2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
86 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
89 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
90 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
103 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
105 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
106 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
107 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
109 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
110 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
111 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
112 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."};
113 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
114 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
115 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
116 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."};
117 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
118 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
119 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
120 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
121 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"};
122 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"};
123 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
124 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
126 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
127 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
128 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"};
129 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
130 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
132 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
133 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
134 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
135 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
136 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
137 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
138 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
139 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
141 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)"};
142 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"};
144 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
145 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
146 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
148 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"};
149 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"};
150 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
151 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
152 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"};
153 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)"};
154 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)"};
155 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
157 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)"};
158 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
159 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)"};
160 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
161 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)"};
162 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)"};
163 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
164 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
165 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)"};
166 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)"};
167 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)"};
168 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)"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
174 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)"};
175 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
176 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"};
177 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
178 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
179 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
180 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"};
182 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
183 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
184 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
185 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
187 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
188 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
189 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
190 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
191 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
192 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
193 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
195 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
196 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
197 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
198 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivalent to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
199 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
200 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
201 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
202 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
203 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
204 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
205 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
207 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"};
209 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"};
211 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
213 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
215 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
216 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"};
218 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."};
220 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)"};
222 extern cvar_t v_glslgamma;
223 extern cvar_t v_glslgamma_2d;
225 extern qboolean v_flipped_state;
227 static struct r_bloomstate_s
232 int bloomwidth, bloomheight;
234 textype_t texturetype;
235 int viewfbo; // used to check if r_viewfbo cvar has changed
237 int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working
238 rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero
239 rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero
241 int screentexturewidth, screentextureheight;
242 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
244 int bloomtexturewidth, bloomtextureheight;
245 rtexture_t *texture_bloom;
247 // arrays for rendering the screen passes
248 float screentexcoord2f[8];
249 float bloomtexcoord2f[8];
250 float offsettexcoord2f[8];
252 r_viewport_t viewport;
256 r_waterstate_t r_waterstate;
258 /// shadow volume bsp struct with automatically growing nodes buffer
261 rtexture_t *r_texture_blanknormalmap;
262 rtexture_t *r_texture_white;
263 rtexture_t *r_texture_grey128;
264 rtexture_t *r_texture_black;
265 rtexture_t *r_texture_notexture;
266 rtexture_t *r_texture_whitecube;
267 rtexture_t *r_texture_normalizationcube;
268 rtexture_t *r_texture_fogattenuation;
269 rtexture_t *r_texture_fogheighttexture;
270 rtexture_t *r_texture_gammaramps;
271 unsigned int r_texture_gammaramps_serial;
272 //rtexture_t *r_texture_fogintensity;
273 rtexture_t *r_texture_reflectcube;
275 // TODO: hash lookups?
276 typedef struct cubemapinfo_s
283 int r_texture_numcubemaps;
284 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
286 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
287 unsigned int r_numqueries;
288 unsigned int r_maxqueries;
290 typedef struct r_qwskincache_s
292 char name[MAX_QPATH];
293 skinframe_t *skinframe;
297 static r_qwskincache_t *r_qwskincache;
298 static int r_qwskincache_size;
300 /// vertex coordinates for a quad that covers the screen exactly
301 extern const float r_screenvertex3f[12];
302 extern const float r_d3dscreenvertex3f[12];
303 const float r_screenvertex3f[12] =
310 const float r_d3dscreenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set("gl_fogenable", "0");
351 Cvar_Set("gl_fogdensity", "0.2");
352 Cvar_Set("gl_fogred", "0.3");
353 Cvar_Set("gl_foggreen", "0.3");
354 Cvar_Set("gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 128; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LordHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstring =
617 #include "shader_glsl.h"
620 const char *builtinhlslshaderstring =
621 #include "shader_hlsl.h"
624 char *glslshaderstring = NULL;
625 char *hlslshaderstring = NULL;
627 //=======================================================================================================================================================
629 typedef struct shaderpermutationinfo_s
634 shaderpermutationinfo_t;
636 typedef struct shadermodeinfo_s
638 const char *vertexfilename;
639 const char *geometryfilename;
640 const char *fragmentfilename;
646 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
647 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
649 {"#define USEDIFFUSE\n", " diffuse"},
650 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
651 {"#define USEVIEWTINT\n", " viewtint"},
652 {"#define USECOLORMAPPING\n", " colormapping"},
653 {"#define USESATURATION\n", " saturation"},
654 {"#define USEFOGINSIDE\n", " foginside"},
655 {"#define USEFOGOUTSIDE\n", " fogoutside"},
656 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
657 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
658 {"#define USEGAMMARAMPS\n", " gammaramps"},
659 {"#define USECUBEFILTER\n", " cubefilter"},
660 {"#define USEGLOW\n", " glow"},
661 {"#define USEBLOOM\n", " bloom"},
662 {"#define USESPECULAR\n", " specular"},
663 {"#define USEPOSTPROCESSING\n", " postprocessing"},
664 {"#define USEREFLECTION\n", " reflection"},
665 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
666 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
667 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
668 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
669 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
670 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
671 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
672 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
673 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
674 {"#define USEALPHAKILL\n", " alphakill"},
675 {"#define USEREFLECTCUBE\n", " reflectcube"},
676 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
677 {"#define USEBOUNCEGRID\n", " bouncegrid"},
678 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
679 {"#define USETRIPPY\n", " trippy"},
682 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
683 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
685 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
686 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
687 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
688 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
689 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
690 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
691 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
692 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
697 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
698 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
699 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
700 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
701 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
702 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
705 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
707 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
708 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
709 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
710 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
711 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
712 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
713 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
714 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
715 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
716 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
717 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
718 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
719 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
720 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
721 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
722 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
723 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
724 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
727 struct r_glsl_permutation_s;
728 typedef struct r_glsl_permutation_s
731 struct r_glsl_permutation_s *hashnext;
733 unsigned int permutation;
735 /// indicates if we have tried compiling this permutation already
737 /// 0 if compilation failed
739 // texture units assigned to each detected uniform
740 int tex_Texture_First;
741 int tex_Texture_Second;
742 int tex_Texture_GammaRamps;
743 int tex_Texture_Normal;
744 int tex_Texture_Color;
745 int tex_Texture_Gloss;
746 int tex_Texture_Glow;
747 int tex_Texture_SecondaryNormal;
748 int tex_Texture_SecondaryColor;
749 int tex_Texture_SecondaryGloss;
750 int tex_Texture_SecondaryGlow;
751 int tex_Texture_Pants;
752 int tex_Texture_Shirt;
753 int tex_Texture_FogHeightTexture;
754 int tex_Texture_FogMask;
755 int tex_Texture_Lightmap;
756 int tex_Texture_Deluxemap;
757 int tex_Texture_Attenuation;
758 int tex_Texture_Cube;
759 int tex_Texture_Refraction;
760 int tex_Texture_Reflection;
761 int tex_Texture_ShadowMap2D;
762 int tex_Texture_CubeProjection;
763 int tex_Texture_ScreenDepth;
764 int tex_Texture_ScreenNormalMap;
765 int tex_Texture_ScreenDiffuse;
766 int tex_Texture_ScreenSpecular;
767 int tex_Texture_ReflectMask;
768 int tex_Texture_ReflectCube;
769 int tex_Texture_BounceGrid;
770 /// locations of detected uniforms in program object, or -1 if not found
771 int loc_Texture_First;
772 int loc_Texture_Second;
773 int loc_Texture_GammaRamps;
774 int loc_Texture_Normal;
775 int loc_Texture_Color;
776 int loc_Texture_Gloss;
777 int loc_Texture_Glow;
778 int loc_Texture_SecondaryNormal;
779 int loc_Texture_SecondaryColor;
780 int loc_Texture_SecondaryGloss;
781 int loc_Texture_SecondaryGlow;
782 int loc_Texture_Pants;
783 int loc_Texture_Shirt;
784 int loc_Texture_FogHeightTexture;
785 int loc_Texture_FogMask;
786 int loc_Texture_Lightmap;
787 int loc_Texture_Deluxemap;
788 int loc_Texture_Attenuation;
789 int loc_Texture_Cube;
790 int loc_Texture_Refraction;
791 int loc_Texture_Reflection;
792 int loc_Texture_ShadowMap2D;
793 int loc_Texture_CubeProjection;
794 int loc_Texture_ScreenDepth;
795 int loc_Texture_ScreenNormalMap;
796 int loc_Texture_ScreenDiffuse;
797 int loc_Texture_ScreenSpecular;
798 int loc_Texture_ReflectMask;
799 int loc_Texture_ReflectCube;
800 int loc_Texture_BounceGrid;
802 int loc_BloomBlur_Parameters;
804 int loc_Color_Ambient;
805 int loc_Color_Diffuse;
806 int loc_Color_Specular;
810 int loc_DeferredColor_Ambient;
811 int loc_DeferredColor_Diffuse;
812 int loc_DeferredColor_Specular;
813 int loc_DeferredMod_Diffuse;
814 int loc_DeferredMod_Specular;
815 int loc_DistortScaleRefractReflect;
818 int loc_FogHeightFade;
820 int loc_FogPlaneViewDist;
821 int loc_FogRangeRecip;
824 int loc_LightPosition;
825 int loc_OffsetMapping_ScaleSteps;
827 int loc_ReflectColor;
828 int loc_ReflectFactor;
829 int loc_ReflectOffset;
830 int loc_RefractColor;
832 int loc_ScreenCenterRefractReflect;
833 int loc_ScreenScaleRefractReflect;
834 int loc_ScreenToDepth;
835 int loc_ShadowMap_Parameters;
836 int loc_ShadowMap_TextureScale;
837 int loc_SpecularPower;
842 int loc_ViewTintColor;
844 int loc_ModelToLight;
846 int loc_BackgroundTexMatrix;
847 int loc_ModelViewProjectionMatrix;
848 int loc_ModelViewMatrix;
849 int loc_PixelToScreenTexCoord;
850 int loc_ModelToReflectCube;
851 int loc_ShadowMapMatrix;
852 int loc_BloomColorSubtract;
853 int loc_NormalmapScrollBlend;
854 int loc_BounceGridMatrix;
855 int loc_BounceGridIntensity;
857 r_glsl_permutation_t;
859 #define SHADERPERMUTATION_HASHSIZE 256
862 // non-degradable "lightweight" shader parameters to keep the permutations simpler
863 // these can NOT degrade! only use for simple stuff
866 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
867 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
868 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
869 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
870 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
871 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
872 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6 // use both alpha layers while blending materials, allows more advanced microblending
874 #define SHADERSTATICPARMS_COUNT 7
876 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
877 static int shaderstaticparms_count = 0;
879 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
880 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
881 qboolean R_CompileShader_CheckStaticParms(void)
883 static int r_compileshader_staticparms_save[1];
884 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
885 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
888 if (r_glsl_saturation_redcompensate.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
890 if (r_glsl_vertextextureblend_usebothalphas.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
892 if (r_shadow_glossexact.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
894 if (r_glsl_postprocess.integer)
896 if (r_glsl_postprocess_uservec1_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
898 if (r_glsl_postprocess_uservec2_enable.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
900 if (r_glsl_postprocess_uservec3_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
902 if (r_glsl_postprocess_uservec4_enable.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
905 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
908 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
909 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
910 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
912 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
913 void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
915 shaderstaticparms_count = 0;
918 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
919 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
920 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
921 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
922 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
923 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
924 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
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+3+SHADERSTATICPARMS_COUNT+1];
999 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1000 const char *fragstrings_list[32+3+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_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1112 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1113 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1114 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1115 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1116 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1117 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1118 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1119 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1120 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1121 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1122 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1123 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1124 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1125 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1126 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1127 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1128 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1129 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1130 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1131 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1132 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1133 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1134 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1135 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1136 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1137 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1138 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1139 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1140 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1141 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1142 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1143 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1144 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1145 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1146 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1147 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1148 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1149 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1150 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1151 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1152 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1153 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1154 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1155 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1156 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1157 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1158 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1159 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1160 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1161 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1162 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1163 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1164 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1165 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1166 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1167 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1168 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1169 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1170 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1171 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1172 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1173 // initialize the samplers to refer to the texture units we use
1174 p->tex_Texture_First = -1;
1175 p->tex_Texture_Second = -1;
1176 p->tex_Texture_GammaRamps = -1;
1177 p->tex_Texture_Normal = -1;
1178 p->tex_Texture_Color = -1;
1179 p->tex_Texture_Gloss = -1;
1180 p->tex_Texture_Glow = -1;
1181 p->tex_Texture_SecondaryNormal = -1;
1182 p->tex_Texture_SecondaryColor = -1;
1183 p->tex_Texture_SecondaryGloss = -1;
1184 p->tex_Texture_SecondaryGlow = -1;
1185 p->tex_Texture_Pants = -1;
1186 p->tex_Texture_Shirt = -1;
1187 p->tex_Texture_FogHeightTexture = -1;
1188 p->tex_Texture_FogMask = -1;
1189 p->tex_Texture_Lightmap = -1;
1190 p->tex_Texture_Deluxemap = -1;
1191 p->tex_Texture_Attenuation = -1;
1192 p->tex_Texture_Cube = -1;
1193 p->tex_Texture_Refraction = -1;
1194 p->tex_Texture_Reflection = -1;
1195 p->tex_Texture_ShadowMap2D = -1;
1196 p->tex_Texture_CubeProjection = -1;
1197 p->tex_Texture_ScreenDepth = -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_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1229 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1230 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1231 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1232 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1233 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1234 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1236 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1239 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1243 Mem_Free(vertexstring);
1245 Mem_Free(geometrystring);
1247 Mem_Free(fragmentstring);
1250 void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1252 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1253 if (r_glsl_permutation != perm)
1255 r_glsl_permutation = perm;
1256 if (!r_glsl_permutation->program)
1258 if (!r_glsl_permutation->compiled)
1259 R_GLSL_CompilePermutation(perm, mode, permutation);
1260 if (!r_glsl_permutation->program)
1262 // remove features until we find a valid permutation
1264 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1266 // reduce i more quickly whenever it would not remove any bits
1267 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1268 if (!(permutation & j))
1271 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1272 if (!r_glsl_permutation->compiled)
1273 R_GLSL_CompilePermutation(perm, mode, permutation);
1274 if (r_glsl_permutation->program)
1277 if (i >= SHADERPERMUTATION_COUNT)
1279 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1280 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1281 qglUseProgram(0);CHECKGLERROR
1282 return; // no bit left to clear, entire mode is broken
1287 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1289 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1290 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1291 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1298 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1299 extern D3DCAPS9 vid_d3d9caps;
1302 struct r_hlsl_permutation_s;
1303 typedef struct r_hlsl_permutation_s
1305 /// hash lookup data
1306 struct r_hlsl_permutation_s *hashnext;
1308 unsigned int permutation;
1310 /// indicates if we have tried compiling this permutation already
1312 /// NULL if compilation failed
1313 IDirect3DVertexShader9 *vertexshader;
1314 IDirect3DPixelShader9 *pixelshader;
1316 r_hlsl_permutation_t;
1318 typedef enum D3DVSREGISTER_e
1320 D3DVSREGISTER_TexMatrix = 0, // float4x4
1321 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1322 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1323 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1324 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1325 D3DVSREGISTER_ModelToLight = 20, // float4x4
1326 D3DVSREGISTER_EyePosition = 24,
1327 D3DVSREGISTER_FogPlane = 25,
1328 D3DVSREGISTER_LightDir = 26,
1329 D3DVSREGISTER_LightPosition = 27,
1333 typedef enum D3DPSREGISTER_e
1335 D3DPSREGISTER_Alpha = 0,
1336 D3DPSREGISTER_BloomBlur_Parameters = 1,
1337 D3DPSREGISTER_ClientTime = 2,
1338 D3DPSREGISTER_Color_Ambient = 3,
1339 D3DPSREGISTER_Color_Diffuse = 4,
1340 D3DPSREGISTER_Color_Specular = 5,
1341 D3DPSREGISTER_Color_Glow = 6,
1342 D3DPSREGISTER_Color_Pants = 7,
1343 D3DPSREGISTER_Color_Shirt = 8,
1344 D3DPSREGISTER_DeferredColor_Ambient = 9,
1345 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1346 D3DPSREGISTER_DeferredColor_Specular = 11,
1347 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1348 D3DPSREGISTER_DeferredMod_Specular = 13,
1349 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1350 D3DPSREGISTER_EyePosition = 15, // unused
1351 D3DPSREGISTER_FogColor = 16,
1352 D3DPSREGISTER_FogHeightFade = 17,
1353 D3DPSREGISTER_FogPlane = 18,
1354 D3DPSREGISTER_FogPlaneViewDist = 19,
1355 D3DPSREGISTER_FogRangeRecip = 20,
1356 D3DPSREGISTER_LightColor = 21,
1357 D3DPSREGISTER_LightDir = 22, // unused
1358 D3DPSREGISTER_LightPosition = 23,
1359 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1360 D3DPSREGISTER_PixelSize = 25,
1361 D3DPSREGISTER_ReflectColor = 26,
1362 D3DPSREGISTER_ReflectFactor = 27,
1363 D3DPSREGISTER_ReflectOffset = 28,
1364 D3DPSREGISTER_RefractColor = 29,
1365 D3DPSREGISTER_Saturation = 30,
1366 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1367 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1368 D3DPSREGISTER_ScreenToDepth = 33,
1369 D3DPSREGISTER_ShadowMap_Parameters = 34,
1370 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1371 D3DPSREGISTER_SpecularPower = 36,
1372 D3DPSREGISTER_UserVec1 = 37,
1373 D3DPSREGISTER_UserVec2 = 38,
1374 D3DPSREGISTER_UserVec3 = 39,
1375 D3DPSREGISTER_UserVec4 = 40,
1376 D3DPSREGISTER_ViewTintColor = 41,
1377 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1378 D3DPSREGISTER_BloomColorSubtract = 43,
1379 D3DPSREGISTER_ViewToLight = 44, // float4x4
1380 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1381 D3DPSREGISTER_NormalmapScrollBlend = 52,
1386 /// information about each possible shader permutation
1387 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1388 /// currently selected permutation
1389 r_hlsl_permutation_t *r_hlsl_permutation;
1390 /// storage for permutations linked in the hash table
1391 memexpandablearray_t r_hlsl_permutationarray;
1393 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1395 //unsigned int hashdepth = 0;
1396 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1397 r_hlsl_permutation_t *p;
1398 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1400 if (p->mode == mode && p->permutation == permutation)
1402 //if (hashdepth > 10)
1403 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1408 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1410 p->permutation = permutation;
1411 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1412 r_hlsl_permutationhash[mode][hashindex] = p;
1413 //if (hashdepth > 10)
1414 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1418 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1421 if (!filename || !filename[0])
1423 if (!strcmp(filename, "hlsl/default.hlsl"))
1425 if (!hlslshaderstring)
1427 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1428 if (hlslshaderstring)
1429 Con_DPrintf("Loading shaders from file %s...\n", filename);
1431 hlslshaderstring = (char *)builtinhlslshaderstring;
1433 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1434 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1435 return shaderstring;
1437 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1440 if (printfromdisknotice)
1441 Con_DPrintf("from disk %s... ", filename);
1442 return shaderstring;
1444 return shaderstring;
1448 //#include <d3dx9shader.h>
1449 //#include <d3dx9mesh.h>
1451 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1453 DWORD *vsbin = NULL;
1454 DWORD *psbin = NULL;
1455 fs_offset_t vsbinsize;
1456 fs_offset_t psbinsize;
1457 // IDirect3DVertexShader9 *vs = NULL;
1458 // IDirect3DPixelShader9 *ps = NULL;
1459 ID3DXBuffer *vslog = NULL;
1460 ID3DXBuffer *vsbuffer = NULL;
1461 ID3DXConstantTable *vsconstanttable = NULL;
1462 ID3DXBuffer *pslog = NULL;
1463 ID3DXBuffer *psbuffer = NULL;
1464 ID3DXConstantTable *psconstanttable = NULL;
1467 char temp[MAX_INPUTLINE];
1468 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1469 qboolean debugshader = gl_paranoid.integer != 0;
1470 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1471 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1474 vsbin = (DWORD *)FS_LoadFile(va("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1475 psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1477 if ((!vsbin && vertstring) || (!psbin && fragstring))
1479 const char* dllnames_d3dx9 [] =
1503 dllhandle_t d3dx9_dll = NULL;
1504 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1505 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1506 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1507 dllfunction_t d3dx9_dllfuncs[] =
1509 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1510 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1511 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1514 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1516 DWORD shaderflags = 0;
1518 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1519 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1520 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1521 if (vertstring && vertstring[0])
1525 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1526 // FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1527 FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring));
1528 vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1531 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1534 vsbinsize = vsbuffer->GetBufferSize();
1535 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1536 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1537 vsbuffer->Release();
1541 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1542 Con_Printf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1546 if (fragstring && fragstring[0])
1550 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1551 // FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1552 FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring));
1553 psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1556 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1559 psbinsize = psbuffer->GetBufferSize();
1560 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1561 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1562 psbuffer->Release();
1566 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1567 Con_Printf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1571 Sys_UnloadLibrary(&d3dx9_dll);
1574 Con_Printf("Unable to compile shader - D3DXCompileShader function not found\n");
1578 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1579 if (FAILED(vsresult))
1580 Con_Printf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1581 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1582 if (FAILED(psresult))
1583 Con_Printf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1585 // free the shader data
1586 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1587 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1590 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1593 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1594 int vertstring_length = 0;
1595 int geomstring_length = 0;
1596 int fragstring_length = 0;
1598 char *vertexstring, *geometrystring, *fragmentstring;
1599 char *vertstring, *geomstring, *fragstring;
1600 char permutationname[256];
1601 char cachename[256];
1602 int vertstrings_count = 0;
1603 int geomstrings_count = 0;
1604 int fragstrings_count = 0;
1605 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1606 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1607 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1612 p->vertexshader = NULL;
1613 p->pixelshader = NULL;
1615 permutationname[0] = 0;
1617 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1618 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1619 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1621 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1622 strlcat(cachename, "hlsl/", sizeof(cachename));
1624 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1625 vertstrings_count = 0;
1626 geomstrings_count = 0;
1627 fragstrings_count = 0;
1628 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1629 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1630 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1632 // the first pretext is which type of shader to compile as
1633 // (later these will all be bound together as a program object)
1634 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1635 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1636 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1638 // the second pretext is the mode (for example a light source)
1639 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1640 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1641 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1642 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1643 strlcat(cachename, modeinfo->name, sizeof(cachename));
1645 // now add all the permutation pretexts
1646 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1648 if (permutation & (1<<i))
1650 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1651 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1652 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1653 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1654 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1658 // keep line numbers correct
1659 vertstrings_list[vertstrings_count++] = "\n";
1660 geomstrings_list[geomstrings_count++] = "\n";
1661 fragstrings_list[fragstrings_count++] = "\n";
1666 R_CompileShader_AddStaticParms(mode, permutation);
1667 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1668 vertstrings_count += shaderstaticparms_count;
1669 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1670 geomstrings_count += shaderstaticparms_count;
1671 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1672 fragstrings_count += shaderstaticparms_count;
1674 // replace spaces in the cachename with _ characters
1675 for (i = 0;cachename[i];i++)
1676 if (cachename[i] == ' ')
1679 // now append the shader text itself
1680 vertstrings_list[vertstrings_count++] = vertexstring;
1681 geomstrings_list[geomstrings_count++] = geometrystring;
1682 fragstrings_list[fragstrings_count++] = fragmentstring;
1684 // if any sources were NULL, clear the respective list
1686 vertstrings_count = 0;
1687 if (!geometrystring)
1688 geomstrings_count = 0;
1689 if (!fragmentstring)
1690 fragstrings_count = 0;
1692 vertstring_length = 0;
1693 for (i = 0;i < vertstrings_count;i++)
1694 vertstring_length += strlen(vertstrings_list[i]);
1695 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1696 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1697 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1699 geomstring_length = 0;
1700 for (i = 0;i < geomstrings_count;i++)
1701 geomstring_length += strlen(geomstrings_list[i]);
1702 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1703 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1704 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1706 fragstring_length = 0;
1707 for (i = 0;i < fragstrings_count;i++)
1708 fragstring_length += strlen(fragstrings_list[i]);
1709 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1710 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1711 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1713 // try to load the cached shader, or generate one
1714 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1716 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1717 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1719 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1723 Mem_Free(vertstring);
1725 Mem_Free(geomstring);
1727 Mem_Free(fragstring);
1729 Mem_Free(vertexstring);
1731 Mem_Free(geometrystring);
1733 Mem_Free(fragmentstring);
1736 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1737 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1738 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);}
1739 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);}
1740 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);}
1741 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);}
1743 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1744 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1745 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);}
1746 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);}
1747 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);}
1748 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);}
1750 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1752 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1753 if (r_hlsl_permutation != perm)
1755 r_hlsl_permutation = perm;
1756 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1758 if (!r_hlsl_permutation->compiled)
1759 R_HLSL_CompilePermutation(perm, mode, permutation);
1760 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1762 // remove features until we find a valid permutation
1764 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1766 // reduce i more quickly whenever it would not remove any bits
1767 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1768 if (!(permutation & j))
1771 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1772 if (!r_hlsl_permutation->compiled)
1773 R_HLSL_CompilePermutation(perm, mode, permutation);
1774 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1777 if (i >= SHADERPERMUTATION_COUNT)
1779 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1780 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1781 return; // no bit left to clear, entire mode is broken
1785 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1786 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1788 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1789 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1790 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1794 void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1796 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1797 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1798 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1799 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1802 void R_GLSL_Restart_f(void)
1804 unsigned int i, limit;
1805 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1806 Mem_Free(glslshaderstring);
1807 glslshaderstring = NULL;
1808 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1809 Mem_Free(hlslshaderstring);
1810 hlslshaderstring = NULL;
1811 switch(vid.renderpath)
1813 case RENDERPATH_D3D9:
1816 r_hlsl_permutation_t *p;
1817 r_hlsl_permutation = NULL;
1818 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1819 for (i = 0;i < limit;i++)
1821 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1823 if (p->vertexshader)
1824 IDirect3DVertexShader9_Release(p->vertexshader);
1826 IDirect3DPixelShader9_Release(p->pixelshader);
1827 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1830 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1834 case RENDERPATH_D3D10:
1835 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1837 case RENDERPATH_D3D11:
1838 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1840 case RENDERPATH_GL20:
1841 case RENDERPATH_GLES2:
1843 r_glsl_permutation_t *p;
1844 r_glsl_permutation = NULL;
1845 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1846 for (i = 0;i < limit;i++)
1848 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1850 GL_Backend_FreeProgram(p->program);
1851 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1854 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1857 case RENDERPATH_GL11:
1858 case RENDERPATH_GL13:
1859 case RENDERPATH_GLES1:
1861 case RENDERPATH_SOFT:
1866 void R_GLSL_DumpShader_f(void)
1871 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1874 FS_Print(file, "/* The engine may define the following macros:\n");
1875 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1876 for (i = 0;i < SHADERMODE_COUNT;i++)
1877 FS_Print(file, glslshadermodeinfo[i].pretext);
1878 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1879 FS_Print(file, shaderpermutationinfo[i].pretext);
1880 FS_Print(file, "*/\n");
1881 FS_Print(file, builtinshaderstring);
