2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
31 static int r_frame = 0; ///< used only by R_GetCurrentTexture
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
47 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
48 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"};
49 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
50 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)"};
51 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
53 cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
55 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"};
56 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
57 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
58 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
59 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
60 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
61 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)"};
62 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
63 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
64 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"};
65 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"};
66 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
67 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"};
68 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"};
69 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"};
70 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
71 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
72 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
73 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
74 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)"};
75 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)"};
76 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
77 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
78 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
79 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
80 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
81 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
82 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
83 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."};
84 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
85 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
86 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
87 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."};
88 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
89 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
90 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"};
91 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"};
92 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
93 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
94 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
95 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
97 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
98 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
99 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
100 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
101 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
102 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
103 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
104 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
106 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
108 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
109 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)"};
110 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
111 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
112 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
113 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
114 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)"};
115 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)"};
116 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)"};
117 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)"};
118 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
120 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)"};
121 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
122 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"};
123 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
124 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
126 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
127 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
128 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
129 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
131 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
132 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
133 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
134 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
135 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
136 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
137 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
139 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
140 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
141 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
142 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
144 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"};
146 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"};
148 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
150 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
151 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
152 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
153 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
154 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
155 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
156 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
158 extern cvar_t v_glslgamma;
160 extern qboolean v_flipped_state;
162 static struct r_bloomstate_s
167 int bloomwidth, bloomheight;
169 int screentexturewidth, screentextureheight;
170 rtexture_t *texture_screen; /// \note also used for motion blur if enabled!
172 int bloomtexturewidth, bloomtextureheight;
173 rtexture_t *texture_bloom;
175 // arrays for rendering the screen passes
176 float screentexcoord2f[8];
177 float bloomtexcoord2f[8];
178 float offsettexcoord2f[8];
180 r_viewport_t viewport;
184 r_waterstate_t r_waterstate;
186 /// shadow volume bsp struct with automatically growing nodes buffer
189 rtexture_t *r_texture_blanknormalmap;
190 rtexture_t *r_texture_white;
191 rtexture_t *r_texture_grey128;
192 rtexture_t *r_texture_black;
193 rtexture_t *r_texture_notexture;
194 rtexture_t *r_texture_whitecube;
195 rtexture_t *r_texture_normalizationcube;
196 rtexture_t *r_texture_fogattenuation;
197 rtexture_t *r_texture_gammaramps;
198 unsigned int r_texture_gammaramps_serial;
199 //rtexture_t *r_texture_fogintensity;
201 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
202 unsigned int r_numqueries;
203 unsigned int r_maxqueries;
205 typedef struct r_qwskincache_s
207 char name[MAX_QPATH];
208 skinframe_t *skinframe;
212 static r_qwskincache_t *r_qwskincache;
213 static int r_qwskincache_size;
215 /// vertex coordinates for a quad that covers the screen exactly
216 const float r_screenvertex3f[12] =
224 extern void R_DrawModelShadows(void);
226 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
229 for (i = 0;i < verts;i++)
240 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
243 for (i = 0;i < verts;i++)
253 // FIXME: move this to client?
256 if (gamemode == GAME_NEHAHRA)
258 Cvar_Set("gl_fogenable", "0");
259 Cvar_Set("gl_fogdensity", "0.2");
260 Cvar_Set("gl_fogred", "0.3");
261 Cvar_Set("gl_foggreen", "0.3");
262 Cvar_Set("gl_fogblue", "0.3");
264 r_refdef.fog_density = 0;
265 r_refdef.fog_red = 0;
266 r_refdef.fog_green = 0;
267 r_refdef.fog_blue = 0;
268 r_refdef.fog_alpha = 1;
269 r_refdef.fog_start = 0;
270 r_refdef.fog_end = 16384;
271 r_refdef.fog_height = 1<<30;
272 r_refdef.fog_fadedepth = 128;
275 static void R_BuildBlankTextures(void)
277 unsigned char data[4];
278 data[2] = 128; // normal X
279 data[1] = 128; // normal Y
280 data[0] = 255; // normal Z
281 data[3] = 128; // height
282 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
287 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
292 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
297 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
300 static void R_BuildNoTexture(void)
303 unsigned char pix[16][16][4];
304 // this makes a light grey/dark grey checkerboard texture
305 for (y = 0;y < 16;y++)
307 for (x = 0;x < 16;x++)
309 if ((y < 8) ^ (x < 8))
325 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
328 static void R_BuildWhiteCube(void)
330 unsigned char data[6*1*1*4];
331 memset(data, 255, sizeof(data));
332 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
335 static void R_BuildNormalizationCube(void)
339 vec_t s, t, intensity;
341 unsigned char data[6][NORMSIZE][NORMSIZE][4];
342 for (side = 0;side < 6;side++)
344 for (y = 0;y < NORMSIZE;y++)
346 for (x = 0;x < NORMSIZE;x++)
348 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
349 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
384 intensity = 127.0f / sqrt(DotProduct(v, v));
385 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
386 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
387 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
388 data[side][y][x][3] = 255;
392 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
395 static void R_BuildFogTexture(void)
399 unsigned char data1[FOGWIDTH][4];
400 //unsigned char data2[FOGWIDTH][4];
403 r_refdef.fogmasktable_start = r_refdef.fog_start;
404 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
405 r_refdef.fogmasktable_range = r_refdef.fogrange;
406 r_refdef.fogmasktable_density = r_refdef.fog_density;
408 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
409 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
411 d = (x * r - r_refdef.fogmasktable_start);
412 if(developer.integer >= 100)
413 Con_Printf("%f ", d);
415 if (r_fog_exp2.integer)
416 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
418 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
419 if(developer.integer >= 100)
420 Con_Printf(" : %f ", alpha);
421 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
422 if(developer.integer >= 100)
423 Con_Printf(" = %f\n", alpha);
424 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
427 for (x = 0;x < FOGWIDTH;x++)
429 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
434 //data2[x][0] = 255 - b;
435 //data2[x][1] = 255 - b;
436 //data2[x][2] = 255 - b;
439 if (r_texture_fogattenuation)
441 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
442 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
446 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
447 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
451 static const char *builtinshaderstring =
452 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
453 "// written by Forest 'LordHavoc' Hale\n"
455 "// enable various extensions depending on permutation:\n"
457 "#ifdef USESHADOWMAPRECT\n"
458 "# extension GL_ARB_texture_rectangle : enable\n"
461 "#ifdef USESHADOWMAP2D\n"
462 "# ifdef GL_EXT_gpu_shader4\n"
463 "# extension GL_EXT_gpu_shader4 : enable\n"
465 "# ifdef GL_ARB_texture_gather\n"
466 "# extension GL_ARB_texture_gather : enable\n"
468 "# ifdef GL_AMD_texture_texture4\n"
469 "# extension GL_AMD_texture_texture4 : enable\n"
474 "#ifdef USESHADOWMAPCUBE\n"
475 "# extension GL_EXT_gpu_shader4 : enable\n"
478 "#ifdef USESHADOWSAMPLER\n"
479 "# extension GL_ARB_shadow : enable\n"
482 "// common definitions between vertex shader and fragment shader:\n"
484 "//#ifdef __GLSL_CG_DATA_TYPES\n"
485 "//# define myhalf half\n"
486 "//# define myhalf2 half2\n"
487 "//# define myhalf3half3\n"
488 "//# define myhalf4 half4\n"
490 "# define myhalf float\n"
491 "# define myhalf2 vec2\n"
492 "# define myhalf3 vec3\n"
493 "# define myhalf4 vec4\n"
496 "#ifdef USEFOGINSIDE\n"
499 "# ifdef USEFOGOUTSIDE\n"
504 "#ifdef MODE_DEPTH_OR_SHADOW\n"
506 "# ifdef VERTEX_SHADER\n"
509 " gl_Position = ftransform();\n"
514 "#ifdef MODE_SHOWDEPTH\n"
515 "# ifdef VERTEX_SHADER\n"
518 " gl_Position = ftransform();\n"
519 " gl_FrontColor = vec4(gl_Position.z, gl_Position.z, gl_Position.z, 1.0);\n"
522 "# ifdef FRAGMENT_SHADER\n"
525 " gl_FragColor = gl_Color;\n"
529 "#else // !MODE_SHOWDEPTH\n"
531 "#ifdef MODE_POSTPROCESS\n"
532 "# ifdef VERTEX_SHADER\n"
535 " gl_FrontColor = gl_Color;\n"
536 " gl_Position = ftransform();\n"
537 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
539 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
543 "# ifdef FRAGMENT_SHADER\n"
545 "uniform sampler2D Texture_First;\n"
547 "uniform sampler2D Texture_Second;\n"
549 "#ifdef USEGAMMARAMPS\n"
550 "uniform sampler2D Texture_GammaRamps;\n"
552 "#ifdef USESATURATION\n"
553 "uniform float Saturation;\n"
555 "#ifdef USEVIEWTINT\n"
556 "uniform vec4 TintColor;\n"
558 "//uncomment these if you want to use them:\n"
559 "uniform vec4 UserVec1;\n"
560 "// uniform vec4 UserVec2;\n"
561 "// uniform vec4 UserVec3;\n"
562 "// uniform vec4 UserVec4;\n"
563 "// uniform float ClientTime;\n"
564 "uniform vec2 PixelSize;\n"
567 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
569 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
571 "#ifdef USEVIEWTINT\n"
572 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
575 "#ifdef USEPOSTPROCESSING\n"
576 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
577 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
578 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
579 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
580 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
581 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107, 0.707107)) * UserVec1.y;\n"
582 " gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990, 0.891007)) * UserVec1.y;\n"
583 " gl_FragColor /= (1 + 5 * UserVec1.y);\n"
586 "#ifdef USESATURATION\n"
587 " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
588 " myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
589 " //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
590 " gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n"
593 "#ifdef USEGAMMARAMPS\n"
594 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
595 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
596 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
603 "#ifdef MODE_GENERIC\n"
604 "# ifdef VERTEX_SHADER\n"
607 " gl_FrontColor = gl_Color;\n"
608 "# ifdef USEDIFFUSE\n"
609 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
611 "# ifdef USESPECULAR\n"
612 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
614 " gl_Position = ftransform();\n"
617 "# ifdef FRAGMENT_SHADER\n"
619 "# ifdef USEDIFFUSE\n"
620 "uniform sampler2D Texture_First;\n"
622 "# ifdef USESPECULAR\n"
623 "uniform sampler2D Texture_Second;\n"
628 " gl_FragColor = gl_Color;\n"
629 "# ifdef USEDIFFUSE\n"
630 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
633 "# ifdef USESPECULAR\n"
634 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
636 "# ifdef USECOLORMAPPING\n"
637 " gl_FragColor *= tex2;\n"
640 " gl_FragColor += tex2;\n"
642 "# ifdef USEVERTEXTEXTUREBLEND\n"
643 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
648 "#else // !MODE_GENERIC\n"
649 "#ifdef MODE_BLOOMBLUR\n"
650 "# ifdef VERTEX_SHADER\n"
653 " gl_FrontColor = gl_Color;\n"
654 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
655 " gl_Position = ftransform();\n"
658 "# ifdef FRAGMENT_SHADER\n"
660 "uniform sampler2D Texture_First;\n"
661 "uniform vec4 BloomBlur_Parameters;\n"
666 " vec2 tc = gl_TexCoord[0].xy;\n"
667 " vec3 color = texture2D(Texture_First, tc).rgb;\n"
668 " tc += BloomBlur_Parameters.xy;\n"
669 " for (i = 1;i < SAMPLES;i++)\n"
671 " color += texture2D(Texture_First, tc).rgb;\n"
672 " tc += BloomBlur_Parameters.xy;\n"
674 " gl_FragColor = vec4(color * BloomBlur_Parameters.z + vec3(BloomBlur_Parameters.w), 1);\n"
678 "#else // !MODE_BLOOMBLUR\n"
680 "varying vec2 TexCoord;\n"
681 "#ifdef USEVERTEXTEXTUREBLEND\n"
682 "varying vec2 TexCoord2;\n"
684 "varying vec2 TexCoordLightmap;\n"
686 "#ifdef MODE_LIGHTSOURCE\n"
687 "varying vec3 CubeVector;\n"
690 "#ifdef MODE_LIGHTSOURCE\n"
691 "varying vec3 LightVector;\n"
693 "#ifdef MODE_LIGHTDIRECTION\n"
694 "varying vec3 LightVector;\n"
697 "varying vec3 EyeVector;\n"
699 "varying vec3 EyeVectorModelSpace;\n"
700 "varying float FogPlaneVertexDist;\n"
703 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
704 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
705 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
707 "#ifdef MODE_WATER\n"
708 "varying vec4 ModelViewProjectionPosition;\n"
710 "#ifdef MODE_REFRACTION\n"
711 "varying vec4 ModelViewProjectionPosition;\n"
713 "#ifdef USEREFLECTION\n"
714 "varying vec4 ModelViewProjectionPosition;\n"
721 "// vertex shader specific:\n"
722 "#ifdef VERTEX_SHADER\n"
724 "uniform vec3 LightPosition;\n"
725 "uniform vec3 EyePosition;\n"
726 "uniform vec3 LightDir;\n"
727 "uniform vec4 FogPlane;\n"
729 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
733 " gl_FrontColor = gl_Color;\n"
734 " // copy the surface texcoord\n"
735 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
736 "#ifdef USEVERTEXTEXTUREBLEND\n"
737 " TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
739 "#ifndef MODE_LIGHTSOURCE\n"
740 "# ifndef MODE_LIGHTDIRECTION\n"
741 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
745 "#ifdef MODE_LIGHTSOURCE\n"
746 " // transform vertex position into light attenuation/cubemap space\n"
747 " // (-1 to +1 across the light box)\n"
748 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
750 " // transform unnormalized light direction into tangent space\n"
751 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
752 " // normalize it per pixel)\n"
753 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
754 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
755 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
756 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
759 "#ifdef MODE_LIGHTDIRECTION\n"
760 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
761 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
762 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
765 " // transform unnormalized eye direction into tangent space\n"
767 " vec3 EyeVectorModelSpace;\n"
769 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
770 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
771 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
772 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
775 " FogPlaneVertexDist = dot(FogPlane, gl_Vertex);\n"
778 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
779 " VectorS = gl_MultiTexCoord1.xyz;\n"
780 " VectorT = gl_MultiTexCoord2.xyz;\n"
781 " VectorR = gl_MultiTexCoord3.xyz;\n"
784 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
785 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
786 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
787 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
790 "// transform vertex to camera space, using ftransform to match non-VS\n"
792 " gl_Position = ftransform();\n"
794 "#ifdef MODE_WATER\n"
795 " ModelViewProjectionPosition = gl_Position;\n"
797 "#ifdef MODE_REFRACTION\n"
798 " ModelViewProjectionPosition = gl_Position;\n"
800 "#ifdef USEREFLECTION\n"
801 " ModelViewProjectionPosition = gl_Position;\n"
805 "#endif // VERTEX_SHADER\n"
810 "// fragment shader specific:\n"
811 "#ifdef FRAGMENT_SHADER\n"
813 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
814 "uniform sampler2D Texture_Normal;\n"
815 "uniform sampler2D Texture_Color;\n"
816 "uniform sampler2D Texture_Gloss;\n"
817 "uniform sampler2D Texture_Glow;\n"
818 "uniform sampler2D Texture_SecondaryNormal;\n"
819 "uniform sampler2D Texture_SecondaryColor;\n"
820 "uniform sampler2D Texture_SecondaryGloss;\n"
821 "uniform sampler2D Texture_SecondaryGlow;\n"
822 "uniform sampler2D Texture_Pants;\n"
823 "uniform sampler2D Texture_Shirt;\n"
824 "uniform sampler2D Texture_FogMask;\n"
825 "uniform sampler2D Texture_Lightmap;\n"
826 "uniform sampler2D Texture_Deluxemap;\n"
827 "uniform sampler2D Texture_Refraction;\n"
828 "uniform sampler2D Texture_Reflection;\n"
829 "uniform sampler2D Texture_Attenuation;\n"
830 "uniform samplerCube Texture_Cube;\n"
832 "#define showshadowmap 0\n"
834 "#ifdef USESHADOWMAPRECT\n"
835 "# ifdef USESHADOWSAMPLER\n"
836 "uniform sampler2DRectShadow Texture_ShadowMapRect;\n"
838 "uniform sampler2DRect Texture_ShadowMapRect;\n"
842 "#ifdef USESHADOWMAP2D\n"
843 "# ifdef USESHADOWSAMPLER\n"
844 "uniform sampler2DShadow Texture_ShadowMap2D;\n"
846 "uniform sampler2D Texture_ShadowMap2D;\n"
850 "#ifdef USESHADOWMAPVSDCT\n"
851 "uniform samplerCube Texture_CubeProjection;\n"
854 "#ifdef USESHADOWMAPCUBE\n"
855 "# ifdef USESHADOWSAMPLER\n"
856 "uniform samplerCubeShadow Texture_ShadowMapCube;\n"
858 "uniform samplerCube Texture_ShadowMapCube;\n"
862 "uniform myhalf3 LightColor;\n"
863 "uniform myhalf3 AmbientColor;\n"
864 "uniform myhalf3 DiffuseColor;\n"
865 "uniform myhalf3 SpecularColor;\n"
866 "uniform myhalf3 Color_Pants;\n"
867 "uniform myhalf3 Color_Shirt;\n"
868 "uniform myhalf3 FogColor;\n"
870 "uniform myhalf4 TintColor;\n"
873 "//#ifdef MODE_WATER\n"
874 "uniform vec4 DistortScaleRefractReflect;\n"
875 "uniform vec4 ScreenScaleRefractReflect;\n"
876 "uniform vec4 ScreenCenterRefractReflect;\n"
877 "uniform myhalf4 RefractColor;\n"
878 "uniform myhalf4 ReflectColor;\n"
879 "uniform myhalf ReflectFactor;\n"
880 "uniform myhalf ReflectOffset;\n"
882 "//# ifdef MODE_REFRACTION\n"
883 "//uniform vec4 DistortScaleRefractReflect;\n"
884 "//uniform vec4 ScreenScaleRefractReflect;\n"
885 "//uniform vec4 ScreenCenterRefractReflect;\n"
886 "//uniform myhalf4 RefractColor;\n"
887 "//# ifdef USEREFLECTION\n"
888 "//uniform myhalf4 ReflectColor;\n"
891 "//# ifdef USEREFLECTION\n"
892 "//uniform vec4 DistortScaleRefractReflect;\n"
893 "//uniform vec4 ScreenScaleRefractReflect;\n"
894 "//uniform vec4 ScreenCenterRefractReflect;\n"
895 "//uniform myhalf4 ReflectColor;\n"
900 "uniform myhalf3 GlowColor;\n"
901 "uniform myhalf SceneBrightness;\n"
903 "uniform float OffsetMapping_Scale;\n"
904 "uniform float OffsetMapping_Bias;\n"
905 "uniform float FogRangeRecip;\n"
906 "uniform float FogPlaneViewDist;\n"
907 "uniform float FogHeightFade;\n"
909 "uniform myhalf AmbientScale;\n"
910 "uniform myhalf DiffuseScale;\n"
911 "uniform myhalf SpecularScale;\n"
912 "uniform myhalf SpecularPower;\n"
914 "#ifdef USEOFFSETMAPPING\n"
915 "vec2 OffsetMapping(vec2 TexCoord)\n"
917 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
918 " // 14 sample relief mapping: linear search and then binary search\n"
919 " // this basically steps forward a small amount repeatedly until it finds\n"
920 " // itself inside solid, then jitters forward and back using decreasing\n"
921 " // amounts to find the impact\n"
922 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
923 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
924 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
925 " vec3 RT = vec3(TexCoord, 1);\n"
926 " OffsetVector *= 0.1;\n"
927 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
928 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
929 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
930 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
931 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
932 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
933 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
934 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
935 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
936 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
937 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
938 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
939 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
940 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
943 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
944 " // this basically moves forward the full distance, and then backs up based\n"
945 " // on height of samples\n"
946 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
947 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
948 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
949 " TexCoord += OffsetVector;\n"
950 " OffsetVector *= 0.333;\n"
951 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
952 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
953 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
954 " return TexCoord;\n"
957 "#endif // USEOFFSETMAPPING\n"
959 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
960 "uniform vec2 ShadowMap_TextureScale;\n"
961 "uniform vec4 ShadowMap_Parameters;\n"
964 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
965 "vec3 GetShadowMapTC2D(vec3 dir)\n"
967 " vec3 adir = abs(dir);\n"
968 "# ifndef USESHADOWMAPVSDCT\n"
972 " if (adir.x > adir.y)\n"
974 " if (adir.x > adir.z) // X\n"
978 " offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
984 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
989 " if (adir.y > adir.z) // Y\n"
993 " offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
999 " offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
1003 " vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1004 " stc.xy += offset * ShadowMap_Parameters.y;\n"
1005 " stc.z += ShadowMap_Parameters.z;\n"
1006 "# if showshadowmap\n"
1007 " stc.xy *= ShadowMap_TextureScale;\n"
1011 " vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
1012 " float ma = max(max(adir.x, adir.y), adir.z);\n"
1013 " vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
1014 " stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
1015 " stc.z += ShadowMap_Parameters.z;\n"
1016 "# if showshadowmap\n"
1017 " stc.xy *= ShadowMap_TextureScale;\n"
1022 "#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
1024 "#ifdef USESHADOWMAPCUBE\n"
1025 "vec4 GetShadowMapTCCube(vec3 dir)\n"
1027 " vec3 adir = abs(dir);\n"
1028 " return vec4(dir, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
1032 "#if !showshadowmap\n"
1033 "# ifdef USESHADOWMAPRECT\n"
1034 "float ShadowMapCompare(vec3 dir)\n"
1036 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1038 "# ifdef USESHADOWSAMPLER\n"
1040 "# ifdef USESHADOWMAPPCF\n"
1041 "# define texval(x, y) shadow2DRect(Texture_ShadowMapRect, shadowmaptc + vec3(x, y, 0.0)).r\n"
1042 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1044 " f = shadow2DRect(Texture_ShadowMapRect, shadowmaptc).r;\n"
1049 "# ifdef USESHADOWMAPPCF\n"
1050 "# if USESHADOWMAPPCF > 1\n"
1051 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, center + vec2(x, y)).r\n"
1052 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1053 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1054 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1055 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1056 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1057 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1058 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1060 "# define texval(x, y) texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy + vec2(x, y)).r\n"
1061 " vec2 offset = fract(shadowmaptc.xy);\n"
1062 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1063 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1064 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1065 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1066 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1069 " f = step(shadowmaptc.z, texture2DRect(Texture_ShadowMapRect, shadowmaptc.xy).r);\n"
1077 "# ifdef USESHADOWMAP2D\n"
1078 "float ShadowMapCompare(vec3 dir)\n"
1080 " vec3 shadowmaptc = GetShadowMapTC2D(dir);\n"
1083 "# ifdef USESHADOWSAMPLER\n"
1084 "# ifdef USESHADOWMAPPCF\n"
1085 "# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
1086 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
1087 " f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
1089 " f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
1092 "# ifdef USESHADOWMAPPCF\n"
1093 "# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
1094 "# ifdef GL_ARB_texture_gather\n"
1095 "# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
1097 "# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
1099 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1100 " center *= ShadowMap_TextureScale;\n"
1101 " vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
1102 " vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
1103 " vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
1104 " vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
1105 " vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
1106 " mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
1107 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1109 "# ifdef GL_EXT_gpu_shader4\n"
1110 "# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
1112 "# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
1114 "# if USESHADOWMAPPCF > 1\n"
1115 " vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
1116 " center *= ShadowMap_TextureScale;\n"
1117 " vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
1118 " vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
1119 " vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
1120 " vec4 row4 = step(shadowmaptc.z, vec4(texval(-1.0, 2.0), texval( 0.0, 2.0), texval( 1.0, 2.0), texval( 2.0, 2.0)));\n"
1121 " vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
1122 " f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
1124 " vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
1125 " vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
1126 " vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
1127 " vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
1128 " vec3 cols = row2 + mix(row1, row3, offset.y);\n"
1129 " f = dot(mix(cols.xy, cols.yz, offset.x), vec2(0.25));\n"
1133 " f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
1140 "# ifdef USESHADOWMAPCUBE\n"
1141 "float ShadowMapCompare(vec3 dir)\n"
1143 " // apply depth texture cubemap as light filter\n"
1144 " vec4 shadowmaptc = GetShadowMapTCCube(dir);\n"
1146 "# ifdef USESHADOWSAMPLER\n"
1147 " f = shadowCube(Texture_ShadowMapCube, shadowmaptc).r;\n"
1149 " f = step(shadowmaptc.w, textureCube(Texture_ShadowMapCube, shadowmaptc.xyz).r);\n"
1156 "#ifdef MODE_WATER\n"
1161 "#ifdef USEOFFSETMAPPING\n"
1162 " // apply offsetmapping\n"
1163 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1164 "#define TexCoord TexCoordOffset\n"
1167 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1168 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1169 " vec4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1170 " vec4 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1171 " // FIXME temporary hack to detect the case that the reflection\n"
1172 " // gets blackened at edges due to leaving the area that contains actual\n"
1174 " // Remove this 'ack once we have a better way to stop this thing from\n"
1176 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1177 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1178 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1179 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord.xy + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1180 " ScreenTexCoord.xy = mix(SafeScreenTexCoord.xy, ScreenTexCoord.xy, f);\n"
1181 " f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1182 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1183 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1184 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord.zw + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1185 " ScreenTexCoord.zw = mix(SafeScreenTexCoord.zw, ScreenTexCoord.zw, f);\n"
1186 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
1187 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
1190 "#else // !MODE_WATER\n"
1191 "#ifdef MODE_REFRACTION\n"
1193 "// refraction pass\n"
1196 "#ifdef USEOFFSETMAPPING\n"
1197 " // apply offsetmapping\n"
1198 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1199 "#define TexCoord TexCoordOffset\n"
1202 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
1203 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1204 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
1205 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
1206 " // FIXME temporary hack to detect the case that the reflection\n"
1207 " // gets blackened at edges due to leaving the area that contains actual\n"
1209 " // Remove this 'ack once we have a better way to stop this thing from\n"
1211 " float f = min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1212 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1213 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1214 " f *= min(1.0, length(texture2D(Texture_Refraction, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1215 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1216 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
1219 "#else // !MODE_REFRACTION\n"
1222 "#ifdef USEOFFSETMAPPING\n"
1223 " // apply offsetmapping\n"
1224 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
1225 "#define TexCoord TexCoordOffset\n"
1228 " // combine the diffuse textures (base, pants, shirt)\n"
1229 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
1230 "#ifdef USECOLORMAPPING\n"
1231 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
1233 "#ifdef USEVERTEXTEXTUREBLEND\n"
1234 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
1235 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
1236 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
1237 " color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
1239 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
1242 "#ifdef USEDIFFUSE\n"
1243 " // get the surface normal and the gloss color\n"
1244 "# ifdef USEVERTEXTEXTUREBLEND\n"
1245 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
1246 "# ifdef USESPECULAR\n"
1247 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
1250 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
1251 "# ifdef USESPECULAR\n"
1252 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
1259 "#ifdef MODE_LIGHTSOURCE\n"
1260 " // light source\n"
1262 " // calculate surface normal, light normal, and specular normal\n"
1263 " // compute color intensity for the two textures (colormap and glossmap)\n"
1264 " // scale by light color and attenuation as efficiently as possible\n"
1265 " // (do as much scalar math as possible rather than vector math)\n"
1266 "# ifdef USEDIFFUSE\n"
1267 " // get the light normal\n"
1268 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1270 "# ifdef USESPECULAR\n"
1271 "# ifndef USEEXACTSPECULARMATH\n"
1272 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1275 " // calculate directional shading\n"
1276 "# ifdef USEEXACTSPECULARMATH\n"
1277 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
1279 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
1282 "# ifdef USEDIFFUSE\n"
1283 " // calculate directional shading\n"
