (decalsystem->model)
10943 R_DecalSystem_Reset(decalsystem);
10947 if (decalsystem->model != model)
10948 R_DecalSystem_Reset(decalsystem);
10949 decalsystem->model = model;
10951 RSurf_ActiveModelEntity(ent, true, false, false);
10953 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10954 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10955 VectorNormalize(localnormal);
10956 localsize = worldsize*rsurface.inversematrixscale;
10957 localmins[0] = localorigin[0] - localsize;
10958 localmins[1] = localorigin[1] - localsize;
10959 localmins[2] = localorigin[2] - localsize;
10960 localmaxs[0] = localorigin[0] + localsize;
10961 localmaxs[1] = localorigin[1] + localsize;
10962 localmaxs[2] = localorigin[2] + localsize;
10964 //VectorCopy(localnormal, planes[4]);
10965 //VectorVectors(planes[4], planes[2], planes[0]);
10966 AnglesFromVectors(angles, localnormal, NULL, false);
10967 AngleVectors(angles, planes[0], planes[2], planes[4]);
10968 VectorNegate(planes[0], planes[1]);
10969 VectorNegate(planes[2], planes[3]);
10970 VectorNegate(planes[4], planes[5]);
10971 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10972 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10973 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10974 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10975 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10976 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10981 matrix4x4_t forwardprojection;
10982 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10983 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10988 float projectionvector[4][3];
10989 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10990 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10991 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10992 projectionvector[0][0] = planes[0][0] * ilocalsize;
10993 projectionvector[0][1] = planes[1][0] * ilocalsize;
10994 projectionvector[0][2] = planes[2][0] * ilocalsize;
10995 projectionvector[1][0] = planes[0][1] * ilocalsize;
10996 projectionvector[1][1] = planes[1][1] * ilocalsize;
10997 projectionvector[1][2] = planes[2][1] * ilocalsize;
10998 projectionvector[2][0] = planes[0][2] * ilocalsize;
10999 projectionvector[2][1] = planes[1][2] * ilocalsize;
11000 projectionvector[2][2] = planes[2][2] * ilocalsize;
11001 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11002 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11003 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11004 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11008 dynamic = model->surfmesh.isanimated;
11009 numsurfacelist = model->nummodelsurfaces;
11010 surfacelist = model->sortedmodelsurfaces;
11011 surfaces = model->data_surfaces;
11014 bih_triangles_count = -1;
11017 if(model->render_bih.numleafs)
11018 bih = &model->render_bih;
11019 else if(model->collision_bih.numleafs)
11020 bih = &model->collision_bih;
11023 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11024 if(bih_triangles_count == 0)
11026 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11028 if(bih_triangles_count > 0)
11030 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11032 surfaceindex = bih_surfaces[triangleindex];
11033 surface = surfaces + surfaceindex;
11034 texture = surface->texture;
11035 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11037 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11039 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11044 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11046 surfaceindex = surfacelist[surfacelistindex];
11047 surface = surfaces + surfaceindex;
11048 // check cull box first because it rejects more than any other check
11049 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11051 // skip transparent surfaces
11052 texture = surface->texture;
11053 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11055 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11057 numtriangles = surface->num_triangles;
11058 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11059 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11064 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11065 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11067 int renderentityindex;
11068 float worldmins[3];
11069 float worldmaxs[3];
11070 entity_render_t *ent;
11072 if (!cl_decals_newsystem.integer)
11075 worldmins[0] = worldorigin[0] - worldsize;
11076 worldmins[1] = worldorigin[1] - worldsize;
11077 worldmins[2] = worldorigin[2] - worldsize;
11078 worldmaxs[0] = worldorigin[0] + worldsize;
11079 worldmaxs[1] = worldorigin[1] + worldsize;
11080 worldmaxs[2] = worldorigin[2] + worldsize;
11082 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11084 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11086 ent = r_refdef.scene.entities[renderentityindex];
11087 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11090 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11094 typedef struct r_decalsystem_splatqueue_s
11096 vec3_t worldorigin;
11097 vec3_t worldnormal;
11103 r_decalsystem_splatqueue_t;
11105 int r_decalsystem_numqueued = 0;