1883 Con_Printf("glsl/default.glsl written\n");
1886 Con_Printf("failed to write to glsl/default.glsl\n");
1888 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1891 FS_Print(file, "/* The engine may define the following macros:\n");
1892 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1893 for (i = 0;i < SHADERMODE_COUNT;i++)
1894 FS_Print(file, hlslshadermodeinfo[i].pretext);
1895 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1896 FS_Print(file, shaderpermutationinfo[i].pretext);
1897 FS_Print(file, "*/\n");
1898 FS_Print(file, builtinhlslshaderstring);
1900 Con_Printf("hlsl/default.hlsl written\n");
1903 Con_Printf("failed to write to hlsl/default.hlsl\n");
1906 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
1908 unsigned int permutation = 0;
1909 if (r_trippy.integer && !notrippy)
1910 permutation |= SHADERPERMUTATION_TRIPPY;
1911 permutation |= SHADERPERMUTATION_VIEWTINT;
1913 permutation |= SHADERPERMUTATION_DIFFUSE;
1915 permutation |= SHADERPERMUTATION_SPECULAR;
1916 if (texturemode == GL_MODULATE)
1917 permutation |= SHADERPERMUTATION_COLORMAPPING;
1918 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1919 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1920 else if (texturemode == GL_ADD)
1921 permutation |= SHADERPERMUTATION_GLOW;
1922 else if (texturemode == GL_DECAL)
1923 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1925 texturemode = GL_MODULATE;
1926 if (vid.allowalphatocoverage)
1927 GL_AlphaToCoverage(false);
1928 switch (vid.renderpath)
1930 case RENDERPATH_D3D9:
1932 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1933 R_Mesh_TexBind(GL20TU_FIRST , first );
1934 R_Mesh_TexBind(GL20TU_SECOND, second);
1935 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1936 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1939 case RENDERPATH_D3D10:
1940 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1942 case RENDERPATH_D3D11:
1943 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1945 case RENDERPATH_GL20:
1946 case RENDERPATH_GLES2:
1947 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1948 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1949 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1950 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1951 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1953 case RENDERPATH_GL13:
1954 case RENDERPATH_GLES1:
1955 R_Mesh_TexBind(0, first );
1956 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1957 R_Mesh_TexBind(1, second);
1959 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1961 case RENDERPATH_GL11:
1962 R_Mesh_TexBind(0, first );
1964 case RENDERPATH_SOFT:
1965 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1966 R_Mesh_TexBind(GL20TU_FIRST , first );
1967 R_Mesh_TexBind(GL20TU_SECOND, second);
1972 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1974 unsigned int permutation = 0;
1975 if (r_trippy.integer && !notrippy)
1976 permutation |= SHADERPERMUTATION_TRIPPY;
1977 if (vid.allowalphatocoverage)
1978 GL_AlphaToCoverage(false);
1979 switch (vid.renderpath)
1981 case RENDERPATH_D3D9:
1983 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1986 case RENDERPATH_D3D10:
1987 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1989 case RENDERPATH_D3D11:
1990 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1992 case RENDERPATH_GL20:
1993 case RENDERPATH_GLES2:
1994 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1996 case RENDERPATH_GL13:
1997 case RENDERPATH_GLES1:
1998 R_Mesh_TexBind(0, 0);
1999 R_Mesh_TexBind(1, 0);
2001 case RENDERPATH_GL11:
2002 R_Mesh_TexBind(0, 0);
2004 case RENDERPATH_SOFT:
2005 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2010 void R_SetupShader_ShowDepth(qboolean notrippy)
2012 int permutation = 0;
2013 if (r_trippy.integer && !notrippy)
2014 permutation |= SHADERPERMUTATION_TRIPPY;
2015 if (vid.allowalphatocoverage)
2016 GL_AlphaToCoverage(false);
2017 switch (vid.renderpath)
2019 case RENDERPATH_D3D9:
2021 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2024 case RENDERPATH_D3D10:
2025 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2027 case RENDERPATH_D3D11:
2028 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2030 case RENDERPATH_GL20:
2031 case RENDERPATH_GLES2:
2032 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2034 case RENDERPATH_GL13:
2035 case RENDERPATH_GLES1:
2037 case RENDERPATH_GL11:
2039 case RENDERPATH_SOFT:
2040 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2045 extern qboolean r_shadow_usingdeferredprepass;
2046 extern cvar_t r_shadow_deferred_8bitrange;
2047 extern rtexture_t *r_shadow_attenuationgradienttexture;
2048 extern rtexture_t *r_shadow_attenuation2dtexture;
2049 extern rtexture_t *r_shadow_attenuation3dtexture;
2050 extern qboolean r_shadow_usingshadowmap2d;
2051 extern qboolean r_shadow_usingshadowmaportho;
2052 extern float r_shadow_shadowmap_texturescale[2];
2053 extern float r_shadow_shadowmap_parameters[4];
2054 extern qboolean r_shadow_shadowmapvsdct;
2055 extern qboolean r_shadow_shadowmapsampler;
2056 extern int r_shadow_shadowmappcf;
2057 extern rtexture_t *r_shadow_shadowmap2dtexture;
2058 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2059 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2060 extern matrix4x4_t r_shadow_shadowmapmatrix;
2061 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2062 extern int r_shadow_prepass_width;
2063 extern int r_shadow_prepass_height;
2064 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2065 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2066 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2067 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2068 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2070 #define BLENDFUNC_ALLOWS_COLORMOD 1
2071 #define BLENDFUNC_ALLOWS_FOG 2
2072 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2073 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2074 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2075 static int R_BlendFuncFlags(int src, int dst)
2079 // a blendfunc allows colormod if:
2080 // a) it can never keep the destination pixel invariant, or
2081 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2082 // this is to prevent unintended side effects from colormod
2084 // a blendfunc allows fog if:
2085 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2086 // this is to prevent unintended side effects from fog
2088 // these checks are the output of fogeval.pl
2090 r |= BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2094 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2096 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2097 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2100 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2105 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2106 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2107 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2109 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 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)
2118 // select a permutation of the lighting shader appropriate to this
2119 // combination of texture, entity, light source, and fogging, only use the
2120 // minimum features necessary to avoid wasting rendering time in the
2121 // fragment shader on features that are not being used
2122 unsigned int permutation = 0;
2123 unsigned int mode = 0;
2125 static float dummy_colormod[3] = {1, 1, 1};
2126 float *colormod = rsurface.colormod;
2128 matrix4x4_t tempmatrix;
2129 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2130 if (r_trippy.integer && !notrippy)
2131 permutation |= SHADERPERMUTATION_TRIPPY;
2132 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2133 permutation |= SHADERPERMUTATION_ALPHAKILL;
2134 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2135 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2136 if (rsurfacepass == RSURFPASS_BACKGROUND)
2138 // distorted background
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2141 mode = SHADERMODE_WATER;
2142 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2144 // this is the right thing to do for wateralpha
2145 GL_BlendFunc(GL_ONE, GL_ZERO);
2146 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2150 // this is the right thing to do for entity alpha
2151 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2152 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2155 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2157 mode = SHADERMODE_REFRACTION;
2158 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2159 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2163 mode = SHADERMODE_GENERIC;
2164 permutation |= SHADERPERMUTATION_DIFFUSE;
2165 GL_BlendFunc(GL_ONE, GL_ZERO);
2166 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2168 if (vid.allowalphatocoverage)
2169 GL_AlphaToCoverage(false);
2171 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2173 if (r_glsl_offsetmapping.integer)
2175 switch(rsurface.texture->offsetmapping)
2177 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2178 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2179 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2180 case OFFSETMAPPING_OFF: break;
2183 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2184 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2185 // normalmap (deferred prepass), may use alpha test on diffuse
2186 mode = SHADERMODE_DEFERREDGEOMETRY;
2187 GL_BlendFunc(GL_ONE, GL_ZERO);
2188 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2189 if (vid.allowalphatocoverage)
2190 GL_AlphaToCoverage(false);
2192 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2194 if (r_glsl_offsetmapping.integer)
2196 switch(rsurface.texture->offsetmapping)
2198 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2199 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2200 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2201 case OFFSETMAPPING_OFF: break;
2204 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2205 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2207 mode = SHADERMODE_LIGHTSOURCE;
2208 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2209 permutation |= SHADERPERMUTATION_CUBEFILTER;
2210 if (diffusescale > 0)
2211 permutation |= SHADERPERMUTATION_DIFFUSE;
2212 if (specularscale > 0)
2213 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2214 if (r_refdef.fogenabled)
2215 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2216 if (rsurface.texture->colormapping)
2217 permutation |= SHADERPERMUTATION_COLORMAPPING;
2218 if (r_shadow_usingshadowmap2d)
2220 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2221 if(r_shadow_shadowmapvsdct)
2222 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2224 if (r_shadow_shadowmapsampler)
2225 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2226 if (r_shadow_shadowmappcf > 1)
2227 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2228 else if (r_shadow_shadowmappcf)
2229 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2231 if (rsurface.texture->reflectmasktexture)
2232 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2233 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2234 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2235 if (vid.allowalphatocoverage)
2236 GL_AlphaToCoverage(false);
2238 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2240 if (r_glsl_offsetmapping.integer)
2242 switch(rsurface.texture->offsetmapping)
2244 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2245 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2246 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2247 case OFFSETMAPPING_OFF: break;
2250 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2251 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2252 // unshaded geometry (fullbright or ambient model lighting)
2253 mode = SHADERMODE_FLATCOLOR;
2254 ambientscale = diffusescale = specularscale = 0;
2255 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2256 permutation |= SHADERPERMUTATION_GLOW;
2257 if (r_refdef.fogenabled)
2258 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2259 if (rsurface.texture->colormapping)
2260 permutation |= SHADERPERMUTATION_COLORMAPPING;
2261 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2263 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2264 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2266 if (r_shadow_shadowmapsampler)
2267 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2268 if (r_shadow_shadowmappcf > 1)
2269 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2270 else if (r_shadow_shadowmappcf)
2271 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2273 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2274 permutation |= SHADERPERMUTATION_REFLECTION;
2275 if (rsurface.texture->reflectmasktexture)
2276 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2277 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2278 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2279 // when using alphatocoverage, we don't need alphakill
2280 if (vid.allowalphatocoverage)
2282 if (r_transparent_alphatocoverage.integer)
2284 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2285 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2288 GL_AlphaToCoverage(false);
2291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2293 if (r_glsl_offsetmapping.integer)
2295 switch(rsurface.texture->offsetmapping)
2297 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2298 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2299 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_OFF: break;
2303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2304 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2305 // directional model lighting
2306 mode = SHADERMODE_LIGHTDIRECTION;
2307 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2308 permutation |= SHADERPERMUTATION_GLOW;
2309 permutation |= SHADERPERMUTATION_DIFFUSE;
2310 if (specularscale > 0)
2311 permutation |= SHADERPERMUTATION_SPECULAR;
2312 if (r_refdef.fogenabled)
2313 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2314 if (rsurface.texture->colormapping)
2315 permutation |= SHADERPERMUTATION_COLORMAPPING;
2316 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2318 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2319 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2321 if (r_shadow_shadowmapsampler)
2322 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2323 if (r_shadow_shadowmappcf > 1)
2324 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2325 else if (r_shadow_shadowmappcf)
2326 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2329 permutation |= SHADERPERMUTATION_REFLECTION;
2330 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2331 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2332 if (rsurface.texture->reflectmasktexture)
2333 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2334 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2337 if (r_shadow_bouncegriddirectional)
2338 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2340 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2341 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342 // when using alphatocoverage, we don't need alphakill
2343 if (vid.allowalphatocoverage)
2345 if (r_transparent_alphatocoverage.integer)
2347 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2348 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2351 GL_AlphaToCoverage(false);
2354 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2356 if (r_glsl_offsetmapping.integer)
2358 switch(rsurface.texture->offsetmapping)
2360 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2361 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2362 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2363 case OFFSETMAPPING_OFF: break;
2366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2368 // ambient model lighting
2369 mode = SHADERMODE_LIGHTDIRECTION;
2370 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2371 permutation |= SHADERPERMUTATION_GLOW;
2372 if (r_refdef.fogenabled)
2373 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2374 if (rsurface.texture->colormapping)
2375 permutation |= SHADERPERMUTATION_COLORMAPPING;
2376 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2378 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2379 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2381 if (r_shadow_shadowmapsampler)
2382 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2383 if (r_shadow_shadowmappcf > 1)
2384 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2385 else if (r_shadow_shadowmappcf)
2386 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2388 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2389 permutation |= SHADERPERMUTATION_REFLECTION;
2390 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2391 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2392 if (rsurface.texture->reflectmasktexture)
2393 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2394 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2396 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2397 if (r_shadow_bouncegriddirectional)
2398 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2400 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2401 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2402 // when using alphatocoverage, we don't need alphakill
2403 if (vid.allowalphatocoverage)
2405 if (r_transparent_alphatocoverage.integer)
2407 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2408 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2411 GL_AlphaToCoverage(false);
2416 if (r_glsl_offsetmapping.integer)
2418 switch(rsurface.texture->offsetmapping)
2420 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2421 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2422 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2423 case OFFSETMAPPING_OFF: break;
2426 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2427 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2429 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2430 permutation |= SHADERPERMUTATION_GLOW;
2431 if (r_refdef.fogenabled)
2432 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2433 if (rsurface.texture->colormapping)
2434 permutation |= SHADERPERMUTATION_COLORMAPPING;
2435 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2437 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2438 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2440 if (r_shadow_shadowmapsampler)
2441 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2442 if (r_shadow_shadowmappcf > 1)
2443 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2444 else if (r_shadow_shadowmappcf)
2445 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2447 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2448 permutation |= SHADERPERMUTATION_REFLECTION;
2449 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2450 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2451 if (rsurface.texture->reflectmasktexture)
2452 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2453 if (FAKELIGHT_ENABLED)
2455 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2456 mode = SHADERMODE_FAKELIGHT;
2457 permutation |= SHADERPERMUTATION_DIFFUSE;
2458 if (specularscale > 0)
2459 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2461 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2463 // deluxemapping (light direction texture)
2464 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2465 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2467 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2468 permutation |= SHADERPERMUTATION_DIFFUSE;
2469 if (specularscale > 0)
2470 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2472 else if (r_glsl_deluxemapping.integer >= 2)
2474 // fake deluxemapping (uniform light direction in tangentspace)
2475 if (rsurface.uselightmaptexture)
2476 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2478 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2479 permutation |= SHADERPERMUTATION_DIFFUSE;
2480 if (specularscale > 0)
2481 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2483 else if (rsurface.uselightmaptexture)
2485 // ordinary lightmapping (q1bsp, q3bsp)
2486 mode = SHADERMODE_LIGHTMAP;
2490 // ordinary vertex coloring (q3bsp)
2491 mode = SHADERMODE_VERTEXCOLOR;
2493 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2495 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2496 if (r_shadow_bouncegriddirectional)
2497 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2499 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2500 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2501 // when using alphatocoverage, we don't need alphakill
2502 if (vid.allowalphatocoverage)
2504 if (r_transparent_alphatocoverage.integer)
2506 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2507 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2510 GL_AlphaToCoverage(false);
2513 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2514 colormod = dummy_colormod;
2515 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2516 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2517 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2518 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2519 switch(vid.renderpath)
2521 case RENDERPATH_D3D9:
2523 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);
2524 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2525 R_SetupShader_SetPermutationHLSL(mode, permutation);
2526 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2527 if (mode == SHADERMODE_LIGHTSOURCE)
2529 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2530 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2534 if (mode == SHADERMODE_LIGHTDIRECTION)
2536 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2539 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2540 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2541 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2542 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2543 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2545 if (mode == SHADERMODE_LIGHTSOURCE)
2547 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2548 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2549 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2550 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2551 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2553 // additive passes are only darkened by fog, not tinted
2554 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2555 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2559 if (mode == SHADERMODE_FLATCOLOR)
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2563 else if (mode == SHADERMODE_LIGHTDIRECTION)
2565 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]);
2566 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2567 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);
2568 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2569 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2570 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2575 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2576 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2577 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);
2578 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2579 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2581 // additive passes are only darkened by fog, not tinted
2582 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2583 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2585 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2586 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);
2587 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2589 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2591 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2592 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2593 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2594 if (mode == SHADERMODE_WATER)
2595 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2597 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2598 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2600 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2601 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2602 if (rsurface.texture->pantstexture)
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2605 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2606 if (rsurface.texture->shirttexture)
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2609 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2610 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2611 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2612 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2613 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2614 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2615 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2616 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2617 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2618 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2620 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2621 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2623 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2624 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2625 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2626 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2627 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2628 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2629 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2630 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2631 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2632 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2633 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2634 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2635 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2636 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2637 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2638 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2639 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2640 if (rsurfacepass == RSURFPASS_BACKGROUND)
2642 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2643 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2644 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2648 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2650 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2651 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2652 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2653 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2654 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2656 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2657 if (rsurface.rtlight)
2659 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2660 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2665 case RENDERPATH_D3D10:
2666 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2668 case RENDERPATH_D3D11:
2669 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2671 case RENDERPATH_GL20:
2672 case RENDERPATH_GLES2:
2673 if (!vid.useinterleavedarrays)
2675 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);
2676 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2677 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2678 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2679 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2680 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2681 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2682 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2686 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);
2687 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2689 R_SetupShader_SetPermutationGLSL(mode, permutation);
2690 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2691 if (mode == SHADERMODE_LIGHTSOURCE)
2693 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2694 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2695 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2696 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2697 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2698 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);
2700 // additive passes are only darkened by fog, not tinted
2701 if (r_glsl_permutation->loc_FogColor >= 0)
2702 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2703 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2707 if (mode == SHADERMODE_FLATCOLOR)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2711 else if (mode == SHADERMODE_LIGHTDIRECTION)
2713 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]);
2714 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]);
2715 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);
2716 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2717 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2718 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]);
2719 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]);
2723 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]);
2724 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]);
2725 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);
2726 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2727 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2729 // additive passes are only darkened by fog, not tinted
2730 if (r_glsl_permutation->loc_FogColor >= 0)
2732 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2733 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2735 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2737 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);
2738 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2739 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2740 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]);
2741 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]);
2742 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2743 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2744 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2745 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]);
2747 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2748 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2749 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2750 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]);
2751 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]);
2753 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2754 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2755 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2756 if (r_glsl_permutation->loc_Color_Pants >= 0)
2758 if (rsurface.texture->pantstexture)
2759 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2761 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2763 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2765 if (rsurface.texture->shirttexture)
2766 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2768 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2770 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]);
2771 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2772 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2773 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2774 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2775 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2776 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2777 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2778 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2780 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]);
2781 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2782 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);}
2783 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2785 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2786 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2787 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2788 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2789 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2790 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2791 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2794 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2795 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2796 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2797 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2798 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2799 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);
2800 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2801 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2802 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2803 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2804 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2805 if (rsurfacepass == RSURFPASS_BACKGROUND)
2807 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);
2808 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);
2809 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);
2813 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);
2815 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2817 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2818 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2819 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2821 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2822 if (rsurface.rtlight)
2824 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2825 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2828 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2831 case RENDERPATH_GL11:
2832 case RENDERPATH_GL13:
2833 case RENDERPATH_GLES1:
2835 case RENDERPATH_SOFT:
2836 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);
2837 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2838 R_SetupShader_SetPermutationSoft(mode, permutation);
2839 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2840 if (mode == SHADERMODE_LIGHTSOURCE)
2842 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2846 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2849 // additive passes are only darkened by fog, not tinted
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2851 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2855 if (mode == SHADERMODE_FLATCOLOR)
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2859 else if (mode == SHADERMODE_LIGHTDIRECTION)
2861 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]);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2863 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);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2866 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]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2873 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);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2877 // additive passes are only darkened by fog, not tinted
2878 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2882 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);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2885 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]);
2886 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]);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2888 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2889 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2890 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2892 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2893 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2894 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2895 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2896 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]);
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2899 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2900 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2901 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2903 if (rsurface.texture->pantstexture)
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2908 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2910 if (rsurface.texture->shirttexture)
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2913 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2915 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2917 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2918 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2919 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2920 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2921 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2922 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2923 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2928 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2929 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2930 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2931 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2936 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2938 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2941 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2942 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2945 if (rsurfacepass == RSURFPASS_BACKGROUND)
2947 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2959 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962 if (rsurface.rtlight)
2964 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2965 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 // select a permutation of the lighting shader appropriate to this
2975 // combination of texture, entity, light source, and fogging, only use the
2976 // minimum features necessary to avoid wasting rendering time in the
2977 // fragment shader on features that are not being used
2978 unsigned int permutation = 0;
2979 unsigned int mode = 0;
2980 const float *lightcolorbase = rtlight->currentcolor;
2981 float ambientscale = rtlight->ambientscale;
2982 float diffusescale = rtlight->diffusescale;
2983 float specularscale = rtlight->specularscale;
2984 // this is the location of the light in view space
2985 vec3_t viewlightorigin;
2986 // this transforms from view space (camera) to light space (cubemap)
2987 matrix4x4_t viewtolight;
2988 matrix4x4_t lighttoview;
2989 float viewtolight16f[16];
2990 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2992 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993 if (rtlight->currentcubemap != r_texture_whitecube)
2994 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995 if (diffusescale > 0)
2996 permutation |= SHADERPERMUTATION_DIFFUSE;
2997 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999 if (r_shadow_usingshadowmap2d)
3001 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002 if (r_shadow_shadowmapvsdct)
3003 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3005 if (r_shadow_shadowmapsampler)
3006 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007 if (r_shadow_shadowmappcf > 1)
3008 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009 else if (r_shadow_shadowmappcf)
3010 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3012 if (vid.allowalphatocoverage)
3013 GL_AlphaToCoverage(false);
3014 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018 switch(vid.renderpath)
3020 case RENDERPATH_D3D9:
3022 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
3031 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3035 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3036 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3037 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3039 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3042 case RENDERPATH_D3D10:
3043 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045 case RENDERPATH_D3D11:
3046 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3048 case RENDERPATH_GL20:
3049 case RENDERPATH_GLES2:
3050 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3053 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3054 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3055 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056 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]);
3057 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]);
3058 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));
3059 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]);
3060 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3063 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3064 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3065 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3066 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3067 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3069 case RENDERPATH_GL11:
3070 case RENDERPATH_GL13:
3071 case RENDERPATH_GLES1:
3073 case RENDERPATH_SOFT:
3074 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081 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]);
3082 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));
3083 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3086 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3087 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3088 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3089 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3091 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3096 #define SKINFRAME_HASH 1024
3100 int loadsequence; // incremented each level change
3101 memexpandablearray_t array;
3102 skinframe_t *hash[SKINFRAME_HASH];
3105 r_skinframe_t r_skinframe;
3107 void R_SkinFrame_PrepareForPurge(void)
3109 r_skinframe.loadsequence++;
3110 // wrap it without hitting zero
3111 if (r_skinframe.loadsequence >= 200)
3112 r_skinframe.loadsequence = 1;
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3119 // mark the skinframe as used for the purging code
3120 skinframe->loadsequence = r_skinframe.loadsequence;
3123 void R_SkinFrame_Purge(void)
3127 for (i = 0;i < SKINFRAME_HASH;i++)
3129 for (s = r_skinframe.hash[i];s;s = s->next)
3131 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3133 if (s->merged == s->base)
3135 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136 R_PurgeTexture(s->stain );s->stain = NULL;
3137 R_PurgeTexture(s->merged);s->merged = NULL;
3138 R_PurgeTexture(s->base );s->base = NULL;
3139 R_PurgeTexture(s->pants );s->pants = NULL;
3140 R_PurgeTexture(s->shirt );s->shirt = NULL;
3141 R_PurgeTexture(s->nmap );s->nmap = NULL;
3142 R_PurgeTexture(s->gloss );s->gloss = NULL;
3143 R_PurgeTexture(s->glow );s->glow = NULL;
3144 R_PurgeTexture(s->fog );s->fog = NULL;
3145 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146 s->loadsequence = 0;
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3154 char basename[MAX_QPATH];
3156 Image_StripImageExtension(name, basename, sizeof(basename));
3158 if( last == NULL ) {
3160 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161 item = r_skinframe.hash[hashindex];