1284 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
1286 " // calculate directionless shading\n"
1287 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
1291 "#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAPCUBE) || defined(USESHADOWMAP2D)\n"
1292 "#if !showshadowmap\n"
1293 " color.rgb *= ShadowMapCompare(CubeVector);\n"
1297 "# ifdef USECUBEFILTER\n"
1298 " // apply light cubemap filter\n"
1299 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
1300 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
1302 "#endif // MODE_LIGHTSOURCE\n"
1307 "#ifdef MODE_LIGHTDIRECTION\n"
1308 " // directional model lighting\n"
1309 "# ifdef USEDIFFUSE\n"
1310 " // get the light normal\n"
1311 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
1313 "# ifdef USESPECULAR\n"
1314 " // calculate directional shading\n"
1315 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1316 "# ifdef USEEXACTSPECULARMATH\n"
1317 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1319 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
1320 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1323 "# ifdef USEDIFFUSE\n"
1325 " // calculate directional shading\n"
1326 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
1328 " color.rgb *= AmbientColor;\n"
1331 "#endif // MODE_LIGHTDIRECTION\n"
1336 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1337 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
1339 " // get the light normal\n"
1340 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1341 " myhalf3 diffusenormal;\n"
1342 " diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
1343 " diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
1344 " diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
1345 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1346 " // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
1347 " // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
1348 " // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
1349 " // to map the luxels to coordinates on the draw surfaces), which also causes\n"
1350 " // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
1351 " // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
1352 " // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1353 " // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1354 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1355 " // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1356 "# ifdef USESPECULAR\n"
1357 "# ifdef USEEXACTSPECULARMATH\n"
1358 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1360 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1361 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1365 " // apply lightmap color\n"
1366 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1367 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1372 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1373 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1375 " // get the light normal\n"
1376 " myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1377 " // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1378 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1379 "# ifdef USESPECULAR\n"
1380 "# ifdef USEEXACTSPECULARMATH\n"
1381 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1383 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1384 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1388 " // apply lightmap color\n"
1389 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1390 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1395 "#ifdef MODE_LIGHTMAP\n"
1396 " // apply lightmap color\n"
1397 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1398 "#endif // MODE_LIGHTMAP\n"
1403 "#ifdef MODE_VERTEXCOLOR\n"
1404 " // apply lightmap color\n"
1405 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1406 "#endif // MODE_VERTEXCOLOR\n"
1411 "#ifdef MODE_FLATCOLOR\n"
1412 "#endif // MODE_FLATCOLOR\n"
1420 " color *= TintColor;\n"
1423 "#ifdef USEVERTEXTEXTUREBLEND\n"
1424 " color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1426 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
1430 " color.rgb *= SceneBrightness;\n"
1432 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1435 "#ifdef USEFOGOUTSIDE\n"
1436 " fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade);\n"
1438 " fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);\n"
1440 "// float FogHeightFade1 = -0.5/1024.0;\n"
1441 "// if (FogPlaneViewDist >= 0.0)\n"
1442 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0, min(0.0, FogPlaneVertexDist) * FogHeightFade1);\n"
1444 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist)) * min(1.0, (min(0.0, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade1);\n"
1445 "//# ifdef USEFOGABOVE\n"
1446 "// if (FogPlaneViewDist >= 0.0)\n"
1447 "// fogfrac = min(0.0, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist);\n"
1449 "// fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0, FogPlaneVertexDist));\n"
1450 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1451 "// fogfrac *= min(1.0, (max(0.0, fade*FogPlaneVertexDist) + max(0.0, fade*FogPlaneViewDist)));\n"
1452 "// fogfrac *= min(1.0, (max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1453 "// fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist))*FogHeightFade1);\n"
1455 " //fogfrac *= min(1.0, max(0.0, (max(-2048, min(0, FogPlaneVertexDist)) + max(-2048, min(0, FogPlaneViewDist)))/-2048.0));\n"
1456 " //float fade = -0.5/128.0;\n"
1457 " //fogfrac *= max(0.0, min(1.0, fade*FogPlaneVertexDist)) + max(0.0, min(1.0, fade*FogPlaneViewDist));\n"
1458 " //fogfrac *= max(0.0, min(1.0, FogHeightFade1*FogPlaneVertexDist)) + max(0.0, min(1.0, FogHeightFade1*FogPlaneViewDist));\n"
1459 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1460 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1461 " //fogfrac *= min(1.0, min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist)) + min(1.0, max(0.0, FogHeightFade1*FogPlaneViewDist)));\n"
1462 " //fogfrac *= min(1.0, max(0.0, FogHeightFade1*FogPlaneVertexDist) + max(0.0, FogHeightFade1*FogPlaneViewDist));\n"
1463 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1464 " //fogfrac *= min(1.0, (min(0.0, FogPlaneVertexDist) + min(0.0, FogPlaneViewDist)) * FogHeightFade1);\n"
1466 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*fogfrac*FogRangeRecip, 0.0))));\n"
1469 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1470 "#ifdef USEREFLECTION\n"
1471 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1472 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1473 " vec2 SafeScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW.zw + ScreenCenterRefractReflect.zw;\n"
1474 " vec2 ScreenTexCoord = SafeScreenTexCoord + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.zw;\n"
1475 " // FIXME temporary hack to detect the case that the reflection\n"
1476 " // gets blackened at edges due to leaving the area that contains actual\n"
1478 " // Remove this 'ack once we have a better way to stop this thing from\n"
1480 " float f = min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, 0.01)).rgb) / 0.05);\n"
1481 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(0.01, -0.01)).rgb) / 0.05);\n"
1482 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, 0.01)).rgb) / 0.05);\n"
1483 " f *= min(1.0, length(texture2D(Texture_Reflection, ScreenTexCoord + vec2(-0.01, -0.01)).rgb) / 0.05);\n"
1484 " ScreenTexCoord = mix(SafeScreenTexCoord, ScreenTexCoord, f);\n"
1485 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord)) * ReflectColor.rgb, ReflectColor.a);\n"
1488 " gl_FragColor = vec4(color);\n"
1490 "#if showshadowmap\n"
1491 "# ifdef USESHADOWMAPRECT\n"
1492 "# ifdef USESHADOWSAMPLER\n"
1493 " gl_FragColor = shadow2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xyz);\n"
1495 " gl_FragColor = texture2DRect(Texture_ShadowMapRect, GetShadowMapTC2D(CubeVector).xy);\n"
1498 "# ifdef USESHADOWMAP2D\n"
1499 "# ifdef USESHADOWSAMPLER\n"
1500 " gl_FragColor = shadow2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xyz);\n"
1502 " gl_FragColor = texture2D(Texture_ShadowMap2D, GetShadowMapTC2D(CubeVector).xy);\n"
1506 "# ifdef USESHADOWMAPCUBE\n"
1507 "# ifdef USESHADOWSAMPLER\n"
1508 " gl_FragColor = shadowCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector));\n"
1510 " gl_FragColor = textureCube(Texture_ShadowMapCube, GetShadowMapTCCube(CubeVector).xyz);\n"
1515 "#endif // !MODE_REFRACTION\n"
1516 "#endif // !MODE_WATER\n"
1518 "#endif // FRAGMENT_SHADER\n"
1520 "#endif // !MODE_BLOOMBLUR\n"
1521 "#endif // !MODE_GENERIC\n"
1522 "#endif // !MODE_POSTPROCESS\n"
1523 "#endif // !MODE_SHOWDEPTH\n"
1524 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1527 typedef struct shaderpermutationinfo_s
1529 const char *pretext;
1532 shaderpermutationinfo_t;
1534 typedef struct shadermodeinfo_s
1536 const char *vertexfilename;
1537 const char *geometryfilename;
1538 const char *fragmentfilename;
1539 const char *pretext;
1544 typedef enum shaderpermutation_e
1546 SHADERPERMUTATION_DIFFUSE = 1<<0, ///< (lightsource) whether to use directional shading
1547 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, ///< indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1548 SHADERPERMUTATION_VIEWTINT = 1<<2, ///< view tint (postprocessing only)
1549 SHADERPERMUTATION_COLORMAPPING = 1<<3, ///< indicates this is a colormapped skin
1550 SHADERPERMUTATION_SATURATION = 1<<4, ///< saturation (postprocessing only)
1551 SHADERPERMUTATION_FOGINSIDE = 1<<5, ///< tint the color by fog color or black if using additive blend mode
1552 SHADERPERMUTATION_FOGOUTSIDE = 1<<6, ///< tint the color by fog color or black if using additive blend mode
1553 SHADERPERMUTATION_GAMMARAMPS = 1<<7, ///< gamma (postprocessing only)
1554 SHADERPERMUTATION_CUBEFILTER = 1<<8, ///< (lightsource) use cubemap light filter
1555 SHADERPERMUTATION_GLOW = 1<<9, ///< (lightmap) blend in an additive glow texture
1556 SHADERPERMUTATION_BLOOM = 1<<10, ///< bloom (postprocessing only)
1557 SHADERPERMUTATION_SPECULAR = 1<<11, ///< (lightsource or deluxemapping) render specular effects
1558 SHADERPERMUTATION_POSTPROCESSING = 1<<12, ///< user defined postprocessing (postprocessing only)
1559 SHADERPERMUTATION_EXACTSPECULARMATH = 1<<13, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1560 SHADERPERMUTATION_REFLECTION = 1<<14, ///< normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1561 SHADERPERMUTATION_OFFSETMAPPING = 1<<15, ///< adjust texcoords to roughly simulate a displacement mapped surface
1562 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<16, ///< adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1563 SHADERPERMUTATION_SHADOWMAPRECT = 1<<17, ///< (lightsource) use shadowmap rectangle texture as light filter
1564 SHADERPERMUTATION_SHADOWMAPCUBE = 1<<18, ///< (lightsource) use shadowmap cubemap texture as light filter
1565 SHADERPERMUTATION_SHADOWMAP2D = 1<<19, ///< (lightsource) use shadowmap rectangle texture as light filter
1566 SHADERPERMUTATION_SHADOWMAPPCF = 1<<20, ///< (lightsource) use percentage closer filtering on shadowmap test results
1567 SHADERPERMUTATION_SHADOWMAPPCF2 = 1<<21, ///< (lightsource) use higher quality percentage closer filtering on shadowmap test results
1568 SHADERPERMUTATION_SHADOWSAMPLER = 1<<22, ///< (lightsource) use hardware shadowmap test
1569 SHADERPERMUTATION_SHADOWMAPVSDCT = 1<<23, ///< (lightsource) use virtual shadow depth cube texture for shadowmap indexing
1570 SHADERPERMUTATION_LIMIT = 1<<24, ///< size of permutations array
1571 SHADERPERMUTATION_COUNT = 24 ///< size of shaderpermutationinfo array
1573 shaderpermutation_t;
1575 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1576 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1578 {"#define USEDIFFUSE\n", " diffuse"},
1579 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1580 {"#define USEVIEWTINT\n", " viewtint"},
1581 {"#define USECOLORMAPPING\n", " colormapping"},
1582 {"#define USESATURATION\n", " saturation"},
1583 {"#define USEFOGINSIDE\n", " foginside"},
1584 {"#define USEFOGOUTSIDE\n", " fogoutside"},
1585 {"#define USEGAMMARAMPS\n", " gammaramps"},
1586 {"#define USECUBEFILTER\n", " cubefilter"},
1587 {"#define USEGLOW\n", " glow"},
1588 {"#define USEBLOOM\n", " bloom"},
1589 {"#define USESPECULAR\n", " specular"},
1590 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1591 {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1592 {"#define USEREFLECTION\n", " reflection"},
1593 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1594 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1595 {"#define USESHADOWMAPRECT\n", " shadowmaprect"},
1596 {"#define USESHADOWMAPCUBE\n", " shadowmapcube"},
1597 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
1598 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
1599 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
1600 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
1601 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
1604 /// this enum is multiplied by SHADERPERMUTATION_MODEBASE
1605 typedef enum shadermode_e
1607 SHADERMODE_GENERIC, ///< (particles/HUD/etc) vertex color, optionally multiplied by one texture
1608 SHADERMODE_POSTPROCESS, ///< postprocessing shader (r_glsl_postprocess)
1609 SHADERMODE_DEPTH_OR_SHADOW, ///< (depthfirst/shadows) vertex shader only
1610 SHADERMODE_FLATCOLOR, ///< (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1611 SHADERMODE_VERTEXCOLOR, ///< (lightmap) modulate texture by vertex colors (q3bsp)
1612 SHADERMODE_LIGHTMAP, ///< (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1613 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, ///< (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1614 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, ///< (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1615 SHADERMODE_LIGHTDIRECTION, ///< (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1616 SHADERMODE_LIGHTSOURCE, ///< (lightsource) use directional pixel shading from light source (rtlight)
1617 SHADERMODE_REFRACTION, ///< refract background (the material is rendered normally after this pass)
1618 SHADERMODE_WATER, ///< refract background and reflection (the material is rendered normally after this pass)
1619 SHADERMODE_SHOWDEPTH, ///< (debugging) renders depth as color
1624 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1625 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1627 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1628 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1629 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1630 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1631 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1632 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1633 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1634 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1635 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1636 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1637 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1638 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1639 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
1642 struct r_glsl_permutation_s;
1643 typedef struct r_glsl_permutation_s
1645 /// hash lookup data
1646 struct r_glsl_permutation_s *hashnext;
1648 unsigned int permutation;
1650 /// indicates if we have tried compiling this permutation already
1652 /// 0 if compilation failed
1654 /// locations of detected uniforms in program object, or -1 if not found
1655 int loc_Texture_First;
1656 int loc_Texture_Second;
1657 int loc_Texture_GammaRamps;
1658 int loc_Texture_Normal;
1659 int loc_Texture_Color;
1660 int loc_Texture_Gloss;
1661 int loc_Texture_Glow;
1662 int loc_Texture_SecondaryNormal;
1663 int loc_Texture_SecondaryColor;
1664 int loc_Texture_SecondaryGloss;
1665 int loc_Texture_SecondaryGlow;
1666 int loc_Texture_Pants;
1667 int loc_Texture_Shirt;
1668 int loc_Texture_FogMask;
1669 int loc_Texture_Lightmap;
1670 int loc_Texture_Deluxemap;
1671 int loc_Texture_Attenuation;
1672 int loc_Texture_Cube;
1673 int loc_Texture_Refraction;
1674 int loc_Texture_Reflection;
1675 int loc_Texture_ShadowMapRect;
1676 int loc_Texture_ShadowMapCube;
1677 int loc_Texture_ShadowMap2D;
1678 int loc_Texture_CubeProjection;
1680 int loc_LightPosition;
1681 int loc_EyePosition;
1682 int loc_Color_Pants;
1683 int loc_Color_Shirt;
1685 int loc_FogPlaneViewDist;
1686 int loc_FogRangeRecip;
1687 int loc_FogHeightFade;
1688 int loc_AmbientScale;
1689 int loc_DiffuseScale;
1690 int loc_SpecularScale;
1691 int loc_SpecularPower;
1693 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1694 int loc_OffsetMapping_Scale;
1696 int loc_AmbientColor;
1697 int loc_DiffuseColor;
1698 int loc_SpecularColor;
1700 int loc_ContrastBoostCoeff; ///< 1 - 1/ContrastBoost
1701 int loc_GammaCoeff; ///< 1 / gamma
1702 int loc_DistortScaleRefractReflect;
1703 int loc_ScreenScaleRefractReflect;
1704 int loc_ScreenCenterRefractReflect;
1705 int loc_RefractColor;
1706 int loc_ReflectColor;
1707 int loc_ReflectFactor;
1708 int loc_ReflectOffset;
1716 int loc_ShadowMap_TextureScale;
1717 int loc_ShadowMap_Parameters;
1719 r_glsl_permutation_t;
1721 #define SHADERPERMUTATION_HASHSIZE 256
1723 /// information about each possible shader permutation
1724 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1725 /// currently selected permutation
1726 r_glsl_permutation_t *r_glsl_permutation;
1727 /// storage for permutations linked in the hash table
1728 memexpandablearray_t r_glsl_permutationarray;
1730 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1732 //unsigned int hashdepth = 0;
1733 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1734 r_glsl_permutation_t *p;
1735 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1737 if (p->mode == mode && p->permutation == permutation)
1739 //if (hashdepth > 10)
1740 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1745 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1747 p->permutation = permutation;
1748 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1749 r_glsl_permutationhash[mode][hashindex] = p;
1750 //if (hashdepth > 10)
1751 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1755 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1758 if (!filename || !filename[0])
1760 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1763 if (printfromdisknotice)
1764 Con_DPrint("from disk... ");
1765 return shaderstring;
1767 else if (!strcmp(filename, "glsl/default.glsl"))
1769 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1770 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1772 return shaderstring;
1775 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1778 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1779 int vertstrings_count = 0;
1780 int geomstrings_count = 0;
1781 int fragstrings_count = 0;
1782 char *vertexstring, *geometrystring, *fragmentstring;
1783 const char *vertstrings_list[32+3];
1784 const char *geomstrings_list[32+3];
1785 const char *fragstrings_list[32+3];
1786 char permutationname[256];
1793 permutationname[0] = 0;
1794 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1795 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1796 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1798 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1800 // the first pretext is which type of shader to compile as
1801 // (later these will all be bound together as a program object)
1802 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1803 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1804 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1806 // the second pretext is the mode (for example a light source)
1807 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1808 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1809 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1810 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1812 // now add all the permutation pretexts
1813 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1815 if (permutation & (1<<i))
1817 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1818 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1819 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1820 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1824 // keep line numbers correct
1825 vertstrings_list[vertstrings_count++] = "\n";
1826 geomstrings_list[geomstrings_count++] = "\n";
1827 fragstrings_list[fragstrings_count++] = "\n";
1831 // now append the shader text itself
1832 vertstrings_list[vertstrings_count++] = vertexstring;
1833 geomstrings_list[geomstrings_count++] = geometrystring;
1834 fragstrings_list[fragstrings_count++] = fragmentstring;
1836 // if any sources were NULL, clear the respective list
1838 vertstrings_count = 0;
1839 if (!geometrystring)
1840 geomstrings_count = 0;
1841 if (!fragmentstring)
1842 fragstrings_count = 0;
1844 // compile the shader program
1845 if (vertstrings_count + geomstrings_count + fragstrings_count)
1846 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1850 qglUseProgramObjectARB(p->program);CHECKGLERROR
1851 // look up all the uniform variable names we care about, so we don't
1852 // have to look them up every time we set them
1853 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1854 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1855 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1856 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1857 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1858 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1859 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1860 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1861 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1862 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1863 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1864 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1865 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1866 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1867 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1868 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1869 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1870 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1871 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1872 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1873 p->loc_Texture_ShadowMapRect = qglGetUniformLocationARB(p->program, "Texture_ShadowMapRect");
1874 p->loc_Texture_ShadowMapCube = qglGetUniformLocationARB(p->program, "Texture_ShadowMapCube");
1875 p->loc_Texture_ShadowMap2D = qglGetUniformLocationARB(p->program, "Texture_ShadowMap2D");
1876 p->loc_Texture_CubeProjection = qglGetUniformLocationARB(p->program, "Texture_CubeProjection");
1877 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1878 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1879 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1880 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1881 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1882 p->loc_FogPlane = qglGetUniformLocationARB(p->program, "FogPlane");
1883 p->loc_FogPlaneViewDist = qglGetUniformLocationARB(p->program, "FogPlaneViewDist");
1884 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1885 p->loc_FogHeightFade = qglGetUniformLocationARB(p->program, "FogHeightFade");
1886 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1887 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1888 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1889 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1890 p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
1891 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1892 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1893 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1894 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1895 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1896 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1897 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1898 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1899 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1900 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1901 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1902 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1903 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1904 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1905 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1906 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1907 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1908 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1909 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1910 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1911 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1912 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1913 p->loc_Saturation = qglGetUniformLocationARB(p->program, "Saturation");
1914 p->loc_ShadowMap_TextureScale = qglGetUniformLocationARB(p->program, "ShadowMap_TextureScale");
1915 p->loc_ShadowMap_Parameters = qglGetUniformLocationARB(p->program, "ShadowMap_Parameters");
1916 // initialize the samplers to refer to the texture units we use
1917 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1918 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1919 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1920 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1921 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1922 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1923 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1924 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1925 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1926 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1927 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1928 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1929 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1930 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1931 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1932 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1933 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1934 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1935 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1936 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1937 if (p->loc_Texture_ShadowMapRect >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapRect , GL20TU_SHADOWMAPRECT);
1938 if (p->loc_Texture_ShadowMapCube >= 0) qglUniform1iARB(p->loc_Texture_ShadowMapCube , GL20TU_SHADOWMAPCUBE);
1939 if (p->loc_Texture_ShadowMap2D >= 0) qglUniform1iARB(p->loc_Texture_ShadowMap2D , GL20TU_SHADOWMAP2D);
1940 if (p->loc_Texture_CubeProjection >= 0) qglUniform1iARB(p->loc_Texture_CubeProjection , GL20TU_CUBEPROJECTION);
1942 if (developer.integer)
1943 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1946 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1950 Mem_Free(vertexstring);
1952 Mem_Free(geometrystring);
1954 Mem_Free(fragmentstring);
1957 void R_GLSL_Restart_f(void)
1959 unsigned int i, limit;
1960 r_glsl_permutation_t *p;
1961 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1962 for (i = 0;i < limit;i++)
1964 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1966 GL_Backend_FreeProgram(p->program);
1967 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1970 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1973 void R_GLSL_DumpShader_f(void)
1977 qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1980 Con_Printf("failed to write to glsl/default.glsl\n");
1984 FS_Print(file, "/* The engine may define the following macros:\n");
1985 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1986 for (i = 0;i < SHADERMODE_COUNT;i++)
1987 FS_Print(file, shadermodeinfo[i].pretext);
1988 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1989 FS_Print(file, shaderpermutationinfo[i].pretext);
1990 FS_Print(file, "*/\n");
1991 FS_Print(file, builtinshaderstring);
1994 Con_Printf("glsl/default.glsl written\n");
1997 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1999 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
2000 if (r_glsl_permutation != perm)
2002 r_glsl_permutation = perm;
2003 if (!r_glsl_permutation->program)
2005 if (!r_glsl_permutation->compiled)
2006 R_GLSL_CompilePermutation(perm, mode, permutation);
2007 if (!r_glsl_permutation->program)
2009 // remove features until we find a valid permutation
2011 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2013 // reduce i more quickly whenever it would not remove any bits
2014 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
2015 if (!(permutation & j))
2018 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
2019 if (!r_glsl_permutation->compiled)
2020 R_GLSL_CompilePermutation(perm, mode, permutation);
2021 if (r_glsl_permutation->program)
2024 if (i >= SHADERPERMUTATION_COUNT)
2026 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
2027 Cvar_SetValueQuick(&r_glsl, 0);
2028 R_GLSL_Restart_f(); // unload shaders
2029 return; // no bit left to clear
2034 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
2038 void R_SetupGenericShader(qboolean usetexture)
2040 if (gl_support_fragment_shader)
2042 if (r_glsl.integer && r_glsl_usegeneric.integer)
2043 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
2044 else if (r_glsl_permutation)
2046 r_glsl_permutation = NULL;
2047 qglUseProgramObjectARB(0);CHECKGLERROR
2052 void R_SetupGenericTwoTextureShader(int texturemode)
2054 if (gl_support_fragment_shader)
2056 if (r_glsl.integer && r_glsl_usegeneric.integer)
2057 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
2058 else if (r_glsl_permutation)
2060 r_glsl_permutation = NULL;
2061 qglUseProgramObjectARB(0);CHECKGLERROR
2064 if (!r_glsl_permutation)
2066 if (texturemode == GL_DECAL && gl_combine.integer)
2067 texturemode = GL_INTERPOLATE_ARB;
2068 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
2072 void R_SetupDepthOrShadowShader(void)
2074 if (gl_support_fragment_shader)
2076 if (r_glsl.integer && r_glsl_usegeneric.integer)
2077 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
2078 else if (r_glsl_permutation)
2080 r_glsl_permutation = NULL;
2081 qglUseProgramObjectARB(0);CHECKGLERROR
2086 void R_SetupShowDepthShader(void)
2088 if (gl_support_fragment_shader)
2090 if (r_glsl.integer && r_glsl_usegeneric.integer)
2091 R_SetupShader_SetPermutation(SHADERMODE_SHOWDEPTH, 0);
2092 else if (r_glsl_permutation)
2094 r_glsl_permutation = NULL;
2095 qglUseProgramObjectARB(0);CHECKGLERROR
2100 extern rtexture_t *r_shadow_attenuationgradienttexture;
2101 extern rtexture_t *r_shadow_attenuation2dtexture;
2102 extern rtexture_t *r_shadow_attenuation3dtexture;
2103 extern qboolean r_shadow_usingshadowmaprect;
2104 extern qboolean r_shadow_usingshadowmapcube;
2105 extern qboolean r_shadow_usingshadowmap2d;
2106 extern float r_shadow_shadowmap_texturescale[2];
2107 extern float r_shadow_shadowmap_parameters[4];
2108 extern qboolean r_shadow_shadowmapvsdct;
2109 extern qboolean r_shadow_shadowmapsampler;
2110 extern int r_shadow_shadowmappcf;
2111 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
2113 // select a permutation of the lighting shader appropriate to this
2114 // combination of texture, entity, light source, and fogging, only use the
2115 // minimum features necessary to avoid wasting rendering time in the
2116 // fragment shader on features that are not being used
2117 unsigned int permutation = 0;
2118 unsigned int mode = 0;
2119 // TODO: implement geometry-shader based shadow volumes someday
2120 if (r_glsl_offsetmapping.integer)
2122 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2123 if (r_glsl_offsetmapping_reliefmapping.integer)
2124 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2126 if (rsurfacepass == RSURFPASS_BACKGROUND)
2128 // distorted background
2129 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2130 mode = SHADERMODE_WATER;
2132 mode = SHADERMODE_REFRACTION;
2134 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2137 mode = SHADERMODE_LIGHTSOURCE;
2138 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2139 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2140 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2141 permutation |= SHADERPERMUTATION_CUBEFILTER;
2142 if (diffusescale > 0)
2143 permutation |= SHADERPERMUTATION_DIFFUSE;
2144 if (specularscale > 0)
2145 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2146 if (r_refdef.fogenabled)
2147 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2148 if (rsurface.texture->colormapping)
2149 permutation |= SHADERPERMUTATION_COLORMAPPING;
2150 if (r_shadow_usingshadowmaprect || r_shadow_usingshadowmap2d || r_shadow_usingshadowmapcube)
2152 if (r_shadow_usingshadowmaprect)
2153 permutation |= SHADERPERMUTATION_SHADOWMAPRECT;
2154 if (r_shadow_usingshadowmap2d)
2155 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2156 if (r_shadow_usingshadowmapcube)
2157 permutation |= SHADERPERMUTATION_SHADOWMAPCUBE;
2158 else if(r_shadow_shadowmapvsdct)
2159 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2161 if (r_shadow_shadowmapsampler)
2162 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2163 if (r_shadow_shadowmappcf > 1)
2164 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2165 else if (r_shadow_shadowmappcf)
2166 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2169 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2171 // unshaded geometry (fullbright or ambient model lighting)
2172 mode = SHADERMODE_FLATCOLOR;
2173 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2174 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2175 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2176 permutation |= SHADERPERMUTATION_GLOW;
2177 if (r_refdef.fogenabled)
2178 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2179 if (rsurface.texture->colormapping)
2180 permutation |= SHADERPERMUTATION_COLORMAPPING;
2181 if (r_glsl_offsetmapping.integer)
2183 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
2184 if (r_glsl_offsetmapping_reliefmapping.integer)
2185 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
2187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2188 permutation |= SHADERPERMUTATION_REFLECTION;
2190 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2192 // directional model lighting
2193 mode = SHADERMODE_LIGHTDIRECTION;
2194 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2195 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2196 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2197 permutation |= SHADERPERMUTATION_GLOW;
2198 permutation |= SHADERPERMUTATION_DIFFUSE;
2199 if (specularscale > 0)
2200 permutation |= SHADERPERMUTATION_SPECULAR;
2201 if (r_refdef.fogenabled)
2202 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2203 if (rsurface.texture->colormapping)
2204 permutation |= SHADERPERMUTATION_COLORMAPPING;
2205 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2206 permutation |= SHADERPERMUTATION_REFLECTION;
2208 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2210 // ambient model lighting