11106 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11108 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11110 r_decalsystem_splatqueue_t *queue;
11112 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11115 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11116 VectorCopy(worldorigin, queue->worldorigin);
11117 VectorCopy(worldnormal, queue->worldnormal);
11118 Vector4Set(queue->color, r, g, b, a);
11119 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11120 queue->worldsize = worldsize;
11121 queue->decalsequence = cl.decalsequence++;
11124 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11127 r_decalsystem_splatqueue_t *queue;
11129 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11130 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11131 r_decalsystem_numqueued = 0;
11134 extern cvar_t cl_decals_max;
11135 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11138 decalsystem_t *decalsystem = &ent->decalsystem;
11145 if (!decalsystem->numdecals)
11148 if (r_showsurfaces.integer)
11151 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11153 R_DecalSystem_Reset(decalsystem);
11157 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11158 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11160 if (decalsystem->lastupdatetime)
11161 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11164 decalsystem->lastupdatetime = r_refdef.scene.time;
11165 decal = decalsystem->decals;
11166 numdecals = decalsystem->numdecals;
11168 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11170 if (decal->color4f[0][3])
11172 decal->lived += frametime;
11173 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11175 memset(decal, 0, sizeof(*decal));
11176 if (decalsystem->freedecal > i)
11177 decalsystem->freedecal = i;
11181 decal = decalsystem->decals;
11182 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11185 // collapse the array by shuffling the tail decals into the gaps
11188 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11189 decalsystem->freedecal++;
11190 if (decalsystem->freedecal == numdecals)
11192 decal[decalsystem->freedecal] = decal[--numdecals];
11195 decalsystem->numdecals = numdecals;
11197 if (numdecals <= 0)
11199 // if there are no decals left, reset decalsystem
11200 R_DecalSystem_Reset(decalsystem);
11204 extern skinframe_t *decalskinframe;
11205 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11208 decalsystem_t *decalsystem = &ent->decalsystem;
11217 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11220 numdecals = decalsystem->numdecals;
11224 if (r_showsurfaces.integer)
11227 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11229 R_DecalSystem_Reset(decalsystem);
11233 // if the model is static it doesn't matter what value we give for
11234 // wantnormals and wanttangents, so this logic uses only rules applicable
11235 // to a model, knowing that they are meaningless otherwise
11236 if (ent == r_refdef.scene.worldentity)
11237 RSurf_ActiveWorldEntity();
11239 RSurf_ActiveModelEntity(ent, false, false, false);
11241 decalsystem->lastupdatetime = r_refdef.scene.time;
11242 decal = decalsystem->decals;
11244 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11246 // update vertex positions for animated models
11247 v3f = decalsystem->vertex3f;
11248 c4f = decalsystem->color4f;
11249 t2f = decalsystem->texcoord2f;
11250 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11252 if (!decal->color4f[0][3])
11255 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11259 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11262 // update color values for fading decals
11263 if (decal->lived >= cl_decals_time.value)
11264 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11268 c4f[ 0] = decal->color4f[0][0] * alpha;
11269 c4f[ 1] = decal->color4f[0][1] * alpha;
11270 c4f[ 2] = decal->color4f[0][2] * alpha;
11272 c4f[ 4] = decal->color4f[1][0] * alpha;
11273 c4f[ 5] = decal->color4f[1][1] * alpha;
11274 c4f[ 6] = decal->color4f[1][2] * alpha;
11276 c4f[ 8] = decal->color4f[2][0] * alpha;
11277 c4f[ 9] = decal->color4f[2][1] * alpha;
11278 c4f[10] = decal->color4f[2][2] * alpha;
11281 t2f[0] = decal->texcoord2f[0][0];
11282 t2f[1] = decal->texcoord2f[0][1];
11283 t2f[2] = decal->texcoord2f[1][0];
11284 t2f[3] = decal->texcoord2f[1][1];
11285 t2f[4] = decal->texcoord2f[2][0];
11286 t2f[5] = decal->texcoord2f[2][1];
11288 // update vertex positions for animated models
11289 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11291 e = rsurface.modelelement3i + 3*decal->triangleindex;
11292 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11293 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11294 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11298 VectorCopy(decal->vertex3f[0], v3f);
11299 VectorCopy(decal->vertex3f[1], v3f + 3);
11300 VectorCopy(decal->vertex3f[2], v3f + 6);
11303 if (r_refdef.fogenabled)
11305 alpha = RSurf_FogVertex(v3f);
11306 VectorScale(c4f, alpha, c4f);
11307 alpha = RSurf_FogVertex(v3f + 3);
11308 VectorScale(c4f + 4, alpha, c4f + 4);
11309 alpha = RSurf_FogVertex(v3f + 6);
11310 VectorScale(c4f + 8, alpha, c4f + 8);
11321 r_refdef.stats.drawndecals += numtris;
11323 // now render the decals all at once
11324 // (this assumes they all use one particle font texture!)