3166 // linearly search through the hash bucket
3167 for( ; item ; item = item->next ) {
3168 if( !strcmp( item->basename, basename ) ) {
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3179 char basename[MAX_QPATH];
3181 Image_StripImageExtension(name, basename, sizeof(basename));
3183 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
3189 rtexture_t *dyntexture;
3190 // check whether its a dynamic texture
3191 dyntexture = CL_GetDynTexture( basename );
3192 if (!add && !dyntexture)
3194 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195 memset(item, 0, sizeof(*item));
3196 strlcpy(item->basename, basename, sizeof(item->basename));
3197 item->base = dyntexture; // either NULL or dyntexture handle
3198 item->textureflags = textureflags;
3199 item->comparewidth = comparewidth;
3200 item->compareheight = compareheight;
3201 item->comparecrc = comparecrc;
3202 item->next = r_skinframe.hash[hashindex];
3203 r_skinframe.hash[hashindex] = item;
3205 else if( item->base == NULL )
3207 rtexture_t *dyntexture;
3208 // check whether its a dynamic texture
3209 // 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]
3210 dyntexture = CL_GetDynTexture( basename );
3211 item->base = dyntexture; // either NULL or dyntexture handle
3214 R_SkinFrame_MarkUsed(item);
3218 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3220 unsigned long long avgcolor[5], wsum; \
3228 for(pix = 0; pix < cnt; ++pix) \
3231 for(comp = 0; comp < 3; ++comp) \
3233 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3236 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3238 for(comp = 0; comp < 3; ++comp) \
3239 avgcolor[comp] += getpixel * w; \
3242 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3243 avgcolor[4] += getpixel; \
3245 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3247 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3248 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3249 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3250 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3253 extern cvar_t gl_picmip;
3254 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3257 unsigned char *pixels;
3258 unsigned char *bumppixels;
3259 unsigned char *basepixels = NULL;
3260 int basepixels_width = 0;
3261 int basepixels_height = 0;
3262 skinframe_t *skinframe;
3263 rtexture_t *ddsbase = NULL;
3264 qboolean ddshasalpha = false;
3265 float ddsavgcolor[4];
3266 char basename[MAX_QPATH];
3267 int miplevel = R_PicmipForFlags(textureflags);
3268 int savemiplevel = miplevel;
3271 if (cls.state == ca_dedicated)
3274 // return an existing skinframe if already loaded
3275 // if loading of the first image fails, don't make a new skinframe as it
3276 // would cause all future lookups of this to be missing
3277 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3278 if (skinframe && skinframe->base)
3281 Image_StripImageExtension(name, basename, sizeof(basename));
3283 // check for DDS texture file first
3284 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3286 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3287 if (basepixels == NULL)
3291 // FIXME handle miplevel
3293 if (developer_loading.integer)
3294 Con_Printf("loading skin \"%s\"\n", name);
3296 // we've got some pixels to store, so really allocate this new texture now
3298 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3299 skinframe->stain = NULL;
3300 skinframe->merged = NULL;
3301 skinframe->base = NULL;
3302 skinframe->pants = NULL;
3303 skinframe->shirt = NULL;
3304 skinframe->nmap = NULL;
3305 skinframe->gloss = NULL;
3306 skinframe->glow = NULL;
3307 skinframe->fog = NULL;
3308 skinframe->reflect = NULL;
3309 skinframe->hasalpha = false;
3313 skinframe->base = ddsbase;
3314 skinframe->hasalpha = ddshasalpha;
3315 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3316 if (r_loadfog && skinframe->hasalpha)
3317 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3318 //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]);
3322 basepixels_width = image_width;
3323 basepixels_height = image_height;
3324 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);
3325 if (textureflags & TEXF_ALPHA)
3327 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3329 if (basepixels[j] < 255)
3331 skinframe->hasalpha = true;
3335 if (r_loadfog && skinframe->hasalpha)
3337 // has transparent pixels
3338 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3339 for (j = 0;j < image_width * image_height * 4;j += 4)
3344 pixels[j+3] = basepixels[j+3];
3346 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3350 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3352 //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]);
3353 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3354 R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3355 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3356 R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3362 mymiplevel = savemiplevel;
3363 if (r_loadnormalmap)
3364 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3365 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3367 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3368 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3369 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3370 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel);
3373 // _norm is the name used by tenebrae and has been adopted as standard
3374 if (r_loadnormalmap && skinframe->nmap == NULL)
3376 mymiplevel = savemiplevel;
3377 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3379 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3383 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3385 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3386 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3387 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3389 Mem_Free(bumppixels);
3391 else if (r_shadow_bumpscale_basetexture.value > 0)
3393 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3394 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3395 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%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);
3399 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3400 R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3404 // _luma is supported only for tenebrae compatibility
3405 // _glow is the preferred name
3406 mymiplevel = savemiplevel;
3407 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3409 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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);
3411 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3412 R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3414 Mem_Free(pixels);pixels = NULL;
3417 mymiplevel = savemiplevel;
3418 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3420 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3422 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3423 R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3429 mymiplevel = savemiplevel;
3430 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3432 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%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);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3435 R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3441 mymiplevel = savemiplevel;
3442 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3444 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%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);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3447 R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3453 mymiplevel = savemiplevel;
3454 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3456 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%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);
3458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3459 R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3466 Mem_Free(basepixels);
3471 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3472 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3475 unsigned char *temp1, *temp2;
3476 skinframe_t *skinframe;
3478 if (cls.state == ca_dedicated)
3481 // if already loaded just return it, otherwise make a new skinframe
3482 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3483 if (skinframe && skinframe->base)
3486 skinframe->stain = NULL;
3487 skinframe->merged = NULL;
3488 skinframe->base = NULL;
3489 skinframe->pants = NULL;
3490 skinframe->shirt = NULL;
3491 skinframe->nmap = NULL;
3492 skinframe->gloss = NULL;
3493 skinframe->glow = NULL;
3494 skinframe->fog = NULL;
3495 skinframe->reflect = NULL;
3496 skinframe->hasalpha = false;
3498 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3502 if (developer_loading.integer)
3503 Con_Printf("loading 32bit skin \"%s\"\n", name);
3505 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3507 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3508 temp2 = temp1 + width * height * 4;
3509 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3510 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3513 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3514 if (textureflags & TEXF_ALPHA)
3516 for (i = 3;i < width * height * 4;i += 4)
3518 if (skindata[i] < 255)
3520 skinframe->hasalpha = true;
3524 if (r_loadfog && skinframe->hasalpha)
3526 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3527 memcpy(fogpixels, skindata, width * height * 4);
3528 for (i = 0;i < width * height * 4;i += 4)
3529 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3530 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3531 Mem_Free(fogpixels);
3535 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3536 //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]);
3541 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3545 skinframe_t *skinframe;
3547 if (cls.state == ca_dedicated)
3550 // if already loaded just return it, otherwise make a new skinframe
3551 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3552 if (skinframe && skinframe->base)
3555 skinframe->stain = NULL;
3556 skinframe->merged = NULL;
3557 skinframe->base = NULL;
3558 skinframe->pants = NULL;
3559 skinframe->shirt = NULL;
3560 skinframe->nmap = NULL;
3561 skinframe->gloss = NULL;
3562 skinframe->glow = NULL;
3563 skinframe->fog = NULL;
3564 skinframe->reflect = NULL;
3565 skinframe->hasalpha = false;
3567 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3571 if (developer_loading.integer)
3572 Con_Printf("loading quake skin \"%s\"\n", name);
3574 // 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)
3575 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3576 memcpy(skinframe->qpixels, skindata, width*height);
3577 skinframe->qwidth = width;
3578 skinframe->qheight = height;
3581 for (i = 0;i < width * height;i++)
3582 featuresmask |= palette_featureflags[skindata[i]];
3584 skinframe->hasalpha = false;
3585 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3586 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3587 skinframe->qgeneratemerged = true;
3588 skinframe->qgeneratebase = skinframe->qhascolormapping;
3589 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3591 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3592 //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]);
3597 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3601 unsigned char *skindata;
3603 if (!skinframe->qpixels)
3606 if (!skinframe->qhascolormapping)
3607 colormapped = false;
3611 if (!skinframe->qgeneratebase)
3616 if (!skinframe->qgeneratemerged)
3620 width = skinframe->qwidth;
3621 height = skinframe->qheight;
3622 skindata = skinframe->qpixels;
3624 if (skinframe->qgeneratenmap)
3626 unsigned char *temp1, *temp2;
3627 skinframe->qgeneratenmap = false;
3628 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3629 temp2 = temp1 + width * height * 4;
3630 // use either a custom palette or the quake palette
3631 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3632 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3633 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3637 if (skinframe->qgenerateglow)
3639 skinframe->qgenerateglow = false;
3640 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3645 skinframe->qgeneratebase = false;
3646 skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%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);
3647 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3648 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3652 skinframe->qgeneratemerged = false;
3653 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);
3656 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3658 Mem_Free(skinframe->qpixels);
3659 skinframe->qpixels = NULL;
3663 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)
3666 skinframe_t *skinframe;
3668 if (cls.state == ca_dedicated)
3671 // if already loaded just return it, otherwise make a new skinframe
3672 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3673 if (skinframe && skinframe->base)
3676 skinframe->stain = NULL;
3677 skinframe->merged = NULL;
3678 skinframe->base = NULL;
3679 skinframe->pants = NULL;
3680 skinframe->shirt = NULL;
3681 skinframe->nmap = NULL;
3682 skinframe->gloss = NULL;
3683 skinframe->glow = NULL;
3684 skinframe->fog = NULL;
3685 skinframe->reflect = NULL;
3686 skinframe->hasalpha = false;
3688 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3692 if (developer_loading.integer)
3693 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3695 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3696 if (textureflags & TEXF_ALPHA)
3698 for (i = 0;i < width * height;i++)
3700 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3702 skinframe->hasalpha = true;
3706 if (r_loadfog && skinframe->hasalpha)
3707 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3710 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3711 //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]);
3716 skinframe_t *R_SkinFrame_LoadMissing(void)
3718 skinframe_t *skinframe;
3720 if (cls.state == ca_dedicated)
3723 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3724 skinframe->stain = NULL;
3725 skinframe->merged = NULL;
3726 skinframe->base = NULL;
3727 skinframe->pants = NULL;
3728 skinframe->shirt = NULL;
3729 skinframe->nmap = NULL;
3730 skinframe->gloss = NULL;
3731 skinframe->glow = NULL;
3732 skinframe->fog = NULL;
3733 skinframe->reflect = NULL;
3734 skinframe->hasalpha = false;
3736 skinframe->avgcolor[0] = rand() / RAND_MAX;
3737 skinframe->avgcolor[1] = rand() / RAND_MAX;
3738 skinframe->avgcolor[2] = rand() / RAND_MAX;
3739 skinframe->avgcolor[3] = 1;
3744 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3745 typedef struct suffixinfo_s
3748 qboolean flipx, flipy, flipdiagonal;
3751 static suffixinfo_t suffix[3][6] =
3754 {"px", false, false, false},
3755 {"nx", false, false, false},
3756 {"py", false, false, false},
3757 {"ny", false, false, false},
3758 {"pz", false, false, false},
3759 {"nz", false, false, false}
3762 {"posx", false, false, false},
3763 {"negx", false, false, false},
3764 {"posy", false, false, false},
3765 {"negy", false, false, false},
3766 {"posz", false, false, false},
3767 {"negz", false, false, false}
3770 {"rt", true, false, true},
3771 {"lf", false, true, true},
3772 {"ft", true, true, false},
3773 {"bk", false, false, false},
3774 {"up", true, false, true},
3775 {"dn", true, false, true}
3779 static int componentorder[4] = {0, 1, 2, 3};
3781 rtexture_t *R_LoadCubemap(const char *basename)
3783 int i, j, cubemapsize;
3784 unsigned char *cubemappixels, *image_buffer;
3785 rtexture_t *cubemaptexture;
3787 // must start 0 so the first loadimagepixels has no requested width/height
3789 cubemappixels = NULL;
3790 cubemaptexture = NULL;
3791 // keep trying different suffix groups (posx, px, rt) until one loads
3792 for (j = 0;j < 3 && !cubemappixels;j++)
3794 // load the 6 images in the suffix group
3795 for (i = 0;i < 6;i++)
3797 // generate an image name based on the base and and suffix
3798 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3800 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3802 // an image loaded, make sure width and height are equal
3803 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3805 // if this is the first image to load successfully, allocate the cubemap memory
3806 if (!cubemappixels && image_width >= 1)
3808 cubemapsize = image_width;
3809 // note this clears to black, so unavailable sides are black
3810 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3812 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3814 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);
3817 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3819 Mem_Free(image_buffer);
3823 // if a cubemap loaded, upload it
3826 if (developer_loading.integer)
3827 Con_Printf("loading cubemap \"%s\"\n", basename);
3829 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);
3830 Mem_Free(cubemappixels);
3834 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3835 if (developer_loading.integer)
3837 Con_Printf("(tried tried images ");
3838 for (j = 0;j < 3;j++)
3839 for (i = 0;i < 6;i++)
3840 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3841 Con_Print(" and was unable to find any of them).\n");
3844 return cubemaptexture;
3847 rtexture_t *R_GetCubemap(const char *basename)
3850 for (i = 0;i < r_texture_numcubemaps;i++)
3851 if (r_texture_cubemaps[i] != NULL)
3852 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3853 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3854 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3855 return r_texture_whitecube;
3856 r_texture_numcubemaps++;
3857 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3858 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3859 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3860 return r_texture_cubemaps[i]->texture;
3863 void R_FreeCubemap(const char *basename)
3867 for (i = 0;i < r_texture_numcubemaps;i++)
3869 if (r_texture_cubemaps[i] != NULL)
3871 if (r_texture_cubemaps[i]->texture)
3873 if (developer_loading.integer)
3874 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3875 R_FreeTexture(r_texture_cubemaps[i]->texture);
3876 Mem_Free(r_texture_cubemaps[i]);
3877 r_texture_cubemaps[i] = NULL;
3883 void R_FreeCubemaps(void)
3886 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (developer_loading.integer)
3889 Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename);
3890 if (r_texture_cubemaps[i] != NULL)
3892 if (r_texture_cubemaps[i]->texture)
3893 R_FreeTexture(r_texture_cubemaps[i]->texture);
3894 Mem_Free(r_texture_cubemaps[i]);
3897 r_texture_numcubemaps = 0;
3900 void R_Main_FreeViewCache(void)
3902 if (r_refdef.viewcache.entityvisible)
3903 Mem_Free(r_refdef.viewcache.entityvisible);
3904 if (r_refdef.viewcache.world_pvsbits)
3905 Mem_Free(r_refdef.viewcache.world_pvsbits);
3906 if (r_refdef.viewcache.world_leafvisible)
3907 Mem_Free(r_refdef.viewcache.world_leafvisible);
3908 if (r_refdef.viewcache.world_surfacevisible)
3909 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3910 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3913 void R_Main_ResizeViewCache(void)
3915 int numentities = r_refdef.scene.numentities;
3916 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3917 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3918 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3919 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3920 if (r_refdef.viewcache.maxentities < numentities)
3922 r_refdef.viewcache.maxentities = numentities;
3923 if (r_refdef.viewcache.entityvisible)
3924 Mem_Free(r_refdef.viewcache.entityvisible);
3925 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927 if (r_refdef.viewcache.world_numclusters != numclusters)
3929 r_refdef.viewcache.world_numclusters = numclusters;
3930 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3931 if (r_refdef.viewcache.world_pvsbits)
3932 Mem_Free(r_refdef.viewcache.world_pvsbits);
3933 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935 if (r_refdef.viewcache.world_numleafs != numleafs)
3937 r_refdef.viewcache.world_numleafs = numleafs;
3938 if (r_refdef.viewcache.world_leafvisible)
3939 Mem_Free(r_refdef.viewcache.world_leafvisible);
3940 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3945 if (r_refdef.viewcache.world_surfacevisible)
3946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3947 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3951 extern rtexture_t *loadingscreentexture;
3952 void gl_main_start(void)
3954 loadingscreentexture = NULL;
3955 r_texture_blanknormalmap = NULL;
3956 r_texture_white = NULL;
3957 r_texture_grey128 = NULL;
3958 r_texture_black = NULL;
3959 r_texture_whitecube = NULL;
3960 r_texture_normalizationcube = NULL;
3961 r_texture_fogattenuation = NULL;
3962 r_texture_fogheighttexture = NULL;
3963 r_texture_gammaramps = NULL;
3964 r_texture_numcubemaps = 0;
3966 r_loaddds = r_texture_dds_load.integer != 0;
3967 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3969 switch(vid.renderpath)
3971 case RENDERPATH_GL20:
3972 case RENDERPATH_D3D9:
3973 case RENDERPATH_D3D10:
3974 case RENDERPATH_D3D11:
3975 case RENDERPATH_SOFT:
3976 case RENDERPATH_GLES2:
3977 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3978 Cvar_SetValueQuick(&gl_combine, 1);
3979 Cvar_SetValueQuick(&r_glsl, 1);
3980 r_loadnormalmap = true;
3984 case RENDERPATH_GL13:
3985 case RENDERPATH_GLES1:
3986 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3987 Cvar_SetValueQuick(&gl_combine, 1);
3988 Cvar_SetValueQuick(&r_glsl, 0);
3989 r_loadnormalmap = false;
3990 r_loadgloss = false;
3993 case RENDERPATH_GL11:
3994 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3995 Cvar_SetValueQuick(&gl_combine, 0);
3996 Cvar_SetValueQuick(&r_glsl, 0);
3997 r_loadnormalmap = false;
3998 r_loadgloss = false;
4004 R_FrameData_Reset();
4008 memset(r_queries, 0, sizeof(r_queries));
4010 r_qwskincache = NULL;
4011 r_qwskincache_size = 0;
4013 // due to caching of texture_t references, the collision cache must be reset
4014 Collision_Cache_Reset(true);
4016 // set up r_skinframe loading system for textures
4017 memset(&r_skinframe, 0, sizeof(r_skinframe));
4018 r_skinframe.loadsequence = 1;
4019 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4021 r_main_texturepool = R_AllocTexturePool();
4022 R_BuildBlankTextures();
4024 if (vid.support.arb_texture_cube_map)
4027 R_BuildNormalizationCube();
4029 r_texture_fogattenuation = NULL;
4030 r_texture_fogheighttexture = NULL;
4031 r_texture_gammaramps = NULL;
4032 //r_texture_fogintensity = NULL;
4033 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4034 memset(&r_waterstate, 0, sizeof(r_waterstate));
4035 r_glsl_permutation = NULL;
4036 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4037 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4038 glslshaderstring = NULL;
4040 r_hlsl_permutation = NULL;
4041 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4042 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4044 hlslshaderstring = NULL;
4045 memset(&r_svbsp, 0, sizeof (r_svbsp));
4047 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4048 r_texture_numcubemaps = 0;
4050 r_refdef.fogmasktable_density = 0;
4053 void gl_main_shutdown(void)
4056 R_FrameData_Reset();
4058 R_Main_FreeViewCache();
4060 switch(vid.renderpath)
4062 case RENDERPATH_GL11:
4063 case RENDERPATH_GL13:
4064 case RENDERPATH_GL20:
4065 case RENDERPATH_GLES1:
4066 case RENDERPATH_GLES2:
4067 #ifdef GL_SAMPLES_PASSED_ARB
4069 qglDeleteQueriesARB(r_maxqueries, r_queries);
4072 case RENDERPATH_D3D9:
4073 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4075 case RENDERPATH_D3D10:
4076 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4078 case RENDERPATH_D3D11:
4079 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4081 case RENDERPATH_SOFT:
4087 memset(r_queries, 0, sizeof(r_queries));
4089 r_qwskincache = NULL;
4090 r_qwskincache_size = 0;
4092 // clear out the r_skinframe state
4093 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4094 memset(&r_skinframe, 0, sizeof(r_skinframe));
4097 Mem_Free(r_svbsp.nodes);
4098 memset(&r_svbsp, 0, sizeof (r_svbsp));
4099 R_FreeTexturePool(&r_main_texturepool);
4100 loadingscreentexture = NULL;
4101 r_texture_blanknormalmap = NULL;
4102 r_texture_white = NULL;
4103 r_texture_grey128 = NULL;
4104 r_texture_black = NULL;
4105 r_texture_whitecube = NULL;
4106 r_texture_normalizationcube = NULL;
4107 r_texture_fogattenuation = NULL;
4108 r_texture_fogheighttexture = NULL;
4109 r_texture_gammaramps = NULL;
4110 r_texture_numcubemaps = 0;
4111 //r_texture_fogintensity = NULL;
4112 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
4113 memset(&r_waterstate, 0, sizeof(r_waterstate));
4116 r_glsl_permutation = NULL;
4117 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4118 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4119 glslshaderstring = NULL;
4121 r_hlsl_permutation = NULL;
4122 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4123 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4125 hlslshaderstring = NULL;
4128 extern void CL_ParseEntityLump(char *entitystring);
4129 void gl_main_newmap(void)
4131 // FIXME: move this code to client
4132 char *entities, entname[MAX_QPATH];
4134 Mem_Free(r_qwskincache);
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4139 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4140 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4142 CL_ParseEntityLump(entities);
4146 if (cl.worldmodel->brush.entities)
4147 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4149 R_Main_FreeViewCache();
4151 R_FrameData_Reset();
4154 void GL_Main_Init(void)
4156 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4158 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4159 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4160 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4161 if (gamemode == GAME_NEHAHRA)
4163 Cvar_RegisterVariable (&gl_fogenable);
4164 Cvar_RegisterVariable (&gl_fogdensity);
4165 Cvar_RegisterVariable (&gl_fogred);
4166 Cvar_RegisterVariable (&gl_foggreen);
4167 Cvar_RegisterVariable (&gl_fogblue);
4168 Cvar_RegisterVariable (&gl_fogstart);
4169 Cvar_RegisterVariable (&gl_fogend);
4170 Cvar_RegisterVariable (&gl_skyclip);
4172 Cvar_RegisterVariable(&r_motionblur);
4173 Cvar_RegisterVariable(&r_damageblur);
4174 Cvar_RegisterVariable(&r_motionblur_averaging);
4175 Cvar_RegisterVariable(&r_motionblur_randomize);
4176 Cvar_RegisterVariable(&r_motionblur_minblur);
4177 Cvar_RegisterVariable(&r_motionblur_maxblur);
4178 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4179 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4180 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4181 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4182 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4183 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4184 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4185 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4186 Cvar_RegisterVariable(&r_equalize_entities_by);
4187 Cvar_RegisterVariable(&r_equalize_entities_to);
4188 Cvar_RegisterVariable(&r_depthfirst);
4189 Cvar_RegisterVariable(&r_useinfinitefarclip);
4190 Cvar_RegisterVariable(&r_farclip_base);
4191 Cvar_RegisterVariable(&r_farclip_world);
4192 Cvar_RegisterVariable(&r_nearclip);
4193 Cvar_RegisterVariable(&r_deformvertexes);
4194 Cvar_RegisterVariable(&r_transparent);
4195 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4196 Cvar_RegisterVariable(&r_showoverdraw);
4197 Cvar_RegisterVariable(&r_showbboxes);
4198 Cvar_RegisterVariable(&r_showsurfaces);
4199 Cvar_RegisterVariable(&r_showtris);
4200 Cvar_RegisterVariable(&r_shownormals);
4201 Cvar_RegisterVariable(&r_showlighting);
4202 Cvar_RegisterVariable(&r_showshadowvolumes);
4203 Cvar_RegisterVariable(&r_showcollisionbrushes);
4204 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4205 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4206 Cvar_RegisterVariable(&r_showdisabledepthtest);
4207 Cvar_RegisterVariable(&r_drawportals);
4208 Cvar_RegisterVariable(&r_drawentities);
4209 Cvar_RegisterVariable(&r_draw2d);
4210 Cvar_RegisterVariable(&r_drawworld);
4211 Cvar_RegisterVariable(&r_cullentities_trace);
4212 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4213 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4214 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4215 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4216 Cvar_RegisterVariable(&r_drawviewmodel);
4217 Cvar_RegisterVariable(&r_drawexteriormodel);
4218 Cvar_RegisterVariable(&r_speeds);
4219 Cvar_RegisterVariable(&r_fullbrights);
4220 Cvar_RegisterVariable(&r_wateralpha);
4221 Cvar_RegisterVariable(&r_dynamic);
4222 Cvar_RegisterVariable(&r_fakelight);
4223 Cvar_RegisterVariable(&r_fakelight_intensity);
4224 Cvar_RegisterVariable(&r_fullbright);
4225 Cvar_RegisterVariable(&r_shadows);
4226 Cvar_RegisterVariable(&r_shadows_darken);
4227 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4228 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4229 Cvar_RegisterVariable(&r_shadows_throwdistance);
4230 Cvar_RegisterVariable(&r_shadows_throwdirection);
4231 Cvar_RegisterVariable(&r_shadows_focus);
4232 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4233 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4234 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4235 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4236 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4237 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4238 Cvar_RegisterVariable(&r_fog_exp2);
4239 Cvar_RegisterVariable(&r_fog_clear);
4240 Cvar_RegisterVariable(&r_drawfog);
4241 Cvar_RegisterVariable(&r_transparentdepthmasking);
4242 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4243 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4244 Cvar_RegisterVariable(&r_texture_dds_load);
4245 Cvar_RegisterVariable(&r_texture_dds_save);
4246 Cvar_RegisterVariable(&r_textureunits);
4247 Cvar_RegisterVariable(&gl_combine);
4248 Cvar_RegisterVariable(&r_viewfbo);
4249 Cvar_RegisterVariable(&r_viewscale);
4250 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4256 Cvar_RegisterVariable(&r_glsl);
4257 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4264 Cvar_RegisterVariable(&r_glsl_postprocess);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4266 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4274 Cvar_RegisterVariable(&r_water);
4275 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4276 Cvar_RegisterVariable(&r_water_clippingplanebias);
4277 Cvar_RegisterVariable(&r_water_refractdistort);
4278 Cvar_RegisterVariable(&r_water_reflectdistort);
4279 Cvar_RegisterVariable(&r_water_scissormode);
4280 Cvar_RegisterVariable(&r_water_lowquality);
4282 Cvar_RegisterVariable(&r_lerpsprites);
4283 Cvar_RegisterVariable(&r_lerpmodels);
4284 Cvar_RegisterVariable(&r_lerplightstyles);
4285 Cvar_RegisterVariable(&r_waterscroll);
4286 Cvar_RegisterVariable(&r_bloom);
4287 Cvar_RegisterVariable(&r_bloom_colorscale);
4288 Cvar_RegisterVariable(&r_bloom_brighten);
4289 Cvar_RegisterVariable(&r_bloom_blur);
4290 Cvar_RegisterVariable(&r_bloom_resolution);
4291 Cvar_RegisterVariable(&r_bloom_colorexponent);
4292 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4293 Cvar_RegisterVariable(&r_hdr);
4294 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4295 Cvar_RegisterVariable(&r_hdr_glowintensity);
4296 Cvar_RegisterVariable(&r_hdr_range);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4298 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4300 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4301 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4303 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4304 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4305 Cvar_RegisterVariable(&developer_texturelogging);
4306 Cvar_RegisterVariable(&gl_lightmaps);
4307 Cvar_RegisterVariable(&r_test);
4308 Cvar_RegisterVariable(&r_glsl_saturation);
4309 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4310 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4311 Cvar_RegisterVariable(&r_framedatasize);
4312 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4313 Cvar_SetValue("r_fullbrights", 0);
4314 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4317 extern void R_Textures_Init(void);
4318 extern void GL_Draw_Init(void);
4319 extern void GL_Main_Init(void);
4320 extern void R_Shadow_Init(void);
4321 extern void R_Sky_Init(void);
4322 extern void GL_Surf_Init(void);
4323 extern void R_Particles_Init(void);
4324 extern void R_Explosion_Init(void);
4325 extern void gl_backend_init(void);
4326 extern void Sbar_Init(void);
4327 extern void R_LightningBeams_Init(void);
4328 extern void Mod_RenderInit(void);
4329 extern void Font_Init(void);
4331 void Render_Init(void)
4344 R_LightningBeams_Init();
4354 extern char *ENGINE_EXTENSIONS;
4357 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4358 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4359 gl_version = (const char *)qglGetString(GL_VERSION);
4360 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4364 if (!gl_platformextensions)
4365 gl_platformextensions = "";
4367 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4368 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4369 Con_Printf("GL_VERSION: %s\n", gl_version);
4370 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4371 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4373 VID_CheckExtensions();
4375 // LordHavoc: report supported extensions
4376 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4378 // clear to black (loading plaque will be seen over this)
4379 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4383 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4387 if (r_trippy.integer)
4389 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4391 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4394 p = r_refdef.view.frustum + i;
4399 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4403 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4407 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4411 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4415 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4419 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4423 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4427 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4435 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4439 if (r_trippy.integer)
4441 for (i = 0;i < numplanes;i++)
4448 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4452 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4456 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4460 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4464 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4468 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4472 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4476 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4484 //==================================================================================
4486 // LordHavoc: this stores temporary data used within the same frame
4488 typedef struct r_framedata_mem_s
4490 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4491 size_t size; // how much usable space
4492 size_t current; // how much space in use
4493 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4494 size_t wantedsize; // how much space was allocated
4495 unsigned char *data; // start of real data (16byte aligned)
4499 static r_framedata_mem_t *r_framedata_mem;
4501 void R_FrameData_Reset(void)
4503 while (r_framedata_mem)
4505 r_framedata_mem_t *next = r_framedata_mem->purge;
4506 Mem_Free(r_framedata_mem);
4507 r_framedata_mem = next;
4511 void R_FrameData_Resize(void)
4514 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4515 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4516 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4518 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4519 newmem->wantedsize = wantedsize;
4520 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4521 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4522 newmem->current = 0;
4524 newmem->purge = r_framedata_mem;
4525 r_framedata_mem = newmem;
4529 void R_FrameData_NewFrame(void)
4531 R_FrameData_Resize();
4532 if (!r_framedata_mem)
4534 // if we ran out of space on the last frame, free the old memory now
4535 while (r_framedata_mem->purge)
4537 // repeatedly remove the second item in the list, leaving only head
4538 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4539 Mem_Free(r_framedata_mem->purge);
4540 r_framedata_mem->purge = next;
4542 // reset the current mem pointer
4543 r_framedata_mem->current = 0;
4544 r_framedata_mem->mark = 0;
4547 void *R_FrameData_Alloc(size_t size)
4551 // align to 16 byte boundary - the data pointer is already aligned, so we
4552 // only need to ensure the size of every allocation is also aligned
4553 size = (size + 15) & ~15;
4555 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4557 // emergency - we ran out of space, allocate more memory
4558 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4559 R_FrameData_Resize();
4562 data = r_framedata_mem->data + r_framedata_mem->current;
4563 r_framedata_mem->current += size;
4565 // count the usage for stats
4566 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4567 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4569 return (void *)data;
4572 void *R_FrameData_Store(size_t size, void *data)
4574 void *d = R_FrameData_Alloc(size);
4576 memcpy(d, data, size);
4580 void R_FrameData_SetMark(void)
4582 if (!r_framedata_mem)
4584 r_framedata_mem->mark = r_framedata_mem->current;
4587 void R_FrameData_ReturnToMark(void)
4589 if (!r_framedata_mem)
4591 r_framedata_mem->current = r_framedata_mem->mark;
4594 //==================================================================================
4596 // LordHavoc: animcache originally written by Echon, rewritten since then
4599 * Animation cache prevents re-generating mesh data for an animated model
4600 * multiple times in one frame for lighting, shadowing, reflections, etc.
4603 void R_AnimCache_Free(void)
4607 void R_AnimCache_ClearCache(void)
4610 entity_render_t *ent;
4612 for (i = 0;i < r_refdef.scene.numentities;i++)
4614 ent = r_refdef.scene.entities[i];
4615 ent->animcache_vertex3f = NULL;
4616 ent->animcache_normal3f = NULL;
4617 ent->animcache_svector3f = NULL;
4618 ent->animcache_tvector3f = NULL;
4619 ent->animcache_vertexmesh = NULL;
4620 ent->animcache_vertex3fbuffer = NULL;
4621 ent->animcache_vertexmeshbuffer = NULL;
4625 void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4629 // check if we need the meshbuffers
4630 if (!vid.useinterleavedarrays)
4633 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4634 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4635 // TODO: upload vertex3f buffer?
4636 if (ent->animcache_vertexmesh)
4638 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4639 for (i = 0;i < numvertices;i++)
4640 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4641 if (ent->animcache_svector3f)
4642 for (i = 0;i < numvertices;i++)
4643 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4644 if (ent->animcache_tvector3f)
4645 for (i = 0;i < numvertices;i++)
4646 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4647 if (ent->animcache_normal3f)
4648 for (i = 0;i < numvertices;i++)
4649 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4650 // TODO: upload vertexmeshbuffer?
4654 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4656 dp_model_t *model = ent->model;
4658 // see if it's already cached this frame
4659 if (ent->animcache_vertex3f)
4661 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4662 if (wantnormals || wanttangents)
4664 if (ent->animcache_normal3f)
4665 wantnormals = false;
4666 if (ent->animcache_svector3f)
4667 wanttangents = false;
4668 if (wantnormals || wanttangents)
4670 numvertices = model->surfmesh.num_vertices;
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, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4679 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4685 // see if this ent is worth caching
4686 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4688 // get some memory for this entity and generate mesh data
4689 numvertices = model->surfmesh.num_vertices;
4690 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4692 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4695 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4696 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4698 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4699 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4704 void R_AnimCache_CacheVisibleEntities(void)
4707 qboolean wantnormals = true;
4708 qboolean wanttangents = !r_showsurfaces.integer;
4710 switch(vid.renderpath)
4712 case RENDERPATH_GL20:
4713 case RENDERPATH_D3D9:
4714 case RENDERPATH_D3D10:
4715 case RENDERPATH_D3D11:
4716 case RENDERPATH_GLES2:
4718 case RENDERPATH_GL11:
4719 case RENDERPATH_GL13:
4720 case RENDERPATH_GLES1:
4721 wanttangents = false;
4723 case RENDERPATH_SOFT:
4727 if (r_shownormals.integer)
4728 wanttangents = wantnormals = true;
4730 // TODO: thread this
4731 // NOTE: R_PrepareRTLights() also caches entities
4733 for (i = 0;i < r_refdef.scene.numentities;i++)
4734 if (r_refdef.viewcache.entityvisible[i])
4735 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4738 //==================================================================================
4740 extern cvar_t r_overheadsprites_pushback;
4742 static void R_View_UpdateEntityLighting (void)
4745 entity_render_t *ent;
4746 vec3_t tempdiffusenormal, avg;
4747 vec_t f, fa, fd, fdd;
4748 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4750 for (i = 0;i < r_refdef.scene.numentities;i++)
4752 ent = r_refdef.scene.entities[i];
4754 // skip unseen models
4755 if (!r_refdef.viewcache.entityvisible[i] && skipunseen)
4759 if (ent->model && ent->model->brush.num_leafs)
4761 // TODO: use modellight for r_ambient settings on world?
4762 VectorSet(ent->modellight_ambient, 0, 0, 0);
4763 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4764 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4768 // fetch the lighting from the worldmodel data
4769 VectorClear(ent->modellight_ambient);
4770 VectorClear(ent->modellight_diffuse);
4771 VectorClear(tempdiffusenormal);
4772 if (ent->flags & RENDER_LIGHT)
4775 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4777 // complete lightning for lit sprites
4778 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4779 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4781 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4782 org[2] = org[2] + r_overheadsprites_pushback.value;
4783 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4786 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4788 if(ent->flags & RENDER_EQUALIZE)
4790 // first fix up ambient lighting...