2211 mode = SHADERMODE_LIGHTDIRECTION;
2212 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2213 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2214 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2215 permutation |= SHADERPERMUTATION_GLOW;
2216 if (r_refdef.fogenabled)
2217 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2218 if (rsurface.texture->colormapping)
2219 permutation |= SHADERPERMUTATION_COLORMAPPING;
2220 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2221 permutation |= SHADERPERMUTATION_REFLECTION;
2226 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2228 // deluxemapping (light direction texture)
2229 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2230 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2232 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2233 permutation |= SHADERPERMUTATION_DIFFUSE;
2234 if (specularscale > 0)
2235 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2237 else if (r_glsl_deluxemapping.integer >= 2)
2239 // fake deluxemapping (uniform light direction in tangentspace)
2240 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2241 permutation |= SHADERPERMUTATION_DIFFUSE;
2242 if (specularscale > 0)
2243 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2245 else if (rsurface.uselightmaptexture)
2247 // ordinary lightmapping (q1bsp, q3bsp)
2248 mode = SHADERMODE_LIGHTMAP;
2252 // ordinary vertex coloring (q3bsp)
2253 mode = SHADERMODE_VERTEXCOLOR;
2255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2256 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2257 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2258 permutation |= SHADERPERMUTATION_GLOW;
2259 if (r_refdef.fogenabled)
2260 permutation |= r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE;
2261 if (rsurface.texture->colormapping)
2262 permutation |= SHADERPERMUTATION_COLORMAPPING;
2263 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2264 permutation |= SHADERPERMUTATION_REFLECTION;
2266 if(permutation & SHADERPERMUTATION_SPECULAR)
2267 if(r_shadow_glossexact.integer)
2268 permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
2269 R_SetupShader_SetPermutation(mode, permutation);
2270 if (mode == SHADERMODE_LIGHTSOURCE)
2272 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2273 if (permutation & SHADERPERMUTATION_DIFFUSE)
2275 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
2276 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
2277 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
2278 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
2282 // ambient only is simpler
2283 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
2284 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
2285 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
2286 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
2288 // additive passes are only darkened by fog, not tinted
2289 if (r_glsl_permutation->loc_FogColor >= 0)
2290 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2291 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2292 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(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]);
2296 if (mode == SHADERMODE_LIGHTDIRECTION)
2298 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
2299 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
2300 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
2301 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2305 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
2306 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
2307 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
2309 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
2310 if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
2311 // additive passes are only darkened by fog, not tinted
2312 if (r_glsl_permutation->loc_FogColor >= 0)
2314 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
2315 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2317 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2319 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2320 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
2321 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
2322 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
2323 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
2324 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2325 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2327 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
2328 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2329 if (r_glsl_permutation->loc_Color_Pants >= 0)
2331 if (rsurface.texture->currentskinframe->pants)
2332 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2334 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2336 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2338 if (rsurface.texture->currentskinframe->shirt)
2339 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2341 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2343 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4fARB(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2344 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2345 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2346 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2347 if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
2349 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
2353 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
2355 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
2359 #define SKINFRAME_HASH 1024
2363 int loadsequence; // incremented each level change
2364 memexpandablearray_t array;
2365 skinframe_t *hash[SKINFRAME_HASH];
2368 r_skinframe_t r_skinframe;
2370 void R_SkinFrame_PrepareForPurge(void)
2372 r_skinframe.loadsequence++;
2373 // wrap it without hitting zero
2374 if (r_skinframe.loadsequence >= 200)
2375 r_skinframe.loadsequence = 1;
2378 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2382 // mark the skinframe as used for the purging code
2383 skinframe->loadsequence = r_skinframe.loadsequence;
2386 void R_SkinFrame_Purge(void)
2390 for (i = 0;i < SKINFRAME_HASH;i++)
2392 for (s = r_skinframe.hash[i];s;s = s->next)
2394 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2396 if (s->merged == s->base)
2398 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
2399 R_PurgeTexture(s->stain );s->stain = NULL;
2400 R_PurgeTexture(s->merged);s->merged = NULL;
2401 R_PurgeTexture(s->base );s->base = NULL;
2402 R_PurgeTexture(s->pants );s->pants = NULL;
2403 R_PurgeTexture(s->shirt );s->shirt = NULL;
2404 R_PurgeTexture(s->nmap );s->nmap = NULL;
2405 R_PurgeTexture(s->gloss );s->gloss = NULL;
2406 R_PurgeTexture(s->glow );s->glow = NULL;
2407 R_PurgeTexture(s->fog );s->fog = NULL;
2408 s->loadsequence = 0;
2414 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2416 char basename[MAX_QPATH];
2418 Image_StripImageExtension(name, basename, sizeof(basename));
2420 if( last == NULL ) {
2422 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2423 item = r_skinframe.hash[hashindex];
2428 // linearly search through the hash bucket
2429 for( ; item ; item = item->next ) {
2430 if( !strcmp( item->basename, basename ) ) {
2437 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2441 char basename[MAX_QPATH];
2443 Image_StripImageExtension(name, basename, sizeof(basename));
2445 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2446 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2447 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
2451 rtexture_t *dyntexture;
2452 // check whether its a dynamic texture
2453 dyntexture = CL_GetDynTexture( basename );
2454 if (!add && !dyntexture)
2456 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2457 memset(item, 0, sizeof(*item));
2458 strlcpy(item->basename, basename, sizeof(item->basename));
2459 item->base = dyntexture; // either NULL or dyntexture handle
2460 item->textureflags = textureflags;
2461 item->comparewidth = comparewidth;
2462 item->compareheight = compareheight;
2463 item->comparecrc = comparecrc;
2464 item->next = r_skinframe.hash[hashindex];
2465 r_skinframe.hash[hashindex] = item;
2467 else if( item->base == NULL )
2469 rtexture_t *dyntexture;
2470 // check whether its a dynamic texture
2471 // 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]
2472 dyntexture = CL_GetDynTexture( basename );
2473 item->base = dyntexture; // either NULL or dyntexture handle
2476 R_SkinFrame_MarkUsed(item);
2480 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2482 unsigned long long avgcolor[5], wsum; \
2490 for(pix = 0; pix < cnt; ++pix) \
2493 for(comp = 0; comp < 3; ++comp) \
2495 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2498 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2500 for(comp = 0; comp < 3; ++comp) \
2501 avgcolor[comp] += getpixel * w; \
2504 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2505 avgcolor[4] += getpixel; \
2507 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2509 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2510 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2511 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2512 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2515 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
2517 // FIXME: it should be possible to disable loading various layers using
2518 // cvars, to prevent wasted loading time and memory usage if the user does
2520 qboolean loadnormalmap = true;
2521 qboolean loadgloss = true;
2522 qboolean loadpantsandshirt = true;
2523 qboolean loadglow = true;
2525 unsigned char *pixels;
2526 unsigned char *bumppixels;
2527 unsigned char *basepixels = NULL;
2528 int basepixels_width;
2529 int basepixels_height;
2530 skinframe_t *skinframe;
2535 if (cls.state == ca_dedicated)
2538 // return an existing skinframe if already loaded
2539 // if loading of the first image fails, don't make a new skinframe as it
2540 // would cause all future lookups of this to be missing
2541 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2542 if (skinframe && skinframe->base)
2545 basepixels = loadimagepixelsbgra(name, complain, true);
2546 if (basepixels == NULL)
2549 if (developer_loading.integer)
2550 Con_Printf("loading skin \"%s\"\n", name);
2552 // we've got some pixels to store, so really allocate this new texture now
2554 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2555 skinframe->stain = NULL;
2556 skinframe->merged = NULL;
2557 skinframe->base = r_texture_notexture;
2558 skinframe->pants = NULL;
2559 skinframe->shirt = NULL;
2560 skinframe->nmap = r_texture_blanknormalmap;
2561 skinframe->gloss = NULL;
2562 skinframe->glow = NULL;
2563 skinframe->fog = NULL;
2565 basepixels_width = image_width;
2566 basepixels_height = image_height;
2567 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2569 if (textureflags & TEXF_ALPHA)
2571 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2572 if (basepixels[j] < 255)
2574 if (j < basepixels_width * basepixels_height * 4)
2576 // has transparent pixels
2579 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2580 for (j = 0;j < image_width * image_height * 4;j += 4)
2585 pixels[j+3] = basepixels[j+3];
2587 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2592 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2593 //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]);
2595 // _norm is the name used by tenebrae and has been adopted as standard
2598 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2600 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2604 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2606 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2607 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2608 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2610 Mem_Free(bumppixels);
2612 else if (r_shadow_bumpscale_basetexture.value > 0)
2614 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2615 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2616 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2620 // _luma is supported for tenebrae compatibility
2621 // (I think it's a very stupid name, but oh well)
2622 // _glow is the preferred name
2623 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2624 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2625 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2626 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2629 Mem_Free(basepixels);
2634 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2636 return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
2639 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2644 for (i = 0;i < width*height;i++)
2645 if (((unsigned char *)&palette[in[i]])[3] > 0)
2647 if (i == width*height)
2650 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2653 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2654 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2657 unsigned char *temp1, *temp2;
2658 skinframe_t *skinframe;
2660 if (cls.state == ca_dedicated)
2663 // if already loaded just return it, otherwise make a new skinframe
2664 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2665 if (skinframe && skinframe->base)
2668 skinframe->stain = NULL;
2669 skinframe->merged = NULL;
2670 skinframe->base = r_texture_notexture;
2671 skinframe->pants = NULL;
2672 skinframe->shirt = NULL;
2673 skinframe->nmap = r_texture_blanknormalmap;
2674 skinframe->gloss = NULL;
2675 skinframe->glow = NULL;
2676 skinframe->fog = NULL;
2678 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2682 if (developer_loading.integer)
2683 Con_Printf("loading 32bit skin \"%s\"\n", name);
2685 if (r_shadow_bumpscale_basetexture.value > 0)
2687 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2688 temp2 = temp1 + width * height * 4;
2689 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2690 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2693 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2694 if (textureflags & TEXF_ALPHA)
2696 for (i = 3;i < width * height * 4;i += 4)
2697 if (skindata[i] < 255)
2699 if (i < width * height * 4)
2701 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2702 memcpy(fogpixels, skindata, width * height * 4);
2703 for (i = 0;i < width * height * 4;i += 4)
2704 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2705 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2706 Mem_Free(fogpixels);
2710 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2711 //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]);
2716 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2719 unsigned char *temp1, *temp2;
2720 unsigned int *palette;
2721 skinframe_t *skinframe;
2723 if (cls.state == ca_dedicated)
2726 // if already loaded just return it, otherwise make a new skinframe
2727 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2728 if (skinframe && skinframe->base)
2731 palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2733 skinframe->stain = NULL;
2734 skinframe->merged = NULL;
2735 skinframe->base = r_texture_notexture;
2736 skinframe->pants = NULL;
2737 skinframe->shirt = NULL;
2738 skinframe->nmap = r_texture_blanknormalmap;
2739 skinframe->gloss = NULL;
2740 skinframe->glow = NULL;
2741 skinframe->fog = NULL;
2743 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2747 if (developer_loading.integer)
2748 Con_Printf("loading quake skin \"%s\"\n", name);
2750 if (r_shadow_bumpscale_basetexture.value > 0)
2752 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2753 temp2 = temp1 + width * height * 4;
2754 // use either a custom palette or the quake palette
2755 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2756 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2757 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2760 // use either a custom palette, or the quake palette
2761 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2762 if (loadglowtexture)
2763 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2764 if (loadpantsandshirt)
2766 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2767 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2769 if (skinframe->pants || skinframe->shirt)
2770 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2771 if (textureflags & TEXF_ALPHA)
2773 for (i = 0;i < width * height;i++)
2774 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2776 if (i < width * height)
2777 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2780 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2781 //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]);
2786 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)
2789 skinframe_t *skinframe;
2791 if (cls.state == ca_dedicated)
2794 // if already loaded just return it, otherwise make a new skinframe
2795 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2796 if (skinframe && skinframe->base)
2799 skinframe->stain = NULL;
2800 skinframe->merged = NULL;
2801 skinframe->base = r_texture_notexture;
2802 skinframe->pants = NULL;
2803 skinframe->shirt = NULL;
2804 skinframe->nmap = r_texture_blanknormalmap;
2805 skinframe->gloss = NULL;
2806 skinframe->glow = NULL;
2807 skinframe->fog = NULL;
2809 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2813 if (developer_loading.integer)
2814 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2816 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, skinframe->basename, palette, skinframe->textureflags, true);
2817 if (textureflags & TEXF_ALPHA)
2819 for (i = 0;i < width * height;i++)
2820 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
2822 if (i < width * height)
2823 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask
2826 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2827 //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]);
2832 skinframe_t *R_SkinFrame_LoadMissing(void)
2834 skinframe_t *skinframe;
2836 if (cls.state == ca_dedicated)
2839 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2840 skinframe->stain = NULL;
2841 skinframe->merged = NULL;
2842 skinframe->base = r_texture_notexture;
2843 skinframe->pants = NULL;
2844 skinframe->shirt = NULL;
2845 skinframe->nmap = r_texture_blanknormalmap;
2846 skinframe->gloss = NULL;
2847 skinframe->glow = NULL;
2848 skinframe->fog = NULL;
2850 skinframe->avgcolor[0] = rand() / RAND_MAX;
2851 skinframe->avgcolor[1] = rand() / RAND_MAX;
2852 skinframe->avgcolor[2] = rand() / RAND_MAX;
2853 skinframe->avgcolor[3] = 1;
2858 void R_Main_FreeViewCache(void)
2860 if (r_refdef.viewcache.entityvisible)
2861 Mem_Free(r_refdef.viewcache.entityvisible);
2862 if (r_refdef.viewcache.world_pvsbits)
2863 Mem_Free(r_refdef.viewcache.world_pvsbits);
2864 if (r_refdef.viewcache.world_leafvisible)
2865 Mem_Free(r_refdef.viewcache.world_leafvisible);
2866 if (r_refdef.viewcache.world_surfacevisible)
2867 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2868 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
2871 void R_Main_ResizeViewCache(void)
2873 int numentities = r_refdef.scene.numentities;
2874 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
2875 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
2876 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
2877 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
2878 if (r_refdef.viewcache.maxentities < numentities)
2880 r_refdef.viewcache.maxentities = numentities;
2881 if (r_refdef.viewcache.entityvisible)
2882 Mem_Free(r_refdef.viewcache.entityvisible);
2883 r_refdef.viewcache.entityvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
2885 if (r_refdef.viewcache.world_numclusters != numclusters)
2887 r_refdef.viewcache.world_numclusters = numclusters;
2888 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
2889 if (r_refdef.viewcache.world_pvsbits)
2890 Mem_Free(r_refdef.viewcache.world_pvsbits);
2891 r_refdef.viewcache.world_pvsbits = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
2893 if (r_refdef.viewcache.world_numleafs != numleafs)
2895 r_refdef.viewcache.world_numleafs = numleafs;
2896 if (r_refdef.viewcache.world_leafvisible)
2897 Mem_Free(r_refdef.viewcache.world_leafvisible);
2898 r_refdef.viewcache.world_leafvisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
2900 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
2902 r_refdef.viewcache.world_numsurfaces = numsurfaces;
2903 if (r_refdef.viewcache.world_surfacevisible)
2904 Mem_Free(r_refdef.viewcache.world_surfacevisible);
2905 r_refdef.viewcache.world_surfacevisible = Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
2909 void gl_main_start(void)
2913 memset(r_queries, 0, sizeof(r_queries));
2915 r_qwskincache = NULL;
2916 r_qwskincache_size = 0;
2918 // set up r_skinframe loading system for textures
2919 memset(&r_skinframe, 0, sizeof(r_skinframe));
2920 r_skinframe.loadsequence = 1;
2921 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2923 r_main_texturepool = R_AllocTexturePool();
2924 R_BuildBlankTextures();
2926 if (gl_texturecubemap)
2929 R_BuildNormalizationCube();
2931 r_texture_fogattenuation = NULL;
2932 r_texture_gammaramps = NULL;
2933 //r_texture_fogintensity = NULL;
2934 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2935 memset(&r_waterstate, 0, sizeof(r_waterstate));
2936 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
2937 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
2938 memset(&r_svbsp, 0, sizeof (r_svbsp));
2940 r_refdef.fogmasktable_density = 0;
2943 extern rtexture_t *loadingscreentexture;
2944 void gl_main_shutdown(void)
2946 R_Main_FreeViewCache();
2949 qglDeleteQueriesARB(r_maxqueries, r_queries);
2953 memset(r_queries, 0, sizeof(r_queries));
2955 r_qwskincache = NULL;
2956 r_qwskincache_size = 0;
2958 // clear out the r_skinframe state
2959 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2960 memset(&r_skinframe, 0, sizeof(r_skinframe));
2963 Mem_Free(r_svbsp.nodes);
2964 memset(&r_svbsp, 0, sizeof (r_svbsp));
2965 R_FreeTexturePool(&r_main_texturepool);
2966 loadingscreentexture = NULL;
2967 r_texture_blanknormalmap = NULL;
2968 r_texture_white = NULL;
2969 r_texture_grey128 = NULL;
2970 r_texture_black = NULL;
2971 r_texture_whitecube = NULL;
2972 r_texture_normalizationcube = NULL;
2973 r_texture_fogattenuation = NULL;
2974 r_texture_gammaramps = NULL;
2975 //r_texture_fogintensity = NULL;
2976 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2977 memset(&r_waterstate, 0, sizeof(r_waterstate));
2981 extern void CL_ParseEntityLump(char *entitystring);
2982 void gl_main_newmap(void)
2984 // FIXME: move this code to client
2986 char *entities, entname[MAX_QPATH];
2988 Mem_Free(r_qwskincache);
2989 r_qwskincache = NULL;
2990 r_qwskincache_size = 0;
2993 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2994 l = (int)strlen(entname) - 4;
2995 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2997 memcpy(entname + l, ".ent", 5);
2998 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3000 CL_ParseEntityLump(entities);
3005 if (cl.worldmodel->brush.entities)
3006 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3008 R_Main_FreeViewCache();
3011 void GL_Main_Init(void)
3013 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3015 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3016 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3017 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3018 if (gamemode == GAME_NEHAHRA)
3020 Cvar_RegisterVariable (&gl_fogenable);
3021 Cvar_RegisterVariable (&gl_fogdensity);
3022 Cvar_RegisterVariable (&gl_fogred);
3023 Cvar_RegisterVariable (&gl_foggreen);
3024 Cvar_RegisterVariable (&gl_fogblue);
3025 Cvar_RegisterVariable (&gl_fogstart);
3026 Cvar_RegisterVariable (&gl_fogend);
3027 Cvar_RegisterVariable (&gl_skyclip);
3029 Cvar_RegisterVariable(&r_motionblur);
3030 Cvar_RegisterVariable(&r_motionblur_maxblur);
3031 Cvar_RegisterVariable(&r_motionblur_bmin);
3032 Cvar_RegisterVariable(&r_motionblur_vmin);
3033 Cvar_RegisterVariable(&r_motionblur_vmax);
3034 Cvar_RegisterVariable(&r_motionblur_vcoeff);
3035 Cvar_RegisterVariable(&r_motionblur_randomize);
3036 Cvar_RegisterVariable(&r_damageblur);
3037 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
3038 Cvar_RegisterVariable(&r_equalize_entities_minambient);
3039 Cvar_RegisterVariable(&r_equalize_entities_by);
3040 Cvar_RegisterVariable(&r_equalize_entities_to);
3041 Cvar_RegisterVariable(&r_animcache);
3042 Cvar_RegisterVariable(&r_depthfirst);
3043 Cvar_RegisterVariable(&r_useinfinitefarclip);
3044 Cvar_RegisterVariable(&r_farclip_base);
3045 Cvar_RegisterVariable(&r_farclip_world);
3046 Cvar_RegisterVariable(&r_nearclip);
3047 Cvar_RegisterVariable(&r_showbboxes);
3048 Cvar_RegisterVariable(&r_showsurfaces);
3049 Cvar_RegisterVariable(&r_showtris);
3050 Cvar_RegisterVariable(&r_shownormals);
3051 Cvar_RegisterVariable(&r_showlighting);
3052 Cvar_RegisterVariable(&r_showshadowvolumes);
3053 Cvar_RegisterVariable(&r_showcollisionbrushes);
3054 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3055 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3056 Cvar_RegisterVariable(&r_showdisabledepthtest);
3057 Cvar_RegisterVariable(&r_drawportals);
3058 Cvar_RegisterVariable(&r_drawentities);
3059 Cvar_RegisterVariable(&r_cullentities_trace);
3060 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3061 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3062 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3063 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3064 Cvar_RegisterVariable(&r_drawviewmodel);
3065 Cvar_RegisterVariable(&r_speeds);
3066 Cvar_RegisterVariable(&r_fullbrights);
3067 Cvar_RegisterVariable(&r_wateralpha);
3068 Cvar_RegisterVariable(&r_dynamic);
3069 Cvar_RegisterVariable(&r_fullbright);
3070 Cvar_RegisterVariable(&r_shadows);
3071 Cvar_RegisterVariable(&r_shadows_darken);
3072 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3073 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3074 Cvar_RegisterVariable(&r_shadows_throwdistance);
3075 Cvar_RegisterVariable(&r_shadows_throwdirection);
3076 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3077 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3078 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3079 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3080 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3081 Cvar_RegisterVariable(&r_fog_exp2);
3082 Cvar_RegisterVariable(&r_drawfog);
3083 Cvar_RegisterVariable(&r_textureunits);
3084 Cvar_RegisterVariable(&r_glsl);
3085 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3086 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3087 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3088 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3089 Cvar_RegisterVariable(&r_glsl_postprocess);
3090 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3091 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3092 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3093 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3094 Cvar_RegisterVariable(&r_glsl_usegeneric);
3095 Cvar_RegisterVariable(&r_water);
3096 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3097 Cvar_RegisterVariable(&r_water_clippingplanebias);
3098 Cvar_RegisterVariable(&r_water_refractdistort);
3099 Cvar_RegisterVariable(&r_water_reflectdistort);
3100 Cvar_RegisterVariable(&r_lerpsprites);
3101 Cvar_RegisterVariable(&r_lerpmodels);
3102 Cvar_RegisterVariable(&r_lerplightstyles);
3103 Cvar_RegisterVariable(&r_waterscroll);
3104 Cvar_RegisterVariable(&r_bloom);
3105 Cvar_RegisterVariable(&r_bloom_colorscale);
3106 Cvar_RegisterVariable(&r_bloom_brighten);
3107 Cvar_RegisterVariable(&r_bloom_blur);
3108 Cvar_RegisterVariable(&r_bloom_resolution);
3109 Cvar_RegisterVariable(&r_bloom_colorexponent);
3110 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3111 Cvar_RegisterVariable(&r_hdr);
3112 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3113 Cvar_RegisterVariable(&r_hdr_glowintensity);
3114 Cvar_RegisterVariable(&r_hdr_range);
3115 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3116 Cvar_RegisterVariable(&developer_texturelogging);
3117 Cvar_RegisterVariable(&gl_lightmaps);
3118 Cvar_RegisterVariable(&r_test);
3119 Cvar_RegisterVariable(&r_batchmode);
3120 Cvar_RegisterVariable(&r_glsl_saturation);
3121 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3122 Cvar_SetValue("r_fullbrights", 0);
3123 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
3125 Cvar_RegisterVariable(&r_track_sprites);
3126 Cvar_RegisterVariable(&r_track_sprites_flags);
3127 Cvar_RegisterVariable(&r_track_sprites_scalew);
3128 Cvar_RegisterVariable(&r_track_sprites_scaleh);
3131 extern void R_Textures_Init(void);
3132 extern void GL_Draw_Init(void);
3133 extern void GL_Main_Init(void);
3134 extern void R_Shadow_Init(void);
3135 extern void R_Sky_Init(void);
3136 extern void GL_Surf_Init(void);
3137 extern void R_Particles_Init(void);
3138 extern void R_Explosion_Init(void);
3139 extern void gl_backend_init(void);
3140 extern void Sbar_Init(void);
3141 extern void R_LightningBeams_Init(void);
3142 extern void Mod_RenderInit(void);
3144 void Render_Init(void)
3156 R_LightningBeams_Init();
3165 extern char *ENGINE_EXTENSIONS;
3168 gl_renderer = (const char *)qglGetString(GL_RENDERER);
3169 gl_vendor = (const char *)qglGetString(GL_VENDOR);
3170 gl_version = (const char *)qglGetString(GL_VERSION);
3171 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
3175 if (!gl_platformextensions)
3176 gl_platformextensions = "";
3178 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
3179 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
3180 Con_Printf("GL_VERSION: %s\n", gl_version);
3181 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
3182 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
3184 VID_CheckExtensions();
3186 // LordHavoc: report supported extensions
3187 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
3189 // clear to black (loading plaque will be seen over this)
3191 qglClearColor(0,0,0,1);CHECKGLERROR
3192 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
3195 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3199 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3201 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
3204 p = r_refdef.view.frustum + i;
3209 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3213 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3217 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3221 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3225 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3229 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3233 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3237 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3245 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3249 for (i = 0;i < numplanes;i++)
3256 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3260 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3264 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3268 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3272 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3276 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3280 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3284 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3292 //==================================================================================
3294 // LordHavoc: animcache written by Echon, refactored and reformatted by me
3297 * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
3298 * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
3299 * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
3302 typedef struct r_animcache_entity_s
3309 qboolean wantnormals;
3310 qboolean wanttangents;
3312 r_animcache_entity_t;
3314 typedef struct r_animcache_s
3316 r_animcache_entity_t entity[MAX_EDICTS];
3322 static r_animcache_t r_animcachestate;
3324 void R_AnimCache_Free(void)
3327 for (idx=0 ; idx<r_animcachestate.maxindex ; idx++)
3329 r_animcachestate.entity[idx].maxvertices = 0;
3330 Mem_Free(r_animcachestate.entity[idx].vertex3f);
3331 r_animcachestate.entity[idx].vertex3f = NULL;
3332 r_animcachestate.entity[idx].normal3f = NULL;
3333 r_animcachestate.entity[idx].svector3f = NULL;
3334 r_animcachestate.entity[idx].tvector3f = NULL;
3336 r_animcachestate.currentindex = 0;
3337 r_animcachestate.maxindex = 0;
3340 void R_AnimCache_ResizeEntityCache(const int cacheIdx, const int numvertices)
3344 r_animcache_entity_t *cache = &r_animcachestate.entity[cacheIdx];
3346 if (cache->maxvertices >= numvertices)
3349 // Release existing memory
3350 if (cache->vertex3f)
3351 Mem_Free(cache->vertex3f);
3353 // Pad by 1024 verts
3354 cache->maxvertices = (numvertices + 1023) & ~1023;
3355 arraySize = cache->maxvertices * 3;
3357 // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
3358 base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
3359 r_animcachestate.entity[cacheIdx].vertex3f = base;
3360 r_animcachestate.entity[cacheIdx].normal3f = base + arraySize;
3361 r_animcachestate.entity[cacheIdx].svector3f = base + arraySize*2;
3362 r_animcachestate.entity[cacheIdx].tvector3f = base + arraySize*3;
3364 // Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
3367 void R_AnimCache_NewFrame(void)
3371 if (r_animcache.integer && r_drawentities.integer)
3372 r_animcachestate.maxindex = sizeof(r_animcachestate.entity) / sizeof(r_animcachestate.entity[0]);
3373 else if (r_animcachestate.maxindex)
3376 r_animcachestate.currentindex = 0;
3378 for (i = 0;i < r_refdef.scene.numentities;i++)
3379 r_refdef.scene.entities[i]->animcacheindex = -1;
3382 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3384 dp_model_t *model = ent->model;
3385 r_animcache_entity_t *c;
3386 // see if it's already cached this frame
3387 if (ent->animcacheindex >= 0)
3389 // add normals/tangents if needed
3390 c = r_animcachestate.entity + ent->animcacheindex;
3392 wantnormals = false;
3393 if (c->wanttangents)
3394 wanttangents = false;
3395 if (wantnormals || wanttangents)
3396 model->AnimateVertices(model, ent->frameblend, NULL, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3400 // see if this ent is worth caching
3401 if (r_animcachestate.maxindex <= r_animcachestate.currentindex)
3403 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices || (ent->frameblend[0].lerp == 1 && ent->frameblend[0].subframe == 0))
3405 // assign it a cache entry and make sure the arrays are big enough
3406 R_AnimCache_ResizeEntityCache(r_animcachestate.currentindex, model->surfmesh.num_vertices);
3407 ent->animcacheindex = r_animcachestate.currentindex++;
3408 c = r_animcachestate.entity + ent->animcacheindex;
3409 c->wantnormals = wantnormals;
3410 c->wanttangents = wanttangents;
3411 model->AnimateVertices(model, ent->frameblend, c->vertex3f, wantnormals ? c->normal3f : NULL, wanttangents ? c->svector3f : NULL, wanttangents ? c->tvector3f : NULL);
3416 void R_AnimCache_CacheVisibleEntities(void)
3419 qboolean wantnormals;
3420 qboolean wanttangents;
3422 if (!r_animcachestate.maxindex)
3425 wantnormals = !r_showsurfaces.integer;
3426 wanttangents = !r_showsurfaces.integer && (r_glsl.integer || r_refdef.scene.rtworld || r_refdef.scene.rtdlight);
3428 // TODO: thread this?