11325 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11326 // R_Mesh_ResetTextureState();
11327 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11328 GL_DepthMask(false);
11329 GL_DepthRange(0, 1);
11330 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11331 GL_DepthTest(true);
11332 GL_CullFace(GL_NONE);
11333 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11334 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11335 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11339 static void R_DrawModelDecals(void)
11343 // fade faster when there are too many decals
11344 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11345 for (i = 0;i < r_refdef.scene.numentities;i++)
11346 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11348 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11349 for (i = 0;i < r_refdef.scene.numentities;i++)
11350 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11351 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11353 R_DecalSystem_ApplySplatEntitiesQueue();
11355 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11356 for (i = 0;i < r_refdef.scene.numentities;i++)
11357 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11359 r_refdef.stats.totaldecals += numdecals;
11361 if (r_showsurfaces.integer)
11364 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11366 for (i = 0;i < r_refdef.scene.numentities;i++)
11368 if (!r_refdef.viewcache.entityvisible[i])
11370 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11371 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11375 extern cvar_t mod_collision_bih;
11376 static void R_DrawDebugModel(void)
11378 entity_render_t *ent = rsurface.entity;
11379 int i, j, k, l, flagsmask;
11380 const msurface_t *surface;
11381 dp_model_t *model = ent->model;
11384 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11387 if (r_showoverdraw.value > 0)
11389 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11390 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11391 R_SetupShader_Generic_NoTexture(false, false);
11392 GL_DepthTest(false);
11393 GL_DepthMask(false);
11394 GL_DepthRange(0, 1);
11395 GL_BlendFunc(GL_ONE, GL_ONE);
11396 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11398 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11400 rsurface.texture = R_GetCurrentTexture(surface->texture);
11401 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11403 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11404 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11405 if (!rsurface.texture->currentlayers->depthmask)
11406 GL_Color(c, 0, 0, 1.0f);
11407 else if (ent == r_refdef.scene.worldentity)
11408 GL_Color(c, c, c, 1.0f);
11410 GL_Color(0, c, 0, 1.0f);
11411 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11415 rsurface.texture = NULL;
11418 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11420 // R_Mesh_ResetTextureState();
11421 R_SetupShader_Generic_NoTexture(false, false);
11422 GL_DepthRange(0, 1);
11423 GL_DepthTest(!r_showdisabledepthtest.integer);
11424 GL_DepthMask(false);
11425 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11427 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11431 qboolean cullbox = ent == r_refdef.scene.worldentity;
11432 const q3mbrush_t *brush;
11433 const bih_t *bih = &model->collision_bih;
11434 const bih_leaf_t *bihleaf;
11435 float vertex3f[3][3];
11436 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11438 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11440 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11442 switch (bihleaf->type)
11445 brush = model->brush.data_brushes + bihleaf->itemindex;
11446 if (brush->colbrushf && brush->colbrushf->numtriangles)
11448 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11449 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11450 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11453 case BIH_COLLISIONTRIANGLE:
11454 triangleindex = bihleaf->itemindex;
11455 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11456 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11457 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11458 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11459 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11460 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11462 case BIH_RENDERTRIANGLE:
11463 triangleindex = bihleaf->itemindex;
11464 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11465 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11466 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11467 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11468 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11469 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11475 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11478 if (r_showtris.integer && qglPolygonMode)
11480 if (r_showdisabledepthtest.integer)
11482 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11483 GL_DepthMask(false);
11487 GL_BlendFunc(GL_ONE, GL_ZERO);
11488 GL_DepthMask(true);
11490 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11491 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11493 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11495 rsurface.texture = R_GetCurrentTexture(surface->texture);