4791 if(r_equalize_entities_minambient.value > 0)
4793 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4796 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4797 if(fa < r_equalize_entities_minambient.value * fd)
4800 // fa'/fd' = minambient
4801 // fa'+0.25*fd' = fa+0.25*fd
4803 // fa' = fd' * minambient
4804 // fd'*(0.25+minambient) = fa+0.25*fd
4806 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4807 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4809 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4810 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
4811 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4812 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4817 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4819 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4820 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4824 // adjust brightness and saturation to target
4825 avg[0] = avg[1] = avg[2] = fa / f;
4826 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4827 avg[0] = avg[1] = avg[2] = fd / f;
4828 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4834 VectorSet(ent->modellight_ambient, 1, 1, 1);
4836 // move the light direction into modelspace coordinates for lighting code
4837 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4838 if(VectorLength2(ent->modellight_lightdir) == 0)
4839 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4840 VectorNormalize(ent->modellight_lightdir);
4844 #define MAX_LINEOFSIGHTTRACES 64
4846 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4849 vec3_t boxmins, boxmaxs;
4852 dp_model_t *model = r_refdef.scene.worldmodel;
4854 if (!model || !model->brush.TraceLineOfSight)
4857 // expand the box a little
4858 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4859 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4860 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4861 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4862 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4863 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4865 // return true if eye is inside enlarged box
4866 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4870 VectorCopy(eye, start);
4871 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4872 if (model->brush.TraceLineOfSight(model, start, end))
4875 // try various random positions
4876 for (i = 0;i < numsamples;i++)
4878 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4879 if (model->brush.TraceLineOfSight(model, start, end))
4887 static void R_View_UpdateEntityVisible (void)
4892 entity_render_t *ent;
4894 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4895 : r_waterstate.renderingrefraction ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4896 : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL
4897 : RENDER_EXTERIORMODEL;
4898 if (!r_drawviewmodel.integer)
4899 renderimask |= RENDER_VIEWMODEL;
4900 if (!r_drawexteriormodel.integer)
4901 renderimask |= RENDER_EXTERIORMODEL;
4902 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4904 // worldmodel can check visibility
4905 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4906 for (i = 0;i < r_refdef.scene.numentities;i++)
4908 ent = r_refdef.scene.entities[i];
4909 if (!(ent->flags & renderimask))
4910 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)))
4911 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4912 r_refdef.viewcache.entityvisible[i] = true;
4917 // no worldmodel or it can't check visibility
4918 for (i = 0;i < r_refdef.scene.numentities;i++)
4920 ent = r_refdef.scene.entities[i];
4921 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));
4924 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4925 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4927 for (i = 0;i < r_refdef.scene.numentities;i++)
4929 if (!r_refdef.viewcache.entityvisible[i])
4931 ent = r_refdef.scene.entities[i];
4932 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4934 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4936 continue; // temp entities do pvs only
4937 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4938 ent->last_trace_visibility = realtime;
4939 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4940 r_refdef.viewcache.entityvisible[i] = 0;
4946 /// only used if skyrendermasked, and normally returns false
4947 int R_DrawBrushModelsSky (void)
4950 entity_render_t *ent;
4953 for (i = 0;i < r_refdef.scene.numentities;i++)
4955 if (!r_refdef.viewcache.entityvisible[i])
4957 ent = r_refdef.scene.entities[i];
4958 if (!ent->model || !ent->model->DrawSky)
4960 ent->model->DrawSky(ent);
4966 static void R_DrawNoModel(entity_render_t *ent);
4967 static void R_DrawModels(void)
4970 entity_render_t *ent;
4972 for (i = 0;i < r_refdef.scene.numentities;i++)
4974 if (!r_refdef.viewcache.entityvisible[i])
4976 ent = r_refdef.scene.entities[i];
4977 r_refdef.stats.entities++;
4979 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4982 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4983 Con_Printf("R_DrawModels\n");
4984 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]);
4985 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);
4986 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);
4989 if (ent->model && ent->model->Draw != NULL)
4990 ent->model->Draw(ent);
4996 static void R_DrawModelsDepth(void)
4999 entity_render_t *ent;
5001 for (i = 0;i < r_refdef.scene.numentities;i++)
5003 if (!r_refdef.viewcache.entityvisible[i])
5005 ent = r_refdef.scene.entities[i];
5006 if (ent->model && ent->model->DrawDepth != NULL)
5007 ent->model->DrawDepth(ent);
5011 static void R_DrawModelsDebug(void)
5014 entity_render_t *ent;
5016 for (i = 0;i < r_refdef.scene.numentities;i++)
5018 if (!r_refdef.viewcache.entityvisible[i])
5020 ent = r_refdef.scene.entities[i];
5021 if (ent->model && ent->model->DrawDebug != NULL)
5022 ent->model->DrawDebug(ent);
5026 static void R_DrawModelsAddWaterPlanes(void)
5029 entity_render_t *ent;
5031 for (i = 0;i < r_refdef.scene.numentities;i++)
5033 if (!r_refdef.viewcache.entityvisible[i])
5035 ent = r_refdef.scene.entities[i];
5036 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5037 ent->model->DrawAddWaterPlanes(ent);
5041 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5043 if (r_hdr_irisadaptation.integer)
5047 vec3_t diffusenormal;
5051 R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5052 brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
5053 brightness = max(0.0000001f, brightness);
5054 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5055 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5056 current = r_hdr_irisadaptation_value.value;
5058 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5059 else if (current > goal)
5060 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5061 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5062 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5064 else if (r_hdr_irisadaptation_value.value != 1.0f)
5065 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5068 static void R_View_SetFrustum(const int *scissor)
5071 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5072 vec3_t forward, left, up, origin, v;
5076 // flipped x coordinates (because x points left here)
5077 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5078 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5080 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5081 switch(vid.renderpath)
5083 case RENDERPATH_D3D9:
5084 case RENDERPATH_D3D10:
5085 case RENDERPATH_D3D11:
5086 // non-flipped y coordinates
5087 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5088 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5090 case RENDERPATH_SOFT:
5091 case RENDERPATH_GL11:
5092 case RENDERPATH_GL13:
5093 case RENDERPATH_GL20:
5094 case RENDERPATH_GLES1:
5095 case RENDERPATH_GLES2:
5096 // non-flipped y coordinates
5097 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5098 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5103 // we can't trust r_refdef.view.forward and friends in reflected scenes
5104 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5107 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5108 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5109 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5110 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5111 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5112 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5113 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5114 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5115 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5117 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5118 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5122 zNear = r_refdef.nearclip;
5123 nudge = 1.0 - 1.0 / (1<<23);
5124 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5125 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5126 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5127 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5128 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5129 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5130 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5131 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5137 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5138 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5139 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5140 r_refdef.view.frustum[0].dist = m[15] - m[12];
5142 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5143 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5144 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5145 r_refdef.view.frustum[1].dist = m[15] + m[12];
5147 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5148 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5149 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5150 r_refdef.view.frustum[2].dist = m[15] - m[13];
5152 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5153 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5154 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5155 r_refdef.view.frustum[3].dist = m[15] + m[13];
5157 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5158 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5159 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5160 r_refdef.view.frustum[4].dist = m[15] - m[14];
5162 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5163 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5164 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5165 r_refdef.view.frustum[5].dist = m[15] + m[14];
5168 if (r_refdef.view.useperspective)
5170 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5171 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]);
5172 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]);
5173 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]);
5174 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]);
5176 // then the normals from the corners relative to origin
5177 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5178 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5179 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5180 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5182 // in a NORMAL view, forward cross left == up
5183 // in a REFLECTED view, forward cross left == down
5184 // so our cross products above need to be adjusted for a left handed coordinate system
5185 CrossProduct(forward, left, v);
5186 if(DotProduct(v, up) < 0)
5188 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5189 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5190 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5191 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5194 // Leaving those out was a mistake, those were in the old code, and they
5195 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5196 // I couldn't reproduce it after adding those normalizations. --blub
5197 VectorNormalize(r_refdef.view.frustum[0].normal);
5198 VectorNormalize(r_refdef.view.frustum[1].normal);
5199 VectorNormalize(r_refdef.view.frustum[2].normal);
5200 VectorNormalize(r_refdef.view.frustum[3].normal);
5202 // make the corners absolute
5203 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5204 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5205 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5206 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5209 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5211 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5212 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5213 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5214 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5215 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5219 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5220 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5221 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5222 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5223 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5224 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5225 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5226 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5227 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5228 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5230 r_refdef.view.numfrustumplanes = 5;
5232 if (r_refdef.view.useclipplane)
5234 r_refdef.view.numfrustumplanes = 6;
5235 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5238 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5239 PlaneClassify(r_refdef.view.frustum + i);
5241 // LordHavoc: note to all quake engine coders, Quake had a special case
5242 // for 90 degrees which assumed a square view (wrong), so I removed it,
5243 // Quake2 has it disabled as well.
5245 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5246 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5247 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5248 //PlaneClassify(&frustum[0]);
5250 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5251 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5252 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5253 //PlaneClassify(&frustum[1]);
5255 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5256 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5257 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5258 //PlaneClassify(&frustum[2]);
5260 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5261 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5262 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5263 //PlaneClassify(&frustum[3]);
5266 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5267 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5268 //PlaneClassify(&frustum[4]);
5271 void R_View_UpdateWithScissor(const int *myscissor)
5273 R_Main_ResizeViewCache();
5274 R_View_SetFrustum(myscissor);
5275 R_View_WorldVisibility(r_refdef.view.useclipplane);
5276 R_View_UpdateEntityVisible();
5277 R_View_UpdateEntityLighting();
5280 void R_View_Update(void)
5282 R_Main_ResizeViewCache();
5283 R_View_SetFrustum(NULL);
5284 R_View_WorldVisibility(r_refdef.view.useclipplane);
5285 R_View_UpdateEntityVisible();
5286 R_View_UpdateEntityLighting();
5289 float viewscalefpsadjusted = 1.0f;
5291 void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5293 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5294 scale = bound(0.03125f, scale, 1.0f);
5295 *outwidth = (int)ceil(width * scale);
5296 *outheight = (int)ceil(height * scale);
5299 void R_Mesh_SetMainRenderTargets(void)
5301 if (r_bloomstate.fbo_framebuffer)
5302 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
5304 R_Mesh_ResetRenderTargets();
5307 void R_SetupView(qboolean allowwaterclippingplane)
5309 const float *customclipplane = NULL;
5311 int 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 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5327 if (!r_refdef.view.useperspective)
5328 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - 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);
5329 else if (vid.stencil && r_useinfinitefarclip.integer)
5330 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5332 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5333 R_Mesh_SetMainRenderTargets();
5334 R_SetViewport(&r_refdef.view.viewport);
5335 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5337 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5338 float screenplane[4];
5339 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5340 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5341 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5342 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5343 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5347 void R_EntityMatrix(const matrix4x4_t *matrix)
5349 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5351 gl_modelmatrixchanged = false;
5352 gl_modelmatrix = *matrix;
5353 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5354 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5355 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5356 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5358 switch(vid.renderpath)
5360 case RENDERPATH_D3D9:
5362 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5363 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5366 case RENDERPATH_D3D10:
5367 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5369 case RENDERPATH_D3D11:
5370 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5372 case RENDERPATH_GL11:
5373 case RENDERPATH_GL13:
5374 case RENDERPATH_GLES1:
5375 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5377 case RENDERPATH_SOFT:
5378 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5379 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5381 case RENDERPATH_GL20:
5382 case RENDERPATH_GLES2:
5383 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5384 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5390 void R_ResetViewRendering2D(void)
5392 r_viewport_t viewport;
5395 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5396 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5397 R_Mesh_ResetRenderTargets();
5398 R_SetViewport(&viewport);
5399 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5400 GL_Color(1, 1, 1, 1);
5401 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5402 GL_BlendFunc(GL_ONE, GL_ZERO);
5403 GL_ScissorTest(false);
5404 GL_DepthMask(false);
5405 GL_DepthRange(0, 1);
5406 GL_DepthTest(false);
5407 GL_DepthFunc(GL_LEQUAL);
5408 R_EntityMatrix(&identitymatrix);
5409 R_Mesh_ResetTextureState();
5410 GL_PolygonOffset(0, 0);
5411 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5412 switch(vid.renderpath)
5414 case RENDERPATH_GL11:
5415 case RENDERPATH_GL13:
5416 case RENDERPATH_GL20:
5417 case RENDERPATH_GLES1:
5418 case RENDERPATH_GLES2:
5419 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5421 case RENDERPATH_D3D9:
5422 case RENDERPATH_D3D10:
5423 case RENDERPATH_D3D11:
5424 case RENDERPATH_SOFT:
5427 GL_CullFace(GL_NONE);
5430 void R_ResetViewRendering3D(void)
5435 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5436 GL_Color(1, 1, 1, 1);
5437 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5438 GL_BlendFunc(GL_ONE, GL_ZERO);
5439 GL_ScissorTest(true);
5441 GL_DepthRange(0, 1);
5443 GL_DepthFunc(GL_LEQUAL);
5444 R_EntityMatrix(&identitymatrix);
5445 R_Mesh_ResetTextureState();
5446 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5447 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5448 switch(vid.renderpath)
5450 case RENDERPATH_GL11:
5451 case RENDERPATH_GL13:
5452 case RENDERPATH_GL20:
5453 case RENDERPATH_GLES1:
5454 case RENDERPATH_GLES2:
5455 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5457 case RENDERPATH_D3D9:
5458 case RENDERPATH_D3D10:
5459 case RENDERPATH_D3D11:
5460 case RENDERPATH_SOFT:
5463 GL_CullFace(r_refdef.view.cullface_back);
5468 R_RenderView_UpdateViewVectors
5471 static void R_RenderView_UpdateViewVectors(void)
5473 // break apart the view matrix into vectors for various purposes
5474 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5475 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5476 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5477 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5478 // make an inverted copy of the view matrix for tracking sprites
5479 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5482 void R_RenderScene(void);
5483 void R_RenderWaterPlanes(void);
5485 static void R_Water_StartFrame(void)
5488 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5489 r_waterstate_waterplane_t *p;
5491 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5494 switch(vid.renderpath)
5496 case RENDERPATH_GL20:
5497 case RENDERPATH_D3D9:
5498 case RENDERPATH_D3D10:
5499 case RENDERPATH_D3D11:
5500 case RENDERPATH_SOFT:
5501 case RENDERPATH_GLES2:
5503 case RENDERPATH_GL11:
5504 case RENDERPATH_GL13:
5505 case RENDERPATH_GLES1:
5509 // set waterwidth and waterheight to the water resolution that will be
5510 // used (often less than the screen resolution for faster rendering)
5511 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5513 // calculate desired texture sizes
5514 // can't use water if the card does not support the texture size
5515 if (!r_water.integer || r_showsurfaces.integer)
5516 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5517 else if (vid.support.arb_texture_non_power_of_two)
5519 texturewidth = waterwidth;
5520 textureheight = waterheight;
5521 camerawidth = waterwidth;
5522 cameraheight = waterheight;
5526 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5527 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5528 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5529 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5532 // allocate textures as needed
5533 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight)
5535 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5536 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
5538 if (p->texture_refraction)
5539 R_FreeTexture(p->texture_refraction);
5540 p->texture_refraction = NULL;
5541 if (p->texture_reflection)
5542 R_FreeTexture(p->texture_reflection);
5543 p->texture_reflection = NULL;
5544 if (p->texture_camera)
5545 R_FreeTexture(p->texture_camera);
5546 p->texture_camera = NULL;
5548 memset(&r_waterstate, 0, sizeof(r_waterstate));
5549 r_waterstate.texturewidth = texturewidth;
5550 r_waterstate.textureheight = textureheight;
5551 r_waterstate.camerawidth = camerawidth;
5552 r_waterstate.cameraheight = cameraheight;
5555 if (r_waterstate.texturewidth)
5557 int scaledwidth, scaledheight;
5559 r_waterstate.enabled = true;
5561 // when doing a reduced render (HDR) we want to use a smaller area
5562 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5563 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5564 R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight);
5566 // set up variables that will be used in shader setup
5567 r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5568 r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5569 r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth;
5570 r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight;
5573 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
5574 r_waterstate.numwaterplanes = 0;
5577 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5579 int triangleindex, planeindex;
5585 r_waterstate_waterplane_t *p;
5586 texture_t *t = R_GetCurrentTexture(surface->texture);
5588 // just use the first triangle with a valid normal for any decisions
5589 VectorClear(normal);
5590 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
5592 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
5593 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
5594 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
5595 TriangleNormal(vert[0], vert[1], vert[2], normal);
5596 if (VectorLength2(normal) >= 0.001)
5600 VectorCopy(normal, plane.normal);
5601 VectorNormalize(plane.normal);
5602 plane.dist = DotProduct(vert[0], plane.normal);
5603 PlaneClassify(&plane);
5604 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5606 // skip backfaces (except if nocullface is set)
5607 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5609 VectorNegate(plane.normal, plane.normal);
5611 PlaneClassify(&plane);
5615 // find a matching plane if there is one
5616 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5617 if(p->camera_entity == t->camera_entity)
5618 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
5620 if (planeindex >= r_waterstate.maxwaterplanes)
5621 return; // nothing we can do, out of planes
5623 // if this triangle does not fit any known plane rendered this frame, add one
5624 if (planeindex >= r_waterstate.numwaterplanes)
5626 // store the new plane
5627 r_waterstate.numwaterplanes++;
5629 // clear materialflags and pvs
5630 p->materialflags = 0;
5631 p->pvsvalid = false;
5632 p->camera_entity = t->camera_entity;
5633 VectorCopy(surface->mins, p->mins);
5634 VectorCopy(surface->maxs, p->maxs);
5639 p->mins[0] = min(p->mins[0], surface->mins[0]);
5640 p->mins[1] = min(p->mins[1], surface->mins[1]);
5641 p->mins[2] = min(p->mins[2], surface->mins[2]);
5642 p->maxs[0] = max(p->maxs[0], surface->maxs[0]);
5643 p->maxs[1] = max(p->maxs[1], surface->maxs[1]);
5644 p->maxs[2] = max(p->maxs[2], surface->maxs[2]);
5646 // merge this surface's materialflags into the waterplane
5647 p->materialflags |= t->currentmaterialflags;
5648 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5650 // merge this surface's PVS into the waterplane
5651 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
5652 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5653 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5655 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5661 extern cvar_t r_drawparticles;
5662 extern cvar_t r_drawdecals;
5664 static void R_Water_ProcessPlanes(void)
5667 r_refdef_view_t originalview;
5668 r_refdef_view_t myview;
5669 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;
5670 r_waterstate_waterplane_t *p;
5673 originalview = r_refdef.view;
5675 // lowquality hack, temporarily shut down some cvars and restore afterwards
5676 qualityreduction = r_water_lowquality.integer;
5677 if (qualityreduction > 0)
5679 if (qualityreduction >= 1)
5681 old_r_shadows = r_shadows.integer;
5682 old_r_worldrtlight = r_shadow_realtime_world.integer;
5683 old_r_dlight = r_shadow_realtime_dlight.integer;
5684 Cvar_SetValueQuick(&r_shadows, 0);
5685 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5686 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5688 if (qualityreduction >= 2)
5690 old_r_dynamic = r_dynamic.integer;
5691 old_r_particles = r_drawparticles.integer;
5692 old_r_decals = r_drawdecals.integer;
5693 Cvar_SetValueQuick(&r_dynamic, 0);
5694 Cvar_SetValueQuick(&r_drawparticles, 0);
5695 Cvar_SetValueQuick(&r_drawdecals, 0);
5699 // make sure enough textures are allocated
5700 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5702 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5704 if (!p->texture_refraction)
5705 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5706 if (!p->texture_refraction)
5709 else if (p->materialflags & MATERIALFLAG_CAMERA)
5711 if (!p->texture_camera)
5712 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5713 if (!p->texture_camera)
5717 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5719 if (!p->texture_reflection)
5720 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5721 if (!p->texture_reflection)
5727 r_refdef.view = originalview;
5728 r_refdef.view.showdebug = false;
5729 r_refdef.view.width = r_waterstate.waterwidth;
5730 r_refdef.view.height = r_waterstate.waterheight;
5731 r_refdef.view.useclipplane = true;
5732 myview = r_refdef.view;
5733 r_waterstate.renderingscene = true;
5734 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5736 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5738 r_refdef.view = myview;
5739 if(r_water_scissormode.integer)
5742 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5743 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5746 // render reflected scene and copy into texture
5747 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5748 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5749 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5750 r_refdef.view.clipplane = p->plane;
5751 // reverse the cullface settings for this render
5752 r_refdef.view.cullface_front = GL_FRONT;
5753 r_refdef.view.cullface_back = GL_BACK;
5754 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5756 r_refdef.view.usecustompvs = true;
5758 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5760 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5763 R_ResetViewRendering3D();
5764 R_ClearScreen(r_refdef.fogenabled);
5765 if(r_water_scissormode.integer & 2)
5766 R_View_UpdateWithScissor(myscissor);
5769 if(r_water_scissormode.integer & 1)
5770 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5773 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);
5776 // render the normal view scene and copy into texture
5777 // (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)
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5780 r_refdef.view = myview;
5781 if(r_water_scissormode.integer)
5784 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5785 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5788 r_waterstate.renderingrefraction = true;
5790 r_refdef.view.clipplane = p->plane;
5791 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5792 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5794 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5796 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5797 r_waterstate.renderingrefraction = false; // we don't want to hide the player model from these ones
5798 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5799 R_RenderView_UpdateViewVectors();
5800 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5802 r_refdef.view.usecustompvs = true;
5803 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);
5807 PlaneClassify(&r_refdef.view.clipplane);
5809 R_ResetViewRendering3D();
5810 R_ClearScreen(r_refdef.fogenabled);
5811 if(r_water_scissormode.integer & 2)
5812 R_View_UpdateWithScissor(myscissor);
5815 if(r_water_scissormode.integer & 1)
5816 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5819 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);
5820 r_waterstate.renderingrefraction = false;
5822 else if (p->materialflags & MATERIALFLAG_CAMERA)
5824 r_refdef.view = myview;
5826 r_refdef.view.clipplane = p->plane;
5827 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5828 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5830 r_refdef.view.width = r_waterstate.camerawidth;
5831 r_refdef.view.height = r_waterstate.cameraheight;
5832 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5833 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5835 if(p->camera_entity)
5837 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5838 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5841 // note: all of the view is used for displaying... so
5842 // there is no use in scissoring
5844 // reverse the cullface settings for this render
5845 r_refdef.view.cullface_front = GL_FRONT;
5846 r_refdef.view.cullface_back = GL_BACK;
5847 // also reverse the view matrix
5848 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
5849 R_RenderView_UpdateViewVectors();
5850 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5852 r_refdef.view.usecustompvs = true;
5853 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);
5856 // camera needs no clipplane
5857 r_refdef.view.useclipplane = false;
5859 PlaneClassify(&r_refdef.view.clipplane);
5861 R_ResetViewRendering3D();
5862 R_ClearScreen(r_refdef.fogenabled);
5866 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);
5867 r_waterstate.renderingrefraction = false;
5871 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5872 r_waterstate.renderingscene = false;
5873 r_refdef.view = originalview;
5874 R_ResetViewRendering3D();
5875 R_ClearScreen(r_refdef.fogenabled);
5879 r_refdef.view = originalview;
5880 r_waterstate.renderingscene = false;
5881 Cvar_SetValueQuick(&r_water, 0);
5882 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5884 // lowquality hack, restore cvars
5885 if (qualityreduction > 0)
5887 if (qualityreduction >= 1)
5889 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5890 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5891 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5893 if (qualityreduction >= 2)
5895 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5896 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5897 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5902 void R_Bloom_StartFrame(void)
5904 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5905 int viewwidth, viewheight;
5908 if (r_viewscale_fpsscaling.integer)
5910 double actualframetime;
5911 double targetframetime;
5913 actualframetime = r_refdef.lastdrawscreentime;
5914 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5915 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5916 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5917 if (r_viewscale_fpsscaling_stepsize.value > 0)
5918 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5919 viewscalefpsadjusted += adjust;
5920 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5923 viewscalefpsadjusted = 1.0f;
5925 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
5927 switch(vid.renderpath)
5929 case RENDERPATH_GL20:
5930 case RENDERPATH_D3D9:
5931 case RENDERPATH_D3D10:
5932 case RENDERPATH_D3D11:
5933 case RENDERPATH_SOFT:
5934 case RENDERPATH_GLES2:
5936 case RENDERPATH_GL11:
5937 case RENDERPATH_GL13:
5938 case RENDERPATH_GLES1:
5942 // set bloomwidth and bloomheight to the bloom resolution that will be
5943 // used (often less than the screen resolution for faster rendering)
5944 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
5945 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
5946 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
5947 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d);
5948 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d);
5950 // calculate desired texture sizes
5951 if (vid.support.arb_texture_non_power_of_two)
5953 screentexturewidth = vid.width;
5954 screentextureheight = vid.height;
5955 bloomtexturewidth = r_bloomstate.bloomwidth;
5956 bloomtextureheight = r_bloomstate.bloomheight;
5960 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
5961 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
5962 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
5963 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
5966 if ((r_hdr.integer || 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))
5968 Cvar_SetValueQuick(&r_hdr, 0);
5969 Cvar_SetValueQuick(&r_bloom, 0);
5970 Cvar_SetValueQuick(&r_motionblur, 0);
5971 Cvar_SetValueQuick(&r_damageblur, 0);
5974 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial)) && !r_bloom.integer && !r_hdr.integer && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) && r_viewfbo.integer < 1 && r_viewscale.value == 1.0f && !r_viewscale_fpsscaling.integer)
5975 screentexturewidth = screentextureheight = 0;
5976 if (!r_hdr.integer && !r_bloom.integer)
5977 bloomtexturewidth = bloomtextureheight = 0;
5979 textype = TEXTYPE_COLORBUFFER;
5980 switch (vid.renderpath)
5982 case RENDERPATH_GL20:
5983 case RENDERPATH_GLES2:
5984 if (vid.support.ext_framebuffer_object)
5986 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5987 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5990 case RENDERPATH_GL11:
5991 case RENDERPATH_GL13:
5992 case RENDERPATH_GLES1:
5993 case RENDERPATH_D3D9:
5994 case RENDERPATH_D3D10:
5995 case RENDERPATH_D3D11:
5996 case RENDERPATH_SOFT:
6000 // allocate textures as needed
6001 if (r_bloomstate.screentexturewidth != screentexturewidth
6002 || r_bloomstate.screentextureheight != screentextureheight
6003 || r_bloomstate.bloomtexturewidth != bloomtexturewidth
6004 || r_bloomstate.bloomtextureheight != bloomtextureheight
6005 || r_bloomstate.texturetype != textype
6006 || r_bloomstate.viewfbo != r_viewfbo.integer)
6008 if (r_bloomstate.texture_bloom)
6009 R_FreeTexture(r_bloomstate.texture_bloom);
6010 r_bloomstate.texture_bloom = NULL;
6011 if (r_bloomstate.texture_screen)
6012 R_FreeTexture(r_bloomstate.texture_screen);
6013 r_bloomstate.texture_screen = NULL;
6014 if (r_bloomstate.fbo_framebuffer)
6015 R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer);
6016 r_bloomstate.fbo_framebuffer = 0;
6017 if (r_bloomstate.texture_framebuffercolor)
6018 R_FreeTexture(r_bloomstate.texture_framebuffercolor);
6019 r_bloomstate.texture_framebuffercolor = NULL;
6020 if (r_bloomstate.texture_framebufferdepth)
6021 R_FreeTexture(r_bloomstate.texture_framebufferdepth);
6022 r_bloomstate.texture_framebufferdepth = NULL;
6023 r_bloomstate.screentexturewidth = screentexturewidth;
6024 r_bloomstate.screentextureheight = screentextureheight;
6025 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
6026 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6027 if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object)
6029 // FIXME: choose depth bits based on a cvar
6030 r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false);
6031 r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6032 r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6033 R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
6035 // render depth into one texture and normalmap into the other
6039 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6040 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6041 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6042 if (status != GL_FRAMEBUFFER_COMPLETE)
6043 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6047 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
6048 r_bloomstate.bloomtextureheight = bloomtextureheight;
6049 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
6050 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6051 r_bloomstate.viewfbo = r_viewfbo.integer;
6052 r_bloomstate.texturetype = textype;
6055 // when doing a reduced render (HDR) we want to use a smaller area
6056 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6057 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6058 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
6059 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
6060 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
6062 // set up a texcoord array for the full resolution screen image
6063 // (we have to keep this around to copy back during final render)
6064 r_bloomstate.screentexcoord2f[0] = 0;
6065 r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6066 r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6067 r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight;
6068 r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth;
6069 r_bloomstate.screentexcoord2f[5] = 0;
6070 r_bloomstate.screentexcoord2f[6] = 0;
6071 r_bloomstate.screentexcoord2f[7] = 0;
6073 // set up a texcoord array for the reduced resolution bloom image
6074 // (which will be additive blended over the screen image)
6075 r_bloomstate.bloomtexcoord2f[0] = 0;
6076 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6077 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6078 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6079 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6080 r_bloomstate.bloomtexcoord2f[5] = 0;
6081 r_bloomstate.bloomtexcoord2f[6] = 0;
6082 r_bloomstate.bloomtexcoord2f[7] = 0;
6084 switch(vid.renderpath)
6086 case RENDERPATH_GL11:
6087 case RENDERPATH_GL13:
6088 case RENDERPATH_GL20:
6089 case RENDERPATH_SOFT:
6090 case RENDERPATH_GLES1:
6091 case RENDERPATH_GLES2:
6093 case RENDERPATH_D3D9:
6094 case RENDERPATH_D3D10:
6095 case RENDERPATH_D3D11:
6098 for (i = 0;i < 4;i++)
6100 r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth;
6101 r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight;
6102 r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth;
6103 r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight;
6109 if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth)
6111 r_bloomstate.enabled = true;
6112 r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer;
6115 R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6117 if (r_bloomstate.fbo_framebuffer)
6118 r_refdef.view.clear = true;
6121 void R_Bloom_CopyBloomTexture(float colorscale)
6123 r_refdef.stats.bloom++;
6125 // scale down screen texture to the bloom texture size
6127 R_Mesh_SetMainRenderTargets();
6128 R_SetViewport(&r_bloomstate.viewport);
6129 GL_BlendFunc(GL_ONE, GL_ZERO);
6130 GL_Color(colorscale, colorscale, colorscale, 1);
6131 // 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...
6132 switch(vid.renderpath)
6134 case RENDERPATH_GL11:
6135 case RENDERPATH_GL13:
6136 case RENDERPATH_GL20:
6137 case RENDERPATH_GLES1:
6138 case RENDERPATH_GLES2:
6139 case RENDERPATH_SOFT:
6140 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6142 case RENDERPATH_D3D9:
6143 case RENDERPATH_D3D10:
6144 case RENDERPATH_D3D11:
6145 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6148 // TODO: do boxfilter scale-down in shader?