3430 for (i = 0;i < r_refdef.scene.numentities;i++)
3432 if (!r_refdef.viewcache.entityvisible[i])
3434 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
3438 //==================================================================================
3440 static void R_View_UpdateEntityLighting (void)
3443 entity_render_t *ent;
3444 vec3_t tempdiffusenormal, avg;
3445 vec_t f, fa, fd, fdd;
3447 for (i = 0;i < r_refdef.scene.numentities;i++)
3449 ent = r_refdef.scene.entities[i];
3451 // skip unseen models
3452 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
3456 if (ent->model && ent->model->brush.num_leafs)
3458 // TODO: use modellight for r_ambient settings on world?
3459 VectorSet(ent->modellight_ambient, 0, 0, 0);
3460 VectorSet(ent->modellight_diffuse, 0, 0, 0);
3461 VectorSet(ent->modellight_lightdir, 0, 0, 1);
3465 // fetch the lighting from the worldmodel data
3466 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
3467 VectorClear(ent->modellight_diffuse);
3468 VectorClear(tempdiffusenormal);
3469 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
3472 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
3473 r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
3474 if(ent->flags & RENDER_EQUALIZE)
3476 // first fix up ambient lighting...
3477 if(r_equalize_entities_minambient.value > 0)
3479 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
3482 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
3483 if(fa < r_equalize_entities_minambient.value * fd)
3486 // fa'/fd' = minambient
3487 // fa'+0.25*fd' = fa+0.25*fd
3489 // fa' = fd' * minambient
3490 // fd'*(0.25+minambient) = fa+0.25*fd
3492 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
3493 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
3495 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
3496 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
3497 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
3498 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3503 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
3505 VectorMA(ent->modellight_ambient, 0.25f, ent->modellight_diffuse, avg);
3506 f = 0.299f * avg[0] + 0.587f * avg[1] + 0.114f * avg[2];
3509 f = pow(f / r_equalize_entities_to.value, -r_equalize_entities_by.value);
3510 VectorScale(ent->modellight_ambient, f, ent->modellight_ambient);
3511 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
3517 VectorSet(ent->modellight_ambient, 1, 1, 1);
3519 // move the light direction into modelspace coordinates for lighting code
3520 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
3521 if(VectorLength2(ent->modellight_lightdir) == 0)
3522 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
3523 VectorNormalize(ent->modellight_lightdir);
3527 #define MAX_LINEOFSIGHTTRACES 64
3529 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
3532 vec3_t boxmins, boxmaxs;
3535 dp_model_t *model = r_refdef.scene.worldmodel;
3537 if (!model || !model->brush.TraceLineOfSight)
3540 // expand the box a little
3541 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
3542 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
3543 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
3544 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
3545 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
3546 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
3549 VectorCopy(eye, start);
3550 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
3551 if (model->brush.TraceLineOfSight(model, start, end))
3554 // try various random positions
3555 for (i = 0;i < numsamples;i++)
3557 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
3558 if (model->brush.TraceLineOfSight(model, start, end))
3566 static void R_View_UpdateEntityVisible (void)
3571 entity_render_t *ent;
3573 if (!r_drawentities.integer)
3576 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
3577 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
3579 // worldmodel can check visibility
3580 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
3581 for (i = 0;i < r_refdef.scene.numentities;i++)
3583 ent = r_refdef.scene.entities[i];
3584 if (!(ent->flags & renderimask))
3585 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
3586 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))
3587 r_refdef.viewcache.entityvisible[i] = true;
3589 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
3591 for (i = 0;i < r_refdef.scene.numentities;i++)
3593 ent = r_refdef.scene.entities[i];
3594 if(r_refdef.viewcache.entityvisible[i] && !(ent->flags & (RENDER_VIEWMODEL | RENDER_NOCULL | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
3596 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
3598 continue; // temp entities do pvs only
3599 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
3600 ent->last_trace_visibility = realtime;
3601 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
3602 r_refdef.viewcache.entityvisible[i] = 0;
3609 // no worldmodel or it can't check visibility
3610 for (i = 0;i < r_refdef.scene.numentities;i++)
3612 ent = r_refdef.scene.entities[i];
3613 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));
3618 /// only used if skyrendermasked, and normally returns false
3619 int R_DrawBrushModelsSky (void)
3622 entity_render_t *ent;
3624 if (!r_drawentities.integer)
3628 for (i = 0;i < r_refdef.scene.numentities;i++)
3630 if (!r_refdef.viewcache.entityvisible[i])
3632 ent = r_refdef.scene.entities[i];
3633 if (!ent->model || !ent->model->DrawSky)
3635 ent->model->DrawSky(ent);
3641 static void R_DrawNoModel(entity_render_t *ent);
3642 static void R_DrawModels(void)
3645 entity_render_t *ent;
3647 if (!r_drawentities.integer)
3650 for (i = 0;i < r_refdef.scene.numentities;i++)
3652 if (!r_refdef.viewcache.entityvisible[i])
3654 ent = r_refdef.scene.entities[i];
3655 r_refdef.stats.entities++;
3656 if (ent->model && ent->model->Draw != NULL)
3657 ent->model->Draw(ent);
3663 static void R_DrawModelsDepth(void)
3666 entity_render_t *ent;
3668 if (!r_drawentities.integer)
3671 for (i = 0;i < r_refdef.scene.numentities;i++)
3673 if (!r_refdef.viewcache.entityvisible[i])
3675 ent = r_refdef.scene.entities[i];
3676 if (ent->model && ent->model->DrawDepth != NULL)
3677 ent->model->DrawDepth(ent);
3681 static void R_DrawModelsDebug(void)
3684 entity_render_t *ent;
3686 if (!r_drawentities.integer)
3689 for (i = 0;i < r_refdef.scene.numentities;i++)
3691 if (!r_refdef.viewcache.entityvisible[i])
3693 ent = r_refdef.scene.entities[i];
3694 if (ent->model && ent->model->DrawDebug != NULL)
3695 ent->model->DrawDebug(ent);
3699 static void R_DrawModelsAddWaterPlanes(void)
3702 entity_render_t *ent;
3704 if (!r_drawentities.integer)
3707 for (i = 0;i < r_refdef.scene.numentities;i++)
3709 if (!r_refdef.viewcache.entityvisible[i])
3711 ent = r_refdef.scene.entities[i];
3712 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
3713 ent->model->DrawAddWaterPlanes(ent);
3717 static void R_DrawModelDecals_Entity(entity_render_t *ent);
3718 static void R_DrawModelDecals(void)
3721 entity_render_t *ent;
3723 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
3725 if (!r_drawentities.integer || r_showsurfaces.integer)
3728 for (i = 0;i < r_refdef.scene.numentities;i++)
3730 if (!r_refdef.viewcache.entityvisible[i])
3732 ent = r_refdef.scene.entities[i];
3733 r_refdef.stats.entities++;
3734 if (ent->decalsystem.numdecals)
3735 R_DrawModelDecals_Entity(ent);
3739 static void R_View_SetFrustum(void)
3742 double slopex, slopey;
3743 vec3_t forward, left, up, origin;
3745 // we can't trust r_refdef.view.forward and friends in reflected scenes
3746 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
3749 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
3750 r_refdef.view.frustum[0].normal[1] = 0 - 0;
3751 r_refdef.view.frustum[0].normal[2] = -1 - 0;
3752 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
3753 r_refdef.view.frustum[1].normal[1] = 0 + 0;
3754 r_refdef.view.frustum[1].normal[2] = -1 + 0;
3755 r_refdef.view.frustum[2].normal[0] = 0 - 0;
3756 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
3757 r_refdef.view.frustum[2].normal[2] = -1 - 0;
3758 r_refdef.view.frustum[3].normal[0] = 0 + 0;
3759 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
3760 r_refdef.view.frustum[3].normal[2] = -1 + 0;
3764 zNear = r_refdef.nearclip;
3765 nudge = 1.0 - 1.0 / (1<<23);
3766 r_refdef.view.frustum[4].normal[0] = 0 - 0;
3767 r_refdef.view.frustum[4].normal[1] = 0 - 0;
3768 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
3769 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
3770 r_refdef.view.frustum[5].normal[0] = 0 + 0;
3771 r_refdef.view.frustum[5].normal[1] = 0 + 0;
3772 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
3773 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
3779 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
3780 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
3781 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
3782 r_refdef.view.frustum[0].dist = m[15] - m[12];
3784 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
3785 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
3786 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
3787 r_refdef.view.frustum[1].dist = m[15] + m[12];
3789 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
3790 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
3791 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
3792 r_refdef.view.frustum[2].dist = m[15] - m[13];
3794 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
3795 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
3796 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
3797 r_refdef.view.frustum[3].dist = m[15] + m[13];
3799 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
3800 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
3801 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
3802 r_refdef.view.frustum[4].dist = m[15] - m[14];
3804 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
3805 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
3806 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
3807 r_refdef.view.frustum[5].dist = m[15] + m[14];
3810 if (r_refdef.view.useperspective)
3812 slopex = 1.0 / r_refdef.view.frustum_x;
3813 slopey = 1.0 / r_refdef.view.frustum_y;
3814 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
3815 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
3816 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
3817 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
3818 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3820 // Leaving those out was a mistake, those were in the old code, and they
3821 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
3822 // I couldn't reproduce it after adding those normalizations. --blub
3823 VectorNormalize(r_refdef.view.frustum[0].normal);
3824 VectorNormalize(r_refdef.view.frustum[1].normal);
3825 VectorNormalize(r_refdef.view.frustum[2].normal);
3826 VectorNormalize(r_refdef.view.frustum[3].normal);
3828 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
3829 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
3830 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, -1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
3831 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
3832 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * r_refdef.view.frustum_x, left, 1024 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
3834 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
3835 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
3836 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
3837 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
3838 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3842 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
3843 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
3844 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
3845 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
3846 VectorCopy(forward, r_refdef.view.frustum[4].normal);
3847 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
3848 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
3849 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
3850 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
3851 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
3853 r_refdef.view.numfrustumplanes = 5;
3855 if (r_refdef.view.useclipplane)
3857 r_refdef.view.numfrustumplanes = 6;
3858 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
3861 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3862 PlaneClassify(r_refdef.view.frustum + i);
3864 // LordHavoc: note to all quake engine coders, Quake had a special case
3865 // for 90 degrees which assumed a square view (wrong), so I removed it,
3866 // Quake2 has it disabled as well.
3868 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
3869 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
3870 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
3871 //PlaneClassify(&frustum[0]);
3873 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
3874 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
3875 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
3876 //PlaneClassify(&frustum[1]);
3878 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
3879 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
3880 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
3881 //PlaneClassify(&frustum[2]);
3883 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
3884 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
3885 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
3886 //PlaneClassify(&frustum[3]);
3889 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
3890 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
3891 //PlaneClassify(&frustum[4]);
3894 void R_View_Update(void)
3896 R_Main_ResizeViewCache();
3897 R_View_SetFrustum();
3898 R_View_WorldVisibility(r_refdef.view.useclipplane);
3899 R_View_UpdateEntityVisible();
3900 R_View_UpdateEntityLighting();
3903 void R_SetupView(qboolean allowwaterclippingplane)
3905 const double *customclipplane = NULL;
3907 if (r_refdef.view.useclipplane && allowwaterclippingplane)
3909 // LordHavoc: couldn't figure out how to make this approach the
3910 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3911 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3912 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3913 dist = r_refdef.view.clipplane.dist;
3914 plane[0] = r_refdef.view.clipplane.normal[0];
3915 plane[1] = r_refdef.view.clipplane.normal[1];
3916 plane[2] = r_refdef.view.clipplane.normal[2];
3918 customclipplane = plane;
3921 if (!r_refdef.view.useperspective)
3922 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, -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);
3923 else if (gl_stencil && r_useinfinitefarclip.integer)
3924 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
3926 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
3927 R_SetViewport(&r_refdef.view.viewport);
3930 void R_ResetViewRendering2D(void)
3932 r_viewport_t viewport;
3935 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3936 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);
3937 R_SetViewport(&viewport);
3938 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
3939 GL_Color(1, 1, 1, 1);
3940 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3941 GL_BlendFunc(GL_ONE, GL_ZERO);
3942 GL_AlphaTest(false);
3943 GL_ScissorTest(false);
3944 GL_DepthMask(false);
3945 GL_DepthRange(0, 1);
3946 GL_DepthTest(false);
3947 R_Mesh_Matrix(&identitymatrix);
3948 R_Mesh_ResetTextureState();
3949 GL_PolygonOffset(0, 0);
3950 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3951 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3952 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3953 qglStencilMask(~0);CHECKGLERROR
3954 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3955 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3956 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3957 R_SetupGenericShader(true);
3960 void R_ResetViewRendering3D(void)
3965 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
3966 GL_Color(1, 1, 1, 1);
3967 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3968 GL_BlendFunc(GL_ONE, GL_ZERO);
3969 GL_AlphaTest(false);
3970 GL_ScissorTest(true);
3972 GL_DepthRange(0, 1);
3974 R_Mesh_Matrix(&identitymatrix);
3975 R_Mesh_ResetTextureState();
3976 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3977 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3978 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3979 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3980 qglStencilMask(~0);CHECKGLERROR
3981 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3982 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3983 GL_CullFace(r_refdef.view.cullface_back);
3984 R_SetupGenericShader(true);
3987 void R_RenderScene(void);
3988 void R_RenderWaterPlanes(void);
3990 static void R_Water_StartFrame(void)
3993 int waterwidth, waterheight, texturewidth, textureheight;
3994 r_waterstate_waterplane_t *p;
3996 // set waterwidth and waterheight to the water resolution that will be
3997 // used (often less than the screen resolution for faster rendering)
3998 waterwidth = (int)bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width);
3999 waterheight = (int)bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height);
4001 // calculate desired texture sizes
4002 // can't use water if the card does not support the texture size
4003 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
4004 texturewidth = textureheight = waterwidth = waterheight = 0;
4005 else if (gl_support_arb_texture_non_power_of_two)
4007 texturewidth = waterwidth;
4008 textureheight = waterheight;
4012 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
4013 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
4016 // allocate textures as needed
4017 if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
4019 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4020 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
4022 if (p->texture_refraction)
4023 R_FreeTexture(p->texture_refraction);
4024 p->texture_refraction = NULL;
4025 if (p->texture_reflection)
4026 R_FreeTexture(p->texture_reflection);
4027 p->texture_reflection = NULL;
4029 memset(&r_waterstate, 0, sizeof(r_waterstate));
4030 r_waterstate.texturewidth = texturewidth;
4031 r_waterstate.textureheight = textureheight;
4034 if (r_waterstate.texturewidth)
4036 r_waterstate.enabled = true;
4038 // when doing a reduced render (HDR) we want to use a smaller area
4039 r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
4040 r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
4042 // set up variables that will be used in shader setup
4043 r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4044 r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4045 r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
4046 r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
4049 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
4050 r_waterstate.numwaterplanes = 0;
4053 void R_Water_AddWaterPlane(msurface_t *surface)
4055 int triangleindex, planeindex;
4061 r_waterstate_waterplane_t *p;
4062 texture_t *t = R_GetCurrentTexture(surface->texture);
4063 // just use the first triangle with a valid normal for any decisions
4064 VectorClear(normal);
4065 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
4067 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
4068 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
4069 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
4070 TriangleNormal(vert[0], vert[1], vert[2], normal);
4071 if (VectorLength2(normal) >= 0.001)
4075 VectorCopy(normal, plane.normal);
4076 VectorNormalize(plane.normal);
4077 plane.dist = DotProduct(vert[0], plane.normal);
4078 PlaneClassify(&plane);
4079 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4081 // skip backfaces (except if nocullface is set)
4082 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4084 VectorNegate(plane.normal, plane.normal);
4086 PlaneClassify(&plane);
4090 // find a matching plane if there is one
4091 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4092 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
4094 if (planeindex >= r_waterstate.maxwaterplanes)
4095 return; // nothing we can do, out of planes
4097 // if this triangle does not fit any known plane rendered this frame, add one
4098 if (planeindex >= r_waterstate.numwaterplanes)
4100 // store the new plane
4101 r_waterstate.numwaterplanes++;
4103 // clear materialflags and pvs
4104 p->materialflags = 0;
4105 p->pvsvalid = false;
4107 // merge this surface's materialflags into the waterplane
4108 p->materialflags |= t->currentmaterialflags;
4109 // merge this surface's PVS into the waterplane
4110 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
4111 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4112 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4114 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4119 static void R_Water_ProcessPlanes(void)
4121 r_refdef_view_t originalview;
4122 r_refdef_view_t myview;
4124 r_waterstate_waterplane_t *p;
4126 originalview = r_refdef.view;
4128 // make sure enough textures are allocated
4129 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4131 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4133 if (!p->texture_refraction)
4134 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4135 if (!p->texture_refraction)
4139 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4141 if (!p->texture_reflection)
4142 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4143 if (!p->texture_reflection)
4149 r_refdef.view = originalview;
4150 r_refdef.view.showdebug = false;
4151 r_refdef.view.width = r_waterstate.waterwidth;
4152 r_refdef.view.height = r_waterstate.waterheight;
4153 r_refdef.view.useclipplane = true;
4154 myview = r_refdef.view;
4155 r_waterstate.renderingscene = true;
4156 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
4158 // render the normal view scene and copy into texture
4159 // (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)
4160 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4162 r_refdef.view = myview;
4163 r_refdef.view.clipplane = p->plane;
4164 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
4165 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
4166 PlaneClassify(&r_refdef.view.clipplane);
4168 R_ResetViewRendering3D();
4169 R_ClearScreen(r_refdef.fogenabled);
4173 // copy view into the screen texture
4174 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
4175 GL_ActiveTexture(0);
4177 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4180 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4182 r_refdef.view = myview;
4183 // render reflected scene and copy into texture
4184 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4185 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
4186 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4187 r_refdef.view.clipplane = p->plane;
4188 // reverse the cullface settings for this render
4189 r_refdef.view.cullface_front = GL_FRONT;
4190 r_refdef.view.cullface_back = GL_BACK;
4191 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4193 r_refdef.view.usecustompvs = true;
4195 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4197 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4200 R_ResetViewRendering3D();
4201 R_ClearScreen(r_refdef.fogenabled);
4205 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
4206 GL_ActiveTexture(0);
4208 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4211 r_waterstate.renderingscene = false;
4212 r_refdef.view = originalview;
4213 R_ResetViewRendering3D();
4214 R_ClearScreen(r_refdef.fogenabled);
4218 r_refdef.view = originalview;
4219 r_waterstate.renderingscene = false;
4220 Cvar_SetValueQuick(&r_water, 0);
4221 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
4225 void R_Bloom_StartFrame(void)
4227 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
4229 // set bloomwidth and bloomheight to the bloom resolution that will be
4230 // used (often less than the screen resolution for faster rendering)
4231 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
4232 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width;
4233 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height);
4234 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, gl_max_texture_size);
4235 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, gl_max_texture_size);
4237 // calculate desired texture sizes
4238 if (gl_support_arb_texture_non_power_of_two)
4240 screentexturewidth = r_refdef.view.width;
4241 screentextureheight = r_refdef.view.height;
4242 bloomtexturewidth = r_bloomstate.bloomwidth;
4243 bloomtextureheight = r_bloomstate.bloomheight;
4247 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
4248 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
4249 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
4250 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
4253 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 > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
4255 Cvar_SetValueQuick(&r_hdr, 0);
4256 Cvar_SetValueQuick(&r_bloom, 0);
4257 Cvar_SetValueQuick(&r_motionblur, 0);
4258 Cvar_SetValueQuick(&r_damageblur, 0);
4261 if (!(r_glsl.integer && (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)))
4262 screentexturewidth = screentextureheight = 0;
4263 if (!r_hdr.integer && !r_bloom.integer)
4264 bloomtexturewidth = bloomtextureheight = 0;
4266 // allocate textures as needed
4267 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
4269 if (r_bloomstate.texture_screen)
4270 R_FreeTexture(r_bloomstate.texture_screen);
4271 r_bloomstate.texture_screen = NULL;
4272 r_bloomstate.screentexturewidth = screentexturewidth;
4273 r_bloomstate.screentextureheight = screentextureheight;
4274 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
4275 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4277 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
4279 if (r_bloomstate.texture_bloom)
4280 R_FreeTexture(r_bloomstate.texture_bloom);
4281 r_bloomstate.texture_bloom = NULL;
4282 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
4283 r_bloomstate.bloomtextureheight = bloomtextureheight;
4284 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
4285 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
4288 // when doing a reduced render (HDR) we want to use a smaller area
4289 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
4290 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
4291 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
4292 r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth);
4293 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight);
4295 // set up a texcoord array for the full resolution screen image
4296 // (we have to keep this around to copy back during final render)
4297 r_bloomstate.screentexcoord2f[0] = 0;
4298 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4299 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4300 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
4301 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
4302 r_bloomstate.screentexcoord2f[5] = 0;
4303 r_bloomstate.screentexcoord2f[6] = 0;
4304 r_bloomstate.screentexcoord2f[7] = 0;
4306 // set up a texcoord array for the reduced resolution bloom image
4307 // (which will be additive blended over the screen image)
4308 r_bloomstate.bloomtexcoord2f[0] = 0;
4309 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4310 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4311 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4312 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4313 r_bloomstate.bloomtexcoord2f[5] = 0;
4314 r_bloomstate.bloomtexcoord2f[6] = 0;
4315 r_bloomstate.bloomtexcoord2f[7] = 0;
4317 if (r_hdr.integer || r_bloom.integer)
4319 r_bloomstate.enabled = true;
4320 r_bloomstate.hdr = r_hdr.integer != 0;
4323 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);
4326 void R_Bloom_CopyBloomTexture(float colorscale)
4328 r_refdef.stats.bloom++;
4330 // scale down screen texture to the bloom texture size
4332 R_SetViewport(&r_bloomstate.viewport);
4333 GL_BlendFunc(GL_ONE, GL_ZERO);
4334 GL_Color(colorscale, colorscale, colorscale, 1);
4335 // TODO: optimize with multitexture or GLSL
4336 R_SetupGenericShader(true);
4337 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4338 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4339 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4340 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4342 // we now have a bloom image in the framebuffer
4343 // copy it into the bloom image texture for later processing
4344 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4345 GL_ActiveTexture(0);
4347 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4348 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4351 void R_Bloom_CopyHDRTexture(void)
4353 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4354 GL_ActiveTexture(0);
4356 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4357 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4360 void R_Bloom_MakeTexture(void)
4363 float xoffset, yoffset, r, brighten;
4365 r_refdef.stats.bloom++;
4367 R_ResetViewRendering2D();
4368 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4369 R_Mesh_ColorPointer(NULL, 0, 0);
4370 R_SetupGenericShader(true);
4372 // we have a bloom image in the framebuffer
4374 R_SetViewport(&r_bloomstate.viewport);
4376 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
4379 r = bound(0, r_bloom_colorexponent.value / x, 1);
4380 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
4381 GL_Color(r, r, r, 1);
4382 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4383 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4384 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4385 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4387 // copy the vertically blurred bloom view to a texture
4388 GL_ActiveTexture(0);
4390 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4391 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4394 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
4395 brighten = r_bloom_brighten.value;
4397 brighten *= r_hdr_range.value;
4398 brighten = sqrt(brighten);
4400 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
4401 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4402 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
4404 for (dir = 0;dir < 2;dir++)
4406 // blend on at multiple vertical offsets to achieve a vertical blur
4407 // TODO: do offset blends using GLSL
4408 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
4409 GL_BlendFunc(GL_ONE, GL_ZERO);
4410 for (x = -range;x <= range;x++)
4412 if (!dir){xoffset = 0;yoffset = x;}
4413 else {xoffset = x;yoffset = 0;}
4414 xoffset /= (float)r_bloomstate.bloomtexturewidth;
4415 yoffset /= (float)r_bloomstate.bloomtextureheight;
4416 // compute a texcoord array with the specified x and y offset
4417 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
4418 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4419 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4420 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
4421 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
4422 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
4423 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
4424 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
4425 // this r value looks like a 'dot' particle, fading sharply to
4426 // black at the edges
4427 // (probably not realistic but looks good enough)
4428 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
4429 //r = brighten/(range*2+1);
4430 r = brighten / (range * 2 + 1);
4432 r *= (1 - x*x/(float)(range*range));
4433 GL_Color(r, r, r, 1);