11496 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11498 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11499 if (!rsurface.texture->currentlayers->depthmask)
11500 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11501 else if (ent == r_refdef.scene.worldentity)
11502 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11504 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11505 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11509 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11510 rsurface.texture = NULL;
11513 if (r_shownormals.value != 0 && qglBegin)
11515 if (r_showdisabledepthtest.integer)
11517 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11518 GL_DepthMask(false);
11522 GL_BlendFunc(GL_ONE, GL_ZERO);
11523 GL_DepthMask(true);
11525 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11527 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11529 rsurface.texture = R_GetCurrentTexture(surface->texture);
11530 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11532 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11533 qglBegin(GL_LINES);
11534 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11536 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11538 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11539 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11540 qglVertex3f(v[0], v[1], v[2]);
11541 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11542 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11543 qglVertex3f(v[0], v[1], v[2]);
11546 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11548 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11550 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11551 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11552 qglVertex3f(v[0], v[1], v[2]);
11553 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11554 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11555 qglVertex3f(v[0], v[1], v[2]);
11558 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11560 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11562 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11563 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11564 qglVertex3f(v[0], v[1], v[2]);
11565 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11566 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11567 qglVertex3f(v[0], v[1], v[2]);
11570 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11572 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11574 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11575 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11576 qglVertex3f(v[0], v[1], v[2]);
11577 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11578 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11579 qglVertex3f(v[0], v[1], v[2]);
11586 rsurface.texture = NULL;
11591 int r_maxsurfacelist = 0;
11592 const msurface_t **r_surfacelist = NULL;
11593 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11595 int i, j, endj, flagsmask;
11596 dp_model_t *model = r_refdef.scene.worldmodel;
11597 msurface_t *surfaces;
11598 unsigned char *update;
11599 int numsurfacelist = 0;
11603 if (r_maxsurfacelist < model->num_surfaces)
11605 r_maxsurfacelist = model->num_surfaces;
11607 Mem_Free((msurface_t**)r_surfacelist);
11608 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11611 RSurf_ActiveWorldEntity();
11613 surfaces = model->data_surfaces;
11614 update = model->brushq1.lightmapupdateflags;
11616 // update light styles on this submodel
11617 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11619 model_brush_lightstyleinfo_t *style;
11620 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11622 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11624 int *list = style->surfacelist;
11625 style->value = r_refdef.scene.lightstylevalue[style->style];
11626 for (j = 0;j < style->numsurfaces;j++)
11627 update[list[j]] = true;
11632 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11636 R_DrawDebugModel();
11637 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11641 rsurface.lightmaptexture = NULL;
11642 rsurface.deluxemaptexture = NULL;
11643 rsurface.uselightmaptexture = false;
11644 rsurface.texture = NULL;
11645 rsurface.rtlight = NULL;
11646 numsurfacelist = 0;
11647 // add visible surfaces to draw list
11648 for (i = 0;i < model->nummodelsurfaces;i++)
11650 j = model->sortedmodelsurfaces[i];
11651 if (r_refdef.viewcache.world_surfacevisible[j])
11652 r_surfacelist[numsurfacelist++] = surfaces + j;
11654 // update lightmaps if needed
11655 if (model->brushq1.firstrender)
11657 model->brushq1.firstrender = false;
11658 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11660 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11664 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11665 if (r_refdef.viewcache.world_surfacevisible[j])
11667 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11669 // don't do anything if there were no surfaces
11670 if (!numsurfacelist)
11672 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11675 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11677 // add to stats if desired
11678 if (r_speeds.integer && !skysurfaces && !depthonly)
11680 r_refdef.stats.world_surfaces += numsurfacelist;
11681 for (j = 0;j < numsurfacelist;j++)