6149 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6150 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6151 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6153 // we now have a bloom image in the framebuffer
6154 // copy it into the bloom image texture for later processing
6155 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6156 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6159 void R_Bloom_CopyHDRTexture(void)
6161 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6162 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6165 void R_Bloom_MakeTexture(void)
6168 float xoffset, yoffset, r, brighten;
6170 r_refdef.stats.bloom++;
6172 R_ResetViewRendering2D();
6174 // we have a bloom image in the framebuffer
6176 R_SetViewport(&r_bloomstate.viewport);
6178 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6181 r = bound(0, r_bloom_colorexponent.value / x, 1);
6182 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6184 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
6185 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6186 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6187 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6189 // copy the vertically blurred bloom view to a texture
6190 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6191 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6194 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
6195 brighten = r_bloom_brighten.value;
6196 if (r_bloomstate.hdr)
6197 brighten *= r_hdr_range.value;
6198 brighten = sqrt(brighten);
6200 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6201 R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
6203 for (dir = 0;dir < 2;dir++)
6205 // blend on at multiple vertical offsets to achieve a vertical blur
6206 // TODO: do offset blends using GLSL
6207 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6208 GL_BlendFunc(GL_ONE, GL_ZERO);
6209 for (x = -range;x <= range;x++)
6211 if (!dir){xoffset = 0;yoffset = x;}
6212 else {xoffset = x;yoffset = 0;}
6213 xoffset /= (float)r_bloomstate.bloomtexturewidth;
6214 yoffset /= (float)r_bloomstate.bloomtextureheight;
6215 // compute a texcoord array with the specified x and y offset
6216 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
6217 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6218 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6219 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
6220 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
6221 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
6222 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
6223 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
6224 // this r value looks like a 'dot' particle, fading sharply to
6225 // black at the edges
6226 // (probably not realistic but looks good enough)
6227 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6228 //r = brighten/(range*2+1);
6229 r = brighten / (range * 2 + 1);
6231 r *= (1 - x*x/(float)(range*range));
6232 GL_Color(r, r, r, 1);
6233 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f);
6234 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6235 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
6236 GL_BlendFunc(GL_ONE, GL_ONE);
6239 // copy the vertically blurred bloom view to a texture
6240 R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);
6241 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
6245 void R_HDR_RenderBloomTexture(void)
6247 int oldwidth, oldheight;
6248 float oldcolorscale;
6249 qboolean oldwaterstate;
6251 oldwaterstate = r_waterstate.enabled;
6252 oldcolorscale = r_refdef.view.colorscale;
6253 oldwidth = r_refdef.view.width;
6254 oldheight = r_refdef.view.height;
6255 r_refdef.view.width = r_bloomstate.bloomwidth;
6256 r_refdef.view.height = r_bloomstate.bloomheight;
6258 if(r_hdr.integer < 2)
6259 r_waterstate.enabled = false;
6261 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
6262 // TODO: add exposure compensation features
6263 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
6265 r_refdef.view.showdebug = false;
6266 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
6268 R_ResetViewRendering3D();
6270 R_ClearScreen(r_refdef.fogenabled);
6271 if (r_timereport_active)
6272 R_TimeReport("HDRclear");
6275 if (r_timereport_active)
6276 R_TimeReport("visibility");
6278 // only do secondary renders with HDR if r_hdr is 2 or higher
6279 r_waterstate.numwaterplanes = 0;
6280 if (r_waterstate.enabled)
6281 R_RenderWaterPlanes();
6283 r_refdef.view.showdebug = true;
6285 r_waterstate.numwaterplanes = 0;
6287 R_ResetViewRendering2D();
6289 R_Bloom_CopyHDRTexture();
6290 R_Bloom_MakeTexture();
6292 // restore the view settings
6293 r_waterstate.enabled = oldwaterstate;
6294 r_refdef.view.width = oldwidth;
6295 r_refdef.view.height = oldheight;
6296 r_refdef.view.colorscale = oldcolorscale;
6298 R_ResetViewRendering3D();
6300 R_ClearScreen(r_refdef.fogenabled);
6301 if (r_timereport_active)
6302 R_TimeReport("viewclear");
6305 static void R_BlendView(void)
6307 unsigned int permutation;
6308 float uservecs[4][4];
6310 switch (vid.renderpath)
6312 case RENDERPATH_GL20:
6313 case RENDERPATH_D3D9:
6314 case RENDERPATH_D3D10:
6315 case RENDERPATH_D3D11:
6316 case RENDERPATH_SOFT:
6317 case RENDERPATH_GLES2:
6319 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
6320 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6321 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6322 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6323 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6325 if (r_bloomstate.texture_screen)
6327 // make sure the buffer is available
6328 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
6330 R_ResetViewRendering2D();
6331 R_Mesh_SetMainRenderTargets();
6333 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
6335 // declare variables
6336 float blur_factor, blur_mouseaccel, blur_velocity;
6337 static float blur_average;
6338 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6340 // set a goal for the factoring
6341 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6342 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6343 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6344 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6345 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6346 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6348 // from the goal, pick an averaged value between goal and last value
6349 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6350 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6352 // enforce minimum amount of blur
6353 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6355 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6357 // calculate values into a standard alpha
6358 cl.motionbluralpha = 1 - exp(-
6360 (r_motionblur.value * blur_factor / 80)
6362 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6365 max(0.0001, cl.time - cl.oldtime) // fps independent
6368 // randomization for the blur value to combat persistent ghosting
6369 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6370 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6373 if (cl.motionbluralpha > 0 && !r_refdef.envmap)
6375 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6376 GL_Color(1, 1, 1, cl.motionbluralpha);
6377 switch(vid.renderpath)
6379 case RENDERPATH_GL11:
6380 case RENDERPATH_GL13:
6381 case RENDERPATH_GL20:
6382 case RENDERPATH_GLES1:
6383 case RENDERPATH_GLES2:
6384 case RENDERPATH_SOFT:
6385 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6387 case RENDERPATH_D3D9:
6388 case RENDERPATH_D3D10:
6389 case RENDERPATH_D3D11:
6390 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
6393 R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
6394 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6395 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6398 // updates old view angles for next pass
6399 VectorCopy(cl.viewangles, blur_oldangles);
6402 // copy view into the screen texture
6403 R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6404 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6406 else if (!r_bloomstate.texture_bloom)
6408 // we may still have to do view tint...
6409 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6411 // apply a color tint to the whole view
6412 R_ResetViewRendering2D();
6413 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6414 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6415 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6416 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6417 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6419 break; // no screen processing, no bloom, skip it
6422 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
6424 // render simple bloom effect
6425 // copy the screen and shrink it and darken it for the bloom process
6426 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
6427 // make the bloom texture
6428 R_Bloom_MakeTexture();
6431 #if _MSC_VER >= 1400
6432 #define sscanf sscanf_s
6434 memset(uservecs, 0, sizeof(uservecs));
6435 if (r_glsl_postprocess_uservec1_enable.integer)
6436 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6437 if (r_glsl_postprocess_uservec2_enable.integer)
6438 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6439 if (r_glsl_postprocess_uservec3_enable.integer)
6440 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6441 if (r_glsl_postprocess_uservec4_enable.integer)
6442 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6444 R_ResetViewRendering2D();
6445 GL_Color(1, 1, 1, 1);
6446 GL_BlendFunc(GL_ONE, GL_ZERO);
6448 switch(vid.renderpath)
6450 case RENDERPATH_GL20:
6451 case RENDERPATH_GLES2:
6452 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6453 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6454 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen);
6455 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom );
6456 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6457 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]);
6458 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6459 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]);
6460 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]);
6461 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]);
6462 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]);
6463 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6464 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6465 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);
6467 case RENDERPATH_D3D9:
6469 // 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...
6470 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6471 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6472 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6473 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6474 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6475 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6476 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6477 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6478 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6479 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6480 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6481 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6482 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6483 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6486 case RENDERPATH_D3D10:
6487 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6489 case RENDERPATH_D3D11:
6490 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6492 case RENDERPATH_SOFT:
6493 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f);
6494 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6495 R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen);
6496 R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom );
6497 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6498 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6499 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
6500 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6501 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6502 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6503 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6504 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6505 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6506 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6511 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6512 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6514 case RENDERPATH_GL11:
6515 case RENDERPATH_GL13:
6516 case RENDERPATH_GLES1:
6517 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6519 // apply a color tint to the whole view
6520 R_ResetViewRendering2D();
6521 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6522 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6523 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
6524 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6525 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6531 matrix4x4_t r_waterscrollmatrix;
6533 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
6535 if (r_refdef.fog_density)
6537 r_refdef.fogcolor[0] = r_refdef.fog_red;
6538 r_refdef.fogcolor[1] = r_refdef.fog_green;
6539 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6541 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6542 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6543 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6544 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6548 VectorCopy(r_refdef.fogcolor, fogvec);
6549 // color.rgb *= ContrastBoost * SceneBrightness;
6550 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6551 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6552 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6553 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6558 void R_UpdateVariables(void)
6562 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6564 r_refdef.farclip = r_farclip_base.value;
6565 if (r_refdef.scene.worldmodel)
6566 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6567 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6569 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6570 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6571 r_refdef.polygonfactor = 0;
6572 r_refdef.polygonoffset = 0;
6573 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6574 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6576 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6577 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6578 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6579 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6580 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6581 if (FAKELIGHT_ENABLED)
6583 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6585 if (r_showsurfaces.integer)
6587 r_refdef.scene.rtworld = false;
6588 r_refdef.scene.rtworldshadows = false;
6589 r_refdef.scene.rtdlight = false;
6590 r_refdef.scene.rtdlightshadows = false;
6591 r_refdef.lightmapintensity = 0;
6594 if (gamemode == GAME_NEHAHRA)
6596 if (gl_fogenable.integer)
6598 r_refdef.oldgl_fogenable = true;
6599 r_refdef.fog_density = gl_fogdensity.value;
6600 r_refdef.fog_red = gl_fogred.value;
6601 r_refdef.fog_green = gl_foggreen.value;
6602 r_refdef.fog_blue = gl_fogblue.value;
6603 r_refdef.fog_alpha = 1;
6604 r_refdef.fog_start = 0;
6605 r_refdef.fog_end = gl_skyclip.value;
6606 r_refdef.fog_height = 1<<30;
6607 r_refdef.fog_fadedepth = 128;
6609 else if (r_refdef.oldgl_fogenable)
6611 r_refdef.oldgl_fogenable = false;
6612 r_refdef.fog_density = 0;
6613 r_refdef.fog_red = 0;
6614 r_refdef.fog_green = 0;
6615 r_refdef.fog_blue = 0;
6616 r_refdef.fog_alpha = 0;
6617 r_refdef.fog_start = 0;
6618 r_refdef.fog_end = 0;
6619 r_refdef.fog_height = 1<<30;
6620 r_refdef.fog_fadedepth = 128;
6624 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6625 r_refdef.fog_start = max(0, r_refdef.fog_start);
6626 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6628 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
6630 if (r_refdef.fog_density && r_drawfog.integer)
6632 r_refdef.fogenabled = true;
6633 // this is the point where the fog reaches 0.9986 alpha, which we
6634 // consider a good enough cutoff point for the texture
6635 // (0.9986 * 256 == 255.6)
6636 if (r_fog_exp2.integer)
6637 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6639 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6640 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6641 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6642 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6643 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6644 R_BuildFogHeightTexture();
6645 // fog color was already set
6646 // update the fog texture
6647 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)
6648 R_BuildFogTexture();
6649 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6650 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6653 r_refdef.fogenabled = false;
6655 switch(vid.renderpath)
6657 case RENDERPATH_GL20:
6658 case RENDERPATH_D3D9:
6659 case RENDERPATH_D3D10:
6660 case RENDERPATH_D3D11:
6661 case RENDERPATH_SOFT:
6662 case RENDERPATH_GLES2:
6663 if(v_glslgamma.integer && !vid_gammatables_trivial)
6665 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6667 // build GLSL gamma texture
6668 #define RAMPWIDTH 256
6669 unsigned short ramp[RAMPWIDTH * 3];
6670 unsigned char rampbgr[RAMPWIDTH][4];
6673 r_texture_gammaramps_serial = vid_gammatables_serial;
6675 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6676 for(i = 0; i < RAMPWIDTH; ++i)
6678 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6679 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6680 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6683 if (r_texture_gammaramps)
6685 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6689 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6695 // remove GLSL gamma texture
6698 case RENDERPATH_GL11:
6699 case RENDERPATH_GL13:
6700 case RENDERPATH_GLES1:
6705 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6706 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6712 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6713 if( scenetype != r_currentscenetype ) {
6714 // store the old scenetype
6715 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6716 r_currentscenetype = scenetype;
6717 // move in the new scene
6718 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6727 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6729 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6730 if( scenetype == r_currentscenetype ) {
6731 return &r_refdef.scene;
6733 return &r_scenes_store[ scenetype ];
6742 int dpsoftrast_test;
6743 extern void R_Shadow_UpdateBounceGridTexture(void);
6744 extern cvar_t r_shadow_bouncegrid;
6745 void R_RenderView(void)
6747 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6749 dpsoftrast_test = r_test.integer;
6751 if (r_timereport_active)
6752 R_TimeReport("start");
6753 r_textureframe++; // used only by R_GetCurrentTexture
6754 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6756 if(R_CompileShader_CheckStaticParms())
6759 if (!r_drawentities.integer)
6760 r_refdef.scene.numentities = 0;
6762 R_AnimCache_ClearCache();
6763 R_FrameData_NewFrame();
6765 /* adjust for stereo display */
6766 if(R_Stereo_Active())
6768 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);
6769 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6772 if (r_refdef.view.isoverlay)
6774 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6775 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6776 R_TimeReport("depthclear");
6778 r_refdef.view.showdebug = false;
6780 r_waterstate.enabled = false;
6781 r_waterstate.numwaterplanes = 0;
6785 r_refdef.view.matrix = originalmatrix;
6791 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6793 r_refdef.view.matrix = originalmatrix;
6794 return; //Host_Error ("R_RenderView: NULL worldmodel");
6797 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6799 R_RenderView_UpdateViewVectors();
6801 R_Shadow_UpdateWorldLightSelection();
6803 R_Bloom_StartFrame();
6804 R_Water_StartFrame();
6807 if (r_timereport_active)
6808 R_TimeReport("viewsetup");
6810 R_ResetViewRendering3D();
6812 if (r_refdef.view.clear || r_refdef.fogenabled)
6814 R_ClearScreen(r_refdef.fogenabled);
6815 if (r_timereport_active)
6816 R_TimeReport("viewclear");
6818 r_refdef.view.clear = true;
6820 // this produces a bloom texture to be used in R_BlendView() later
6821 if (r_bloomstate.hdr)
6823 R_HDR_RenderBloomTexture();
6824 // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures
6825 r_textureframe++; // used only by R_GetCurrentTexture
6828 r_refdef.view.showdebug = true;
6831 if (r_timereport_active)
6832 R_TimeReport("visibility");
6834 R_Shadow_UpdateBounceGridTexture();
6835 if (r_timereport_active && r_shadow_bouncegrid.integer)
6836 R_TimeReport("bouncegrid");
6838 r_waterstate.numwaterplanes = 0;
6839 if (r_waterstate.enabled)
6840 R_RenderWaterPlanes();
6843 r_waterstate.numwaterplanes = 0;
6846 if (r_timereport_active)
6847 R_TimeReport("blendview");
6849 GL_Scissor(0, 0, vid.width, vid.height);
6850 GL_ScissorTest(false);
6852 r_refdef.view.matrix = originalmatrix;
6857 void R_RenderWaterPlanes(void)
6859 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6861 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6862 if (r_timereport_active)
6863 R_TimeReport("waterworld");
6866 // don't let sound skip if going slow
6867 if (r_refdef.scene.extraupdate)
6870 R_DrawModelsAddWaterPlanes();
6871 if (r_timereport_active)
6872 R_TimeReport("watermodels");
6874 if (r_waterstate.numwaterplanes)
6876 R_Water_ProcessPlanes();
6877 if (r_timereport_active)
6878 R_TimeReport("waterscenes");
6882 extern void R_DrawLightningBeams (void);
6883 extern void VM_CL_AddPolygonsToMeshQueue (void);
6884 extern void R_DrawPortals (void);
6885 extern cvar_t cl_locs_show;
6886 static void R_DrawLocs(void);
6887 static void R_DrawEntityBBoxes(void);
6888 static void R_DrawModelDecals(void);
6889 extern void R_DrawModelShadows(void);
6890 extern void R_DrawModelShadowMaps(void);
6891 extern cvar_t cl_decals_newsystem;
6892 extern qboolean r_shadow_usingdeferredprepass;
6893 void R_RenderScene(void)
6895 qboolean shadowmapping = false;
6897 if (r_timereport_active)
6898 R_TimeReport("beginscene");
6900 r_refdef.stats.renders++;
6904 // don't let sound skip if going slow
6905 if (r_refdef.scene.extraupdate)
6908 R_MeshQueue_BeginScene();
6912 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);
6914 if (r_timereport_active)
6915 R_TimeReport("skystartframe");
6917 if (cl.csqc_vidvars.drawworld)
6919 // don't let sound skip if going slow
6920 if (r_refdef.scene.extraupdate)
6923 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6925 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6926 if (r_timereport_active)
6927 R_TimeReport("worldsky");
6930 if (R_DrawBrushModelsSky() && r_timereport_active)
6931 R_TimeReport("bmodelsky");
6933 if (skyrendermasked && skyrenderlater)
6935 // we have to force off the water clipping plane while rendering sky
6939 if (r_timereport_active)
6940 R_TimeReport("sky");
6944 R_AnimCache_CacheVisibleEntities();
6945 if (r_timereport_active)
6946 R_TimeReport("animation");
6948 R_Shadow_PrepareLights();
6949 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
6950 R_Shadow_PrepareModelShadows();
6951 if (r_timereport_active)
6952 R_TimeReport("preparelights");
6954 if (R_Shadow_ShadowMappingEnabled())
6955 shadowmapping = true;
6957 if (r_shadow_usingdeferredprepass)
6958 R_Shadow_DrawPrepass();
6960 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
6962 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
6963 if (r_timereport_active)
6964 R_TimeReport("worlddepth");
6966 if (r_depthfirst.integer >= 2)
6968 R_DrawModelsDepth();
6969 if (r_timereport_active)
6970 R_TimeReport("modeldepth");
6973 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
6975 R_DrawModelShadowMaps();
6976 R_ResetViewRendering3D();
6977 // don't let sound skip if going slow
6978 if (r_refdef.scene.extraupdate)
6982 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
6984 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
6985 if (r_timereport_active)
6986 R_TimeReport("world");
6989 // don't let sound skip if going slow
6990 if (r_refdef.scene.extraupdate)
6994 if (r_timereport_active)
6995 R_TimeReport("models");
6997 // don't let sound skip if going slow
6998 if (r_refdef.scene.extraupdate)
7001 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7003 R_DrawModelShadows();
7004 R_ResetViewRendering3D();
7005 // don't let sound skip if going slow
7006 if (r_refdef.scene.extraupdate)
7010 if (!r_shadow_usingdeferredprepass)
7012 R_Shadow_DrawLights();
7013 if (r_timereport_active)
7014 R_TimeReport("rtlights");
7017 // don't let sound skip if going slow
7018 if (r_refdef.scene.extraupdate)
7021 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7023 R_DrawModelShadows();
7024 R_ResetViewRendering3D();
7025 // don't let sound skip if going slow
7026 if (r_refdef.scene.extraupdate)
7030 if (cl.csqc_vidvars.drawworld)
7032 if (cl_decals_newsystem.integer)
7034 R_DrawModelDecals();
7035 if (r_timereport_active)
7036 R_TimeReport("modeldecals");
7041 if (r_timereport_active)
7042 R_TimeReport("decals");
7046 if (r_timereport_active)
7047 R_TimeReport("particles");
7050 if (r_timereport_active)
7051 R_TimeReport("explosions");
7053 R_DrawLightningBeams();
7054 if (r_timereport_active)
7055 R_TimeReport("lightning");
7058 VM_CL_AddPolygonsToMeshQueue();
7060 if (r_refdef.view.showdebug)
7062 if (cl_locs_show.integer)
7065 if (r_timereport_active)
7066 R_TimeReport("showlocs");
7069 if (r_drawportals.integer)
7072 if (r_timereport_active)
7073 R_TimeReport("portals");
7076 if (r_showbboxes.value > 0)
7078 R_DrawEntityBBoxes();
7079 if (r_timereport_active)
7080 R_TimeReport("bboxes");
7084 if (r_transparent.integer)
7086 R_MeshQueue_RenderTransparent();
7087 if (r_timereport_active)
7088 R_TimeReport("drawtrans");
7091 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))
7093 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7094 if (r_timereport_active)
7095 R_TimeReport("worlddebug");
7096 R_DrawModelsDebug();
7097 if (r_timereport_active)
7098 R_TimeReport("modeldebug");
7101 if (cl.csqc_vidvars.drawworld)
7103 R_Shadow_DrawCoronas();
7104 if (r_timereport_active)
7105 R_TimeReport("coronas");
7110 GL_DepthTest(false);
7111 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7112 GL_Color(1, 1, 1, 1);
7113 qglBegin(GL_POLYGON);
7114 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7115 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7116 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7117 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7119 qglBegin(GL_POLYGON);
7120 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]);
7121 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]);
7122 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]);
7123 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]);
7125 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7129 // don't let sound skip if going slow
7130 if (r_refdef.scene.extraupdate)
7133 R_ResetViewRendering2D();
7136 static const unsigned short bboxelements[36] =
7146 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7149 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7151 RSurf_ActiveWorldEntity();
7153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7154 GL_DepthMask(false);
7155 GL_DepthRange(0, 1);
7156 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7157 // R_Mesh_ResetTextureState();
7159 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7160 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7161 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7162 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7163 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7164 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7165 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7166 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7167 R_FillColors(color4f, 8, cr, cg, cb, ca);
7168 if (r_refdef.fogenabled)
7170 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7172 f1 = RSurf_FogVertex(v);
7174 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7175 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7176 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7179 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7180 R_Mesh_ResetTextureState();
7181 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7182 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7185 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7189 prvm_edict_t *edict;
7190 prvm_prog_t *prog_save = prog;
7192 // this function draws bounding boxes of server entities
7196 GL_CullFace(GL_NONE);
7197 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7201 for (i = 0;i < numsurfaces;i++)
7203 edict = PRVM_EDICT_NUM(surfacelist[i]);
7204 switch ((int)PRVM_serveredictfloat(edict, solid))
7206 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7207 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7208 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7209 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7210 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7211 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7213 color[3] *= r_showbboxes.value;
7214 color[3] = bound(0, color[3], 1);
7215 GL_DepthTest(!r_showdisabledepthtest.integer);
7216 GL_CullFace(r_refdef.view.cullface_front);
7217 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7223 static void R_DrawEntityBBoxes(void)
7226 prvm_edict_t *edict;
7228 prvm_prog_t *prog_save = prog;
7230 // this function draws bounding boxes of server entities
7236 for (i = 0;i < prog->num_edicts;i++)
7238 edict = PRVM_EDICT_NUM(i);
7239 if (edict->priv.server->free)
7241 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7242 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7244 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7246 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7247 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7253 static const int nomodelelement3i[24] =
7265 static const unsigned short nomodelelement3s[24] =
7277 static const float nomodelvertex3f[6*3] =
7287 static const float nomodelcolor4f[6*4] =
7289 0.0f, 0.0f, 0.5f, 1.0f,
7290 0.0f, 0.0f, 0.5f, 1.0f,
7291 0.0f, 0.5f, 0.0f, 1.0f,
7292 0.0f, 0.5f, 0.0f, 1.0f,
7293 0.5f, 0.0f, 0.0f, 1.0f,
7294 0.5f, 0.0f, 0.0f, 1.0f
7297 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7303 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);
7305 // this is only called once per entity so numsurfaces is always 1, and
7306 // surfacelist is always {0}, so this code does not handle batches
7308 if (rsurface.ent_flags & RENDER_ADDITIVE)
7310 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7311 GL_DepthMask(false);
7313 else if (rsurface.colormod[3] < 1)
7315 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7316 GL_DepthMask(false);
7320 GL_BlendFunc(GL_ONE, GL_ZERO);
7323 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7324 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7325 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7326 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7327 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7328 for (i = 0, c = color4f;i < 6;i++, c += 4)
7330 c[0] *= rsurface.colormod[0];
7331 c[1] *= rsurface.colormod[1];
7332 c[2] *= rsurface.colormod[2];
7333 c[3] *= rsurface.colormod[3];
7335 if (r_refdef.fogenabled)
7337 for (i = 0, c = color4f;i < 6;i++, c += 4)
7339 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7341 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7342 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7343 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7346 // R_Mesh_ResetTextureState();
7347 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
7348 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7349 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7352 void R_DrawNoModel(entity_render_t *ent)
7355 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7356 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7357 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7359 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7362 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7364 vec3_t right1, right2, diff, normal;
7366 VectorSubtract (org2, org1, normal);
7368 // calculate 'right' vector for start
7369 VectorSubtract (r_refdef.view.origin, org1, diff);
7370 CrossProduct (normal, diff, right1);
7371 VectorNormalize (right1);
7373 // calculate 'right' vector for end
7374 VectorSubtract (r_refdef.view.origin, org2, diff);
7375 CrossProduct (normal, diff, right2);
7376 VectorNormalize (right2);
7378 vert[ 0] = org1[0] + width * right1[0];
7379 vert[ 1] = org1[1] + width * right1[1];
7380 vert[ 2] = org1[2] + width * right1[2];
7381 vert[ 3] = org1[0] - width * right1[0];
7382 vert[ 4] = org1[1] - width * right1[1];
7383 vert[ 5] = org1[2] - width * right1[2];
7384 vert[ 6] = org2[0] - width * right2[0];
7385 vert[ 7] = org2[1] - width * right2[1];
7386 vert[ 8] = org2[2] - width * right2[2];
7387 vert[ 9] = org2[0] + width * right2[0];
7388 vert[10] = org2[1] + width * right2[1];
7389 vert[11] = org2[2] + width * right2[2];
7392 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)
7394 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7395 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7396 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7397 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7398 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7399 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7400 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7401 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7402 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7403 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7404 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7405 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7408 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7413 VectorSet(v, x, y, z);
7414 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7415 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7417 if (i == mesh->numvertices)
7419 if (mesh->numvertices < mesh->maxvertices)
7421 VectorCopy(v, vertex3f);
7422 mesh->numvertices++;
7424 return mesh->numvertices;
7430 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7434 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7435 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7436 e = mesh->element3i + mesh->numtriangles * 3;
7437 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7439 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7440 if (mesh->numtriangles < mesh->maxtriangles)
7445 mesh->numtriangles++;
7447 element[1] = element[2];
7451 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7455 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7456 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7457 e = mesh->element3i + mesh->numtriangles * 3;
7458 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7460 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7461 if (mesh->numtriangles < mesh->maxtriangles)
7466 mesh->numtriangles++;
7468 element[1] = element[2];
7472 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7473 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7475 int planenum, planenum2;
7478 mplane_t *plane, *plane2;
7480 double temppoints[2][256*3];
7481 // figure out how large a bounding box we need to properly compute this brush
7483 for (w = 0;w < numplanes;w++)
7484 maxdist = max(maxdist, fabs(planes[w].dist));
7485 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7486 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7487 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7491 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7492 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7494 if (planenum2 == planenum)
7496 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);
7499 if (tempnumpoints < 3)
7501 // generate elements forming a triangle fan for this polygon
7502 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7506 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)
7508 texturelayer_t *layer;
7509 layer = t->currentlayers + t->currentnumlayers++;
7511 layer->depthmask = depthmask;
7512 layer->blendfunc1 = blendfunc1;
7513 layer->blendfunc2 = blendfunc2;
7514 layer->texture = texture;
7515 layer->texmatrix = *matrix;
7516 layer->color[0] = r;
7517 layer->color[1] = g;
7518 layer->color[2] = b;
7519 layer->color[3] = a;
7522 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7524 if(parms[0] == 0 && parms[1] == 0)
7526 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7527 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7532 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7535 index = parms[2] + rsurface.shadertime * parms[3];
7536 index -= floor(index);
7537 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7540 case Q3WAVEFUNC_NONE:
7541 case Q3WAVEFUNC_NOISE:
7542 case Q3WAVEFUNC_COUNT:
7545 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7546 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7547 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7548 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7549 case Q3WAVEFUNC_TRIANGLE:
7551 f = index - floor(index);
7564 f = parms[0] + parms[1] * f;
7565 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7566 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7570 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7576 matrix4x4_t matrix, temp;
7577 switch(tcmod->tcmod)
7581 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7582 matrix = r_waterscrollmatrix;
7584 matrix = identitymatrix;
7586 case Q3TCMOD_ENTITYTRANSLATE:
7587 // this is used in Q3 to allow the gamecode to control texcoord
7588 // scrolling on the entity, which is not supported in darkplaces yet.
7589 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7591 case Q3TCMOD_ROTATE:
7592 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7593 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7594 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7597 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7599 case Q3TCMOD_SCROLL:
7600 // extra care is needed because of precision breakdown with large values of time
7601 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7602 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7603 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7605 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7606 w = (int) tcmod->parms[0];
7607 h = (int) tcmod->parms[1];
7608 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7610 idx = (int) floor(f * w * h);
7611 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7613 case Q3TCMOD_STRETCH:
7614 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7615 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7617 case Q3TCMOD_TRANSFORM:
7618 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7619 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7620 VectorSet(tcmat + 6, 0 , 0 , 1);
7621 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7622 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7624 case Q3TCMOD_TURBULENT:
7625 // this is handled in the RSurf_PrepareVertices function
7626 matrix = identitymatrix;
7630 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7633 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7635 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7636 char name[MAX_QPATH];
7637 skinframe_t *skinframe;
7638 unsigned char pixels[296*194];
7639 strlcpy(cache->name, skinname, sizeof(cache->name));
7640 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7641 if (developer_loading.integer)
7642 Con_Printf("loading %s\n", name);
7643 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7644 if (!skinframe || !skinframe->base)
7647 fs_offset_t filesize;
7649 f = FS_LoadFile(name, tempmempool, true, &filesize);
7652 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7653 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7657 cache->skinframe = skinframe;
7660 texture_t *R_GetCurrentTexture(texture_t *t)
7663 const entity_render_t *ent = rsurface.entity;
7664 dp_model_t *model = ent->model;
7665 q3shaderinfo_layer_tcmod_t *tcmod;
7667 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7668 return t->currentframe;
7669 t->update_lastrenderframe = r_textureframe;
7670 t->update_lastrenderentity = (void *)ent;
7672 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7673 t->camera_entity = ent->entitynumber;
7675 t->camera_entity = 0;
7677 // switch to an alternate material if this is a q1bsp animated material
7679 texture_t *texture = t;
7680 int s = rsurface.ent_skinnum;
7681 if ((unsigned int)s >= (unsigned int)model->numskins)
7683 if (model->skinscenes)
7685 if (model->skinscenes[s].framecount > 1)
7686 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7688 s = model->skinscenes[s].firstframe;
7691 t = t + s * model->num_surfaces;
7694 // use an alternate animation if the entity's frame is not 0,
7695 // and only if the texture has an alternate animation
7696 if (rsurface.ent_alttextures && t->anim_total[1])
7697 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7699 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7701 texture->currentframe = t;
7704 // update currentskinframe to be a qw skin or animation frame
7705 if (rsurface.ent_qwskin >= 0)
7707 i = rsurface.ent_qwskin;
7708 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7710 r_qwskincache_size = cl.maxclients;
7712 Mem_Free(r_qwskincache);
7713 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7715 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7716 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7717 t->currentskinframe = r_qwskincache[i].skinframe;
7718 if (t->currentskinframe == NULL)
7719 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7721 else if (t->numskinframes >= 2)
7722 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7723 if (t->backgroundnumskinframes >= 2)
7724 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7726 t->currentmaterialflags = t->basematerialflags;
7727 t->currentalpha = rsurface.colormod[3];
7728 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7729 t->currentalpha *= r_wateralpha.value;
7730 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
7731 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7732 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
7733 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7734 if (!(rsurface.ent_flags & RENDER_LIGHT))
7735 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7736 else if (FAKELIGHT_ENABLED)
7738 // no modellight if using fakelight for the map
7740 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7742 // pick a model lighting mode
7743 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7744 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7746 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7748 if (rsurface.ent_flags & RENDER_ADDITIVE)
7749 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7750 else if (t->currentalpha < 1)
7751 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7752 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7753 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7754 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7755 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7756 if (t->backgroundnumskinframes)
7757 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7758 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7760 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7761 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7764 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7765 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7767 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7768 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7770 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7771 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7773 // there is no tcmod
7774 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7776 t->currenttexmatrix = r_waterscrollmatrix;
7777 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7779 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7781 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7782 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7785 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7786 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7787 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7788 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7790 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7791 if (t->currentskinframe->qpixels)
7792 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7793 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7794 if (!t->basetexture)
7795 t->basetexture = r_texture_notexture;
7796 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7797 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7798 t->nmaptexture = t->currentskinframe->nmap;
7799 if (!t->nmaptexture)
7800 t->nmaptexture = r_texture_blanknormalmap;
7801 t->glosstexture = r_texture_black;
7802 t->glowtexture = t->currentskinframe->glow;
7803 t->fogtexture = t->currentskinframe->fog;
7804 t->reflectmasktexture = t->currentskinframe->reflect;
7805 if (t->backgroundnumskinframes)
7807 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7808 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7809 t->backgroundglosstexture = r_texture_black;
7810 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7811 if (!t->backgroundnmaptexture)
7812 t->backgroundnmaptexture = r_texture_blanknormalmap;
7816 t->backgroundbasetexture = r_texture_white;
7817 t->backgroundnmaptexture = r_texture_blanknormalmap;
7818 t->backgroundglosstexture = r_texture_black;
7819 t->backgroundglowtexture = NULL;
7821 t->specularpower = r_shadow_glossexponent.value;
7822 // TODO: store reference values for these in the texture?