4434 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4435 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4436 GL_BlendFunc(GL_ONE, GL_ONE);
4439 // copy the vertically blurred bloom view to a texture
4440 GL_ActiveTexture(0);
4442 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4443 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4446 // apply subtract last
4447 // (just like it would be in a GLSL shader)
4448 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
4450 GL_BlendFunc(GL_ONE, GL_ZERO);
4451 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4452 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4453 GL_Color(1, 1, 1, 1);
4454 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4455 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4457 GL_BlendFunc(GL_ONE, GL_ONE);
4458 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
4459 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
4460 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4461 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
4462 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4463 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
4464 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
4466 // copy the darkened bloom view to a texture
4467 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4468 GL_ActiveTexture(0);
4470 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height);CHECKGLERROR
4471 r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height;
4475 void R_HDR_RenderBloomTexture(void)
4477 int oldwidth, oldheight;
4478 float oldcolorscale;
4480 oldcolorscale = r_refdef.view.colorscale;
4481 oldwidth = r_refdef.view.width;
4482 oldheight = r_refdef.view.height;
4483 r_refdef.view.width = r_bloomstate.bloomwidth;
4484 r_refdef.view.height = r_bloomstate.bloomheight;
4486 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
4487 // TODO: add exposure compensation features
4488 // TODO: add fp16 framebuffer support (using GL_EXT_framebuffer_object)
4490 r_refdef.view.showdebug = false;
4491 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
4493 R_ResetViewRendering3D();
4495 R_ClearScreen(r_refdef.fogenabled);
4496 if (r_timereport_active)
4497 R_TimeReport("HDRclear");
4500 if (r_timereport_active)
4501 R_TimeReport("visibility");
4503 // only do secondary renders with HDR if r_hdr is 2 or higher
4504 r_waterstate.numwaterplanes = 0;
4505 if (r_waterstate.enabled && r_hdr.integer >= 2)
4506 R_RenderWaterPlanes();
4508 r_refdef.view.showdebug = true;
4510 r_waterstate.numwaterplanes = 0;
4512 R_ResetViewRendering2D();
4514 R_Bloom_CopyHDRTexture();
4515 R_Bloom_MakeTexture();
4517 // restore the view settings
4518 r_refdef.view.width = oldwidth;
4519 r_refdef.view.height = oldheight;
4520 r_refdef.view.colorscale = oldcolorscale;
4522 R_ResetViewRendering3D();
4524 R_ClearScreen(r_refdef.fogenabled);
4525 if (r_timereport_active)
4526 R_TimeReport("viewclear");
4529 static void R_BlendView(void)
4531 if (r_bloomstate.texture_screen)
4533 // make sure the buffer is available
4534 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
4536 R_ResetViewRendering2D();
4537 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4538 R_Mesh_ColorPointer(NULL, 0, 0);
4539 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4540 GL_ActiveTexture(0);CHECKGLERROR
4542 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
4544 // declare variables
4546 static float avgspeed;
4548 speed = VectorLength(cl.movement_velocity);
4550 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
4551 avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
4553 speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
4554 speed = bound(0, speed, 1);
4555 speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
4557 // calculate values into a standard alpha
4558 cl.motionbluralpha = 1 - exp(-
4560 (r_motionblur.value * speed / 80)
4562 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
4565 max(0.0001, cl.time - cl.oldtime) // fps independent
4568 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
4569 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
4571 if (cl.motionbluralpha > 0)
4573 R_SetupGenericShader(true);
4574 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4575 GL_Color(1, 1, 1, cl.motionbluralpha);
4576 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4577 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4578 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4579 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4583 // copy view into the screen texture
4584 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);CHECKGLERROR
4585 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4588 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
4590 unsigned int permutation =
4591 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0)
4592 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
4593 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
4594 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
4595 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
4597 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
4599 // render simple bloom effect
4600 // copy the screen and shrink it and darken it for the bloom process
4601 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4602 // make the bloom texture
4603 R_Bloom_MakeTexture();
4606 R_ResetViewRendering2D();
4607 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4608 R_Mesh_ColorPointer(NULL, 0, 0);
4609 GL_Color(1, 1, 1, 1);
4610 GL_BlendFunc(GL_ONE, GL_ZERO);
4611 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
4612 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4613 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4614 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
4615 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4616 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
4617 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
4618 if (r_glsl_permutation->loc_TintColor >= 0)
4619 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4620 if (r_glsl_permutation->loc_ClientTime >= 0)
4621 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
4622 if (r_glsl_permutation->loc_PixelSize >= 0)
4623 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
4624 if (r_glsl_permutation->loc_UserVec1 >= 0)
4626 float a=0, b=0, c=0, d=0;
4627 #if _MSC_VER >= 1400
4628 #define sscanf sscanf_s
4630 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
4631 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
4633 if (r_glsl_permutation->loc_UserVec2 >= 0)
4635 float a=0, b=0, c=0, d=0;
4636 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
4637 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
4639 if (r_glsl_permutation->loc_UserVec3 >= 0)
4641 float a=0, b=0, c=0, d=0;
4642 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
4643 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
4645 if (r_glsl_permutation->loc_UserVec4 >= 0)
4647 float a=0, b=0, c=0, d=0;
4648 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
4649 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
4651 if (r_glsl_permutation->loc_Saturation >= 0)
4652 qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
4653 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4654 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4660 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
4662 // render high dynamic range bloom effect
4663 // the bloom texture was made earlier this render, so we just need to
4664 // blend it onto the screen...
4665 R_ResetViewRendering2D();
4666 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4667 R_Mesh_ColorPointer(NULL, 0, 0);
4668 R_SetupGenericShader(true);
4669 GL_Color(1, 1, 1, 1);
4670 GL_BlendFunc(GL_ONE, GL_ONE);
4671 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4672 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4673 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4674 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4676 else if (r_bloomstate.texture_bloom)
4678 // render simple bloom effect
4679 // copy the screen and shrink it and darken it for the bloom process
4680 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
4681 // make the bloom texture
4682 R_Bloom_MakeTexture();
4683 // put the original screen image back in place and blend the bloom
4685 R_ResetViewRendering2D();
4686 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4687 R_Mesh_ColorPointer(NULL, 0, 0);
4688 GL_Color(1, 1, 1, 1);
4689 GL_BlendFunc(GL_ONE, GL_ZERO);
4690 // do both in one pass if possible
4691 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
4692 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
4693 if (r_textureunits.integer >= 2 && gl_combine.integer)
4695 R_SetupGenericTwoTextureShader(GL_ADD);
4696 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
4697 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
4701 R_SetupGenericShader(true);
4702 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4703 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4704 // now blend on the bloom texture
4705 GL_BlendFunc(GL_ONE, GL_ONE);
4706 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
4707 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
4709 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4710 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
4712 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
4714 // apply a color tint to the whole view
4715 R_ResetViewRendering2D();
4716 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
4717 R_Mesh_ColorPointer(NULL, 0, 0);
4718 R_SetupGenericShader(false);
4719 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4720 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
4721 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, polygonelement3s, 0, 0);
4725 matrix4x4_t r_waterscrollmatrix;
4727 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
4729 if (r_refdef.fog_density)
4731 r_refdef.fogcolor[0] = r_refdef.fog_red;
4732 r_refdef.fogcolor[1] = r_refdef.fog_green;
4733 r_refdef.fogcolor[2] = r_refdef.fog_blue;
4735 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
4736 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
4737 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
4738 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
4742 VectorCopy(r_refdef.fogcolor, fogvec);
4743 // color.rgb *= ContrastBoost * SceneBrightness;
4744 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
4745 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
4746 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
4747 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
4752 void R_UpdateVariables(void)
4756 r_refdef.scene.ambient = r_ambient.value;
4758 r_refdef.farclip = r_farclip_base.value;
4759 if (r_refdef.scene.worldmodel)
4760 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
4761 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
4763 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
4764 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
4765 r_refdef.polygonfactor = 0;
4766 r_refdef.polygonoffset = 0;
4767 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4768 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
4770 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
4771 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
4772 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
4773 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
4774 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
4775 if (r_showsurfaces.integer)
4777 r_refdef.scene.rtworld = false;
4778 r_refdef.scene.rtworldshadows = false;
4779 r_refdef.scene.rtdlight = false;
4780 r_refdef.scene.rtdlightshadows = false;
4781 r_refdef.lightmapintensity = 0;
4784 if (gamemode == GAME_NEHAHRA)
4786 if (gl_fogenable.integer)
4788 r_refdef.oldgl_fogenable = true;
4789 r_refdef.fog_density = gl_fogdensity.value;
4790 r_refdef.fog_red = gl_fogred.value;
4791 r_refdef.fog_green = gl_foggreen.value;
4792 r_refdef.fog_blue = gl_fogblue.value;
4793 r_refdef.fog_alpha = 1;
4794 r_refdef.fog_start = 0;
4795 r_refdef.fog_end = gl_skyclip.value;
4796 r_refdef.fog_height = 1<<30;
4797 r_refdef.fog_fadedepth = 128;
4799 else if (r_refdef.oldgl_fogenable)
4801 r_refdef.oldgl_fogenable = false;
4802 r_refdef.fog_density = 0;
4803 r_refdef.fog_red = 0;
4804 r_refdef.fog_green = 0;
4805 r_refdef.fog_blue = 0;
4806 r_refdef.fog_alpha = 0;
4807 r_refdef.fog_start = 0;
4808 r_refdef.fog_end = 0;
4809 r_refdef.fog_height = 1<<30;
4810 r_refdef.fog_fadedepth = 128;
4814 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
4815 r_refdef.fog_start = max(0, r_refdef.fog_start);
4816 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
4818 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
4820 if (r_refdef.fog_density && r_drawfog.integer)
4822 r_refdef.fogenabled = true;
4823 // this is the point where the fog reaches 0.9986 alpha, which we
4824 // consider a good enough cutoff point for the texture
4825 // (0.9986 * 256 == 255.6)
4826 if (r_fog_exp2.integer)
4827 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
4829 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
4830 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
4831 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
4832 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
4833 // fog color was already set
4834 // update the fog texture
4835 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)
4836 R_BuildFogTexture();
4839 r_refdef.fogenabled = false;
4841 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
4843 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
4845 // build GLSL gamma texture
4846 #define RAMPWIDTH 256
4847 unsigned short ramp[RAMPWIDTH * 3];
4848 unsigned char rampbgr[RAMPWIDTH][4];
4851 r_texture_gammaramps_serial = vid_gammatables_serial;
4853 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
4854 for(i = 0; i < RAMPWIDTH; ++i)
4856 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4857 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
4858 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
4861 if (r_texture_gammaramps)
4863 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
4867 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
4873 // remove GLSL gamma texture
4877 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
4878 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
4884 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
4885 if( scenetype != r_currentscenetype ) {
4886 // store the old scenetype
4887 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
4888 r_currentscenetype = scenetype;
4889 // move in the new scene
4890 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
4899 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
4901 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
4902 if( scenetype == r_currentscenetype ) {
4903 return &r_refdef.scene;
4905 return &r_scenes_store[ scenetype ];
4914 void R_RenderView(void)
4916 if (r_timereport_active)
4917 R_TimeReport("start");
4918 r_frame++; // used only by R_GetCurrentTexture
4919 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4921 R_AnimCache_NewFrame();
4923 if (r_refdef.view.isoverlay)
4925 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4926 GL_Clear( GL_DEPTH_BUFFER_BIT );
4927 R_TimeReport("depthclear");
4929 r_refdef.view.showdebug = false;
4931 r_waterstate.enabled = false;
4932 r_waterstate.numwaterplanes = 0;
4940 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
4941 return; //Host_Error ("R_RenderView: NULL worldmodel");
4943 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4945 // break apart the view matrix into vectors for various purposes
4946 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4947 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4948 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4949 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4950 // make an inverted copy of the view matrix for tracking sprites
4951 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4953 R_Shadow_UpdateWorldLightSelection();
4955 R_Bloom_StartFrame();
4956 R_Water_StartFrame();
4959 if (r_timereport_active)
4960 R_TimeReport("viewsetup");
4962 R_ResetViewRendering3D();
4964 if (r_refdef.view.clear || r_refdef.fogenabled)
4966 R_ClearScreen(r_refdef.fogenabled);
4967 if (r_timereport_active)
4968 R_TimeReport("viewclear");
4970 r_refdef.view.clear = true;
4972 // this produces a bloom texture to be used in R_BlendView() later
4974 R_HDR_RenderBloomTexture();
4976 r_refdef.view.showdebug = true;
4979 if (r_timereport_active)
4980 R_TimeReport("visibility");
4982 r_waterstate.numwaterplanes = 0;
4983 if (r_waterstate.enabled)
4984 R_RenderWaterPlanes();
4987 r_waterstate.numwaterplanes = 0;
4990 if (r_timereport_active)
4991 R_TimeReport("blendview");
4993 GL_Scissor(0, 0, vid.width, vid.height);
4994 GL_ScissorTest(false);
4998 void R_RenderWaterPlanes(void)
5000 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5002 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5003 if (r_timereport_active)
5004 R_TimeReport("waterworld");
5007 // don't let sound skip if going slow
5008 if (r_refdef.scene.extraupdate)
5011 R_DrawModelsAddWaterPlanes();
5012 if (r_timereport_active)
5013 R_TimeReport("watermodels");
5015 if (r_waterstate.numwaterplanes)
5017 R_Water_ProcessPlanes();
5018 if (r_timereport_active)
5019 R_TimeReport("waterscenes");
5023 extern void R_DrawLightningBeams (void);
5024 extern void VM_CL_AddPolygonsToMeshQueue (void);
5025 extern void R_DrawPortals (void);
5026 extern cvar_t cl_locs_show;
5027 static void R_DrawLocs(void);
5028 static void R_DrawEntityBBoxes(void);
5029 extern cvar_t cl_decals_newsystem;
5030 void R_RenderScene(void)
5032 r_refdef.stats.renders++;
5036 // don't let sound skip if going slow
5037 if (r_refdef.scene.extraupdate)
5040 R_MeshQueue_BeginScene();
5044 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);
5046 if (cl.csqc_vidvars.drawworld)
5048 // don't let sound skip if going slow
5049 if (r_refdef.scene.extraupdate)
5052 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5054 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5055 if (r_timereport_active)
5056 R_TimeReport("worldsky");
5059 if (R_DrawBrushModelsSky() && r_timereport_active)
5060 R_TimeReport("bmodelsky");
5062 if (skyrendermasked && skyrenderlater)
5064 // we have to force off the water clipping plane while rendering sky
5071 R_AnimCache_CacheVisibleEntities();
5073 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5075 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5076 if (r_timereport_active)
5077 R_TimeReport("worlddepth");
5079 if (r_depthfirst.integer >= 2)
5081 R_DrawModelsDepth();
5082 if (r_timereport_active)
5083 R_TimeReport("modeldepth");
5086 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5088 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5089 if (r_timereport_active)
5090 R_TimeReport("world");
5093 // don't let sound skip if going slow
5094 if (r_refdef.scene.extraupdate)
5098 if (r_timereport_active)
5099 R_TimeReport("models");
5101 // don't let sound skip if going slow
5102 if (r_refdef.scene.extraupdate)
5105 if (r_shadows.integer > 0 && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5107 R_DrawModelShadows();
5108 R_ResetViewRendering3D();
5109 // don't let sound skip if going slow
5110 if (r_refdef.scene.extraupdate)
5114 R_ShadowVolumeLighting(false);
5115 if (r_timereport_active)
5116 R_TimeReport("rtlights");
5118 // don't let sound skip if going slow
5119 if (r_refdef.scene.extraupdate)
5122 if (r_shadows.integer > 0 && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
5124 R_DrawModelShadows();
5125 R_ResetViewRendering3D();
5126 // don't let sound skip if going slow
5127 if (r_refdef.scene.extraupdate)
5131 if (cl.csqc_vidvars.drawworld)
5133 if (cl_decals_newsystem.integer)
5135 R_DrawModelDecals();
5136 if (r_timereport_active)
5137 R_TimeReport("modeldecals");
5142 if (r_timereport_active)
5143 R_TimeReport("decals");
5147 if (r_timereport_active)
5148 R_TimeReport("particles");
5151 if (r_timereport_active)
5152 R_TimeReport("explosions");
5154 R_DrawLightningBeams();
5155 if (r_timereport_active)
5156 R_TimeReport("lightning");
5159 R_SetupGenericShader(true);
5160 VM_CL_AddPolygonsToMeshQueue();
5162 if (r_refdef.view.showdebug)
5164 if (cl_locs_show.integer)
5167 if (r_timereport_active)
5168 R_TimeReport("showlocs");
5171 if (r_drawportals.integer)
5174 if (r_timereport_active)
5175 R_TimeReport("portals");
5178 if (r_showbboxes.value > 0)
5180 R_DrawEntityBBoxes();
5181 if (r_timereport_active)
5182 R_TimeReport("bboxes");
5186 R_SetupGenericShader(true);
5187 R_MeshQueue_RenderTransparent();
5188 if (r_timereport_active)
5189 R_TimeReport("drawtrans");
5191 R_SetupGenericShader(true);
5193 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))
5195 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
5196 if (r_timereport_active)
5197 R_TimeReport("worlddebug");
5198 R_DrawModelsDebug();
5199 if (r_timereport_active)
5200 R_TimeReport("modeldebug");
5203 R_SetupGenericShader(true);
5205 if (cl.csqc_vidvars.drawworld)
5208 if (r_timereport_active)
5209 R_TimeReport("coronas");
5212 // don't let sound skip if going slow
5213 if (r_refdef.scene.extraupdate)
5216 R_ResetViewRendering2D();
5219 static const unsigned short bboxelements[36] =
5229 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
5232 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
5234 RSurf_ActiveWorldEntity();
5236 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5237 GL_DepthMask(false);
5238 GL_DepthRange(0, 1);
5239 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5240 R_Mesh_ResetTextureState();
5242 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
5243 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
5244 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
5245 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
5246 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
5247 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
5248 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
5249 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
5250 R_FillColors(color4f, 8, cr, cg, cb, ca);
5251 if (r_refdef.fogenabled)
5253 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
5255 f1 = RSurf_FogVertex(v);
5257 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
5258 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
5259 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
5262 R_Mesh_VertexPointer(vertex3f, 0, 0);
5263 R_Mesh_ColorPointer(color4f, 0, 0);
5264 R_Mesh_ResetTextureState();
5265 R_SetupGenericShader(false);
5266 R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
5269 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5273 prvm_edict_t *edict;
5274 prvm_prog_t *prog_save = prog;
5276 // this function draws bounding boxes of server entities
5280 GL_CullFace(GL_NONE);
5281 R_SetupGenericShader(false);
5285 for (i = 0;i < numsurfaces;i++)
5287 edict = PRVM_EDICT_NUM(surfacelist[i]);
5288 switch ((int)edict->fields.server->solid)
5290 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
5291 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
5292 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
5293 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
5294 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
5295 default: Vector4Set(color, 0, 0, 0, 0.50);break;
5297 color[3] *= r_showbboxes.value;
5298 color[3] = bound(0, color[3], 1);
5299 GL_DepthTest(!r_showdisabledepthtest.integer);
5300 GL_CullFace(r_refdef.view.cullface_front);
5301 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
5307 static void R_DrawEntityBBoxes(void)
5310 prvm_edict_t *edict;
5312 prvm_prog_t *prog_save = prog;
5314 // this function draws bounding boxes of server entities
5320 for (i = 0;i < prog->num_edicts;i++)
5322 edict = PRVM_EDICT_NUM(i);
5323 if (edict->priv.server->free)
5325 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
5326 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
5328 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
5330 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
5331 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
5337 static const int nomodelelement3i[24] =
5349 static const unsigned short nomodelelement3s[24] =
5361 static const float nomodelvertex3f[6*3] =
5371 static const float nomodelcolor4f[6*4] =
5373 0.0f, 0.0f, 0.5f, 1.0f,
5374 0.0f, 0.0f, 0.5f, 1.0f,
5375 0.0f, 0.5f, 0.0f, 1.0f,
5376 0.0f, 0.5f, 0.0f, 1.0f,
5377 0.5f, 0.0f, 0.0f, 1.0f,
5378 0.5f, 0.0f, 0.0f, 1.0f
5381 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
5387 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);
5389 // this is only called once per entity so numsurfaces is always 1, and
5390 // surfacelist is always {0}, so this code does not handle batches
5392 if (rsurface.ent_flags & RENDER_ADDITIVE)
5394 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
5395 GL_DepthMask(false);
5397 else if (rsurface.ent_color[3] < 1)
5399 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5400 GL_DepthMask(false);
5404 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
5408 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
5409 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
5410 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
5411 R_SetupGenericShader(false);
5412 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5413 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
5414 R_Mesh_ColorPointer(color4f, 0, 0);
5415 for (i = 0, c = color4f;i < 6;i++, c += 4)
5417 c[0] *= rsurface.ent_color[0];
5418 c[1] *= rsurface.ent_color[1];
5419 c[2] *= rsurface.ent_color[2];
5420 c[3] *= rsurface.ent_color[3];
5422 if (r_refdef.fogenabled)
5424 for (i = 0, c = color4f;i < 6;i++, c += 4)
5426 f1 = RSurf_FogVertex(rsurface.vertex3f + 3*i);
5428 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
5429 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
5430 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
5433 R_Mesh_ResetTextureState();
5434 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, nomodelelement3s, 0, 0);
5437 void R_DrawNoModel(entity_render_t *ent)
5440 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5441 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
5442 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
5444 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
5447 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
5449 vec3_t right1, right2, diff, normal;
5451 VectorSubtract (org2, org1, normal);
5453 // calculate 'right' vector for start
5454 VectorSubtract (r_refdef.view.origin, org1, diff);
5455 CrossProduct (normal, diff, right1);
5456 VectorNormalize (right1);
5458 // calculate 'right' vector for end
5459 VectorSubtract (r_refdef.view.origin, org2, diff);
5460 CrossProduct (normal, diff, right2);
5461 VectorNormalize (right2);
5463 vert[ 0] = org1[0] + width * right1[0];
5464 vert[ 1] = org1[1] + width * right1[1];
5465 vert[ 2] = org1[2] + width * right1[2];
5466 vert[ 3] = org1[0] - width * right1[0];
5467 vert[ 4] = org1[1] - width * right1[1];
5468 vert[ 5] = org1[2] - width * right1[2];
5469 vert[ 6] = org2[0] - width * right2[0];
5470 vert[ 7] = org2[1] - width * right2[1];
5471 vert[ 8] = org2[2] - width * right2[2];
5472 vert[ 9] = org2[0] + width * right2[0];
5473 vert[10] = org2[1] + width * right2[1];
5474 vert[11] = org2[2] + width * right2[2];
5477 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)
5479 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
5480 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
5481 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
5482 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
5483 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
5484 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
5485 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
5486 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
5487 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
5488 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
5489 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
5490 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
5493 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
5498 VectorSet(v, x, y, z);
5499 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
5500 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
5502 if (i == mesh->numvertices)
5504 if (mesh->numvertices < mesh->maxvertices)
5506 VectorCopy(v, vertex3f);
5507 mesh->numvertices++;
5509 return mesh->numvertices;
5515 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
5519 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5520 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
5521 e = mesh->element3i + mesh->numtriangles * 3;
5522 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
5524 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
5525 if (mesh->numtriangles < mesh->maxtriangles)
5530 mesh->numtriangles++;
5532 element[1] = element[2];
5536 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
5540 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5541 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
5542 e = mesh->element3i + mesh->numtriangles * 3;
5543 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
5545 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
5546 if (mesh->numtriangles < mesh->maxtriangles)
5551 mesh->numtriangles++;
5553 element[1] = element[2];
5557 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
5558 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
5560 int planenum, planenum2;
5563 mplane_t *plane, *plane2;
5565 double temppoints[2][256*3];
5566 // figure out how large a bounding box we need to properly compute this brush
5568 for (w = 0;w < numplanes;w++)
5569 maxdist = max(maxdist, fabs(planes[w].dist));
5570 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
5571 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
5572 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
5576 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
5577 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
5579 if (planenum2 == planenum)
5581 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);
5584 if (tempnumpoints < 3)
5586 // generate elements forming a triangle fan for this polygon
5587 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
5591 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)
5593 texturelayer_t *layer;
5594 layer = t->currentlayers + t->currentnumlayers++;
5596 layer->depthmask = depthmask;
5597 layer->blendfunc1 = blendfunc1;
5598 layer->blendfunc2 = blendfunc2;
5599 layer->texture = texture;
5600 layer->texmatrix = *matrix;
5601 layer->color[0] = r * r_refdef.view.colorscale;
5602 layer->color[1] = g * r_refdef.view.colorscale;
5603 layer->color[2] = b * r_refdef.view.colorscale;
5604 layer->color[3] = a;
5607 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
5610 index = parms[2] + r_refdef.scene.time * parms[3];
5611 index -= floor(index);
5615 case Q3WAVEFUNC_NONE:
5616 case Q3WAVEFUNC_NOISE:
5617 case Q3WAVEFUNC_COUNT:
5620 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
5621 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
5622 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
5623 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
5624 case Q3WAVEFUNC_TRIANGLE:
5626 f = index - floor(index);
5637 return (float)(parms[0] + parms[1] * f);
5640 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
5645 matrix4x4_t matrix, temp;
5646 switch(tcmod->tcmod)
5650 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5651 matrix = r_waterscrollmatrix;
5653 matrix = identitymatrix;
5655 case Q3TCMOD_ENTITYTRANSLATE:
5656 // this is used in Q3 to allow the gamecode to control texcoord
5657 // scrolling on the entity, which is not supported in darkplaces yet.