11682 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11685 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11688 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11690 int i, j, endj, flagsmask;
11691 dp_model_t *model = ent->model;
11692 msurface_t *surfaces;
11693 unsigned char *update;
11694 int numsurfacelist = 0;
11698 if (r_maxsurfacelist < model->num_surfaces)
11700 r_maxsurfacelist = model->num_surfaces;
11702 Mem_Free((msurface_t **)r_surfacelist);
11703 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11706 // if the model is static it doesn't matter what value we give for
11707 // wantnormals and wanttangents, so this logic uses only rules applicable
11708 // to a model, knowing that they are meaningless otherwise
11709 if (ent == r_refdef.scene.worldentity)
11710 RSurf_ActiveWorldEntity();
11711 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11712 RSurf_ActiveModelEntity(ent, false, false, false);
11714 RSurf_ActiveModelEntity(ent, true, true, true);
11715 else if (depthonly)
11717 switch (vid.renderpath)
11719 case RENDERPATH_GL20:
11720 case RENDERPATH_D3D9:
11721 case RENDERPATH_D3D10:
11722 case RENDERPATH_D3D11:
11723 case RENDERPATH_SOFT:
11724 case RENDERPATH_GLES2:
11725 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11727 case RENDERPATH_GL11:
11728 case RENDERPATH_GL13:
11729 case RENDERPATH_GLES1:
11730 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11736 switch (vid.renderpath)
11738 case RENDERPATH_GL20:
11739 case RENDERPATH_D3D9:
11740 case RENDERPATH_D3D10:
11741 case RENDERPATH_D3D11:
11742 case RENDERPATH_SOFT:
11743 case RENDERPATH_GLES2:
11744 RSurf_ActiveModelEntity(ent, true, true, false);
11746 case RENDERPATH_GL11:
11747 case RENDERPATH_GL13:
11748 case RENDERPATH_GLES1:
11749 RSurf_ActiveModelEntity(ent, true, false, false);
11754 surfaces = model->data_surfaces;
11755 update = model->brushq1.lightmapupdateflags;
11757 // update light styles
11758 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11760 model_brush_lightstyleinfo_t *style;
11761 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11763 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11765 int *list = style->surfacelist;
11766 style->value = r_refdef.scene.lightstylevalue[style->style];
11767 for (j = 0;j < style->numsurfaces;j++)
11768 update[list[j]] = true;
11773 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11777 R_DrawDebugModel();
11778 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11782 rsurface.lightmaptexture = NULL;
11783 rsurface.deluxemaptexture = NULL;
11784 rsurface.uselightmaptexture = false;
11785 rsurface.texture = NULL;
11786 rsurface.rtlight = NULL;
11787 numsurfacelist = 0;
11788 // add visible surfaces to draw list
11789 for (i = 0;i < model->nummodelsurfaces;i++)
11790 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11791 // don't do anything if there were no surfaces
11792 if (!numsurfacelist)
11794 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11797 // update lightmaps if needed
11801 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11806 R_BuildLightMap(ent, surfaces + j);
11811 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11813 R_BuildLightMap(ent, surfaces + j);
11814 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11816 // add to stats if desired
11817 if (r_speeds.integer && !skysurfaces && !depthonly)
11819 r_refdef.stats.entities_surfaces += numsurfacelist;
11820 for (j = 0;j < numsurfacelist;j++)
11821 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11824 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11827 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11829 static texture_t texture;
11830 static msurface_t surface;
11831 const msurface_t *surfacelist = &surface;
11833 // fake enough texture and surface state to render this geometry
11835 texture.update_lastrenderframe = -1; // regenerate this texture
11836 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11837 texture.currentskinframe = skinframe;
11838 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11839 texture.offsetmapping = OFFSETMAPPING_OFF;
11840 texture.offsetscale = 1;
11841 texture.specularscalemod = 1;
11842 texture.specularpowermod = 1;
11844 surface.texture = &texture;
11845 surface.num_triangles = numtriangles;
11846 surface.num_firsttriangle = firsttriangle;
11847 surface.num_vertices = numvertices;
11848 surface.num_firstvertex = firstvertex;
11851 rsurface.texture = R_GetCurrentTexture(surface.texture);
11852 rsurface.lightmaptexture = NULL;
11853 rsurface.deluxemaptexture = NULL;
11854 rsurface.uselightmaptexture = false;
11855 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11858 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11860 static msurface_t surface;
11861 const msurface_t *surfacelist = &surface;
11863 // fake enough texture and surface state to render this geometry
11864 surface.texture = texture;
11865 surface.num_triangles = numtriangles;
11866 surface.num_firsttriangle = firsttriangle;
11867 surface.num_vertices = numvertices;
11868 surface.num_firstvertex = firstvertex;
11871 rsurface.texture = R_GetCurrentTexture(surface.texture);
11872 rsurface.lightmaptexture = NULL;
11873 rsurface.deluxemaptexture = NULL;
11874 rsurface.uselightmaptexture = false;
11875 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);