7823 t->specularscale = 0;
7824 if (r_shadow_gloss.integer > 0)
7826 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7828 if (r_shadow_glossintensity.value > 0)
7830 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7831 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7832 t->specularscale = r_shadow_glossintensity.value;
7835 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7837 t->glosstexture = r_texture_white;
7838 t->backgroundglosstexture = r_texture_white;
7839 t->specularscale = r_shadow_gloss2intensity.value;
7840 t->specularpower = r_shadow_gloss2exponent.value;
7843 t->specularscale *= t->specularscalemod;
7844 t->specularpower *= t->specularpowermod;
7846 // lightmaps mode looks bad with dlights using actual texturing, so turn
7847 // off the colormap and glossmap, but leave the normalmap on as it still
7848 // accurately represents the shading involved
7849 if (gl_lightmaps.integer)
7851 t->basetexture = r_texture_grey128;
7852 t->pantstexture = r_texture_black;
7853 t->shirttexture = r_texture_black;
7854 t->nmaptexture = r_texture_blanknormalmap;
7855 t->glosstexture = r_texture_black;
7856 t->glowtexture = NULL;
7857 t->fogtexture = NULL;
7858 t->reflectmasktexture = NULL;
7859 t->backgroundbasetexture = NULL;
7860 t->backgroundnmaptexture = r_texture_blanknormalmap;
7861 t->backgroundglosstexture = r_texture_black;
7862 t->backgroundglowtexture = NULL;
7863 t->specularscale = 0;
7864 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7867 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7868 VectorClear(t->dlightcolor);
7869 t->currentnumlayers = 0;
7870 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7872 int blendfunc1, blendfunc2;
7874 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7876 blendfunc1 = GL_SRC_ALPHA;
7877 blendfunc2 = GL_ONE;
7879 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7881 blendfunc1 = GL_SRC_ALPHA;
7882 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7884 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7886 blendfunc1 = t->customblendfunc[0];
7887 blendfunc2 = t->customblendfunc[1];
7891 blendfunc1 = GL_ONE;
7892 blendfunc2 = GL_ZERO;
7894 // don't colormod evilblend textures
7895 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7896 VectorSet(t->lightmapcolor, 1, 1, 1);
7897 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7898 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7900 // fullbright is not affected by r_refdef.lightmapintensity
7901 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]);
7902 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7903 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]);
7904 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7905 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]);
7909 vec3_t ambientcolor;
7911 // set the color tint used for lights affecting this surface
7912 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7914 // q3bsp has no lightmap updates, so the lightstylevalue that
7915 // would normally be baked into the lightmap must be
7916 // applied to the color
7917 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7918 if (model->type == mod_brushq3)
7919 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7920 colorscale *= r_refdef.lightmapintensity;
7921 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7922 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7923 // basic lit geometry
7924 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]);
7925 // add pants/shirt if needed
7926 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7927 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]);
7928 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7929 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]);
7930 // now add ambient passes if needed
7931 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7933 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]);
7934 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7935 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]);
7936 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7937 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]);
7940 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7941 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]);
7942 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7944 // if this is opaque use alpha blend which will darken the earlier
7947 // if this is an alpha blended material, all the earlier passes
7948 // were darkened by fog already, so we only need to add the fog
7949 // color ontop through the fog mask texture
7951 // if this is an additive blended material, all the earlier passes
7952 // were darkened by fog already, and we should not add fog color
7953 // (because the background was not darkened, there is no fog color
7954 // that was lost behind it).
7955 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]);
7959 return t->currentframe;
7962 rsurfacestate_t rsurface;
7964 void RSurf_ActiveWorldEntity(void)
7966 dp_model_t *model = r_refdef.scene.worldmodel;
7967 //if (rsurface.entity == r_refdef.scene.worldentity)
7969 rsurface.entity = r_refdef.scene.worldentity;
7970 rsurface.skeleton = NULL;
7971 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
7972 rsurface.ent_skinnum = 0;
7973 rsurface.ent_qwskin = -1;
7974 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
7975 rsurface.shadertime = r_refdef.scene.time;
7976 rsurface.matrix = identitymatrix;
7977 rsurface.inversematrix = identitymatrix;
7978 rsurface.matrixscale = 1;
7979 rsurface.inversematrixscale = 1;
7980 R_EntityMatrix(&identitymatrix);
7981 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
7982 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
7983 rsurface.fograngerecip = r_refdef.fograngerecip;
7984 rsurface.fogheightfade = r_refdef.fogheightfade;
7985 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
7986 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7987 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
7988 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
7989 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
7990 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
7991 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
7992 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
7993 rsurface.colormod[3] = 1;
7994 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);
7995 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7996 rsurface.frameblend[0].lerp = 1;
7997 rsurface.ent_alttextures = false;
7998 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7999 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8000 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8001 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8002 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8003 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8004 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8005 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8006 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8007 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8008 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8009 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8010 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8011 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8012 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8013 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8014 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8015 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8016 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8017 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8018 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8019 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8020 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8021 rsurface.modelelement3i = model->surfmesh.data_element3i;
8022 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8023 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8024 rsurface.modelelement3s = model->surfmesh.data_element3s;
8025 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8026 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8027 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8028 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8029 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8030 rsurface.modelsurfaces = model->data_surfaces;
8031 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8032 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8033 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8034 rsurface.modelgeneratedvertex = false;
8035 rsurface.batchgeneratedvertex = false;
8036 rsurface.batchfirstvertex = 0;
8037 rsurface.batchnumvertices = 0;
8038 rsurface.batchfirsttriangle = 0;
8039 rsurface.batchnumtriangles = 0;
8040 rsurface.batchvertex3f = NULL;
8041 rsurface.batchvertex3f_vertexbuffer = NULL;
8042 rsurface.batchvertex3f_bufferoffset = 0;
8043 rsurface.batchsvector3f = NULL;
8044 rsurface.batchsvector3f_vertexbuffer = NULL;
8045 rsurface.batchsvector3f_bufferoffset = 0;
8046 rsurface.batchtvector3f = NULL;
8047 rsurface.batchtvector3f_vertexbuffer = NULL;
8048 rsurface.batchtvector3f_bufferoffset = 0;
8049 rsurface.batchnormal3f = NULL;
8050 rsurface.batchnormal3f_vertexbuffer = NULL;
8051 rsurface.batchnormal3f_bufferoffset = 0;
8052 rsurface.batchlightmapcolor4f = NULL;
8053 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8054 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8055 rsurface.batchtexcoordtexture2f = NULL;
8056 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8057 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8058 rsurface.batchtexcoordlightmap2f = NULL;
8059 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8060 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8061 rsurface.batchvertexmesh = NULL;
8062 rsurface.batchvertexmeshbuffer = NULL;
8063 rsurface.batchvertex3fbuffer = NULL;
8064 rsurface.batchelement3i = NULL;
8065 rsurface.batchelement3i_indexbuffer = NULL;
8066 rsurface.batchelement3i_bufferoffset = 0;
8067 rsurface.batchelement3s = NULL;
8068 rsurface.batchelement3s_indexbuffer = NULL;
8069 rsurface.batchelement3s_bufferoffset = 0;
8070 rsurface.passcolor4f = NULL;
8071 rsurface.passcolor4f_vertexbuffer = NULL;
8072 rsurface.passcolor4f_bufferoffset = 0;
8075 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8077 dp_model_t *model = ent->model;
8078 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8080 rsurface.entity = (entity_render_t *)ent;
8081 rsurface.skeleton = ent->skeleton;
8082 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8083 rsurface.ent_skinnum = ent->skinnum;
8084 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;
8085 rsurface.ent_flags = ent->flags;
8086 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8087 rsurface.matrix = ent->matrix;
8088 rsurface.inversematrix = ent->inversematrix;
8089 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8090 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8091 R_EntityMatrix(&rsurface.matrix);
8092 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8093 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8094 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8095 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8096 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8097 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8098 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8099 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8100 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8101 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8102 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8103 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8104 rsurface.colormod[3] = ent->alpha;
8105 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8106 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8107 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8108 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8109 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8110 if (ent->model->brush.submodel && !prepass)
8112 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8113 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8115 if (model->surfmesh.isanimated && model->AnimateVertices)
8117 if (ent->animcache_vertex3f)
8119 rsurface.modelvertex3f = ent->animcache_vertex3f;
8120 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8121 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8122 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8123 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8124 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8125 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8127 else if (wanttangents)
8129 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8130 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8131 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8132 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8133 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8134 rsurface.modelvertexmesh = NULL;
8135 rsurface.modelvertexmeshbuffer = NULL;
8136 rsurface.modelvertex3fbuffer = NULL;
8138 else if (wantnormals)
8140 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8141 rsurface.modelsvector3f = NULL;
8142 rsurface.modeltvector3f = NULL;
8143 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8144 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8145 rsurface.modelvertexmesh = NULL;
8146 rsurface.modelvertexmeshbuffer = NULL;
8147 rsurface.modelvertex3fbuffer = NULL;
8151 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8152 rsurface.modelsvector3f = NULL;
8153 rsurface.modeltvector3f = NULL;
8154 rsurface.modelnormal3f = NULL;
8155 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8156 rsurface.modelvertexmesh = NULL;
8157 rsurface.modelvertexmeshbuffer = NULL;
8158 rsurface.modelvertex3fbuffer = NULL;
8160 rsurface.modelvertex3f_vertexbuffer = 0;
8161 rsurface.modelvertex3f_bufferoffset = 0;
8162 rsurface.modelsvector3f_vertexbuffer = 0;
8163 rsurface.modelsvector3f_bufferoffset = 0;
8164 rsurface.modeltvector3f_vertexbuffer = 0;
8165 rsurface.modeltvector3f_bufferoffset = 0;
8166 rsurface.modelnormal3f_vertexbuffer = 0;
8167 rsurface.modelnormal3f_bufferoffset = 0;
8168 rsurface.modelgeneratedvertex = true;
8172 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8173 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8174 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8175 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8176 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8177 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8178 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8179 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8180 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8181 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8182 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8183 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8184 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8185 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8186 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8187 rsurface.modelgeneratedvertex = false;
8189 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8190 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8191 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8192 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8193 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8194 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8195 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8196 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8197 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8198 rsurface.modelelement3i = model->surfmesh.data_element3i;
8199 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8200 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8201 rsurface.modelelement3s = model->surfmesh.data_element3s;
8202 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8203 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8204 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8205 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8206 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8207 rsurface.modelsurfaces = model->data_surfaces;
8208 rsurface.batchgeneratedvertex = false;
8209 rsurface.batchfirstvertex = 0;
8210 rsurface.batchnumvertices = 0;
8211 rsurface.batchfirsttriangle = 0;
8212 rsurface.batchnumtriangles = 0;
8213 rsurface.batchvertex3f = NULL;
8214 rsurface.batchvertex3f_vertexbuffer = NULL;
8215 rsurface.batchvertex3f_bufferoffset = 0;
8216 rsurface.batchsvector3f = NULL;
8217 rsurface.batchsvector3f_vertexbuffer = NULL;
8218 rsurface.batchsvector3f_bufferoffset = 0;
8219 rsurface.batchtvector3f = NULL;
8220 rsurface.batchtvector3f_vertexbuffer = NULL;
8221 rsurface.batchtvector3f_bufferoffset = 0;
8222 rsurface.batchnormal3f = NULL;
8223 rsurface.batchnormal3f_vertexbuffer = NULL;
8224 rsurface.batchnormal3f_bufferoffset = 0;
8225 rsurface.batchlightmapcolor4f = NULL;
8226 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8227 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8228 rsurface.batchtexcoordtexture2f = NULL;
8229 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8230 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8231 rsurface.batchtexcoordlightmap2f = NULL;
8232 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8233 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8234 rsurface.batchvertexmesh = NULL;
8235 rsurface.batchvertexmeshbuffer = NULL;
8236 rsurface.batchvertex3fbuffer = NULL;
8237 rsurface.batchelement3i = NULL;
8238 rsurface.batchelement3i_indexbuffer = NULL;
8239 rsurface.batchelement3i_bufferoffset = 0;
8240 rsurface.batchelement3s = NULL;
8241 rsurface.batchelement3s_indexbuffer = NULL;
8242 rsurface.batchelement3s_bufferoffset = 0;
8243 rsurface.passcolor4f = NULL;
8244 rsurface.passcolor4f_vertexbuffer = NULL;
8245 rsurface.passcolor4f_bufferoffset = 0;
8248 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)
8250 rsurface.entity = r_refdef.scene.worldentity;
8251 rsurface.skeleton = NULL;
8252 rsurface.ent_skinnum = 0;
8253 rsurface.ent_qwskin = -1;
8254 rsurface.ent_flags = entflags;
8255 rsurface.shadertime = r_refdef.scene.time - shadertime;
8256 rsurface.modelnumvertices = numvertices;
8257 rsurface.modelnumtriangles = numtriangles;
8258 rsurface.matrix = *matrix;
8259 rsurface.inversematrix = *inversematrix;
8260 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8261 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8262 R_EntityMatrix(&rsurface.matrix);
8263 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8264 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8265 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8266 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8267 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8268 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8269 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8270 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8271 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8272 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8273 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8274 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8275 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);
8276 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8277 rsurface.frameblend[0].lerp = 1;
8278 rsurface.ent_alttextures = false;
8279 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8280 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8283 rsurface.modelvertex3f = (float *)vertex3f;
8284 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8285 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8286 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8288 else if (wantnormals)
8290 rsurface.modelvertex3f = (float *)vertex3f;
8291 rsurface.modelsvector3f = NULL;
8292 rsurface.modeltvector3f = NULL;
8293 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8297 rsurface.modelvertex3f = (float *)vertex3f;
8298 rsurface.modelsvector3f = NULL;
8299 rsurface.modeltvector3f = NULL;
8300 rsurface.modelnormal3f = NULL;
8302 rsurface.modelvertexmesh = NULL;
8303 rsurface.modelvertexmeshbuffer = NULL;
8304 rsurface.modelvertex3fbuffer = NULL;
8305 rsurface.modelvertex3f_vertexbuffer = 0;
8306 rsurface.modelvertex3f_bufferoffset = 0;
8307 rsurface.modelsvector3f_vertexbuffer = 0;
8308 rsurface.modelsvector3f_bufferoffset = 0;
8309 rsurface.modeltvector3f_vertexbuffer = 0;
8310 rsurface.modeltvector3f_bufferoffset = 0;
8311 rsurface.modelnormal3f_vertexbuffer = 0;
8312 rsurface.modelnormal3f_bufferoffset = 0;
8313 rsurface.modelgeneratedvertex = true;
8314 rsurface.modellightmapcolor4f = (float *)color4f;
8315 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8316 rsurface.modellightmapcolor4f_bufferoffset = 0;
8317 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8318 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8319 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8320 rsurface.modeltexcoordlightmap2f = NULL;
8321 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8322 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8323 rsurface.modelelement3i = (int *)element3i;
8324 rsurface.modelelement3i_indexbuffer = NULL;
8325 rsurface.modelelement3i_bufferoffset = 0;
8326 rsurface.modelelement3s = (unsigned short *)element3s;
8327 rsurface.modelelement3s_indexbuffer = NULL;
8328 rsurface.modelelement3s_bufferoffset = 0;
8329 rsurface.modellightmapoffsets = NULL;
8330 rsurface.modelsurfaces = NULL;
8331 rsurface.batchgeneratedvertex = false;
8332 rsurface.batchfirstvertex = 0;
8333 rsurface.batchnumvertices = 0;
8334 rsurface.batchfirsttriangle = 0;
8335 rsurface.batchnumtriangles = 0;
8336 rsurface.batchvertex3f = NULL;
8337 rsurface.batchvertex3f_vertexbuffer = NULL;
8338 rsurface.batchvertex3f_bufferoffset = 0;
8339 rsurface.batchsvector3f = NULL;
8340 rsurface.batchsvector3f_vertexbuffer = NULL;
8341 rsurface.batchsvector3f_bufferoffset = 0;
8342 rsurface.batchtvector3f = NULL;
8343 rsurface.batchtvector3f_vertexbuffer = NULL;
8344 rsurface.batchtvector3f_bufferoffset = 0;
8345 rsurface.batchnormal3f = NULL;
8346 rsurface.batchnormal3f_vertexbuffer = NULL;
8347 rsurface.batchnormal3f_bufferoffset = 0;
8348 rsurface.batchlightmapcolor4f = NULL;
8349 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8350 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8351 rsurface.batchtexcoordtexture2f = NULL;
8352 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8353 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8354 rsurface.batchtexcoordlightmap2f = NULL;
8355 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8356 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8357 rsurface.batchvertexmesh = NULL;
8358 rsurface.batchvertexmeshbuffer = NULL;
8359 rsurface.batchvertex3fbuffer = NULL;
8360 rsurface.batchelement3i = NULL;
8361 rsurface.batchelement3i_indexbuffer = NULL;
8362 rsurface.batchelement3i_bufferoffset = 0;
8363 rsurface.batchelement3s = NULL;
8364 rsurface.batchelement3s_indexbuffer = NULL;
8365 rsurface.batchelement3s_bufferoffset = 0;
8366 rsurface.passcolor4f = NULL;
8367 rsurface.passcolor4f_vertexbuffer = NULL;
8368 rsurface.passcolor4f_bufferoffset = 0;
8370 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8372 if ((wantnormals || wanttangents) && !normal3f)
8374 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8375 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8377 if (wanttangents && !svector3f)
8379 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8380 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8381 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8386 float RSurf_FogPoint(const float *v)
8388 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8389 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8390 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8391 float FogHeightFade = r_refdef.fogheightfade;
8393 unsigned int fogmasktableindex;
8394 if (r_refdef.fogplaneviewabove)
8395 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8397 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8398 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8399 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8402 float RSurf_FogVertex(const float *v)
8404 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8405 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8406 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8407 float FogHeightFade = rsurface.fogheightfade;
8409 unsigned int fogmasktableindex;
8410 if (r_refdef.fogplaneviewabove)
8411 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8413 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8414 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8415 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8418 void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8421 for (i = 0;i < numelements;i++)
8422 outelement3i[i] = inelement3i[i] + adjust;
8425 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8426 extern cvar_t gl_vbo;
8427 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8435 int surfacefirsttriangle;
8436 int surfacenumtriangles;
8437 int surfacefirstvertex;
8438 int surfaceendvertex;
8439 int surfacenumvertices;
8440 int batchnumvertices;
8441 int batchnumtriangles;
8445 qboolean dynamicvertex;
8449 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8451 q3shaderinfo_deform_t *deform;
8452 const msurface_t *surface, *firstsurface;
8453 r_vertexmesh_t *vertexmesh;
8454 if (!texturenumsurfaces)
8456 // find vertex range of this surface batch
8458 firstsurface = texturesurfacelist[0];
8459 firsttriangle = firstsurface->num_firsttriangle;
8460 batchnumvertices = 0;
8461 batchnumtriangles = 0;
8462 firstvertex = endvertex = firstsurface->num_firstvertex;
8463 for (i = 0;i < texturenumsurfaces;i++)
8465 surface = texturesurfacelist[i];
8466 if (surface != firstsurface + i)
8468 surfacefirstvertex = surface->num_firstvertex;
8469 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8470 surfacenumvertices = surface->num_vertices;
8471 surfacenumtriangles = surface->num_triangles;
8472 if (firstvertex > surfacefirstvertex)
8473 firstvertex = surfacefirstvertex;
8474 if (endvertex < surfaceendvertex)
8475 endvertex = surfaceendvertex;
8476 batchnumvertices += surfacenumvertices;
8477 batchnumtriangles += surfacenumtriangles;
8480 // we now know the vertex range used, and if there are any gaps in it
8481 rsurface.batchfirstvertex = firstvertex;
8482 rsurface.batchnumvertices = endvertex - firstvertex;
8483 rsurface.batchfirsttriangle = firsttriangle;
8484 rsurface.batchnumtriangles = batchnumtriangles;
8486 // this variable holds flags for which properties have been updated that
8487 // may require regenerating vertexmesh array...
8490 // check if any dynamic vertex processing must occur
8491 dynamicvertex = false;
8493 // if there is a chance of animated vertex colors, it's a dynamic batch
8494 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8496 dynamicvertex = true;
8497 batchneed |= BATCHNEED_NOGAPS;
8498 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8501 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8503 switch (deform->deform)
8506 case Q3DEFORM_PROJECTIONSHADOW:
8507 case Q3DEFORM_TEXT0:
8508 case Q3DEFORM_TEXT1:
8509 case Q3DEFORM_TEXT2:
8510 case Q3DEFORM_TEXT3:
8511 case Q3DEFORM_TEXT4:
8512 case Q3DEFORM_TEXT5:
8513 case Q3DEFORM_TEXT6:
8514 case Q3DEFORM_TEXT7:
8517 case Q3DEFORM_AUTOSPRITE:
8518 dynamicvertex = true;
8519 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8520 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8522 case Q3DEFORM_AUTOSPRITE2:
8523 dynamicvertex = true;
8524 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8525 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8527 case Q3DEFORM_NORMAL:
8528 dynamicvertex = true;
8529 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8530 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8533 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8534 break; // if wavefunc is a nop, ignore this transform
8535 dynamicvertex = true;
8536 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8537 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8539 case Q3DEFORM_BULGE:
8540 dynamicvertex = true;
8541 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8542 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8545 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8546 break; // if wavefunc is a nop, ignore this transform
8547 dynamicvertex = true;
8548 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8549 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8553 switch(rsurface.texture->tcgen.tcgen)
8556 case Q3TCGEN_TEXTURE:
8558 case Q3TCGEN_LIGHTMAP:
8559 dynamicvertex = true;
8560 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8561 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8563 case Q3TCGEN_VECTOR:
8564 dynamicvertex = true;
8565 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8566 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8568 case Q3TCGEN_ENVIRONMENT:
8569 dynamicvertex = true;
8570 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8571 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8574 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8576 dynamicvertex = true;
8577 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8578 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8581 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8583 dynamicvertex = true;
8584 batchneed |= BATCHNEED_NOGAPS;
8585 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8588 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8590 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8591 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8592 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8593 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8594 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8595 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8596 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8599 // when the model data has no vertex buffer (dynamic mesh), we need to
8601 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8602 batchneed |= BATCHNEED_NOGAPS;
8604 // if needsupdate, we have to do a dynamic vertex batch for sure
8605 if (needsupdate & batchneed)
8606 dynamicvertex = true;
8608 // see if we need to build vertexmesh from arrays
8609 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8610 dynamicvertex = true;
8612 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8613 // also some drivers strongly dislike firstvertex
8614 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8615 dynamicvertex = true;
8617 rsurface.batchvertex3f = rsurface.modelvertex3f;
8618 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8619 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8620 rsurface.batchsvector3f = rsurface.modelsvector3f;
8621 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8622 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8623 rsurface.batchtvector3f = rsurface.modeltvector3f;
8624 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8625 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8626 rsurface.batchnormal3f = rsurface.modelnormal3f;
8627 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8628 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8629 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8630 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8631 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8632 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8633 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8634 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8635 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8636 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8637 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8638 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8639 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8640 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8641 rsurface.batchelement3i = rsurface.modelelement3i;
8642 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8643 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8644 rsurface.batchelement3s = rsurface.modelelement3s;
8645 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8646 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8648 // if any dynamic vertex processing has to occur in software, we copy the
8649 // entire surface list together before processing to rebase the vertices
8650 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8652 // if any gaps exist and we do not have a static vertex buffer, we have to
8653 // copy the surface list together to avoid wasting upload bandwidth on the
8654 // vertices in the gaps.
8656 // if gaps exist and we have a static vertex buffer, we still have to
8657 // combine the index buffer ranges into one dynamic index buffer.
8659 // in all cases we end up with data that can be drawn in one call.
8663 // static vertex data, just set pointers...
8664 rsurface.batchgeneratedvertex = false;
8665 // if there are gaps, we want to build a combined index buffer,
8666 // otherwise use the original static buffer with an appropriate offset
8669 // build a new triangle elements array for this batch
8670 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8671 rsurface.batchfirsttriangle = 0;
8673 for (i = 0;i < texturenumsurfaces;i++)
8675 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8676 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8677 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8678 numtriangles += surfacenumtriangles;
8680 rsurface.batchelement3i_indexbuffer = NULL;
8681 rsurface.batchelement3i_bufferoffset = 0;
8682 rsurface.batchelement3s = NULL;
8683 rsurface.batchelement3s_indexbuffer = NULL;
8684 rsurface.batchelement3s_bufferoffset = 0;
8685 if (endvertex <= 65536)
8687 // make a 16bit (unsigned short) index array if possible
8688 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8689 for (i = 0;i < numtriangles*3;i++)
8690 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8696 // something needs software processing, do it for real...
8697 // we only directly handle separate array data in this case and then
8698 // generate interleaved data if needed...
8699 rsurface.batchgeneratedvertex = true;
8701 // now copy the vertex data into a combined array and make an index array
8702 // (this is what Quake3 does all the time)
8703 //if (gaps || rsurface.batchfirstvertex)
8705 rsurface.batchvertex3fbuffer = NULL;
8706 rsurface.batchvertexmesh = NULL;
8707 rsurface.batchvertexmeshbuffer = NULL;
8708 rsurface.batchvertex3f = NULL;
8709 rsurface.batchvertex3f_vertexbuffer = NULL;
8710 rsurface.batchvertex3f_bufferoffset = 0;
8711 rsurface.batchsvector3f = NULL;
8712 rsurface.batchsvector3f_vertexbuffer = NULL;
8713 rsurface.batchsvector3f_bufferoffset = 0;
8714 rsurface.batchtvector3f = NULL;
8715 rsurface.batchtvector3f_vertexbuffer = NULL;
8716 rsurface.batchtvector3f_bufferoffset = 0;
8717 rsurface.batchnormal3f = NULL;
8718 rsurface.batchnormal3f_vertexbuffer = NULL;
8719 rsurface.batchnormal3f_bufferoffset = 0;
8720 rsurface.batchlightmapcolor4f = NULL;
8721 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8722 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8723 rsurface.batchtexcoordtexture2f = NULL;
8724 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8725 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8726 rsurface.batchtexcoordlightmap2f = NULL;
8727 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8728 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8729 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8730 rsurface.batchelement3i_indexbuffer = NULL;
8731 rsurface.batchelement3i_bufferoffset = 0;
8732 rsurface.batchelement3s = NULL;
8733 rsurface.batchelement3s_indexbuffer = NULL;
8734 rsurface.batchelement3s_bufferoffset = 0;
8735 // we'll only be setting up certain arrays as needed
8736 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8737 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8738 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8739 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8740 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8741 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8742 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8744 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8745 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8747 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8748 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8749 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8750 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8751 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8752 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8755 for (i = 0;i < texturenumsurfaces;i++)
8757 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8758 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8759 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8760 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8761 // copy only the data requested
8762 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8763 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8764 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8766 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8768 if (rsurface.batchvertex3f)
8769 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8771 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8773 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8775 if (rsurface.modelnormal3f)
8776 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8778 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8780 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8782 if (rsurface.modelsvector3f)
8784 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8785 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8789 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8790 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8793 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8795 if (rsurface.modellightmapcolor4f)
8796 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8798 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8800 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8802 if (rsurface.modeltexcoordtexture2f)
8803 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8805 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8807 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8809 if (rsurface.modeltexcoordlightmap2f)
8810 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8812 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8815 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8816 numvertices += surfacenumvertices;
8817 numtriangles += surfacenumtriangles;
8820 // generate a 16bit index array as well if possible
8821 // (in general, dynamic batches fit)
8822 if (numvertices <= 65536)
8824 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8825 for (i = 0;i < numtriangles*3;i++)
8826 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8829 // since we've copied everything, the batch now starts at 0
8830 rsurface.batchfirstvertex = 0;
8831 rsurface.batchnumvertices = batchnumvertices;
8832 rsurface.batchfirsttriangle = 0;
8833 rsurface.batchnumtriangles = batchnumtriangles;
8836 // q1bsp surfaces rendered in vertex color mode have to have colors
8837 // calculated based on lightstyles
8838 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8840 // generate color arrays for the surfaces in this list
8845 const unsigned char *lm;
8846 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8847 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8848 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8850 for (i = 0;i < texturenumsurfaces;i++)
8852 surface = texturesurfacelist[i];
8853 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8854 surfacenumvertices = surface->num_vertices;
8855 if (surface->lightmapinfo->samples)
8857 for (j = 0;j < surfacenumvertices;j++)
8859 lm = surface->lightmapinfo->samples + offsets[j];
8860 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8861 VectorScale(lm, scale, c);
8862 if (surface->lightmapinfo->styles[1] != 255)
8864 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8866 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8867 VectorMA(c, scale, lm, c);
8868 if (surface->lightmapinfo->styles[2] != 255)
8871 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8872 VectorMA(c, scale, lm, c);
8873 if (surface->lightmapinfo->styles[3] != 255)
8876 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8877 VectorMA(c, scale, lm, c);
8884 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);
8890 for (j = 0;j < surfacenumvertices;j++)
8892 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8899 // if vertices are deformed (sprite flares and things in maps, possibly
8900 // water waves, bulges and other deformations), modify the copied vertices
8902 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8904 switch (deform->deform)
8907 case Q3DEFORM_PROJECTIONSHADOW:
8908 case Q3DEFORM_TEXT0:
8909 case Q3DEFORM_TEXT1:
8910 case Q3DEFORM_TEXT2:
8911 case Q3DEFORM_TEXT3:
8912 case Q3DEFORM_TEXT4:
8913 case Q3DEFORM_TEXT5:
8914 case Q3DEFORM_TEXT6:
8915 case Q3DEFORM_TEXT7:
8918 case Q3DEFORM_AUTOSPRITE:
8919 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8920 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8921 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8922 VectorNormalize(newforward);
8923 VectorNormalize(newright);
8924 VectorNormalize(newup);
8925 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8926 // rsurface.batchvertex3f_vertexbuffer = NULL;
8927 // rsurface.batchvertex3f_bufferoffset = 0;
8928 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8929 // rsurface.batchsvector3f_vertexbuffer = NULL;
8930 // rsurface.batchsvector3f_bufferoffset = 0;
8931 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8932 // rsurface.batchtvector3f_vertexbuffer = NULL;
8933 // rsurface.batchtvector3f_bufferoffset = 0;
8934 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8935 // rsurface.batchnormal3f_vertexbuffer = NULL;
8936 // rsurface.batchnormal3f_bufferoffset = 0;
8937 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8938 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8939 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8940 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8941 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);
8942 // a single autosprite surface can contain multiple sprites...