5658 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
5660 case Q3TCMOD_ROTATE:
5661 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
5662 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
5663 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
5666 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
5668 case Q3TCMOD_SCROLL:
5669 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
5671 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
5672 w = (int) tcmod->parms[0];
5673 h = (int) tcmod->parms[1];
5674 f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
5676 idx = (int) floor(f * w * h);
5677 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
5679 case Q3TCMOD_STRETCH:
5680 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
5681 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
5683 case Q3TCMOD_TRANSFORM:
5684 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
5685 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
5686 VectorSet(tcmat + 6, 0 , 0 , 1);
5687 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
5688 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
5690 case Q3TCMOD_TURBULENT:
5691 // this is handled in the RSurf_PrepareVertices function
5692 matrix = identitymatrix;
5696 Matrix4x4_Concat(texmatrix, &matrix, &temp);
5699 void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
5701 int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
5702 char name[MAX_QPATH];
5703 skinframe_t *skinframe;
5704 unsigned char pixels[296*194];
5705 strlcpy(cache->name, skinname, sizeof(cache->name));
5706 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
5707 if (developer_loading.integer)
5708 Con_Printf("loading %s\n", name);
5709 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
5710 if (!skinframe || !skinframe->base)
5713 fs_offset_t filesize;
5715 f = FS_LoadFile(name, tempmempool, true, &filesize);
5718 if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
5719 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
5723 cache->skinframe = skinframe;
5726 texture_t *R_GetCurrentTexture(texture_t *t)
5729 const entity_render_t *ent = rsurface.entity;
5730 dp_model_t *model = ent->model;
5731 q3shaderinfo_layer_tcmod_t *tcmod;
5733 if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
5734 return t->currentframe;
5735 t->update_lastrenderframe = r_frame;
5736 t->update_lastrenderentity = (void *)ent;
5738 // switch to an alternate material if this is a q1bsp animated material
5740 texture_t *texture = t;
5741 int s = rsurface.ent_skinnum;
5742 if ((unsigned int)s >= (unsigned int)model->numskins)
5744 if (model->skinscenes)
5746 if (model->skinscenes[s].framecount > 1)
5747 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
5749 s = model->skinscenes[s].firstframe;
5752 t = t + s * model->num_surfaces;
5755 // use an alternate animation if the entity's frame is not 0,
5756 // and only if the texture has an alternate animation
5757 if (rsurface.ent_alttextures && t->anim_total[1])
5758 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
5760 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
5762 texture->currentframe = t;
5765 // update currentskinframe to be a qw skin or animation frame
5766 if (rsurface.ent_qwskin >= 0)
5768 i = rsurface.ent_qwskin;
5769 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
5771 r_qwskincache_size = cl.maxclients;
5773 Mem_Free(r_qwskincache);
5774 r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
5776 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
5777 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
5778 t->currentskinframe = r_qwskincache[i].skinframe;
5779 if (t->currentskinframe == NULL)
5780 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5782 else if (t->numskinframes >= 2)
5783 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes];
5784 if (t->backgroundnumskinframes >= 2)
5785 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes];
5787 t->currentmaterialflags = t->basematerialflags;
5788 t->currentalpha = rsurface.ent_color[3];
5789 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
5790 t->currentalpha *= r_wateralpha.value;
5791 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
5792 t->currentalpha *= t->r_water_wateralpha;
5793 if(!r_waterstate.enabled || r_refdef.view.isoverlay)
5794 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
5795 if (!(rsurface.ent_flags & RENDER_LIGHT))
5796 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
5797 else if (rsurface.modeltexcoordlightmap2f == NULL)
5799 // pick a model lighting mode
5800 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
5801 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
5803 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
5805 if (rsurface.ent_flags & RENDER_ADDITIVE)
5806 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5807 else if (t->currentalpha < 1)
5808 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
5809 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
5810 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
5811 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
5812 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
5813 if (t->backgroundnumskinframes)
5814 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
5815 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
5817 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
5818 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
5821 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
5823 // there is no tcmod
5824 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
5826 t->currenttexmatrix = r_waterscrollmatrix;
5827 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
5829 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
5831 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
5832 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
5835 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5836 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
5837 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
5838 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
5840 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
5841 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
5842 t->glosstexture = r_texture_black;
5843 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
5844 t->backgroundglosstexture = r_texture_black;
5845 t->specularpower = r_shadow_glossexponent.value;
5846 // TODO: store reference values for these in the texture?
5847 t->specularscale = 0;
5848 if (r_shadow_gloss.integer > 0)
5850 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
5852 if (r_shadow_glossintensity.value > 0)
5854 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
5855 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
5856 t->specularscale = r_shadow_glossintensity.value;
5859 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
5861 t->glosstexture = r_texture_white;
5862 t->backgroundglosstexture = r_texture_white;
5863 t->specularscale = r_shadow_gloss2intensity.value;
5864 t->specularpower = r_shadow_gloss2exponent.value;
5867 t->specularscale *= t->specularscalemod;
5868 t->specularpower *= t->specularpowermod;
5870 // lightmaps mode looks bad with dlights using actual texturing, so turn
5871 // off the colormap and glossmap, but leave the normalmap on as it still
5872 // accurately represents the shading involved
5873 if (gl_lightmaps.integer)
5875 t->basetexture = r_texture_grey128;
5876 t->backgroundbasetexture = NULL;
5877 t->specularscale = 0;
5878 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
5881 Vector4Set(t->lightmapcolor, rsurface.ent_color[0], rsurface.ent_color[1], rsurface.ent_color[2], t->currentalpha);
5882 VectorClear(t->dlightcolor);
5883 t->currentnumlayers = 0;
5884 if (t->currentmaterialflags & MATERIALFLAG_WALL)
5887 int blendfunc1, blendfunc2;
5889 if (t->currentmaterialflags & MATERIALFLAG_ADD)
5891 blendfunc1 = GL_SRC_ALPHA;
5892 blendfunc2 = GL_ONE;
5894 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
5896 blendfunc1 = GL_SRC_ALPHA;
5897 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
5899 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
5901 blendfunc1 = t->customblendfunc[0];
5902 blendfunc2 = t->customblendfunc[1];
5906 blendfunc1 = GL_ONE;
5907 blendfunc2 = GL_ZERO;
5909 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
5910 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
5911 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
5912 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
5914 // fullbright is not affected by r_refdef.lightmapintensity
5915 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]);
5916 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5917 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &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]);
5918 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5919 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &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]);
5923 vec3_t ambientcolor;
5925 // set the color tint used for lights affecting this surface
5926 VectorSet(t->dlightcolor, rsurface.ent_color[0] * t->lightmapcolor[3], rsurface.ent_color[1] * t->lightmapcolor[3], rsurface.ent_color[2] * t->lightmapcolor[3]);
5928 // q3bsp has no lightmap updates, so the lightstylevalue that
5929 // would normally be baked into the lightmap must be
5930 // applied to the color
5931 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
5932 if (model->type == mod_brushq3)
5933 colorscale *= r_refdef.scene.rtlightstylevalue[0];
5934 colorscale *= r_refdef.lightmapintensity;
5935 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
5936 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
5937 // basic lit geometry
5938 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]);
5939 // add pants/shirt if needed
5940 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5941 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &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]);
5942 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5943 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &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]);
5944 // now add ambient passes if needed
5945 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
5947 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]);
5948 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
5949 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5950 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
5951 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
5954 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5955 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5956 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5958 // if this is opaque use alpha blend which will darken the earlier
5961 // if this is an alpha blended material, all the earlier passes
5962 // were darkened by fog already, so we only need to add the fog
5963 // color ontop through the fog mask texture
5965 // if this is an additive blended material, all the earlier passes
5966 // were darkened by fog already, and we should not add fog color
5967 // (because the background was not darkened, there is no fog color
5968 // that was lost behind it).
5969 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5973 return t->currentframe;
5976 rsurfacestate_t rsurface;
5978 void R_Mesh_ResizeArrays(int newvertices)
5981 if (rsurface.array_size >= newvertices)
5983 if (rsurface.array_modelvertex3f)
5984 Mem_Free(rsurface.array_modelvertex3f);
5985 rsurface.array_size = (newvertices + 1023) & ~1023;
5986 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5987 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
5988 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
5989 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
5990 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
5991 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
5992 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5993 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5994 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
5995 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
5996 rsurface.array_color4f = base + rsurface.array_size * 27;
5997 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
6000 void RSurf_ActiveWorldEntity(void)
6002 dp_model_t *model = r_refdef.scene.worldmodel;
6003 //if (rsurface.entity == r_refdef.scene.worldentity)
6005 rsurface.entity = r_refdef.scene.worldentity;
6006 rsurface.ent_skinnum = 0;
6007 rsurface.ent_qwskin = -1;
6008 rsurface.ent_shadertime = 0;
6009 Vector4Set(rsurface.ent_color, 1, 1, 1, 1);
6010 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
6011 if (rsurface.array_size < model->surfmesh.num_vertices)
6012 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6013 rsurface.matrix = identitymatrix;
6014 rsurface.inversematrix = identitymatrix;
6015 rsurface.matrixscale = 1;
6016 rsurface.inversematrixscale = 1;
6017 R_Mesh_Matrix(&identitymatrix);
6018 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
6019 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
6020 rsurface.fograngerecip = r_refdef.fograngerecip;
6021 rsurface.fogheightfade = r_refdef.fogheightfade;
6022 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
6023 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6024 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6025 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6026 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6027 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6028 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6029 VectorSet(rsurface.glowmod, 1, 1, 1);
6030 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6031 rsurface.frameblend[0].lerp = 1;
6032 rsurface.ent_alttextures = false;
6033 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6034 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6035 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6036 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6037 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6038 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6039 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6040 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6041 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6042 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6043 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6044 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6045 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6046 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6047 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6048 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6049 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6050 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6051 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6052 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6053 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6054 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6055 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6056 rsurface.modelelement3i = model->surfmesh.data_element3i;
6057 rsurface.modelelement3s = model->surfmesh.data_element3s;
6058 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6059 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6060 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6061 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6062 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6063 rsurface.modelsurfaces = model->data_surfaces;
6064 rsurface.generatedvertex = false;
6065 rsurface.vertex3f = rsurface.modelvertex3f;
6066 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6067 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6068 rsurface.svector3f = rsurface.modelsvector3f;
6069 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6070 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6071 rsurface.tvector3f = rsurface.modeltvector3f;
6072 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6073 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6074 rsurface.normal3f = rsurface.modelnormal3f;
6075 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6076 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6077 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6080 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
6082 dp_model_t *model = ent->model;
6083 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
6085 rsurface.entity = (entity_render_t *)ent;
6086 rsurface.ent_skinnum = ent->skinnum;
6087 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;
6088 rsurface.ent_shadertime = ent->shadertime;
6089 Vector4Set(rsurface.ent_color, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha);
6090 rsurface.ent_flags = ent->flags;
6091 if (rsurface.array_size < model->surfmesh.num_vertices)
6092 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
6093 rsurface.matrix = ent->matrix;
6094 rsurface.inversematrix = ent->inversematrix;
6095 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6096 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6097 R_Mesh_Matrix(&rsurface.matrix);
6098 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6099 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6100 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6101 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6102 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6103 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6104 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
6105 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
6106 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
6107 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
6108 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
6109 VectorCopy(ent->glowmod, rsurface.glowmod);
6110 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
6111 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
6112 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6113 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6114 if (ent->model->brush.submodel)
6116 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
6117 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
6119 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
6121 if (R_AnimCache_GetEntity((entity_render_t *)ent, wantnormals, wanttangents))
6123 rsurface.modelvertex3f = r_animcachestate.entity[ent->animcacheindex].vertex3f;
6124 rsurface.modelsvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].svector3f : NULL;
6125 rsurface.modeltvector3f = wanttangents ? r_animcachestate.entity[ent->animcacheindex].tvector3f : NULL;
6126 rsurface.modelnormal3f = wantnormals ? r_animcachestate.entity[ent->animcacheindex].normal3f : NULL;
6128 else if (wanttangents)
6130 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6131 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6132 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6133 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6134 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
6136 else if (wantnormals)
6138 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6139 rsurface.modelsvector3f = NULL;
6140 rsurface.modeltvector3f = NULL;
6141 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6142 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
6146 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
6147 rsurface.modelsvector3f = NULL;
6148 rsurface.modeltvector3f = NULL;
6149 rsurface.modelnormal3f = NULL;
6150 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
6152 rsurface.modelvertex3f_bufferobject = 0;
6153 rsurface.modelvertex3f_bufferoffset = 0;
6154 rsurface.modelsvector3f_bufferobject = 0;
6155 rsurface.modelsvector3f_bufferoffset = 0;
6156 rsurface.modeltvector3f_bufferobject = 0;
6157 rsurface.modeltvector3f_bufferoffset = 0;
6158 rsurface.modelnormal3f_bufferobject = 0;
6159 rsurface.modelnormal3f_bufferoffset = 0;
6160 rsurface.generatedvertex = true;
6164 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
6165 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
6166 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
6167 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
6168 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
6169 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
6170 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
6171 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
6172 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
6173 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
6174 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
6175 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
6176 rsurface.generatedvertex = false;
6178 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
6179 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
6180 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
6181 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
6182 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
6183 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
6184 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
6185 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
6186 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
6187 rsurface.modelelement3i = model->surfmesh.data_element3i;
6188 rsurface.modelelement3s = model->surfmesh.data_element3s;
6189 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
6190 rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
6191 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
6192 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
6193 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
6194 rsurface.modelsurfaces = model->data_surfaces;
6195 rsurface.vertex3f = rsurface.modelvertex3f;
6196 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6197 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6198 rsurface.svector3f = rsurface.modelsvector3f;
6199 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6200 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6201 rsurface.tvector3f = rsurface.modeltvector3f;
6202 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6203 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6204 rsurface.normal3f = rsurface.modelnormal3f;
6205 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6206 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6207 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6210 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)
6212 rsurface.entity = r_refdef.scene.worldentity;
6213 rsurface.ent_skinnum = 0;
6214 rsurface.ent_qwskin = -1;
6215 rsurface.ent_shadertime = shadertime;
6216 Vector4Set(rsurface.ent_color, r, g, b, a);
6217 rsurface.ent_flags = entflags;
6218 rsurface.modelnum_vertices = numvertices;
6219 rsurface.modelnum_triangles = numtriangles;
6220 if (rsurface.array_size < rsurface.modelnum_vertices)
6221 R_Mesh_ResizeArrays(rsurface.modelnum_vertices);
6222 rsurface.matrix = *matrix;
6223 rsurface.inversematrix = *inversematrix;
6224 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
6225 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
6226 R_Mesh_Matrix(&rsurface.matrix);
6227 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
6228 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
6229 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
6230 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
6231 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
6232 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
6233 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
6234 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
6235 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
6236 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
6237 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
6238 VectorSet(rsurface.glowmod, 1, 1, 1);
6239 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
6240 rsurface.frameblend[0].lerp = 1;
6241 rsurface.ent_alttextures = false;
6242 rsurface.basepolygonfactor = r_refdef.polygonfactor;
6243 rsurface.basepolygonoffset = r_refdef.polygonoffset;
6246 rsurface.modelvertex3f = vertex3f;
6247 rsurface.modelsvector3f = svector3f ? svector3f : rsurface.array_modelsvector3f;
6248 rsurface.modeltvector3f = tvector3f ? tvector3f : rsurface.array_modeltvector3f;
6249 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6251 else if (wantnormals)
6253 rsurface.modelvertex3f = vertex3f;
6254 rsurface.modelsvector3f = NULL;
6255 rsurface.modeltvector3f = NULL;
6256 rsurface.modelnormal3f = normal3f ? normal3f : rsurface.array_modelnormal3f;
6260 rsurface.modelvertex3f = vertex3f;
6261 rsurface.modelsvector3f = NULL;
6262 rsurface.modeltvector3f = NULL;
6263 rsurface.modelnormal3f = NULL;
6265 rsurface.modelvertex3f_bufferobject = 0;
6266 rsurface.modelvertex3f_bufferoffset = 0;
6267 rsurface.modelsvector3f_bufferobject = 0;
6268 rsurface.modelsvector3f_bufferoffset = 0;
6269 rsurface.modeltvector3f_bufferobject = 0;
6270 rsurface.modeltvector3f_bufferoffset = 0;
6271 rsurface.modelnormal3f_bufferobject = 0;
6272 rsurface.modelnormal3f_bufferoffset = 0;
6273 rsurface.generatedvertex = true;
6274 rsurface.modellightmapcolor4f = color4f;
6275 rsurface.modellightmapcolor4f_bufferobject = 0;
6276 rsurface.modellightmapcolor4f_bufferoffset = 0;
6277 rsurface.modeltexcoordtexture2f = texcoord2f;
6278 rsurface.modeltexcoordtexture2f_bufferobject = 0;
6279 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
6280 rsurface.modeltexcoordlightmap2f = NULL;
6281 rsurface.modeltexcoordlightmap2f_bufferobject = 0;
6282 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
6283 rsurface.modelelement3i = element3i;
6284 rsurface.modelelement3s = element3s;
6285 rsurface.modelelement3i_bufferobject = 0;
6286 rsurface.modelelement3s_bufferobject = 0;
6287 rsurface.modellightmapoffsets = NULL;
6288 rsurface.modelsurfaces = NULL;
6289 rsurface.vertex3f = rsurface.modelvertex3f;
6290 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6291 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6292 rsurface.svector3f = rsurface.modelsvector3f;
6293 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6294 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6295 rsurface.tvector3f = rsurface.modeltvector3f;
6296 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6297 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6298 rsurface.normal3f = rsurface.modelnormal3f;
6299 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6300 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6301 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6303 if (rsurface.modelnum_vertices && rsurface.modelelement3i)
6305 if ((wantnormals || wanttangents) && !normal3f)
6306 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6307 if (wanttangents && !svector3f)
6308 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6312 float RSurf_FogPoint(const float *v)
6314 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6315 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
6316 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
6317 float FogHeightFade = r_refdef.fogheightfade;
6319 unsigned int fogmasktableindex;
6320 if (r_refdef.fogplaneviewabove)
6321 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6323 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6324 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
6325 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6328 float RSurf_FogVertex(const float *v)
6330 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
6331 float FogPlaneViewDist = rsurface.fogplaneviewdist;
6332 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
6333 float FogHeightFade = rsurface.fogheightfade;
6335 unsigned int fogmasktableindex;
6336 if (r_refdef.fogplaneviewabove)
6337 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
6339 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
6340 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
6341 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
6344 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
6345 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, const msurface_t **texturesurfacelist)
6348 int texturesurfaceindex;
6353 const float *v1, *in_tc;
6355 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
6357 q3shaderinfo_deform_t *deform;
6358 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
6359 if (rsurface.generatedvertex)
6361 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
6362 generatenormals = true;
6363 for (i = 0;i < Q3MAXDEFORMS;i++)
6365 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
6367 generatetangents = true;
6368 generatenormals = true;
6370 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
6371 generatenormals = true;
6373 if (generatenormals && !rsurface.modelnormal3f)
6375 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
6376 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
6377 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
6378 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
6380 if (generatetangents && !rsurface.modelsvector3f)
6382 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
6383 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
6384 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
6385 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
6386 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
6387 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
6388 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
6391 rsurface.vertex3f = rsurface.modelvertex3f;
6392 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
6393 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
6394 rsurface.svector3f = rsurface.modelsvector3f;
6395 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
6396 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
6397 rsurface.tvector3f = rsurface.modeltvector3f;
6398 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
6399 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
6400 rsurface.normal3f = rsurface.modelnormal3f;
6401 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
6402 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
6403 // if vertices are deformed (sprite flares and things in maps, possibly
6404 // water waves, bulges and other deformations), generate them into
6405 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
6406 // (may be static model data or generated data for an animated model, or
6407 // the previous deform pass)
6408 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
6410 switch (deform->deform)
6413 case Q3DEFORM_PROJECTIONSHADOW:
6414 case Q3DEFORM_TEXT0:
6415 case Q3DEFORM_TEXT1:
6416 case Q3DEFORM_TEXT2:
6417 case Q3DEFORM_TEXT3:
6418 case Q3DEFORM_TEXT4:
6419 case Q3DEFORM_TEXT5:
6420 case Q3DEFORM_TEXT6:
6421 case Q3DEFORM_TEXT7:
6424 case Q3DEFORM_AUTOSPRITE:
6425 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6426 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6427 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6428 VectorNormalize(newforward);
6429 VectorNormalize(newright);
6430 VectorNormalize(newup);
6431 // make deformed versions of only the model vertices used by the specified surfaces
6432 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6434 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6435 // a single autosprite surface can contain multiple sprites...
6436 for (j = 0;j < surface->num_vertices - 3;j += 4)
6438 VectorClear(center);
6439 for (i = 0;i < 4;i++)
6440 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6441 VectorScale(center, 0.25f, center);
6442 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
6443 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
6444 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
6445 for (i = 0;i < 4;i++)
6447 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
6448 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6451 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6452 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6454 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6455 rsurface.vertex3f_bufferobject = 0;
6456 rsurface.vertex3f_bufferoffset = 0;
6457 rsurface.svector3f = rsurface.array_deformedsvector3f;
6458 rsurface.svector3f_bufferobject = 0;
6459 rsurface.svector3f_bufferoffset = 0;
6460 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6461 rsurface.tvector3f_bufferobject = 0;
6462 rsurface.tvector3f_bufferoffset = 0;
6463 rsurface.normal3f = rsurface.array_deformednormal3f;
6464 rsurface.normal3f_bufferobject = 0;
6465 rsurface.normal3f_bufferoffset = 0;
6467 case Q3DEFORM_AUTOSPRITE2:
6468 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
6469 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
6470 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
6471 VectorNormalize(newforward);
6472 VectorNormalize(newright);
6473 VectorNormalize(newup);
6474 // make deformed versions of only the model vertices used by the specified surfaces
6475 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6477 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6478 const float *v1, *v2;
6488 memset(shortest, 0, sizeof(shortest));
6489 // a single autosprite surface can contain multiple sprites...