8943 for (j = 0;j < batchnumvertices - 3;j += 4)
8945 VectorClear(center);
8946 for (i = 0;i < 4;i++)
8947 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8948 VectorScale(center, 0.25f, center);
8949 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8950 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8951 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8952 for (i = 0;i < 4;i++)
8954 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8955 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8958 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8959 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8960 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);
8962 case Q3DEFORM_AUTOSPRITE2:
8963 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8964 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8965 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8966 VectorNormalize(newforward);
8967 VectorNormalize(newright);
8968 VectorNormalize(newup);
8969 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8970 // rsurface.batchvertex3f_vertexbuffer = NULL;
8971 // rsurface.batchvertex3f_bufferoffset = 0;
8973 const float *v1, *v2;
8983 memset(shortest, 0, sizeof(shortest));
8984 // a single autosprite surface can contain multiple sprites...
8985 for (j = 0;j < batchnumvertices - 3;j += 4)
8987 VectorClear(center);
8988 for (i = 0;i < 4;i++)
8989 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8990 VectorScale(center, 0.25f, center);
8991 // find the two shortest edges, then use them to define the
8992 // axis vectors for rotating around the central axis
8993 for (i = 0;i < 6;i++)
8995 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8996 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8997 l = VectorDistance2(v1, v2);
8998 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9000 l += (1.0f / 1024.0f);
9001 if (shortest[0].length2 > l || i == 0)
9003 shortest[1] = shortest[0];
9004 shortest[0].length2 = l;
9005 shortest[0].v1 = v1;
9006 shortest[0].v2 = v2;
9008 else if (shortest[1].length2 > l || i == 1)
9010 shortest[1].length2 = l;
9011 shortest[1].v1 = v1;
9012 shortest[1].v2 = v2;
9015 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9016 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9017 // this calculates the right vector from the shortest edge
9018 // and the up vector from the edge midpoints
9019 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9020 VectorNormalize(right);
9021 VectorSubtract(end, start, up);
9022 VectorNormalize(up);
9023 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9024 VectorSubtract(rsurface.localvieworigin, center, forward);
9025 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9026 VectorNegate(forward, forward);
9027 VectorReflect(forward, 0, up, forward);
9028 VectorNormalize(forward);
9029 CrossProduct(up, forward, newright);
9030 VectorNormalize(newright);
9031 // rotate the quad around the up axis vector, this is made
9032 // especially easy by the fact we know the quad is flat,
9033 // so we only have to subtract the center position and
9034 // measure distance along the right vector, and then
9035 // multiply that by the newright vector and add back the
9037 // we also need to subtract the old position to undo the
9038 // displacement from the center, which we do with a
9039 // DotProduct, the subtraction/addition of center is also
9040 // optimized into DotProducts here
9041 l = DotProduct(right, center);
9042 for (i = 0;i < 4;i++)
9044 v1 = rsurface.batchvertex3f + 3*(j+i);
9045 f = DotProduct(right, v1) - l;
9046 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9050 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9052 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9053 // rsurface.batchnormal3f_vertexbuffer = NULL;
9054 // rsurface.batchnormal3f_bufferoffset = 0;
9055 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9057 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9059 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9060 // rsurface.batchsvector3f_vertexbuffer = NULL;
9061 // rsurface.batchsvector3f_bufferoffset = 0;
9062 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9063 // rsurface.batchtvector3f_vertexbuffer = NULL;
9064 // rsurface.batchtvector3f_bufferoffset = 0;
9065 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);
9068 case Q3DEFORM_NORMAL:
9069 // deform the normals to make reflections wavey
9070 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9071 rsurface.batchnormal3f_vertexbuffer = NULL;
9072 rsurface.batchnormal3f_bufferoffset = 0;
9073 for (j = 0;j < batchnumvertices;j++)
9076 float *normal = rsurface.batchnormal3f + 3*j;
9077 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9078 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9079 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9080 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9081 VectorNormalize(normal);
9083 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9085 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9086 // rsurface.batchsvector3f_vertexbuffer = NULL;
9087 // rsurface.batchsvector3f_bufferoffset = 0;
9088 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9089 // rsurface.batchtvector3f_vertexbuffer = NULL;
9090 // rsurface.batchtvector3f_bufferoffset = 0;
9091 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);
9095 // deform vertex array to make wavey water and flags and such
9096 waveparms[0] = deform->waveparms[0];
9097 waveparms[1] = deform->waveparms[1];
9098 waveparms[2] = deform->waveparms[2];
9099 waveparms[3] = deform->waveparms[3];
9100 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9101 break; // if wavefunc is a nop, don't make a dynamic vertex array
9102 // this is how a divisor of vertex influence on deformation
9103 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9104 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9105 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9106 // rsurface.batchvertex3f_vertexbuffer = NULL;
9107 // rsurface.batchvertex3f_bufferoffset = 0;
9108 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9109 // rsurface.batchnormal3f_vertexbuffer = NULL;
9110 // rsurface.batchnormal3f_bufferoffset = 0;
9111 for (j = 0;j < batchnumvertices;j++)
9113 // if the wavefunc depends on time, evaluate it per-vertex
9116 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9117 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9119 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9121 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9122 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9123 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9125 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9126 // rsurface.batchsvector3f_vertexbuffer = NULL;
9127 // rsurface.batchsvector3f_bufferoffset = 0;
9128 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9129 // rsurface.batchtvector3f_vertexbuffer = NULL;
9130 // rsurface.batchtvector3f_bufferoffset = 0;
9131 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);
9134 case Q3DEFORM_BULGE:
9135 // deform vertex array to make the surface have moving bulges
9136 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9137 // rsurface.batchvertex3f_vertexbuffer = NULL;
9138 // rsurface.batchvertex3f_bufferoffset = 0;
9139 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9140 // rsurface.batchnormal3f_vertexbuffer = NULL;
9141 // rsurface.batchnormal3f_bufferoffset = 0;
9142 for (j = 0;j < batchnumvertices;j++)
9144 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9145 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9147 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9148 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9149 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9151 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9152 // rsurface.batchsvector3f_vertexbuffer = NULL;
9153 // rsurface.batchsvector3f_bufferoffset = 0;
9154 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9155 // rsurface.batchtvector3f_vertexbuffer = NULL;
9156 // rsurface.batchtvector3f_bufferoffset = 0;
9157 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);
9161 // deform vertex array
9162 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9163 break; // if wavefunc is a nop, don't make a dynamic vertex array
9164 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9165 VectorScale(deform->parms, scale, waveparms);
9166 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9167 // rsurface.batchvertex3f_vertexbuffer = NULL;
9168 // rsurface.batchvertex3f_bufferoffset = 0;
9169 for (j = 0;j < batchnumvertices;j++)
9170 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9175 // generate texcoords based on the chosen texcoord source
9176 switch(rsurface.texture->tcgen.tcgen)
9179 case Q3TCGEN_TEXTURE:
9181 case Q3TCGEN_LIGHTMAP:
9182 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9183 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9184 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9185 if (rsurface.batchtexcoordlightmap2f)
9186 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9188 case Q3TCGEN_VECTOR:
9189 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9190 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9191 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9192 for (j = 0;j < batchnumvertices;j++)
9194 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9195 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9198 case Q3TCGEN_ENVIRONMENT:
9199 // make environment reflections using a spheremap
9200 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9201 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9202 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9203 for (j = 0;j < batchnumvertices;j++)
9205 // identical to Q3A's method, but executed in worldspace so
9206 // carried models can be shiny too
9208 float viewer[3], d, reflected[3], worldreflected[3];
9210 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9211 // VectorNormalize(viewer);
9213 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9215 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9216 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9217 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9218 // note: this is proportinal to viewer, so we can normalize later
9220 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9221 VectorNormalize(worldreflected);
9223 // note: this sphere map only uses world x and z!
9224 // so positive and negative y will LOOK THE SAME.
9225 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9226 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9230 // the only tcmod that needs software vertex processing is turbulent, so
9231 // check for it here and apply the changes if needed
9232 // and we only support that as the first one
9233 // (handling a mixture of turbulent and other tcmods would be problematic
9234 // without punting it entirely to a software path)
9235 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9237 amplitude = rsurface.texture->tcmods[0].parms[1];
9238 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9239 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9240 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9241 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9242 for (j = 0;j < batchnumvertices;j++)
9244 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);
9245 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9249 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9251 // convert the modified arrays to vertex structs
9252 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9253 // rsurface.batchvertexmeshbuffer = NULL;
9254 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9255 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9256 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9257 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9258 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9259 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9260 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9262 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9264 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9265 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9268 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9269 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9270 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9271 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9272 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9273 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9274 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9275 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9276 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9280 void RSurf_DrawBatch(void)
9282 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9283 // through the pipeline, killing it earlier in the pipeline would have
9284 // per-surface overhead rather than per-batch overhead, so it's best to
9285 // reject it here, before it hits glDraw.
9286 if (rsurface.batchnumtriangles == 0)
9289 // batch debugging code
9290 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9296 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9297 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9300 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9302 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9304 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9305 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);
9312 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);
9315 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9317 // pick the closest matching water plane
9318 int planeindex, vertexindex, bestplaneindex = -1;
9322 r_waterstate_waterplane_t *p;
9323 qboolean prepared = false;
9325 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
9327 if(p->camera_entity != rsurface.texture->camera_entity)
9332 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9334 if(rsurface.batchnumvertices == 0)
9337 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9339 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9340 d += fabs(PlaneDiff(vert, &p->plane));
9342 if (bestd > d || bestplaneindex < 0)
9345 bestplaneindex = planeindex;
9348 return bestplaneindex;
9349 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9350 // this situation though, as it might be better to render single larger
9351 // batches with useless stuff (backface culled for example) than to
9352 // render multiple smaller batches
9355 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9358 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9359 rsurface.passcolor4f_vertexbuffer = 0;
9360 rsurface.passcolor4f_bufferoffset = 0;
9361 for (i = 0;i < rsurface.batchnumvertices;i++)
9362 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9365 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9372 if (rsurface.passcolor4f)
9374 // generate color arrays
9375 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9376 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9377 rsurface.passcolor4f_vertexbuffer = 0;
9378 rsurface.passcolor4f_bufferoffset = 0;
9379 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)
9381 f = RSurf_FogVertex(v);
9390 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9391 rsurface.passcolor4f_vertexbuffer = 0;
9392 rsurface.passcolor4f_bufferoffset = 0;
9393 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9395 f = RSurf_FogVertex(v);
9404 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9411 if (!rsurface.passcolor4f)
9413 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9414 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9415 rsurface.passcolor4f_vertexbuffer = 0;
9416 rsurface.passcolor4f_bufferoffset = 0;
9417 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)
9419 f = RSurf_FogVertex(v);
9420 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9421 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9422 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9427 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9432 if (!rsurface.passcolor4f)
9434 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9435 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9436 rsurface.passcolor4f_vertexbuffer = 0;
9437 rsurface.passcolor4f_bufferoffset = 0;
9438 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9447 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9452 if (!rsurface.passcolor4f)
9454 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9455 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9456 rsurface.passcolor4f_vertexbuffer = 0;
9457 rsurface.passcolor4f_bufferoffset = 0;
9458 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9460 c2[0] = c[0] + r_refdef.scene.ambient;
9461 c2[1] = c[1] + r_refdef.scene.ambient;
9462 c2[2] = c[2] + r_refdef.scene.ambient;
9467 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9470 rsurface.passcolor4f = NULL;
9471 rsurface.passcolor4f_vertexbuffer = 0;
9472 rsurface.passcolor4f_bufferoffset = 0;
9473 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9474 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9475 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9476 GL_Color(r, g, b, a);
9477 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9481 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9483 // TODO: optimize applyfog && applycolor case
9484 // just apply fog if necessary, and tint the fog color array if necessary
9485 rsurface.passcolor4f = NULL;
9486 rsurface.passcolor4f_vertexbuffer = 0;
9487 rsurface.passcolor4f_bufferoffset = 0;
9488 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9489 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9490 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9491 GL_Color(r, g, b, a);
9495 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9498 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9499 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9500 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9501 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9502 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9503 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9504 GL_Color(r, g, b, a);
9508 static void RSurf_DrawBatch_GL11_ClampColor(void)
9513 if (!rsurface.passcolor4f)
9515 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9517 c2[0] = bound(0.0f, c1[0], 1.0f);
9518 c2[1] = bound(0.0f, c1[1], 1.0f);
9519 c2[2] = bound(0.0f, c1[2], 1.0f);
9520 c2[3] = bound(0.0f, c1[3], 1.0f);
9524 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9534 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9535 rsurface.passcolor4f_vertexbuffer = 0;
9536 rsurface.passcolor4f_bufferoffset = 0;
9537 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)
9539 f = -DotProduct(r_refdef.view.forward, n);
9541 f = f * 0.85 + 0.15; // work around so stuff won't get black
9542 f *= r_refdef.lightmapintensity;
9543 Vector4Set(c, f, f, f, 1);
9547 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9549 RSurf_DrawBatch_GL11_ApplyFakeLight();
9550 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9551 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9552 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9553 GL_Color(r, g, b, a);
9557 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9565 vec3_t ambientcolor;
9566 vec3_t diffusecolor;
9570 VectorCopy(rsurface.modellight_lightdir, lightdir);
9571 f = 0.5f * r_refdef.lightmapintensity;
9572 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9573 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9574 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9575 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9576 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9577 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9579 if (VectorLength2(diffusecolor) > 0)
9581 // q3-style directional shading
9582 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9583 rsurface.passcolor4f_vertexbuffer = 0;
9584 rsurface.passcolor4f_bufferoffset = 0;
9585 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)
9587 if ((f = DotProduct(n, lightdir)) > 0)
9588 VectorMA(ambientcolor, f, diffusecolor, c);
9590 VectorCopy(ambientcolor, c);
9597 *applycolor = false;
9601 *r = ambientcolor[0];
9602 *g = ambientcolor[1];
9603 *b = ambientcolor[2];
9604 rsurface.passcolor4f = NULL;
9605 rsurface.passcolor4f_vertexbuffer = 0;
9606 rsurface.passcolor4f_bufferoffset = 0;
9610 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9612 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9613 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9614 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9615 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9616 GL_Color(r, g, b, a);
9620 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9628 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9629 rsurface.passcolor4f_vertexbuffer = 0;
9630 rsurface.passcolor4f_bufferoffset = 0;
9632 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9634 f = 1 - RSurf_FogVertex(v);
9642 void RSurf_SetupDepthAndCulling(void)
9644 // submodels are biased to avoid z-fighting with world surfaces that they
9645 // may be exactly overlapping (avoids z-fighting artifacts on certain
9646 // doors and things in Quake maps)
9647 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9648 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9649 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9650 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9653 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9655 // transparent sky would be ridiculous
9656 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9658 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9659 skyrenderlater = true;
9660 RSurf_SetupDepthAndCulling();
9662 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9663 // skymasking on them, and Quake3 never did sky masking (unlike
9664 // software Quake and software Quake2), so disable the sky masking
9665 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9666 // and skymasking also looks very bad when noclipping outside the
9667 // level, so don't use it then either.
9668 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9670 R_Mesh_ResetTextureState();
9671 if (skyrendermasked)
9673 R_SetupShader_DepthOrShadow(false);
9674 // depth-only (masking)
9675 GL_ColorMask(0,0,0,0);
9676 // just to make sure that braindead drivers don't draw
9677 // anything despite that colormask...
9678 GL_BlendFunc(GL_ZERO, GL_ONE);
9679 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9680 if (rsurface.batchvertex3fbuffer)
9681 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9683 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9687 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9689 GL_BlendFunc(GL_ONE, GL_ZERO);
9690 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9691 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9692 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9695 if (skyrendermasked)
9696 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9698 R_Mesh_ResetTextureState();
9699 GL_Color(1, 1, 1, 1);
9702 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9703 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9704 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9706 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9710 // render screenspace normalmap to texture
9712 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9716 // bind lightmap texture
9718 // water/refraction/reflection/camera surfaces have to be handled specially
9719 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9721 int start, end, startplaneindex;
9722 for (start = 0;start < texturenumsurfaces;start = end)
9724 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9725 if(startplaneindex < 0)
9727 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9728 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9732 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9734 // now that we have a batch using the same planeindex, render it
9735 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9737 // render water or distortion background
9739 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9741 // blend surface on top
9742 GL_DepthMask(false);
9743 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9746 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9748 // render surface with reflection texture as input
9749 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9750 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false);
9757 // render surface batch normally
9758 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9759 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);
9763 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9765 // OpenGL 1.3 path - anything not completely ancient
9766 qboolean applycolor;
9769 const texturelayer_t *layer;
9770 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);
9771 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9773 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9776 int layertexrgbscale;
9777 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9779 if (layerindex == 0)
9783 GL_AlphaTest(false);
9784 GL_DepthFunc(GL_EQUAL);
9787 GL_DepthMask(layer->depthmask && writedepth);
9788 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9789 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9791 layertexrgbscale = 4;
9792 VectorScale(layer->color, 0.25f, layercolor);
9794 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9796 layertexrgbscale = 2;
9797 VectorScale(layer->color, 0.5f, layercolor);
9801 layertexrgbscale = 1;
9802 VectorScale(layer->color, 1.0f, layercolor);
9804 layercolor[3] = layer->color[3];
9805 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9806 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9807 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9808 switch (layer->type)
9810 case TEXTURELAYERTYPE_LITTEXTURE:
9811 // single-pass lightmapped texture with 2x rgbscale
9812 R_Mesh_TexBind(0, r_texture_white);
9813 R_Mesh_TexMatrix(0, NULL);
9814 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9815 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9816 R_Mesh_TexBind(1, layer->texture);
9817 R_Mesh_TexMatrix(1, &layer->texmatrix);
9818 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9819 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9820 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9821 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9822 else if (FAKELIGHT_ENABLED)
9823 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9824 else if (rsurface.uselightmaptexture)
9825 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9827 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9829 case TEXTURELAYERTYPE_TEXTURE:
9830 // singletexture unlit texture with transparency support
9831 R_Mesh_TexBind(0, layer->texture);
9832 R_Mesh_TexMatrix(0, &layer->texmatrix);
9833 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9834 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9835 R_Mesh_TexBind(1, 0);
9836 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9837 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9839 case TEXTURELAYERTYPE_FOG:
9840 // singletexture fogging
9843 R_Mesh_TexBind(0, layer->texture);
9844 R_Mesh_TexMatrix(0, &layer->texmatrix);
9845 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9846 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9850 R_Mesh_TexBind(0, 0);
9851 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9853 R_Mesh_TexBind(1, 0);
9854 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9855 // generate a color array for the fog pass
9856 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9857 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9861 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9864 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9866 GL_DepthFunc(GL_LEQUAL);
9867 GL_AlphaTest(false);
9871 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9873 // OpenGL 1.1 - crusty old voodoo path
9876 const texturelayer_t *layer;
9877 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);
9878 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9880 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9882 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9884 if (layerindex == 0)
9888 GL_AlphaTest(false);
9889 GL_DepthFunc(GL_EQUAL);
9892 GL_DepthMask(layer->depthmask && writedepth);
9893 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9894 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9895 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9896 switch (layer->type)
9898 case TEXTURELAYERTYPE_LITTEXTURE:
9899 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9901 // two-pass lit texture with 2x rgbscale
9902 // first the lightmap pass
9903 R_Mesh_TexBind(0, r_texture_white);
9904 R_Mesh_TexMatrix(0, NULL);
9905 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9906 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9907 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9908 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9909 else if (FAKELIGHT_ENABLED)
9910 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9911 else if (rsurface.uselightmaptexture)
9912 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9914 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9915 // then apply the texture to it
9916 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9917 R_Mesh_TexBind(0, layer->texture);
9918 R_Mesh_TexMatrix(0, &layer->texmatrix);
9919 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9920 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9921 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);
9925 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9926 R_Mesh_TexBind(0, layer->texture);
9927 R_Mesh_TexMatrix(0, &layer->texmatrix);
9928 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9929 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9930 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9931 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);
9933 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);
9936 case TEXTURELAYERTYPE_TEXTURE:
9937 // singletexture unlit texture with transparency support
9938 R_Mesh_TexBind(0, layer->texture);
9939 R_Mesh_TexMatrix(0, &layer->texmatrix);
9940 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9941 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9942 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);
9944 case TEXTURELAYERTYPE_FOG:
9945 // singletexture fogging
9948 R_Mesh_TexBind(0, layer->texture);
9949 R_Mesh_TexMatrix(0, &layer->texmatrix);
9950 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9951 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9955 R_Mesh_TexBind(0, 0);
9956 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9958 // generate a color array for the fog pass
9959 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9960 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
9964 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9967 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9969 GL_DepthFunc(GL_LEQUAL);
9970 GL_AlphaTest(false);
9974 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9978 r_vertexgeneric_t *batchvertex;
9981 // R_Mesh_ResetTextureState();
9982 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
9984 if(rsurface.texture && rsurface.texture->currentskinframe)
9986 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
9987 c[3] *= rsurface.texture->currentalpha;
9997 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
9999 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10000 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10001 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10004 // brighten it up (as texture value 127 means "unlit")
10005 c[0] *= 2 * r_refdef.view.colorscale;
10006 c[1] *= 2 * r_refdef.view.colorscale;
10007 c[2] *= 2 * r_refdef.view.colorscale;
10009 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10010 c[3] *= r_wateralpha.value;
10012 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10014 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10015 GL_DepthMask(false);
10017 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10019 GL_BlendFunc(GL_ONE, GL_ONE);
10020 GL_DepthMask(false);
10022 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10024 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10025 GL_DepthMask(false);
10027 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10029 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10030 GL_DepthMask(false);
10034 GL_BlendFunc(GL_ONE, GL_ZERO);
10035 GL_DepthMask(writedepth);
10038 if (r_showsurfaces.integer == 3)
10040 rsurface.passcolor4f = NULL;
10042 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10044 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10046 rsurface.passcolor4f = NULL;
10047 rsurface.passcolor4f_vertexbuffer = 0;
10048 rsurface.passcolor4f_bufferoffset = 0;
10050 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10052 qboolean applycolor = true;
10055 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10057 r_refdef.lightmapintensity = 1;
10058 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10059 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10061 else if (FAKELIGHT_ENABLED)
10063 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10065 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10066 RSurf_DrawBatch_GL11_ApplyFakeLight();
10067 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10071 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10073 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10074 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10075 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10078 if(!rsurface.passcolor4f)
10079 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10081 RSurf_DrawBatch_GL11_ApplyAmbient();
10082 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10083 if(r_refdef.fogenabled)
10084 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10085 RSurf_DrawBatch_GL11_ClampColor();
10087 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10088 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10091 else if (!r_refdef.view.showdebug)
10093 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10094 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10095 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10097 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10098 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10100 R_Mesh_PrepareVertices_Generic_Unlock();
10103 else if (r_showsurfaces.integer == 4)
10105 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10106 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10107 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10109 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10110 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10111 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10113 R_Mesh_PrepareVertices_Generic_Unlock();
10116 else if (r_showsurfaces.integer == 2)
10119 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10120 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10121 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10123 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10124 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10125 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10126 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10127 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10128 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10129 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10131 R_Mesh_PrepareVertices_Generic_Unlock();
10132 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10136 int texturesurfaceindex;
10138 const msurface_t *surface;
10139 float surfacecolor4f[4];
10140 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10141 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10143 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10145 surface = texturesurfacelist[texturesurfaceindex];
10146 k = (int)(((size_t)surface) / sizeof(msurface_t));
10147 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10148 for (j = 0;j < surface->num_vertices;j++)
10150 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10151 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10155 R_Mesh_PrepareVertices_Generic_Unlock();
10160 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10163 RSurf_SetupDepthAndCulling();
10164 if (r_showsurfaces.integer)
10166 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10169 switch (vid.renderpath)
10171 case RENDERPATH_GL20:
10172 case RENDERPATH_D3D9:
10173 case RENDERPATH_D3D10:
10174 case RENDERPATH_D3D11:
10175 case RENDERPATH_SOFT:
10176 case RENDERPATH_GLES2:
10177 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10179 case RENDERPATH_GL13:
10180 case RENDERPATH_GLES1:
10181 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10183 case RENDERPATH_GL11:
10184 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10190 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10193 RSurf_SetupDepthAndCulling();
10194 if (r_showsurfaces.integer)
10196 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10199 switch (vid.renderpath)
10201 case RENDERPATH_GL20:
10202 case RENDERPATH_D3D9:
10203 case RENDERPATH_D3D10:
10204 case RENDERPATH_D3D11:
10205 case RENDERPATH_SOFT:
10206 case RENDERPATH_GLES2:
10207 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10209 case RENDERPATH_GL13:
10210 case RENDERPATH_GLES1:
10211 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10213 case RENDERPATH_GL11:
10214 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10220 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10223 int texturenumsurfaces, endsurface;
10224 texture_t *texture;
10225 const msurface_t *surface;
10226 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10228 // if the model is static it doesn't matter what value we give for
10229 // wantnormals and wanttangents, so this logic uses only rules applicable
10230 // to a model, knowing that they are meaningless otherwise
10231 if (ent == r_refdef.scene.worldentity)
10232 RSurf_ActiveWorldEntity();
10233 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10234 RSurf_ActiveModelEntity(ent, false, false, false);
10237 switch (vid.renderpath)
10239 case RENDERPATH_GL20:
10240 case RENDERPATH_D3D9:
10241 case RENDERPATH_D3D10:
10242 case RENDERPATH_D3D11:
10243 case RENDERPATH_SOFT:
10244 case RENDERPATH_GLES2:
10245 RSurf_ActiveModelEntity(ent, true, true, false);
10247 case RENDERPATH_GL11:
10248 case RENDERPATH_GL13:
10249 case RENDERPATH_GLES1:
10250 RSurf_ActiveModelEntity(ent, true, false, false);
10255 if (r_transparentdepthmasking.integer)
10257 qboolean setup = false;
10258 for (i = 0;i < numsurfaces;i = j)
10261 surface = rsurface.modelsurfaces + surfacelist[i];
10262 texture = surface->texture;
10263 rsurface.texture = R_GetCurrentTexture(texture);
10264 rsurface.lightmaptexture = NULL;
10265 rsurface.deluxemaptexture = NULL;
10266 rsurface.uselightmaptexture = false;
10267 // scan ahead until we find a different texture
10268 endsurface = min(i + 1024, numsurfaces);
10269 texturenumsurfaces = 0;
10270 texturesurfacelist[texturenumsurfaces++] = surface;
10271 for (;j < endsurface;j++)
10273 surface = rsurface.modelsurfaces + surfacelist[j];
10274 if (texture != surface->texture)
10276 texturesurfacelist[texturenumsurfaces++] = surface;
10278 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10280 // render the range of surfaces as depth
10284 GL_ColorMask(0,0,0,0);
10286 GL_DepthTest(true);
10287 GL_BlendFunc(GL_ONE, GL_ZERO);
10288 GL_DepthMask(true);
10289 // R_Mesh_ResetTextureState();
10290 R_SetupShader_DepthOrShadow(false);
10292 RSurf_SetupDepthAndCulling();
10293 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10294 if (rsurface.batchvertex3fbuffer)
10295 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10297 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10301 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10304 for (i = 0;i < numsurfaces;i = j)
10307 surface = rsurface.modelsurfaces + surfacelist[i];
10308 texture = surface->texture;
10309 rsurface.texture = R_GetCurrentTexture(texture);
10310 // scan ahead until we find a different texture
10311 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10312 texturenumsurfaces = 0;
10313 texturesurfacelist[texturenumsurfaces++] = surface;
10314 if(FAKELIGHT_ENABLED)
10316 rsurface.lightmaptexture = NULL;
10317 rsurface.deluxemaptexture = NULL;
10318 rsurface.uselightmaptexture = false;
10319 for (;j < endsurface;j++)
10321 surface = rsurface.modelsurfaces + surfacelist[j];
10322 if (texture != surface->texture)
10324 texturesurfacelist[texturenumsurfaces++] = surface;
10329 rsurface.lightmaptexture = surface->lightmaptexture;
10330 rsurface.deluxemaptexture = surface->deluxemaptexture;
10331 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10332 for (;j < endsurface;j++)
10334 surface = rsurface.modelsurfaces + surfacelist[j];
10335 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10337 texturesurfacelist[texturenumsurfaces++] = surface;
10340 // render the range of surfaces
10341 if (ent == r_refdef.scene.worldentity)
10342 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10344 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10346 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10349 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10351 // transparent surfaces get pushed off into the transparent queue
10352 int surfacelistindex;
10353 const msurface_t *surface;
10354 vec3_t tempcenter, center;
10355 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10357 surface = texturesurfacelist[surfacelistindex];
10358 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10359 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10360 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10361 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10362 if (queueentity->transparent_offset) // transparent offset
10364 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10365 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10366 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10368 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10372 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10374 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10376 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10378 RSurf_SetupDepthAndCulling();
10379 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10380 if (rsurface.batchvertex3fbuffer)
10381 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10383 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10387 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10389 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10392 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10395 if (!rsurface.texture->currentnumlayers)
10397 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10398 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10400 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10402 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10403 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10404 else if (!rsurface.texture->currentnumlayers)
10406 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10408 // in the deferred case, transparent surfaces were queued during prepass
10409 if (!r_shadow_usingdeferredprepass)
10410 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10414 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10415 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10420 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10423 texture_t *texture;
10424 R_FrameData_SetMark();
10425 // break the surface list down into batches by texture and use of lightmapping
10426 for (i = 0;i < numsurfaces;i = j)
10429 // texture is the base texture pointer, rsurface.texture is the
10430 // current frame/skin the texture is directing us to use (for example
10431 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10432 // use skin 1 instead)
10433 texture = surfacelist[i]->texture;
10434 rsurface.texture = R_GetCurrentTexture(texture);
10435 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10437 // if this texture is not the kind we want, skip ahead to the next one
10438 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10442 if(FAKELIGHT_ENABLED || depthonly || prepass)
10444 rsurface.lightmaptexture = NULL;
10445 rsurface.deluxemaptexture = NULL;
10446 rsurface.uselightmaptexture = false;
10447 // simply scan ahead until we find a different texture or lightmap state
10448 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10453 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10454 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10455 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10456 // simply scan ahead until we find a different texture or lightmap state
10457 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10460 // render the range of surfaces
10461 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10463 R_FrameData_ReturnToMark();
10466 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10470 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10473 if (!rsurface.texture->currentnumlayers)
10475 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10476 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10478 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10480 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10481 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10482 else if (!rsurface.texture->currentnumlayers)
10484 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10486 // in the deferred case, transparent surfaces were queued during prepass
10487 if (!r_shadow_usingdeferredprepass)
10488 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10492 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10493 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10498 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10501 texture_t *texture;
10502 R_FrameData_SetMark();
10503 // break the surface list down into batches by texture and use of lightmapping
10504 for (i = 0;i < numsurfaces;i = j)
10507 // texture is the base texture pointer, rsurface.texture is the
10508 // current frame/skin the texture is directing us to use (for example
10509 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10510 // use skin 1 instead)
10511 texture = surfacelist[i]->texture;
10512 rsurface.texture = R_GetCurrentTexture(texture);
10513 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10515 // if this texture is not the kind we want, skip ahead to the next one
10516 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10520 if(FAKELIGHT_ENABLED || depthonly || prepass)
10522 rsurface.lightmaptexture = NULL;
10523 rsurface.deluxemaptexture = NULL;
10524 rsurface.uselightmaptexture = false;
10525 // simply scan ahead until we find a different texture or lightmap state
10526 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10531 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10532 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10533 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10534 // simply scan ahead until we find a different texture or lightmap state
10535 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10538 // render the range of surfaces
10539 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10541 R_FrameData_ReturnToMark();
10544 float locboxvertex3f[6*4*3] =
10546 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10547 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10548 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10549 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10550 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10551 1,0,0, 0,0,0, 0,1,0, 1,1,0
10554 unsigned short locboxelements[6*2*3] =
10559 12,13,14, 12,14,15,
10560 16,17,18, 16,18,19,
10564 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10567 cl_locnode_t *loc = (cl_locnode_t *)ent;
10569 float vertex3f[6*4*3];
10571 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10572 GL_DepthMask(false);
10573 GL_DepthRange(0, 1);
10574 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10575 GL_DepthTest(true);
10576 GL_CullFace(GL_NONE);
10577 R_EntityMatrix(&identitymatrix);
10579 // R_Mesh_ResetTextureState();
10581 i = surfacelist[0];
10582 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10583 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10584 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10585 surfacelist[0] < 0 ? 0.5f : 0.125f);
10587 if (VectorCompare(loc->mins, loc->maxs))
10589 VectorSet(size, 2, 2, 2);
10590 VectorMA(loc->mins, -0.5f, size, mins);
10594 VectorCopy(loc->mins, mins);
10595 VectorSubtract(loc->maxs, loc->mins, size);
10598 for (i = 0;i < 6*4*3;)
10599 for (j = 0;j < 3;j++, i++)
10600 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10602 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10603 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
10604 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10607 void R_DrawLocs(void)
10610 cl_locnode_t *loc, *nearestloc;
10612 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10613 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10615 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10616 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10620 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10622 if (decalsystem->decals)
10623 Mem_Free(decalsystem->decals);
10624 memset(decalsystem, 0, sizeof(*decalsystem));
10627 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)
10630 tridecal_t *decals;
10633 // expand or initialize the system
10634 if (decalsystem->maxdecals <= decalsystem->numdecals)
10636 decalsystem_t old = *decalsystem;
10637 qboolean useshortelements;
10638 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10639 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10640 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)));
10641 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10642 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10643 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10644 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10645 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10646 if (decalsystem->numdecals)
10647 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10649 Mem_Free(old.decals);
10650 for (i = 0;i < decalsystem->maxdecals*3;i++)
10651 decalsystem->element3i[i] = i;
10652 if (useshortelements)
10653 for (i = 0;i < decalsystem->maxdecals*3;i++)
10654 decalsystem->element3s[i] = i;
10657 // grab a decal and search for another free slot for the next one
10658 decals = decalsystem->decals;
10659 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10660 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10662 decalsystem->freedecal = i;
10663 if (decalsystem->numdecals <= i)
10664 decalsystem->numdecals = i + 1;
10666 // initialize the decal
10668 decal->triangleindex = triangleindex;
10669 decal->surfaceindex = surfaceindex;
10670 decal->decalsequence = decalsequence;
10671 decal->color4f[0][0] = c0[0];
10672 decal->color4f[0][1] = c0[1];
10673 decal->color4f[0][2] = c0[2];
10674 decal->color4f[0][3] = 1;
10675 decal->color4f[1][0] = c1[0];
10676 decal->color4f[1][1] = c1[1];
10677 decal->color4f[1][2] = c1[2];
10678 decal->color4f[1][3] = 1;
10679 decal->color4f[2][0] = c2[0];
10680 decal->color4f[2][1] = c2[1];
10681 decal->color4f[2][2] = c2[2];
10682 decal->color4f[2][3] = 1;
10683 decal->vertex3f[0][0] = v0[0];
10684 decal->vertex3f[0][1] = v0[1];
10685 decal->vertex3f[0][2] = v0[2];
10686 decal->vertex3f[1][0] = v1[0];
10687 decal->vertex3f[1][1] = v1[1];
10688 decal->vertex3f[1][2] = v1[2];
10689 decal->vertex3f[2][0] = v2[0];
10690 decal->vertex3f[2][1] = v2[1];
10691 decal->vertex3f[2][2] = v2[2];
10692 decal->texcoord2f[0][0] = t0[0];
10693 decal->texcoord2f[0][1] = t0[1];
10694 decal->texcoord2f[1][0] = t1[0];
10695 decal->texcoord2f[1][1] = t1[1];
10696 decal->texcoord2f[2][0] = t2[0];
10697 decal->texcoord2f[2][1] = t2[1];
10698 TriangleNormal(v0, v1, v2, decal->plane);
10699 VectorNormalize(decal->plane);
10700 decal->plane[3] = DotProduct(v0, decal->plane);
10703 extern cvar_t cl_decals_bias;
10704 extern cvar_t cl_decals_models;
10705 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10706 // baseparms, parms, temps
10707 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)
10712 const float *vertex3f;
10713 const float *normal3f;
10715 float points[2][9][3];
10722 e = rsurface.modelelement3i + 3*triangleindex;
10724 vertex3f = rsurface.modelvertex3f;
10725 normal3f = rsurface.modelnormal3f;
10729 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10731 index = 3*e[cornerindex];
10732 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10737 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10739 index = 3*e[cornerindex];
10740 VectorCopy(vertex3f + index, v[cornerindex]);
10745 //TriangleNormal(v[0], v[1], v[2], normal);
10746 //if (DotProduct(normal, localnormal) < 0.0f)
10748 // clip by each of the box planes formed from the projection matrix
10749 // if anything survives, we emit the decal
10750 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]);
10753 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]);
10756 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]);
10759 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]);
10762 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]);
10765 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]);
10768 // some part of the triangle survived, so we have to accept it...
10771 // dynamic always uses the original triangle
10773 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10775 index = 3*e[cornerindex];
10776 VectorCopy(vertex3f + index, v[cornerindex]);
10779 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10781 // convert vertex positions to texcoords
10782 Matrix4x4_Transform(projection, v[cornerindex], temp);
10783 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10784 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10785 // calculate distance fade from the projection origin
10786 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10787 f = bound(0.0f, f, 1.0f);
10788 c[cornerindex][0] = r * f;
10789 c[cornerindex][1] = g * f;
10790 c[cornerindex][2] = b * f;
10791 c[cornerindex][3] = 1.0f;
10792 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10795 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);
10797 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10798 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);
10800 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)
10802 matrix4x4_t projection;
10803 decalsystem_t *decalsystem;
10806 const msurface_t *surface;
10807 const msurface_t *surfaces;
10808 const int *surfacelist;
10809 const texture_t *texture;
10811 int numsurfacelist;
10812 int surfacelistindex;
10815 float localorigin[3];
10816 float localnormal[3];
10817 float localmins[3];
10818 float localmaxs[3];
10821 float planes[6][4];
10824 int bih_triangles_count;
10825 int bih_triangles[256];
10826 int bih_surfaces[256];
10828 decalsystem = &ent->decalsystem;
10829 model = ent->model;
10830 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10832 R_DecalSystem_Reset(&ent->decalsystem);
10836 if (!model->brush.data_leafs && !cl_decals_models.integer)
10838 if (decalsystem->model)
10839 R_DecalSystem_Reset(decalsystem);
10843 if (decalsystem->model != model)
10844 R_DecalSystem_Reset(decalsystem);
10845 decalsystem->model = model;
10847 RSurf_ActiveModelEntity(ent, true, false, false);
10849 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10850 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10851 VectorNormalize(localnormal);
10852 localsize = worldsize*rsurface.inversematrixscale;
10853 localmins[0] = localorigin[0] - localsize;
10854 localmins[1] = localorigin[1] - localsize;
10855 localmins[2] = localorigin[2] - localsize;
10856 localmaxs[0] = localorigin[0] + localsize;
10857 localmaxs[1] = localorigin[1] + localsize;
10858 localmaxs[2] = localorigin[2] + localsize;
10860 //VectorCopy(localnormal, planes[4]);
10861 //VectorVectors(planes[4], planes[2], planes[0]);
10862 AnglesFromVectors(angles, localnormal, NULL, false);
10863 AngleVectors(angles, planes[0], planes[2], planes[4]);
10864 VectorNegate(planes[0], planes[1]);
10865 VectorNegate(planes[2], planes[3]);
10866 VectorNegate(planes[4], planes[5]);
10867 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10868 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10869 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10870 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10871 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10872 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10877 matrix4x4_t forwardprojection;
10878 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10879 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10884 float projectionvector[4][3];
10885 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10886 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10887 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10888 projectionvector[0][0] = planes[0][0] * ilocalsize;
10889 projectionvector[0][1] = planes[1][0] * ilocalsize;
10890 projectionvector[0][2] = planes[2][0] * ilocalsize;
10891 projectionvector[1][0] = planes[0][1] * ilocalsize;
10892 projectionvector[1][1] = planes[1][1] * ilocalsize;
10893 projectionvector[1][2] = planes[2][1] * ilocalsize;
10894 projectionvector[2][0] = planes[0][2] * ilocalsize;
10895 projectionvector[2][1] = planes[1][2] * ilocalsize;
10896 projectionvector[2][2] = planes[2][2] * ilocalsize;
10897 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10898 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10899 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10900 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10904 dynamic = model->surfmesh.isanimated;
10905 numsurfacelist = model->nummodelsurfaces;
10906 surfacelist = model->sortedmodelsurfaces;
10907 surfaces = model->data_surfaces;
10910 bih_triangles_count = -1;
10913 if(model->render_bih.numleafs)
10914 bih = &model->render_bih;
10915 else if(model->collision_bih.numleafs)
10916 bih = &model->collision_bih;
10919 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10920 if(bih_triangles_count == 0)
10922 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10924 if(bih_triangles_count > 0)
10926 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10928 surfaceindex = bih_surfaces[triangleindex];
10929 surface = surfaces + surfaceindex;
10930 texture = surface->texture;
10931 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10933 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10935 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10940 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10942 surfaceindex = surfacelist[surfacelistindex];
10943 surface = surfaces + surfaceindex;
10944 // check cull box first because it rejects more than any other check
10945 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
10947 // skip transparent surfaces
10948 texture = surface->texture;
10949 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10951 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10953 numtriangles = surface->num_triangles;
10954 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
10955 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
10960 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
10961 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)
10963 int renderentityindex;
10964 float worldmins[3];
10965 float worldmaxs[3];
10966 entity_render_t *ent;
10968 if (!cl_decals_newsystem.integer)
10971 worldmins[0] = worldorigin[0] - worldsize;
10972 worldmins[1] = worldorigin[1] - worldsize;
10973 worldmins[2] = worldorigin[2] - worldsize;
10974 worldmaxs[0] = worldorigin[0] + worldsize;
10975 worldmaxs[1] = worldorigin[1] + worldsize;
10976 worldmaxs[2] = worldorigin[2] + worldsize;
10978 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10980 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
10982 ent = r_refdef.scene.entities[renderentityindex];
10983 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
10986 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
10990 typedef struct r_decalsystem_splatqueue_s
10992 vec3_t worldorigin;
10993 vec3_t worldnormal;
10999 r_decalsystem_splatqueue_t;
11001 int r_decalsystem_numqueued = 0;
11002 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11004 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)
11006 r_decalsystem_splatqueue_t *queue;
11008 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11011 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11012 VectorCopy(worldorigin, queue->worldorigin);
11013 VectorCopy(worldnormal, queue->worldnormal);
11014 Vector4Set(queue->color, r, g, b, a);
11015 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11016 queue->worldsize = worldsize;
11017 queue->decalsequence = cl.decalsequence++;
11020 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11023 r_decalsystem_splatqueue_t *queue;
11025 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11026 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);
11027 r_decalsystem_numqueued = 0;
11030 extern cvar_t cl_decals_max;
11031 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11034 decalsystem_t *decalsystem = &ent->decalsystem;
11041 if (!decalsystem->numdecals)
11044 if (r_showsurfaces.integer)
11047 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11049 R_DecalSystem_Reset(decalsystem);
11053 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11054 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11056 if (decalsystem->lastupdatetime)
11057 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11060 decalsystem->lastupdatetime = r_refdef.scene.time;
11061 decal = decalsystem->decals;
11062 numdecals = decalsystem->numdecals;
11064 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11066 if (decal->color4f[0][3])
11068 decal->lived += frametime;
11069 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11071 memset(decal, 0, sizeof(*decal));
11072 if (decalsystem->freedecal > i)
11073 decalsystem->freedecal = i;
11077 decal = decalsystem->decals;
11078 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11081 // collapse the array by shuffling the tail decals into the gaps
11084 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11085 decalsystem->freedecal++;
11086 if (decalsystem->freedecal == numdecals)
11088 decal[decalsystem->freedecal] = decal[--numdecals];
11091 decalsystem->numdecals = numdecals;
11093 if (numdecals <= 0)
11095 // if there are no decals left, reset decalsystem
11096 R_DecalSystem_Reset(decalsystem);
11100 extern skinframe_t *decalskinframe;
11101 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11104 decalsystem_t *decalsystem = &ent->decalsystem;
11113 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11116 numdecals = decalsystem->numdecals;
11120 if (r_showsurfaces.integer)
11123 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11125 R_DecalSystem_Reset(decalsystem);
11129 // if the model is static it doesn't matter what value we give for
11130 // wantnormals and wanttangents, so this logic uses only rules applicable
11131 // to a model, knowing that they are meaningless otherwise
11132 if (ent == r_refdef.scene.worldentity)
11133 RSurf_ActiveWorldEntity();
11135 RSurf_ActiveModelEntity(ent, false, false, false);
11137 decalsystem->lastupdatetime = r_refdef.scene.time;
11138 decal = decalsystem->decals;
11140 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11142 // update vertex positions for animated models
11143 v3f = decalsystem->vertex3f;
11144 c4f = decalsystem->color4f;
11145 t2f = decalsystem->texcoord2f;
11146 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11148 if (!decal->color4f[0][3])
11151 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11155 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11158 // update color values for fading decals
11159 if (decal->lived >= cl_decals_time.value)
11160 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11164 c4f[ 0] = decal->color4f[0][0] * alpha;
11165 c4f[ 1] = decal->color4f[0][1] * alpha;
11166 c4f[ 2] = decal->color4f[0][2] * alpha;
11168 c4f[ 4] = decal->color4f[1][0] * alpha;
11169 c4f[ 5] = decal->color4f[1][1] * alpha;
11170 c4f[ 6] = decal->color4f[1][2] * alpha;
11172 c4f[ 8] = decal->color4f[2][0] * alpha;
11173 c4f[ 9] = decal->color4f[2][1] * alpha;
11174 c4f[10] = decal->color4f[2][2] * alpha;
11177 t2f[0] = decal->texcoord2f[0][0];
11178 t2f[1] = decal->texcoord2f[0][1];
11179 t2f[2] = decal->texcoord2f[1][0];
11180 t2f[3] = decal->texcoord2f[1][1];
11181 t2f[4] = decal->texcoord2f[2][0];
11182 t2f[5] = decal->texcoord2f[2][1];
11184 // update vertex positions for animated models
11185 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11187 e = rsurface.modelelement3i + 3*decal->triangleindex;
11188 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11189 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11190 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11194 VectorCopy(decal->vertex3f[0], v3f);
11195 VectorCopy(decal->vertex3f[1], v3f + 3);
11196 VectorCopy(decal->vertex3f[2], v3f + 6);
11199 if (r_refdef.fogenabled)
11201 alpha = RSurf_FogVertex(v3f);
11202 VectorScale(c4f, alpha, c4f);
11203 alpha = RSurf_FogVertex(v3f + 3);
11204 VectorScale(c4f + 4, alpha, c4f + 4);
11205 alpha = RSurf_FogVertex(v3f + 6);
11206 VectorScale(c4f + 8, alpha, c4f + 8);
11217 r_refdef.stats.drawndecals += numtris;
11219 // now render the decals all at once
11220 // (this assumes they all use one particle font texture!)
11221 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);
11222 // R_Mesh_ResetTextureState();
11223 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11224 GL_DepthMask(false);
11225 GL_DepthRange(0, 1);
11226 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11227 GL_DepthTest(true);
11228 GL_CullFace(GL_NONE);
11229 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11230 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
11231 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11235 static void R_DrawModelDecals(void)
11239 // fade faster when there are too many decals
11240 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11241 for (i = 0;i < r_refdef.scene.numentities;i++)
11242 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11244 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11245 for (i = 0;i < r_refdef.scene.numentities;i++)
11246 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11247 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11249 R_DecalSystem_ApplySplatEntitiesQueue();
11251 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11252 for (i = 0;i < r_refdef.scene.numentities;i++)
11253 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11255 r_refdef.stats.totaldecals += numdecals;
11257 if (r_showsurfaces.integer)
11260 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11262 for (i = 0;i < r_refdef.scene.numentities;i++)
11264 if (!r_refdef.viewcache.entityvisible[i])
11266 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11267 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11271 extern cvar_t mod_collision_bih;
11272 void R_DrawDebugModel(void)
11274 entity_render_t *ent = rsurface.entity;
11275 int i, j, k, l, flagsmask;
11276 const msurface_t *surface;
11277 dp_model_t *model = ent->model;
11280 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11283 if (r_showoverdraw.value > 0)
11285 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11286 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11287 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11288 GL_DepthTest(false);
11289 GL_DepthMask(false);
11290 GL_DepthRange(0, 1);
11291 GL_BlendFunc(GL_ONE, GL_ONE);
11292 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11294 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11296 rsurface.texture = R_GetCurrentTexture(surface->texture);
11297 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11299 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11300 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11301 if (!rsurface.texture->currentlayers->depthmask)
11302 GL_Color(c, 0, 0, 1.0f);
11303 else if (ent == r_refdef.scene.worldentity)
11304 GL_Color(c, c, c, 1.0f);
11306 GL_Color(0, c, 0, 1.0f);
11307 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11311 rsurface.texture = NULL;
11314 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11316 // R_Mesh_ResetTextureState();
11317 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
11318 GL_DepthRange(0, 1);
11319 GL_DepthTest(!r_showdisabledepthtest.integer);
11320 GL_DepthMask(false);
11321 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11323 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11327 qboolean cullbox = ent == r_refdef.scene.worldentity;
11328 const q3mbrush_t *brush;
11329 const bih_t *bih = &model->collision_bih;
11330 const bih_leaf_t *bihleaf;
11331 float vertex3f[3][3];
11332 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11334 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11336 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11338 switch (bihleaf->type)
11341 brush = model->brush.data_brushes + bihleaf->itemindex;
11342 if (brush->colbrushf && brush->colbrushf->numtriangles)
11344 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);
11345 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11346 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11349 case BIH_COLLISIONTRIANGLE:
11350 triangleindex = bihleaf->itemindex;
11351 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11352 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11353 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11354 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);
11355 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11356 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11358 case BIH_RENDERTRIANGLE:
11359 triangleindex = bihleaf->itemindex;
11360 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11361 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11362 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11363 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);
11364 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11365 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11371 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11374 if (r_showtris.integer && qglPolygonMode)
11376 if (r_showdisabledepthtest.integer)
11378 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11379 GL_DepthMask(false);
11383 GL_BlendFunc(GL_ONE, GL_ZERO);
11384 GL_DepthMask(true);
11386 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11387 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11389 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11391 rsurface.texture = R_GetCurrentTexture(surface->texture);
11392 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11394 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11395 if (!rsurface.texture->currentlayers->depthmask)
11396 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11397 else if (ent == r_refdef.scene.worldentity)
11398 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11400 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11401 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11405 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11406 rsurface.texture = NULL;
11409 if (r_shownormals.value != 0 && qglBegin)
11411 if (r_showdisabledepthtest.integer)
11413 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11414 GL_DepthMask(false);
11418 GL_BlendFunc(GL_ONE, GL_ZERO);
11419 GL_DepthMask(true);
11421 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11423 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11425 rsurface.texture = R_GetCurrentTexture(surface->texture);
11426 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11428 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11429 qglBegin(GL_LINES);
11430 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11432 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11434 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11435 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11436 qglVertex3f(v[0], v[1], v[2]);
11437 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11438 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11439 qglVertex3f(v[0], v[1], v[2]);
11442 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11444 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11446 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11447 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11448 qglVertex3f(v[0], v[1], v[2]);
11449 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11450 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11451 qglVertex3f(v[0], v[1], v[2]);
11454 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11456 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11458 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11459 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11460 qglVertex3f(v[0], v[1], v[2]);
11461 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11462 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11463 qglVertex3f(v[0], v[1], v[2]);
11466 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11468 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11470 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11471 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11472 qglVertex3f(v[0], v[1], v[2]);
11473 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11474 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11475 qglVertex3f(v[0], v[1], v[2]);
11482 rsurface.texture = NULL;
11487 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
11488 int r_maxsurfacelist = 0;
11489 const msurface_t **r_surfacelist = NULL;
11490 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11492 int i, j, endj, flagsmask;
11493 dp_model_t *model = r_refdef.scene.worldmodel;
11494 msurface_t *surfaces;
11495 unsigned char *update;
11496 int numsurfacelist = 0;
11500 if (r_maxsurfacelist < model->num_surfaces)
11502 r_maxsurfacelist = model->num_surfaces;
11504 Mem_Free((msurface_t**)r_surfacelist);
11505 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11508 RSurf_ActiveWorldEntity();
11510 surfaces = model->data_surfaces;
11511 update = model->brushq1.lightmapupdateflags;
11513 // update light styles on this submodel
11514 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11516 model_brush_lightstyleinfo_t *style;
11517 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11519 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11521 int *list = style->surfacelist;
11522 style->value = r_refdef.scene.lightstylevalue[style->style];
11523 for (j = 0;j < style->numsurfaces;j++)
11524 update[list[j]] = true;
11529 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11533 R_DrawDebugModel();
11534 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11538 rsurface.lightmaptexture = NULL;
11539 rsurface.deluxemaptexture = NULL;
11540 rsurface.uselightmaptexture = false;
11541 rsurface.texture = NULL;
11542 rsurface.rtlight = NULL;
11543 numsurfacelist = 0;
11544 // add visible surfaces to draw list
11545 for (i = 0;i < model->nummodelsurfaces;i++)
11547 j = model->sortedmodelsurfaces[i];
11548 if (r_refdef.viewcache.world_surfacevisible[j])
11549 r_surfacelist[numsurfacelist++] = surfaces + j;
11551 // update lightmaps if needed
11552 if (model->brushq1.firstrender)
11554 model->brushq1.firstrender = false;
11555 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11557 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11561 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11562 if (r_refdef.viewcache.world_surfacevisible[j])
11564 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11566 // don't do anything if there were no surfaces
11567 if (!numsurfacelist)
11569 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11572 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11574 // add to stats if desired
11575 if (r_speeds.integer && !skysurfaces && !depthonly)
11577 r_refdef.stats.world_surfaces += numsurfacelist;
11578 for (j = 0;j < numsurfacelist;j++)
11579 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11582 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11585 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11587 int i, j, endj, flagsmask;
11588 dp_model_t *model = ent->model;
11589 msurface_t *surfaces;
11590 unsigned char *update;
11591 int numsurfacelist = 0;
11595 if (r_maxsurfacelist < model->num_surfaces)
11597 r_maxsurfacelist = model->num_surfaces;
11599 Mem_Free((msurface_t **)r_surfacelist);
11600 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11603 // if the model is static it doesn't matter what value we give for
11604 // wantnormals and wanttangents, so this logic uses only rules applicable
11605 // to a model, knowing that they are meaningless otherwise
11606 if (ent == r_refdef.scene.worldentity)
11607 RSurf_ActiveWorldEntity();
11608 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11609 RSurf_ActiveModelEntity(ent, false, false, false);
11611 RSurf_ActiveModelEntity(ent, true, true, true);
11612 else if (depthonly)
11614 switch (vid.renderpath)
11616 case RENDERPATH_GL20:
11617 case RENDERPATH_D3D9:
11618 case RENDERPATH_D3D10:
11619 case RENDERPATH_D3D11:
11620 case RENDERPATH_SOFT:
11621 case RENDERPATH_GLES2:
11622 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11624 case RENDERPATH_GL11:
11625 case RENDERPATH_GL13:
11626 case RENDERPATH_GLES1:
11627 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11633 switch (vid.renderpath)
11635 case RENDERPATH_GL20:
11636 case RENDERPATH_D3D9:
11637 case RENDERPATH_D3D10:
11638 case RENDERPATH_D3D11:
11639 case RENDERPATH_SOFT:
11640 case RENDERPATH_GLES2:
11641 RSurf_ActiveModelEntity(ent, true, true, false);
11643 case RENDERPATH_GL11:
11644 case RENDERPATH_GL13:
11645 case RENDERPATH_GLES1:
11646 RSurf_ActiveModelEntity(ent, true, false, false);
11651 surfaces = model->data_surfaces;
11652 update = model->brushq1.lightmapupdateflags;
11654 // update light styles
11655 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11657 model_brush_lightstyleinfo_t *style;
11658 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11660 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11662 int *list = style->surfacelist;
11663 style->value = r_refdef.scene.lightstylevalue[style->style];
11664 for (j = 0;j < style->numsurfaces;j++)
11665 update[list[j]] = true;
11670 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11674 R_DrawDebugModel();
11675 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11679 rsurface.lightmaptexture = NULL;
11680 rsurface.deluxemaptexture = NULL;
11681 rsurface.uselightmaptexture = false;
11682 rsurface.texture = NULL;
11683 rsurface.rtlight = NULL;
11684 numsurfacelist = 0;
11685 // add visible surfaces to draw list
11686 for (i = 0;i < model->nummodelsurfaces;i++)
11687 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11688 // don't do anything if there were no surfaces
11689 if (!numsurfacelist)
11691 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11694 // update lightmaps if needed
11698 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11703 R_BuildLightMap(ent, surfaces + j);
11708 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11710 R_BuildLightMap(ent, surfaces + j);
11711 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11713 // add to stats if desired
11714 if (r_speeds.integer && !skysurfaces && !depthonly)
11716 r_refdef.stats.entities_surfaces += numsurfacelist;
11717 for (j = 0;j < numsurfacelist;j++)
11718 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11721 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11724 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11726 static texture_t texture;
11727 static msurface_t surface;
11728 const msurface_t *surfacelist = &surface;
11730 // fake enough texture and surface state to render this geometry
11732 texture.update_lastrenderframe = -1; // regenerate this texture
11733 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11734 texture.currentskinframe = skinframe;
11735 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11736 texture.offsetmapping = OFFSETMAPPING_OFF;
11737 texture.offsetscale = 1;
11738 texture.specularscalemod = 1;
11739 texture.specularpowermod = 1;
11741 surface.texture = &texture;
11742 surface.num_triangles = numtriangles;
11743 surface.num_firsttriangle = firsttriangle;
11744 surface.num_vertices = numvertices;
11745 surface.num_firstvertex = firstvertex;
11748 rsurface.texture = R_GetCurrentTexture(surface.texture);
11749 rsurface.lightmaptexture = NULL;
11750 rsurface.deluxemaptexture = NULL;
11751 rsurface.uselightmaptexture = false;
11752 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11755 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)
11757 static msurface_t surface;
11758 const msurface_t *surfacelist = &surface;
11760 // fake enough texture and surface state to render this geometry
11761 surface.texture = texture;
11762 surface.num_triangles = numtriangles;
11763 surface.num_firsttriangle = firsttriangle;
11764 surface.num_vertices = numvertices;
11765 surface.num_firstvertex = firstvertex;
11768 rsurface.texture = R_GetCurrentTexture(surface.texture);
11769 rsurface.lightmaptexture = NULL;
11770 rsurface.deluxemaptexture = NULL;
11771 rsurface.uselightmaptexture = false;
11772 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);