6490 for (j = 0;j < surface->num_vertices - 3;j += 4)
6492 VectorClear(center);
6493 for (i = 0;i < 4;i++)
6494 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
6495 VectorScale(center, 0.25f, center);
6496 // find the two shortest edges, then use them to define the
6497 // axis vectors for rotating around the central axis
6498 for (i = 0;i < 6;i++)
6500 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
6501 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
6503 Debug_PolygonBegin(NULL, 0);
6504 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
6505 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
6506 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
6509 l = VectorDistance2(v1, v2);
6510 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
6512 l += (1.0f / 1024.0f);
6513 if (shortest[0].length2 > l || i == 0)
6515 shortest[1] = shortest[0];
6516 shortest[0].length2 = l;
6517 shortest[0].v1 = v1;
6518 shortest[0].v2 = v2;
6520 else if (shortest[1].length2 > l || i == 1)
6522 shortest[1].length2 = l;
6523 shortest[1].v1 = v1;
6524 shortest[1].v2 = v2;
6527 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
6528 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
6530 Debug_PolygonBegin(NULL, 0);
6531 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
6532 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
6533 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
6536 // this calculates the right vector from the shortest edge
6537 // and the up vector from the edge midpoints
6538 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
6539 VectorNormalize(right);
6540 VectorSubtract(end, start, up);
6541 VectorNormalize(up);
6542 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
6543 VectorSubtract(rsurface.localvieworigin, center, forward);
6544 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
6545 VectorNegate(forward, forward);
6546 VectorReflect(forward, 0, up, forward);
6547 VectorNormalize(forward);
6548 CrossProduct(up, forward, newright);
6549 VectorNormalize(newright);
6551 Debug_PolygonBegin(NULL, 0);
6552 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
6553 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
6554 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6558 Debug_PolygonBegin(NULL, 0);
6559 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
6560 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
6561 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
6564 // rotate the quad around the up axis vector, this is made
6565 // especially easy by the fact we know the quad is flat,
6566 // so we only have to subtract the center position and
6567 // measure distance along the right vector, and then
6568 // multiply that by the newright vector and add back the
6570 // we also need to subtract the old position to undo the
6571 // displacement from the center, which we do with a
6572 // DotProduct, the subtraction/addition of center is also
6573 // optimized into DotProducts here
6574 l = DotProduct(right, center);
6575 for (i = 0;i < 4;i++)
6577 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
6578 f = DotProduct(right, v1) - l;
6579 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
6582 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer != 0);
6583 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6585 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6586 rsurface.vertex3f_bufferobject = 0;
6587 rsurface.vertex3f_bufferoffset = 0;
6588 rsurface.svector3f = rsurface.array_deformedsvector3f;
6589 rsurface.svector3f_bufferobject = 0;
6590 rsurface.svector3f_bufferoffset = 0;
6591 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6592 rsurface.tvector3f_bufferobject = 0;
6593 rsurface.tvector3f_bufferoffset = 0;
6594 rsurface.normal3f = rsurface.array_deformednormal3f;
6595 rsurface.normal3f_bufferobject = 0;
6596 rsurface.normal3f_bufferoffset = 0;
6598 case Q3DEFORM_NORMAL:
6599 // deform the normals to make reflections wavey
6600 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6602 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6603 for (j = 0;j < surface->num_vertices;j++)
6606 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
6607 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
6608 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
6609 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6610 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6611 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
6612 VectorNormalize(normal);
6614 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer != 0);
6616 rsurface.svector3f = rsurface.array_deformedsvector3f;
6617 rsurface.svector3f_bufferobject = 0;
6618 rsurface.svector3f_bufferoffset = 0;
6619 rsurface.tvector3f = rsurface.array_deformedtvector3f;
6620 rsurface.tvector3f_bufferobject = 0;
6621 rsurface.tvector3f_bufferoffset = 0;
6622 rsurface.normal3f = rsurface.array_deformednormal3f;
6623 rsurface.normal3f_bufferobject = 0;
6624 rsurface.normal3f_bufferoffset = 0;
6627 // deform vertex array to make wavey water and flags and such
6628 waveparms[0] = deform->waveparms[0];
6629 waveparms[1] = deform->waveparms[1];
6630 waveparms[2] = deform->waveparms[2];
6631 waveparms[3] = deform->waveparms[3];
6632 // this is how a divisor of vertex influence on deformation
6633 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
6634 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6635 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6637 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6638 for (j = 0;j < surface->num_vertices;j++)
6640 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
6641 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
6642 // if the wavefunc depends on time, evaluate it per-vertex
6645 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
6646 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
6648 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
6651 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6652 rsurface.vertex3f_bufferobject = 0;
6653 rsurface.vertex3f_bufferoffset = 0;
6655 case Q3DEFORM_BULGE:
6656 // deform vertex array to make the surface have moving bulges
6657 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6659 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6660 for (j = 0;j < surface->num_vertices;j++)
6662 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
6663 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6666 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6667 rsurface.vertex3f_bufferobject = 0;
6668 rsurface.vertex3f_bufferoffset = 0;
6671 // deform vertex array
6672 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
6673 VectorScale(deform->parms, scale, waveparms);
6674 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6676 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6677 for (j = 0;j < surface->num_vertices;j++)
6678 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
6680 rsurface.vertex3f = rsurface.array_deformedvertex3f;
6681 rsurface.vertex3f_bufferobject = 0;
6682 rsurface.vertex3f_bufferoffset = 0;
6686 // generate texcoords based on the chosen texcoord source
6687 switch(rsurface.texture->tcgen.tcgen)
6690 case Q3TCGEN_TEXTURE:
6691 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
6692 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
6693 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
6695 case Q3TCGEN_LIGHTMAP:
6696 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
6697 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6698 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6700 case Q3TCGEN_VECTOR:
6701 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6703 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6704 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
6706 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
6707 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
6710 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6711 rsurface.texcoordtexture2f_bufferobject = 0;
6712 rsurface.texcoordtexture2f_bufferoffset = 0;
6714 case Q3TCGEN_ENVIRONMENT:
6715 // make environment reflections using a spheremap
6716 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6718 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6719 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
6720 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
6721 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
6722 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
6724 // identical to Q3A's method, but executed in worldspace so
6725 // carried models can be shiny too
6727 float viewer[3], d, reflected[3], worldreflected[3];
6729 VectorSubtract(rsurface.localvieworigin, vertex, viewer);
6730 // VectorNormalize(viewer);
6732 d = DotProduct(normal, viewer);
6734 reflected[0] = normal[0]*2*d - viewer[0];
6735 reflected[1] = normal[1]*2*d - viewer[1];
6736 reflected[2] = normal[2]*2*d - viewer[2];
6737 // note: this is proportinal to viewer, so we can normalize later
6739 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
6740 VectorNormalize(worldreflected);
6742 // note: this sphere map only uses world x and z!
6743 // so positive and negative y will LOOK THE SAME.
6744 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
6745 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
6748 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6749 rsurface.texcoordtexture2f_bufferobject = 0;
6750 rsurface.texcoordtexture2f_bufferoffset = 0;
6753 // the only tcmod that needs software vertex processing is turbulent, so
6754 // check for it here and apply the changes if needed
6755 // and we only support that as the first one
6756 // (handling a mixture of turbulent and other tcmods would be problematic
6757 // without punting it entirely to a software path)
6758 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
6760 amplitude = rsurface.texture->tcmods[0].parms[1];
6761 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
6762 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6764 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6765 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
6767 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6768 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
6771 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
6772 rsurface.texcoordtexture2f_bufferobject = 0;
6773 rsurface.texcoordtexture2f_bufferoffset = 0;
6775 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
6776 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
6777 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
6778 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
6781 void RSurf_DrawBatch_Simple(int texturenumsurfaces, const msurface_t **texturesurfacelist)
6784 const msurface_t *surface = texturesurfacelist[0];
6785 const msurface_t *surface2;
6790 // TODO: lock all array ranges before render, rather than on each surface
6791 if (texturenumsurfaces == 1)
6793 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6794 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6796 else if (r_batchmode.integer == 2)
6798 #define MAXBATCHTRIANGLES 4096
6799 int batchtriangles = 0;
6800 int batchelements[MAXBATCHTRIANGLES*3];
6801 for (i = 0;i < texturenumsurfaces;i = j)
6803 surface = texturesurfacelist[i];
6805 if (surface->num_triangles > MAXBATCHTRIANGLES)
6807 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6810 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6811 batchtriangles = surface->num_triangles;
6812 firstvertex = surface->num_firstvertex;
6813 endvertex = surface->num_firstvertex + surface->num_vertices;
6814 for (;j < texturenumsurfaces;j++)
6816 surface2 = texturesurfacelist[j];
6817 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6819 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6820 batchtriangles += surface2->num_triangles;
6821 firstvertex = min(firstvertex, surface2->num_firstvertex);
6822 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6824 surface2 = texturesurfacelist[j-1];
6825 numvertices = endvertex - firstvertex;
6826 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6829 else if (r_batchmode.integer == 1)
6831 for (i = 0;i < texturenumsurfaces;i = j)
6833 surface = texturesurfacelist[i];
6834 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6835 if (texturesurfacelist[j] != surface2)
6837 surface2 = texturesurfacelist[j-1];
6838 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6839 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6840 GL_LockArrays(surface->num_firstvertex, numvertices);
6841 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6846 for (i = 0;i < texturenumsurfaces;i++)
6848 surface = texturesurfacelist[i];
6849 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6850 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6855 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
6857 int i, planeindex, vertexindex;
6861 r_waterstate_waterplane_t *p, *bestp;
6862 const msurface_t *surface;
6863 if (r_waterstate.renderingscene)
6865 for (i = 0;i < texturenumsurfaces;i++)
6867 surface = texturesurfacelist[i];
6868 if (lightmaptexunit >= 0)
6869 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6870 if (deluxemaptexunit >= 0)
6871 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6872 // pick the closest matching water plane
6875 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
6878 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
6880 Matrix4x4_Transform(&rsurface.matrix, v, vert);
6881 d += fabs(PlaneDiff(vert, &p->plane));
6883 if (bestd > d || !bestp)
6891 if (refractiontexunit >= 0)
6892 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
6893 if (reflectiontexunit >= 0)
6894 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
6898 if (refractiontexunit >= 0)
6899 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
6900 if (reflectiontexunit >= 0)
6901 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
6903 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6904 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6908 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, const msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
6912 const msurface_t *surface = texturesurfacelist[0];
6913 const msurface_t *surface2;
6918 // TODO: lock all array ranges before render, rather than on each surface
6919 if (texturenumsurfaces == 1)
6921 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6922 if (deluxemaptexunit >= 0)
6923 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6924 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
6925 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6927 else if (r_batchmode.integer == 2)
6929 #define MAXBATCHTRIANGLES 4096
6930 int batchtriangles = 0;
6931 int batchelements[MAXBATCHTRIANGLES*3];
6932 for (i = 0;i < texturenumsurfaces;i = j)
6934 surface = texturesurfacelist[i];
6935 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6936 if (deluxemaptexunit >= 0)
6937 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6939 if (surface->num_triangles > MAXBATCHTRIANGLES)
6941 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
6944 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
6945 batchtriangles = surface->num_triangles;
6946 firstvertex = surface->num_firstvertex;
6947 endvertex = surface->num_firstvertex + surface->num_vertices;
6948 for (;j < texturenumsurfaces;j++)
6950 surface2 = texturesurfacelist[j];
6951 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
6953 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
6954 batchtriangles += surface2->num_triangles;
6955 firstvertex = min(firstvertex, surface2->num_firstvertex);
6956 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
6958 surface2 = texturesurfacelist[j-1];
6959 numvertices = endvertex - firstvertex;
6960 R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
6963 else if (r_batchmode.integer == 1)
6966 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
6967 for (i = 0;i < texturenumsurfaces;i = j)
6969 surface = texturesurfacelist[i];
6970 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6971 if (texturesurfacelist[j] != surface2)
6973 Con_Printf(" %i", j - i);
6976 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
6978 for (i = 0;i < texturenumsurfaces;i = j)
6980 surface = texturesurfacelist[i];
6981 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
6982 if (deluxemaptexunit >= 0)
6983 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
6984 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
6985 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
6988 Con_Printf(" %i", j - i);
6990 surface2 = texturesurfacelist[j-1];
6991 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
6992 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
6993 GL_LockArrays(surface->num_firstvertex, numvertices);
6994 R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7002 for (i = 0;i < texturenumsurfaces;i++)
7004 surface = texturesurfacelist[i];
7005 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
7006 if (deluxemaptexunit >= 0)
7007 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
7008 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7009 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7014 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7017 int texturesurfaceindex;
7018 if (r_showsurfaces.integer == 2)
7020 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7022 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7023 for (j = 0;j < surface->num_triangles;j++)
7025 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
7026 GL_Color(f, f, f, 1);
7027 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7033 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7035 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7036 int k = (int)(((size_t)surface) / sizeof(msurface_t));
7037 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
7038 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
7039 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7044 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7046 int texturesurfaceindex;
7050 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7052 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7053 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
7061 rsurface.lightmapcolor4f = rsurface.array_color4f;
7062 rsurface.lightmapcolor4f_bufferobject = 0;
7063 rsurface.lightmapcolor4f_bufferoffset = 0;
7066 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7068 int texturesurfaceindex;
7074 if (rsurface.lightmapcolor4f)
7076 // generate color arrays for the surfaces in this list
7077 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7079 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7080 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
7082 f = RSurf_FogVertex(v);
7092 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7094 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7095 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
7097 f = RSurf_FogVertex(v);
7105 rsurface.lightmapcolor4f = rsurface.array_color4f;
7106 rsurface.lightmapcolor4f_bufferobject = 0;
7107 rsurface.lightmapcolor4f_bufferoffset = 0;
7110 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7112 int texturesurfaceindex;
7118 if (!rsurface.lightmapcolor4f)
7120 // generate color arrays for the surfaces in this list
7121 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7123 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7124 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
7126 f = RSurf_FogVertex(v);
7127 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
7128 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
7129 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
7133 rsurface.lightmapcolor4f = rsurface.array_color4f;
7134 rsurface.lightmapcolor4f_bufferobject = 0;
7135 rsurface.lightmapcolor4f_bufferoffset = 0;
7138 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a)
7140 int texturesurfaceindex;
7144 if (!rsurface.lightmapcolor4f)
7146 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7148 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7149 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
7157 rsurface.lightmapcolor4f = rsurface.array_color4f;
7158 rsurface.lightmapcolor4f_bufferobject = 0;
7159 rsurface.lightmapcolor4f_bufferoffset = 0;
7162 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7164 int texturesurfaceindex;
7168 if (!rsurface.lightmapcolor4f)
7170 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7172 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7173 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
7175 c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
7176 c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
7177 c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
7181 rsurface.lightmapcolor4f = rsurface.array_color4f;
7182 rsurface.lightmapcolor4f_bufferobject = 0;
7183 rsurface.lightmapcolor4f_bufferoffset = 0;
7186 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7189 rsurface.lightmapcolor4f = NULL;
7190 rsurface.lightmapcolor4f_bufferobject = 0;
7191 rsurface.lightmapcolor4f_bufferoffset = 0;
7192 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7193 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7194 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7195 GL_Color(r, g, b, a);
7196 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
7199 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7201 // TODO: optimize applyfog && applycolor case
7202 // just apply fog if necessary, and tint the fog color array if necessary
7203 rsurface.lightmapcolor4f = NULL;
7204 rsurface.lightmapcolor4f_bufferobject = 0;
7205 rsurface.lightmapcolor4f_bufferoffset = 0;
7206 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7207 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7208 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7209 GL_Color(r, g, b, a);
7210 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7213 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7215 int texturesurfaceindex;
7219 if (texturesurfacelist[0]->lightmapinfo)
7221 // generate color arrays for the surfaces in this list
7222 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7224 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7225 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
7227 if (surface->lightmapinfo->samples)
7229 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
7230 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
7231 VectorScale(lm, scale, c);
7232 if (surface->lightmapinfo->styles[1] != 255)
7234 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
7236 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
7237 VectorMA(c, scale, lm, c);
7238 if (surface->lightmapinfo->styles[2] != 255)
7241 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
7242 VectorMA(c, scale, lm, c);
7243 if (surface->lightmapinfo->styles[3] != 255)
7246 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
7247 VectorMA(c, scale, lm, c);
7257 rsurface.lightmapcolor4f = rsurface.array_color4f;
7258 rsurface.lightmapcolor4f_bufferobject = 0;
7259 rsurface.lightmapcolor4f_bufferoffset = 0;
7263 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7264 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7265 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7267 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7268 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7269 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7270 GL_Color(r, g, b, a);
7271 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7274 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
7276 int texturesurfaceindex;
7283 vec3_t ambientcolor;
7284 vec3_t diffusecolor;
7288 VectorCopy(rsurface.modellight_lightdir, lightdir);
7289 f = 0.5f * r_refdef.lightmapintensity;
7290 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
7291 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
7292 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
7293 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
7294 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
7295 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
7297 if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
7299 // generate color arrays for the surfaces in this list
7300 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7302 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7303 int numverts = surface->num_vertices;
7304 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
7305 n = rsurface.normal3f + 3 * surface->num_firstvertex;
7306 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
7307 // q3-style directional shading
7308 for (i = 0;i < numverts;i++, v += 3, n += 3, c += 4)
7310 if ((f = DotProduct(n, lightdir)) > 0)
7311 VectorMA(ambientcolor, f, diffusecolor, c);
7313 VectorCopy(ambientcolor, c);
7321 rsurface.lightmapcolor4f = rsurface.array_color4f;
7322 rsurface.lightmapcolor4f_bufferobject = 0;
7323 rsurface.lightmapcolor4f_bufferoffset = 0;
7324 *applycolor = false;
7328 *r = ambientcolor[0];
7329 *g = ambientcolor[1];
7330 *b = ambientcolor[2];
7331 rsurface.lightmapcolor4f = NULL;
7332 rsurface.lightmapcolor4f_bufferobject = 0;
7333 rsurface.lightmapcolor4f_bufferoffset = 0;
7337 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, const msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
7339 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
7340 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
7341 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
7342 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7343 GL_Color(r, g, b, a);
7344 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7347 void RSurf_SetupDepthAndCulling(void)
7349 // submodels are biased to avoid z-fighting with world surfaces that they
7350 // may be exactly overlapping (avoids z-fighting artifacts on certain
7351 // doors and things in Quake maps)
7352 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
7353 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
7354 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
7355 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
7358 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
7360 // transparent sky would be ridiculous
7361 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
7363 R_SetupGenericShader(false);
7364 skyrenderlater = true;
7365 RSurf_SetupDepthAndCulling();
7367 // LordHavoc: HalfLife maps have freaky skypolys so don't use
7368 // skymasking on them, and Quake3 never did sky masking (unlike
7369 // software Quake and software Quake2), so disable the sky masking
7370 // in Quake3 maps as it causes problems with q3map2 sky tricks,
7371 // and skymasking also looks very bad when noclipping outside the
7372 // level, so don't use it then either.
7373 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
7375 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
7376 R_Mesh_ColorPointer(NULL, 0, 0);
7377 R_Mesh_ResetTextureState();
7378 if (skyrendermasked)
7380 R_SetupDepthOrShadowShader();
7381 // depth-only (masking)
7382 GL_ColorMask(0,0,0,0);
7383 // just to make sure that braindead drivers don't draw
7384 // anything despite that colormask...
7385 GL_BlendFunc(GL_ZERO, GL_ONE);
7389 R_SetupGenericShader(false);
7391 GL_BlendFunc(GL_ONE, GL_ZERO);
7393 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7394 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7395 if (skyrendermasked)
7396 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
7398 R_Mesh_ResetTextureState();
7399 GL_Color(1, 1, 1, 1);
7402 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7404 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
7407 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
7408 R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
7409 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
7410 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
7411 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
7412 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
7413 if (rsurface.texture->backgroundcurrentskinframe)
7415 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
7416 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
7417 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
7418 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
7420 if(rsurface.texture->colormapping)
7422 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
7423 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
7425 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
7426 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7427 R_Mesh_ColorPointer(NULL, 0, 0);
7429 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7431 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
7433 // render background
7434 GL_BlendFunc(GL_ONE, GL_ZERO);
7436 GL_AlphaTest(false);
7438 GL_Color(1, 1, 1, 1);
7439 R_Mesh_ColorPointer(NULL, 0, 0);
7441 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
7442 if (r_glsl_permutation)
7444 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
7445 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7446 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7447 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7448 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7449 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7450 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7452 GL_LockArrays(0, 0);
7454 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7455 GL_DepthMask(false);
7456 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
7457 R_Mesh_ColorPointer(NULL, 0, 0);
7459 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
7460 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
7461 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
7464 R_SetupSurfaceShader(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
7465 if (!r_glsl_permutation)
7468 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
7469 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
7470 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
7471 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
7472 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
7473 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
7475 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
7477 GL_BlendFunc(GL_ONE, GL_ZERO);
7479 GL_AlphaTest(false);
7483 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
7484 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
7485 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
7488 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7490 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7491 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7493 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
7497 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
7498 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
7500 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7502 GL_LockArrays(0, 0);
7505 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7507 // OpenGL 1.3 path - anything not completely ancient
7508 int texturesurfaceindex;
7509 qboolean applycolor;
7513 const texturelayer_t *layer;
7514 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7516 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7519 int layertexrgbscale;
7520 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7522 if (layerindex == 0)
7526 GL_AlphaTest(false);
7527 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7530 GL_DepthMask(layer->depthmask && writedepth);
7531 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7532 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
7534 layertexrgbscale = 4;
7535 VectorScale(layer->color, 0.25f, layercolor);
7537 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
7539 layertexrgbscale = 2;
7540 VectorScale(layer->color, 0.5f, layercolor);
7544 layertexrgbscale = 1;
7545 VectorScale(layer->color, 1.0f, layercolor);
7547 layercolor[3] = layer->color[3];
7548 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
7549 R_Mesh_ColorPointer(NULL, 0, 0);
7550 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7551 switch (layer->type)
7553 case TEXTURELAYERTYPE_LITTEXTURE:
7554 memset(&m, 0, sizeof(m));
7555 m.tex[0] = R_GetTexture(r_texture_white);
7556 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7557 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7558 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7559 m.tex[1] = R_GetTexture(layer->texture);
7560 m.texmatrix[1] = layer->texmatrix;
7561 m.texrgbscale[1] = layertexrgbscale;
7562 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
7563 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
7564 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
7565 R_Mesh_TextureState(&m);
7566 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7567 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7568 else if (rsurface.uselightmaptexture)
7569 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7571 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7573 case TEXTURELAYERTYPE_TEXTURE:
7574 memset(&m, 0, sizeof(m));
7575 m.tex[0] = R_GetTexture(layer->texture);
7576 m.texmatrix[0] = layer->texmatrix;
7577 m.texrgbscale[0] = layertexrgbscale;
7578 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7579 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7580 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7581 R_Mesh_TextureState(&m);
7582 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
7584 case TEXTURELAYERTYPE_FOG:
7585 memset(&m, 0, sizeof(m));
7586 m.texrgbscale[0] = layertexrgbscale;
7589 m.tex[0] = R_GetTexture(layer->texture);
7590 m.texmatrix[0] = layer->texmatrix;
7591 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7592 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7593 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7595 R_Mesh_TextureState(&m);
7596 // generate a color array for the fog pass
7597 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7598 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7604 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7605 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7607 f = 1 - RSurf_FogVertex(v);
7608 c[0] = layercolor[0];
7609 c[1] = layercolor[1];
7610 c[2] = layercolor[2];
7611 c[3] = f * layercolor[3];
7614 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7617 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7619 GL_LockArrays(0, 0);
7622 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7624 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7625 GL_AlphaTest(false);
7629 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7631 // OpenGL 1.1 - crusty old voodoo path
7632 int texturesurfaceindex;
7636 const texturelayer_t *layer;
7637 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7639 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
7641 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7643 if (layerindex == 0)
7647 GL_AlphaTest(false);
7648 qglDepthFunc(GL_EQUAL);CHECKGLERROR
7651 GL_DepthMask(layer->depthmask && writedepth);
7652 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
7653 R_Mesh_ColorPointer(NULL, 0, 0);
7654 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
7655 switch (layer->type)
7657 case TEXTURELAYERTYPE_LITTEXTURE:
7658 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
7660 // two-pass lit texture with 2x rgbscale
7661 // first the lightmap pass
7662 memset(&m, 0, sizeof(m));
7663 m.tex[0] = R_GetTexture(r_texture_white);
7664 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
7665 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
7666 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
7667 R_Mesh_TextureState(&m);
7668 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7669 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7670 else if (rsurface.uselightmaptexture)
7671 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7673 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
7674 GL_LockArrays(0, 0);
7675 // then apply the texture to it
7676 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
7677 memset(&m, 0, sizeof(m));
7678 m.tex[0] = R_GetTexture(layer->texture);
7679 m.texmatrix[0] = layer->texmatrix;
7680 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7681 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7682 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7683 R_Mesh_TextureState(&m);
7684 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
7688 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
7689 memset(&m, 0, sizeof(m));
7690 m.tex[0] = R_GetTexture(layer->texture);
7691 m.texmatrix[0] = layer->texmatrix;
7692 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7693 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7694 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7695 R_Mesh_TextureState(&m);
7696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7697 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7699 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7702 case TEXTURELAYERTYPE_TEXTURE:
7703 // singletexture unlit texture with transparency support
7704 memset(&m, 0, sizeof(m));
7705 m.tex[0] = R_GetTexture(layer->texture);
7706 m.texmatrix[0] = layer->texmatrix;
7707 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7708 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7709 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7710 R_Mesh_TextureState(&m);
7711 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
7713 case TEXTURELAYERTYPE_FOG:
7714 // singletexture fogging
7715 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
7718 memset(&m, 0, sizeof(m));
7719 m.tex[0] = R_GetTexture(layer->texture);
7720 m.texmatrix[0] = layer->texmatrix;
7721 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
7722 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
7723 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
7724 R_Mesh_TextureState(&m);
7727 R_Mesh_ResetTextureState();
7728 // generate a color array for the fog pass
7729 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
7735 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
7736 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
7738 f = 1 - RSurf_FogVertex(v);
7739 c[0] = layer->color[0];
7740 c[1] = layer->color[1];
7741 c[2] = layer->color[2];
7742 c[3] = f * layer->color[3];
7745 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7748 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
7750 GL_LockArrays(0, 0);
7753 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7755 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
7756 GL_AlphaTest(false);
7760 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7764 GL_AlphaTest(false);
7765 R_Mesh_ColorPointer(NULL, 0, 0);
7766 R_Mesh_ResetTextureState();
7767 R_SetupGenericShader(false);
7769 if(rsurface.texture && rsurface.texture->currentskinframe)
7771 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
7772 c[3] *= rsurface.texture->currentalpha;
7782 if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
7784 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
7785 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
7786 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
7789 // brighten it up (as texture value 127 means "unlit")
7790 c[0] *= 2 * r_refdef.view.colorscale;
7791 c[1] *= 2 * r_refdef.view.colorscale;
7792 c[2] *= 2 * r_refdef.view.colorscale;
7794 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
7795 c[3] *= r_wateralpha.value;
7797 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
7799 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7800 GL_DepthMask(false);
7802 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
7804 GL_BlendFunc(GL_ONE, GL_ONE);
7805 GL_DepthMask(false);
7807 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
7809 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
7810 GL_DepthMask(false);
7812 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7814 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
7815 GL_DepthMask(false);
7819 GL_BlendFunc(GL_ONE, GL_ZERO);
7820 GL_DepthMask(writedepth);
7823 rsurface.lightmapcolor4f = NULL;
7825 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7827 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7829 rsurface.lightmapcolor4f = NULL;
7830 rsurface.lightmapcolor4f_bufferobject = 0;
7831 rsurface.lightmapcolor4f_bufferoffset = 0;
7833 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
7835 qboolean applycolor = true;
7838 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
7840 r_refdef.lightmapintensity = 1;
7841 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
7842 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
7846 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7848 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
7849 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
7850 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7853 if(!rsurface.lightmapcolor4f)
7854 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
7856 RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
7857 RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
7858 if(r_refdef.fogenabled)
7859 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
7861 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
7862 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7865 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7868 RSurf_SetupDepthAndCulling();
7869 if (r_showsurfaces.integer == 3)
7870 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7871 else if (r_glsl.integer && gl_support_fragment_shader)
7872 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7873 else if (gl_combine.integer && r_textureunits.integer >= 2)
7874 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7876 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7880 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
7883 RSurf_SetupDepthAndCulling();
7884 if (r_showsurfaces.integer == 3)
7885 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
7886 else if (r_glsl.integer && gl_support_fragment_shader)
7887 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
7888 else if (gl_combine.integer && r_textureunits.integer >= 2)
7889 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
7891 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
7895 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7898 int texturenumsurfaces, endsurface;
7900 const msurface_t *surface;
7901 const msurface_t *texturesurfacelist[1024];
7903 // if the model is static it doesn't matter what value we give for
7904 // wantnormals and wanttangents, so this logic uses only rules applicable
7905 // to a model, knowing that they are meaningless otherwise
7906 if (ent == r_refdef.scene.worldentity)
7907 RSurf_ActiveWorldEntity();
7908 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7909 RSurf_ActiveModelEntity(ent, false, false);
7911 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
7913 for (i = 0;i < numsurfaces;i = j)
7916 surface = rsurface.modelsurfaces + surfacelist[i];
7917 texture = surface->texture;
7918 rsurface.texture = R_GetCurrentTexture(texture);
7919 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
7920 // scan ahead until we find a different texture
7921 endsurface = min(i + 1024, numsurfaces);
7922 texturenumsurfaces = 0;
7923 texturesurfacelist[texturenumsurfaces++] = surface;
7924 for (;j < endsurface;j++)
7926 surface = rsurface.modelsurfaces + surfacelist[j];
7927 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
7929 texturesurfacelist[texturenumsurfaces++] = surface;
7931 // render the range of surfaces
7932 if (ent == r_refdef.scene.worldentity)
7933 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7935 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
7937 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7938 GL_AlphaTest(false);
7941 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
7943 const entity_render_t *queueentity = r_refdef.scene.worldentity;
7947 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
7949 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
7951 RSurf_SetupDepthAndCulling();
7952 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7953 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7955 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
7957 RSurf_SetupDepthAndCulling();
7958 GL_AlphaTest(false);
7959 R_Mesh_ColorPointer(NULL, 0, 0);
7960 R_Mesh_ResetTextureState();
7961 R_SetupGenericShader(false);
7962 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7964 GL_BlendFunc(GL_ONE, GL_ZERO);
7965 GL_Color(0, 0, 0, 1);
7966 GL_DepthTest(writedepth);
7967 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
7969 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
7971 RSurf_SetupDepthAndCulling();
7972 GL_AlphaTest(false);
7973 R_Mesh_ColorPointer(NULL, 0, 0);
7974 R_Mesh_ResetTextureState();
7975 R_SetupGenericShader(false);
7976 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
7978 GL_BlendFunc(GL_ONE, GL_ZERO);
7980 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
7982 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
7983 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
7984 else if (!rsurface.texture->currentnumlayers)
7986 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
7988 // transparent surfaces get pushed off into the transparent queue
7989 int surfacelistindex;
7990 const msurface_t *surface;
7991 vec3_t tempcenter, center;
7992 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
7994 surface = texturesurfacelist[surfacelistindex];
7995 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
7996 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
7997 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
7998 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
7999 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8004 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8005 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8010 void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8014 // break the surface list down into batches by texture and use of lightmapping
8015 for (i = 0;i < numsurfaces;i = j)
8018 // texture is the base texture pointer, rsurface.texture is the
8019 // current frame/skin the texture is directing us to use (for example
8020 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8021 // use skin 1 instead)
8022 texture = surfacelist[i]->texture;
8023 rsurface.texture = R_GetCurrentTexture(texture);
8024 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8025 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8027 // if this texture is not the kind we want, skip ahead to the next one
8028 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8032 // simply scan ahead until we find a different texture or lightmap state
8033 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8035 // render the range of surfaces
8036 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
8040 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
8045 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
8047 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
8049 RSurf_SetupDepthAndCulling();
8050 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8051 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8053 else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
8055 RSurf_SetupDepthAndCulling();
8056 GL_AlphaTest(false);
8057 R_Mesh_ColorPointer(NULL, 0, 0);
8058 R_Mesh_ResetTextureState();
8059 R_SetupGenericShader(false);
8060 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8062 GL_BlendFunc(GL_ONE, GL_ZERO);
8063 GL_Color(0, 0, 0, 1);
8064 GL_DepthTest(writedepth);
8065 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
8067 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8069 RSurf_SetupDepthAndCulling();
8070 GL_AlphaTest(false);
8071 R_Mesh_ColorPointer(NULL, 0, 0);
8072 R_Mesh_ResetTextureState();
8073 R_SetupGenericShader(false);
8074 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
8076 GL_BlendFunc(GL_ONE, GL_ZERO);
8078 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
8080 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
8081 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
8082 else if (!rsurface.texture->currentnumlayers)
8084 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
8086 // transparent surfaces get pushed off into the transparent queue
8087 int surfacelistindex;
8088 const msurface_t *surface;
8089 vec3_t tempcenter, center;
8090 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8092 surface = texturesurfacelist[surfacelistindex];
8093 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8094 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8095 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8096 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8097 if (queueentity->transparent_offset) // transparent offset
8099 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
8100 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
8101 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
8103 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8108 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
8109 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
8114 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
8118 // break the surface list down into batches by texture and use of lightmapping
8119 for (i = 0;i < numsurfaces;i = j)
8122 // texture is the base texture pointer, rsurface.texture is the
8123 // current frame/skin the texture is directing us to use (for example
8124 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
8125 // use skin 1 instead)
8126 texture = surfacelist[i]->texture;
8127 rsurface.texture = R_GetCurrentTexture(texture);
8128 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
8129 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
8131 // if this texture is not the kind we want, skip ahead to the next one
8132 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
8136 // simply scan ahead until we find a different texture or lightmap state
8137 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
8139 // render the range of surfaces
8140 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
8144 float locboxvertex3f[6*4*3] =
8146 1,0,1, 1,0,0, 1,1,0, 1,1,1,
8147 0,1,1, 0,1,0, 0,0,0, 0,0,1,
8148 1,1,1, 1,1,0, 0,1,0, 0,1,1,
8149 0,0,1, 0,0,0, 1,0,0, 1,0,1,
8150 0,0,1, 1,0,1, 1,1,1, 0,1,1,
8151 1,0,0, 0,0,0, 0,1,0, 1,1,0
8154 unsigned short locboxelements[6*2*3] =
8164 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8167 cl_locnode_t *loc = (cl_locnode_t *)ent;
8169 float vertex3f[6*4*3];
8171 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8172 GL_DepthMask(false);
8173 GL_DepthRange(0, 1);
8174 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8176 GL_CullFace(GL_NONE);
8177 R_Mesh_Matrix(&identitymatrix);
8179 R_Mesh_VertexPointer(vertex3f, 0, 0);
8180 R_Mesh_ColorPointer(NULL, 0, 0);
8181 R_Mesh_ResetTextureState();
8182 R_SetupGenericShader(false);
8185 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8186 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8187 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
8188 surfacelist[0] < 0 ? 0.5f : 0.125f);
8190 if (VectorCompare(loc->mins, loc->maxs))
8192 VectorSet(size, 2, 2, 2);
8193 VectorMA(loc->mins, -0.5f, size, mins);
8197 VectorCopy(loc->mins, mins);
8198 VectorSubtract(loc->maxs, loc->mins, size);
8201 for (i = 0;i < 6*4*3;)
8202 for (j = 0;j < 3;j++, i++)
8203 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
8205 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
8208 void R_DrawLocs(void)
8211 cl_locnode_t *loc, *nearestloc;
8213 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
8214 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
8216 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
8217 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
8221 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
8223 if (decalsystem->decals)
8224 Mem_Free(decalsystem->decals);
8225 memset(decalsystem, 0, sizeof(*decalsystem));
8228 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)
8239 // expand or initialize the system
8240 if (decalsystem->maxdecals <= decalsystem->numdecals)
8242 decalsystem_t old = *decalsystem;
8243 qboolean useshortelements;
8244 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
8245 useshortelements = decalsystem->maxdecals * 3 <= 65536;
8246 decalsystem->decals = 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)));
8247 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
8248 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
8249 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
8250 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
8251 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
8252 if (decalsystem->numdecals)
8254 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
8255 memcpy(decalsystem->vertex3f, old.vertex3f, decalsystem->numdecals * sizeof(float[3][3]));
8256 memcpy(decalsystem->texcoord2f, old.texcoord2f, decalsystem->numdecals * sizeof(float[3][2]));
8257 memcpy(decalsystem->color4f, old.color4f, decalsystem->numdecals * sizeof(float[3][4]));
8259 Mem_Free(old.decals);
8260 for (i = 0;i < decalsystem->maxdecals*3;i++)
8261 decalsystem->element3i[i] = i;
8262 if (useshortelements)
8263 for (i = 0;i < decalsystem->maxdecals*3;i++)
8264 decalsystem->element3s[i] = i;
8267 // grab a decal and search for another free slot for the next one
8268 maxdecals = decalsystem->maxdecals;
8269 decals = decalsystem->decals;
8270 decal = decalsystem->decals + (i = decalsystem->freedecal++);
8271 v3f = decalsystem->vertex3f + 9*i;
8272 tc2f = decalsystem->texcoord2f + 6*i;
8273 c4f = decalsystem->color4f + 12*i;
8274 for (i = decalsystem->freedecal;i < maxdecals && decals[i].colors[0][3];i++)
8276 decalsystem->freedecal = i;
8277 if (decalsystem->numdecals <= i)
8278 decalsystem->numdecals = i + 1;
8280 // initialize the decal
8282 decal->triangleindex = triangleindex;
8283 decal->colors[0][0] = (unsigned char)(c0[0]*255.0f);
8284 decal->colors[0][1] = (unsigned char)(c0[1]*255.0f);
8285 decal->colors[0][2] = (unsigned char)(c0[2]*255.0f);
8286 decal->colors[0][3] = 255;
8287 decal->colors[1][0] = (unsigned char)(c1[0]*255.0f);
8288 decal->colors[1][1] = (unsigned char)(c1[1]*255.0f);
8289 decal->colors[1][2] = (unsigned char)(c1[2]*255.0f);
8290 decal->colors[1][3] = 255;
8291 decal->colors[2][0] = (unsigned char)(c2[0]*255.0f);
8292 decal->colors[2][1] = (unsigned char)(c2[1]*255.0f);
8293 decal->colors[2][2] = (unsigned char)(c2[2]*255.0f);
8294 decal->colors[2][3] = 255;
8311 c4f[ 0] = decal->colors[0][0] * ca;
8312 c4f[ 1] = decal->colors[0][1] * ca;
8313 c4f[ 2] = decal->colors[0][2] * ca;
8315 c4f[ 4] = decal->colors[1][0] * ca;
8316 c4f[ 5] = decal->colors[1][1] * ca;
8317 c4f[ 6] = decal->colors[1][2] * ca;
8319 c4f[ 8] = decal->colors[2][0] * ca;
8320 c4f[ 9] = decal->colors[2][1] * ca;
8321 c4f[10] = decal->colors[2][2] * ca;
8325 extern cvar_t cl_decals_bias;
8326 extern cvar_t cl_decals_models;
8327 extern cvar_t cl_decals_newsystem_intensitymultiplier;
8328 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)
8330 matrix4x4_t projection;
8331 decalsystem_t *decalsystem;
8334 const float *vertex3f;
8335 const msurface_t *surface;
8336 const msurface_t *surfaces;
8337 const int *surfacelist;
8338 const texture_t *texture;
8342 int surfacelistindex;
8348 float localorigin[3];
8349 float localnormal[3];
8360 float points[2][9][3];
8364 decalsystem = &ent->decalsystem;
8366 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
8368 R_DecalSystem_Reset(&ent->decalsystem);
8372 if (!model->brush.data_nodes && !cl_decals_models.integer)
8374 if (decalsystem->model)
8375 R_DecalSystem_Reset(decalsystem);
8379 if (decalsystem->model != model)
8380 R_DecalSystem_Reset(decalsystem);
8381 decalsystem->model = model;
8383 RSurf_ActiveModelEntity(ent, false, false);
8385 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
8386 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
8387 VectorNormalize(localnormal);
8388 localsize = worldsize*rsurface.inversematrixscale;
8389 ilocalsize = 1.0f / localsize;
8390 localmins[0] = localorigin[0] - localsize;
8391 localmins[1] = localorigin[1] - localsize;
8392 localmins[2] = localorigin[2] - localsize;
8393 localmaxs[0] = localorigin[0] + localsize;
8394 localmaxs[1] = localorigin[1] + localsize;
8395 localmaxs[2] = localorigin[2] + localsize;
8397 //VectorCopy(localnormal, planes[4]);
8398 //VectorVectors(planes[4], planes[2], planes[0]);
8399 AnglesFromVectors(angles, localnormal, NULL, false);
8400 AngleVectors(angles, planes[0], planes[2], planes[4]);
8401 VectorNegate(planes[0], planes[1]);
8402 VectorNegate(planes[2], planes[3]);
8403 VectorNegate(planes[4], planes[5]);
8404 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
8405 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
8406 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
8407 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
8408 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
8409 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
8414 matrix4x4_t forwardprojection;
8415 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
8416 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
8421 float projectionvector[4][3];
8422 VectorScale(planes[0], ilocalsize, projectionvector[0]);
8423 VectorScale(planes[2], ilocalsize, projectionvector[1]);
8424 VectorScale(planes[4], ilocalsize, projectionvector[2]);
8425 projectionvector[0][0] = planes[0][0] * ilocalsize;
8426 projectionvector[0][1] = planes[1][0] * ilocalsize;
8427 projectionvector[0][2] = planes[2][0] * ilocalsize;
8428 projectionvector[1][0] = planes[0][1] * ilocalsize;
8429 projectionvector[1][1] = planes[1][1] * ilocalsize;
8430 projectionvector[1][2] = planes[2][1] * ilocalsize;
8431 projectionvector[2][0] = planes[0][2] * ilocalsize;
8432 projectionvector[2][1] = planes[1][2] * ilocalsize;
8433 projectionvector[2][2] = planes[2][2] * ilocalsize;
8434 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
8435 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
8436 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
8437 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
8441 dynamic = model->surfmesh.isanimated;
8442 vertex3f = rsurface.modelvertex3f;
8443 numsurfacelist = model->nummodelsurfaces;
8444 surfacelist = model->sortedmodelsurfaces;
8445 surfaces = model->data_surfaces;
8446 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
8448 surface = surfaces + surfacelist[surfacelistindex];
8449 // skip transparent surfaces
8450 texture = surface->texture;
8451 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
8453 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
8455 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
8457 numvertices = surface->num_vertices;
8458 numtriangles = surface->num_triangles;
8459 for (triangleindex = 0, e = model->surfmesh.data_element3i + 3*surface->num_firsttriangle;triangleindex < numtriangles;triangleindex++, e += 3)
8461 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8463 index = 3*e[cornerindex];
8464 VectorCopy(vertex3f + index, v[cornerindex]);
8467 //TriangleNormal(v[0], v[1], v[2], normal);
8468 //if (DotProduct(normal, localnormal) < 0.0f)
8470 // clip by each of the box planes formed from the projection matrix
8471 // if anything survives, we emit the decal
8472 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]);
8475 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]);
8478 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]);
8481 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]);
8484 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]);
8487 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]);
8490 // some part of the triangle survived, so we have to accept it...
8493 // dynamic always uses the original triangle
8495 for (cornerindex = 0;cornerindex < 3;cornerindex++)
8497 index = 3*e[cornerindex];
8498 VectorCopy(vertex3f + index, v[cornerindex]);
8501 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
8503 // convert vertex positions to texcoords
8504 Matrix4x4_Transform(&projection, v[cornerindex], temp);
8505 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
8506 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
8507 // calculate distance fade from the projection origin
8508 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
8509 f = bound(0.0f, f, 1.0f);
8510 c[cornerindex][0] = r * f;
8511 c[cornerindex][1] = g * f;
8512 c[cornerindex][2] = b * f;
8513 c[cornerindex][3] = 1.0f;
8514 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
8517 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex+surface->num_firsttriangle);
8519 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
8520 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);
8525 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)
8527 int renderentityindex;
8530 entity_render_t *ent;
8532 worldmins[0] = worldorigin[0] - worldsize;
8533 worldmins[1] = worldorigin[1] - worldsize;
8534 worldmins[2] = worldorigin[2] - worldsize;
8535 worldmaxs[0] = worldorigin[0] + worldsize;
8536 worldmaxs[1] = worldorigin[1] + worldsize;
8537 worldmaxs[2] = worldorigin[2] + worldsize;
8539 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8541 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
8543 ent = r_refdef.scene.entities[renderentityindex];
8544 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
8547 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize);
8551 extern skinframe_t *decalskinframe;
8552 static void R_DrawModelDecals_Entity(entity_render_t *ent)
8555 decalsystem_t *decalsystem = &ent->decalsystem;
8566 if (!decalsystem->numdecals)
8569 if (r_showsurfaces.integer)
8572 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
8574 R_DecalSystem_Reset(decalsystem);
8578 // if the model is static it doesn't matter what value we give for
8579 // wantnormals and wanttangents, so this logic uses only rules applicable
8580 // to a model, knowing that they are meaningless otherwise
8581 if (ent == r_refdef.scene.worldentity)
8582 RSurf_ActiveWorldEntity();
8584 RSurf_ActiveModelEntity(ent, false, false);
8586 if (decalsystem->lastupdatetime)
8587 frametime = cl.time - decalsystem->lastupdatetime;
8590 decalsystem->lastupdatetime = cl.time;
8591 decal = decalsystem->decals;
8592 numdecals = decalsystem->numdecals;
8594 fadedelay = cl_decals_time.value;
8595 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
8597 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
8599 if (!decal->colors[0][3])
8602 decal->lived += frametime;
8603 if (decal->lived >= fadedelay)
8605 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
8608 // kill the decal by zeroing vertex data
8609 memset(decalsystem->vertex3f + 9*i, 0, sizeof(float[3][3]));
8610 memset(decalsystem->texcoord2f + 6*i, 0, sizeof(float[3][2]));
8611 memset(decalsystem->color4f + 12*i, 0, sizeof(float[3][4]));
8612 memset(decal, 0, sizeof(*decal));
8613 if (decalsystem->freedecal > i)
8614 decalsystem->freedecal = i;
8618 // update color values for fading decals
8619 alpha *= (1.0f/255.0f);
8620 c4f = decalsystem->color4f + 12*i;
8621 c4f[ 0] = decal->colors[0][0] * alpha;
8622 c4f[ 1] = decal->colors[0][1] * alpha;
8623 c4f[ 2] = decal->colors[0][2] * alpha;
8625 c4f[ 4] = decal->colors[1][0] * alpha;
8626 c4f[ 5] = decal->colors[1][1] * alpha;
8627 c4f[ 6] = decal->colors[1][2] * alpha;
8629 c4f[ 8] = decal->colors[2][0] * alpha;
8630 c4f[ 9] = decal->colors[2][1] * alpha;
8631 c4f[10] = decal->colors[2][2] * alpha;
8635 // update vertex positions for animated models
8636 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnum_triangles)
8638 e = rsurface.modelelement3i + 3*decal->triangleindex;
8639 v3f = decalsystem->vertex3f + 9*i;
8640 VectorCopy(rsurface.vertex3f + 3*e[0], v3f);
8641 VectorCopy(rsurface.vertex3f + 3*e[1], v3f + 3);
8642 VectorCopy(rsurface.vertex3f + 3*e[2], v3f + 6);
8646 // reduce numdecals if possible
8647 while (numdecals > 0 && !decalsystem->decals[numdecals - 1].colors[0][3])
8649 decalsystem->numdecals = numdecals;
8653 r_refdef.stats.decals += numdecals;
8654 // now render the decals all at once
8655 // (this assumes they all use one particle font texture!)
8656 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numdecals, decalsystem->element3i, decalsystem->element3s, false, false);
8657 R_Mesh_ResetTextureState();
8658 R_Mesh_VertexPointer(decalsystem->vertex3f, 0, 0);
8659 R_Mesh_TexCoordPointer(0, 2, decalsystem->texcoord2f, 0, 0);
8660 R_Mesh_ColorPointer(decalsystem->color4f, 0, 0);
8661 R_SetupGenericShader(true);
8662 GL_DepthMask(false);
8663 GL_DepthRange(0, 1);
8664 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
8666 GL_CullFace(GL_NONE);
8667 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
8668 R_Mesh_TexBind(0, R_GetTexture(decalskinframe->base));
8669 //R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
8670 GL_LockArrays(0, numdecals * 3);
8671 R_Mesh_Draw(0, numdecals * 3, 0, numdecals, decalsystem->element3i, decalsystem->element3s, 0, 0);
8672 GL_LockArrays(0, 0);
8677 // if there are no decals left, reset decalsystem
8678 R_DecalSystem_Reset(decalsystem);
8682 void R_DrawDebugModel(void)
8684 entity_render_t *ent = rsurface.entity;
8685 int i, j, k, l, flagsmask;
8686 const int *elements;
8688 const msurface_t *surface;
8689 dp_model_t *model = ent->model;
8692 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
8694 R_Mesh_ColorPointer(NULL, 0, 0);
8695 R_Mesh_ResetTextureState();
8696 R_SetupGenericShader(false);
8697 GL_DepthRange(0, 1);
8698 GL_DepthTest(!r_showdisabledepthtest.integer);
8699 GL_DepthMask(false);
8700 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8702 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
8704 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
8705 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
8707 if (brush->colbrushf && brush->colbrushf->numtriangles)
8709 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
8710 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8711 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
8714 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
8716 if (surface->num_collisiontriangles)
8718 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
8719 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
8720 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
8725 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
8727 if (r_showtris.integer || r_shownormals.integer)
8729 if (r_showdisabledepthtest.integer)
8731 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
8732 GL_DepthMask(false);
8736 GL_BlendFunc(GL_ONE, GL_ZERO);
8739 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
8741 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
8743 rsurface.texture = R_GetCurrentTexture(surface->texture);
8744 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
8746 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
8747 if (r_showtris.value > 0)
8749 if (!rsurface.texture->currentlayers->depthmask)
8750 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
8751 else if (ent == r_refdef.scene.worldentity)
8752 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
8754 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
8755 elements = (model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
8756 R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
8757 R_Mesh_ColorPointer(NULL, 0, 0);
8758 R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
8759 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
8760 //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, model->surfmesh.data_element3i, NULL, 0, 0);
8761 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
8762 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
8765 if (r_shownormals.value < 0)
8768 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8770 VectorCopy(rsurface.vertex3f + l * 3, v);
8771 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8772 qglVertex3f(v[0], v[1], v[2]);
8773 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
8774 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8775 qglVertex3f(v[0], v[1], v[2]);
8780 if (r_shownormals.value > 0)
8783 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8785 VectorCopy(rsurface.vertex3f + l * 3, v);
8786 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
8787 qglVertex3f(v[0], v[1], v[2]);
8788 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
8789 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8790 qglVertex3f(v[0], v[1], v[2]);
8795 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8797 VectorCopy(rsurface.vertex3f + l * 3, v);
8798 GL_Color(0, r_refdef.view.colorscale, 0, 1);
8799 qglVertex3f(v[0], v[1], v[2]);
8800 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
8801 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8802 qglVertex3f(v[0], v[1], v[2]);
8807 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
8809 VectorCopy(rsurface.vertex3f + l * 3, v);
8810 GL_Color(0, 0, r_refdef.view.colorscale, 1);
8811 qglVertex3f(v[0], v[1], v[2]);
8812 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
8813 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
8814 qglVertex3f(v[0], v[1], v[2]);
8821 rsurface.texture = NULL;
8825 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
8826 int r_maxsurfacelist = 0;
8827 const msurface_t **r_surfacelist = NULL;
8828 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8830 int i, j, endj, f, flagsmask;
8832 dp_model_t *model = r_refdef.scene.worldmodel;
8833 msurface_t *surfaces;
8834 unsigned char *update;
8835 int numsurfacelist = 0;
8839 if (r_maxsurfacelist < model->num_surfaces)
8841 r_maxsurfacelist = model->num_surfaces;
8843 Mem_Free(r_surfacelist);
8844 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8847 RSurf_ActiveWorldEntity();
8849 surfaces = model->data_surfaces;
8850 update = model->brushq1.lightmapupdateflags;
8852 // update light styles on this submodel
8853 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8855 model_brush_lightstyleinfo_t *style;
8856 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8858 if (style->value != r_refdef.scene.lightstylevalue[style->style])
8860 int *list = style->surfacelist;
8861 style->value = r_refdef.scene.lightstylevalue[style->style];
8862 for (j = 0;j < style->numsurfaces;j++)
8863 update[list[j]] = true;
8868 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8873 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8879 rsurface.uselightmaptexture = false;
8880 rsurface.texture = NULL;
8881 rsurface.rtlight = NULL;
8883 // add visible surfaces to draw list
8884 for (i = 0;i < model->nummodelsurfaces;i++)
8886 j = model->sortedmodelsurfaces[i];
8887 if (r_refdef.viewcache.world_surfacevisible[j])
8888 r_surfacelist[numsurfacelist++] = surfaces + j;
8890 // update lightmaps if needed
8892 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8893 if (r_refdef.viewcache.world_surfacevisible[j])
8895 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
8896 // don't do anything if there were no surfaces
8897 if (!numsurfacelist)
8899 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8902 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8903 GL_AlphaTest(false);
8905 // add to stats if desired
8906 if (r_speeds.integer && !skysurfaces && !depthonly)
8908 r_refdef.stats.world_surfaces += numsurfacelist;
8909 for (j = 0;j < numsurfacelist;j++)
8910 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
8913 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8916 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
8918 int i, j, endj, f, flagsmask;
8920 dp_model_t *model = ent->model;
8921 msurface_t *surfaces;
8922 unsigned char *update;
8923 int numsurfacelist = 0;
8927 if (r_maxsurfacelist < model->num_surfaces)
8929 r_maxsurfacelist = model->num_surfaces;
8931 Mem_Free(r_surfacelist);
8932 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
8935 // if the model is static it doesn't matter what value we give for
8936 // wantnormals and wanttangents, so this logic uses only rules applicable
8937 // to a model, knowing that they are meaningless otherwise
8938 if (ent == r_refdef.scene.worldentity)
8939 RSurf_ActiveWorldEntity();
8940 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
8941 RSurf_ActiveModelEntity(ent, false, false);
8943 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
8945 surfaces = model->data_surfaces;
8946 update = model->brushq1.lightmapupdateflags;
8948 // update light styles
8949 if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
8951 model_brush_lightstyleinfo_t *style;
8952 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
8954 if (style->value != r_refdef.scene.lightstylevalue[style->style])
8956 int *list = style->surfacelist;
8957 style->value = r_refdef.scene.lightstylevalue[style->style];
8958 for (j = 0;j < style->numsurfaces;j++)
8959 update[list[j]] = true;
8964 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
8969 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8975 rsurface.uselightmaptexture = false;
8976 rsurface.texture = NULL;
8977 rsurface.rtlight = NULL;
8979 // add visible surfaces to draw list
8980 for (i = 0;i < model->nummodelsurfaces;i++)
8981 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
8982 // don't do anything if there were no surfaces
8983 if (!numsurfacelist)
8985 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
8988 // update lightmaps if needed
8990 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
8992 R_BuildLightMap(ent, surfaces + j);
8993 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
8994 GL_AlphaTest(false);
8996 // add to stats if desired
8997 if (r_speeds.integer && !skysurfaces && !depthonly)
8999 r_refdef.stats.entities_surfaces += numsurfacelist;
9000 for (j = 0;j < numsurfacelist;j++)
9001 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
9004 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
9007 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth)
9009 static texture_t texture;
9010 static msurface_t surface;
9011 const msurface_t *surfacelist = &surface;
9013 // fake enough texture and surface state to render this geometry
9015 texture.update_lastrenderframe = -1; // regenerate this texture
9016 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
9017 texture.currentskinframe = skinframe;
9018 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
9019 texture.specularscalemod = 1;
9020 texture.specularpowermod = 1;
9022 surface.texture = &texture;
9023 surface.num_triangles = numtriangles;
9024 surface.num_firsttriangle = firsttriangle;
9025 surface.num_vertices = numvertices;
9026 surface.num_firstvertex = firstvertex;
9029 rsurface.texture = R_GetCurrentTexture(surface.texture);
9030 rsurface.uselightmaptexture = false;
9031 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth);