2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 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)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 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"};
43 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"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 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"};
46 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"};
47 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"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 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"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 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)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 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)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 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)"};
86 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)"};
87 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)"};
88 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)"};
89 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)"};
91 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)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 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"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 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)"};
115 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"};
117 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"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 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"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 typedef struct r_waterstate_waterplane_s
154 rtexture_t *texture_refraction;
155 rtexture_t *texture_reflection;
157 int materialflags; // combined flags of all water surfaces on this plane
158 unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
161 r_waterstate_waterplane_t;
163 #define MAX_WATERPLANES 16
165 static struct r_waterstate_s
169 qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
171 int waterwidth, waterheight;
172 int texturewidth, textureheight;
174 int maxwaterplanes; // same as MAX_WATERPLANES
176 r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
178 float screenscale[2];
179 float screencenter[2];
183 // shadow volume bsp struct with automatically growing nodes buffer
186 rtexture_t *r_texture_blanknormalmap;
187 rtexture_t *r_texture_white;
188 rtexture_t *r_texture_grey128;
189 rtexture_t *r_texture_black;
190 rtexture_t *r_texture_notexture;
191 rtexture_t *r_texture_whitecube;
192 rtexture_t *r_texture_normalizationcube;
193 rtexture_t *r_texture_fogattenuation;
194 rtexture_t *r_texture_gammaramps;
195 unsigned int r_texture_gammaramps_serial;
196 //rtexture_t *r_texture_fogintensity;
198 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
199 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
201 // vertex coordinates for a quad that covers the screen exactly
202 const static float r_screenvertex3f[12] =
210 extern void R_DrawModelShadows(void);
212 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
215 for (i = 0;i < verts;i++)
226 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
229 for (i = 0;i < verts;i++)
239 // FIXME: move this to client?
242 if (gamemode == GAME_NEHAHRA)
244 Cvar_Set("gl_fogenable", "0");
245 Cvar_Set("gl_fogdensity", "0.2");
246 Cvar_Set("gl_fogred", "0.3");
247 Cvar_Set("gl_foggreen", "0.3");
248 Cvar_Set("gl_fogblue", "0.3");
250 r_refdef.fog_density = 0;
251 r_refdef.fog_red = 0;
252 r_refdef.fog_green = 0;
253 r_refdef.fog_blue = 0;
254 r_refdef.fog_alpha = 1;
255 r_refdef.fog_start = 0;
256 r_refdef.fog_end = 0;
259 float FogForDistance(vec_t dist)
261 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
262 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
265 float FogPoint_World(const vec3_t p)
267 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
270 float FogPoint_Model(const vec3_t p)
272 return FogForDistance(VectorDistance((p), rsurface.modelorg));
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 "// common definitions between vertex shader and fragment shader:\n"
457 "//#ifdef __GLSL_CG_DATA_TYPES\n"
458 "//# define myhalf half\n"
459 "//# define myhalf2 half2\n"
460 "//# define myhalf3 half3\n"
461 "//# define myhalf4 half4\n"
463 "# define myhalf float\n"
464 "# define myhalf2 vec2\n"
465 "# define myhalf3 vec3\n"
466 "# define myhalf4 vec4\n"
469 "#ifdef MODE_DEPTH_OR_SHADOW\n"
471 "# ifdef VERTEX_SHADER\n"
474 " gl_Position = ftransform();\n"
480 "#ifdef MODE_POSTPROCESS\n"
481 "# ifdef VERTEX_SHADER\n"
484 " gl_FrontColor = gl_Color;\n"
485 " gl_Position = ftransform();\n"
486 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
488 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
492 "# ifdef FRAGMENT_SHADER\n"
494 "uniform sampler2D Texture_First;\n"
496 "uniform sampler2D Texture_Second;\n"
498 "#ifdef USEGAMMARAMPS\n"
499 "uniform sampler2D Texture_Attenuation;\n"
501 "#ifdef USEVERTEXTEXTUREBLEND\n"
502 "uniform vec4 TintColor;\n"
504 "#ifdef USECOLORMOD\n"
505 "uniform vec3 Gamma;\n"
507 "//uncomment these if you want to use them:\n"
508 "// uniform vec4 UserVec1;\n"
509 "// uniform vec4 UserVec2;\n"
510 "// uniform vec4 UserVec3;\n"
511 "// uniform vec4 UserVec4;\n"
512 "// uniform float ClientTime;\n"
515 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
517 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
519 "#ifdef USEVERTEXTEXTUREBLEND\n"
520 " gl_FragColor = mix(TintColor, gl_FragColor, TintColor.a);\n"
523 "#ifdef USEPOSTPROCESSING\n"
524 "// add your own postprocessing here or make your own ifdef for it\n"
527 "#ifdef USEGAMMARAMPS\n"
528 " gl_FragColor.r = texture2D(Texture_Attenuation, vec2(gl_FragColor.r, 0)).r;\n"
529 " gl_FragColor.g = texture2D(Texture_Attenuation, vec2(gl_FragColor.g, 0)).g;\n"
530 " gl_FragColor.b = texture2D(Texture_Attenuation, vec2(gl_FragColor.b, 0)).b;\n"
537 "#ifdef MODE_GENERIC\n"
538 "# ifdef VERTEX_SHADER\n"
541 " gl_FrontColor = gl_Color;\n"
542 "# ifdef USEDIFFUSE\n"
543 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
545 "# ifdef USESPECULAR\n"
546 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
548 " gl_Position = ftransform();\n"
551 "# ifdef FRAGMENT_SHADER\n"
553 "# ifdef USEDIFFUSE\n"
554 "uniform sampler2D Texture_First;\n"
556 "# ifdef USESPECULAR\n"
557 "uniform sampler2D Texture_Second;\n"
562 " gl_FragColor = gl_Color;\n"
563 "# ifdef USEDIFFUSE\n"
564 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
567 "# ifdef USESPECULAR\n"
568 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
570 "# ifdef USECOLORMAPPING\n"
571 " gl_FragColor *= tex2;\n"
574 " gl_FragColor += tex2;\n"
576 "# ifdef USEVERTEXTEXTUREBLEND\n"
577 " gl_FragColor = mix(tex2, gl_FragColor, tex2.a);\n"
582 "#else // !MODE_GENERIC\n"
584 "varying vec2 TexCoord;\n"
585 "varying vec2 TexCoordLightmap;\n"
587 "#ifdef MODE_LIGHTSOURCE\n"
588 "varying vec3 CubeVector;\n"
591 "#ifdef MODE_LIGHTSOURCE\n"
592 "varying vec3 LightVector;\n"
594 "#ifdef MODE_LIGHTDIRECTION\n"
595 "varying vec3 LightVector;\n"
598 "varying vec3 EyeVector;\n"
600 "varying vec3 EyeVectorModelSpace;\n"
603 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
604 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
605 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
607 "#ifdef MODE_WATER\n"
608 "varying vec4 ModelViewProjectionPosition;\n"
609 "#ifdef MODE_REFRACTION\n"
610 "varying vec4 ModelViewProjectionPosition;\n"
612 "# ifdef USEREFLECTION\n"
613 "varying vec4 ModelViewProjectionPosition;\n"
622 "// vertex shader specific:\n"
623 "#ifdef VERTEX_SHADER\n"
625 "uniform vec3 LightPosition;\n"
626 "uniform vec3 EyePosition;\n"
627 "uniform vec3 LightDir;\n"
629 "// 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"
633 " gl_FrontColor = gl_Color;\n"
634 " // copy the surface texcoord\n"
635 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
636 "#ifndef MODE_LIGHTSOURCE\n"
637 "# ifndef MODE_LIGHTDIRECTION\n"
638 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
642 "#ifdef MODE_LIGHTSOURCE\n"
643 " // transform vertex position into light attenuation/cubemap space\n"
644 " // (-1 to +1 across the light box)\n"
645 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
647 " // transform unnormalized light direction into tangent space\n"
648 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
649 " // normalize it per pixel)\n"
650 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
651 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
652 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
653 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
656 "#ifdef MODE_LIGHTDIRECTION\n"
657 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
658 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
659 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
662 " // transform unnormalized eye direction into tangent space\n"
664 " vec3 EyeVectorModelSpace;\n"
666 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
667 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
668 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
669 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
671 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
672 " VectorS = gl_MultiTexCoord1.xyz;\n"
673 " VectorT = gl_MultiTexCoord2.xyz;\n"
674 " VectorR = gl_MultiTexCoord3.xyz;\n"
677 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
678 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
679 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
680 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
683 "// transform vertex to camera space, using ftransform to match non-VS\n"
685 " gl_Position = ftransform();\n"
687 "#ifdef MODE_WATER\n"
688 " ModelViewProjectionPosition = gl_Position;\n"
690 "#ifdef MODE_REFRACTION\n"
691 " ModelViewProjectionPosition = gl_Position;\n"
693 "#ifdef USEREFLECTION\n"
694 " ModelViewProjectionPosition = gl_Position;\n"
698 "#endif // VERTEX_SHADER\n"
703 "// fragment shader specific:\n"
704 "#ifdef FRAGMENT_SHADER\n"
706 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
707 "uniform sampler2D Texture_Normal;\n"
708 "uniform sampler2D Texture_Color;\n"
709 "uniform sampler2D Texture_Gloss;\n"
710 "uniform sampler2D Texture_Glow;\n"
711 "uniform sampler2D Texture_SecondaryNormal;\n"
712 "uniform sampler2D Texture_SecondaryColor;\n"
713 "uniform sampler2D Texture_SecondaryGloss;\n"
714 "uniform sampler2D Texture_SecondaryGlow;\n"
715 "uniform sampler2D Texture_Pants;\n"
716 "uniform sampler2D Texture_Shirt;\n"
717 "uniform sampler2D Texture_FogMask;\n"
718 "uniform sampler2D Texture_Lightmap;\n"
719 "uniform sampler2D Texture_Deluxemap;\n"
720 "uniform sampler2D Texture_Refraction;\n"
721 "uniform sampler2D Texture_Reflection;\n"
722 "uniform sampler2D Texture_Attenuation;\n"
723 "uniform samplerCube Texture_Cube;\n"
725 "uniform myhalf3 LightColor;\n"
726 "uniform myhalf3 AmbientColor;\n"
727 "uniform myhalf3 DiffuseColor;\n"
728 "uniform myhalf3 SpecularColor;\n"
729 "uniform myhalf3 Color_Pants;\n"
730 "uniform myhalf3 Color_Shirt;\n"
731 "uniform myhalf3 FogColor;\n"
733 "uniform myhalf4 TintColor;\n"
736 "//#ifdef MODE_WATER\n"
737 "uniform vec4 DistortScaleRefractReflect;\n"
738 "uniform vec4 ScreenScaleRefractReflect;\n"
739 "uniform vec4 ScreenCenterRefractReflect;\n"
740 "uniform myhalf4 RefractColor;\n"
741 "uniform myhalf4 ReflectColor;\n"
742 "uniform myhalf ReflectFactor;\n"
743 "uniform myhalf ReflectOffset;\n"
745 "//# ifdef MODE_REFRACTION\n"
746 "//uniform vec4 DistortScaleRefractReflect;\n"
747 "//uniform vec4 ScreenScaleRefractReflect;\n"
748 "//uniform vec4 ScreenCenterRefractReflect;\n"
749 "//uniform myhalf4 RefractColor;\n"
750 "//# ifdef USEREFLECTION\n"
751 "//uniform myhalf4 ReflectColor;\n"
754 "//# ifdef USEREFLECTION\n"
755 "//uniform vec4 DistortScaleRefractReflect;\n"
756 "//uniform vec4 ScreenScaleRefractReflect;\n"
757 "//uniform vec4 ScreenCenterRefractReflect;\n"
758 "//uniform myhalf4 ReflectColor;\n"
763 "uniform myhalf GlowScale;\n"
764 "uniform myhalf SceneBrightness;\n"
765 "#ifdef USECONTRASTBOOST\n"
766 "uniform myhalf ContrastBoostCoeff;\n"
769 "uniform float OffsetMapping_Scale;\n"
770 "uniform float OffsetMapping_Bias;\n"
771 "uniform float FogRangeRecip;\n"
773 "uniform myhalf AmbientScale;\n"
774 "uniform myhalf DiffuseScale;\n"
775 "uniform myhalf SpecularScale;\n"
776 "uniform myhalf SpecularPower;\n"
778 "#ifdef USEOFFSETMAPPING\n"
779 "vec2 OffsetMapping(vec2 TexCoord)\n"
781 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
782 " // 14 sample relief mapping: linear search and then binary search\n"
783 " // this basically steps forward a small amount repeatedly until it finds\n"
784 " // itself inside solid, then jitters forward and back using decreasing\n"
785 " // amounts to find the impact\n"
786 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
787 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
788 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
789 " vec3 RT = vec3(TexCoord, 1);\n"
790 " OffsetVector *= 0.1;\n"
791 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
792 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
793 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
794 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
795 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
796 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
797 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
798 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
799 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
800 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
801 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
802 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
803 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
804 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
807 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
808 " // this basically moves forward the full distance, and then backs up based\n"
809 " // on height of samples\n"
810 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
811 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
812 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
813 " TexCoord += OffsetVector;\n"
814 " OffsetVector *= 0.333;\n"
815 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
816 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
817 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
818 " return TexCoord;\n"
821 "#endif // USEOFFSETMAPPING\n"
823 "#ifdef MODE_WATER\n"
828 "#ifdef USEOFFSETMAPPING\n"
829 " // apply offsetmapping\n"
830 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
831 "#define TexCoord TexCoordOffset\n"
834 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
835 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
836 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
837 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
838 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
841 "#else // !MODE_WATER\n"
842 "#ifdef MODE_REFRACTION\n"
844 "// refraction pass\n"
847 "#ifdef USEOFFSETMAPPING\n"
848 " // apply offsetmapping\n"
849 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
850 "#define TexCoord TexCoordOffset\n"
853 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
854 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
855 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
856 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
859 "#else // !MODE_REFRACTION\n"
862 "#ifdef USEOFFSETMAPPING\n"
863 " // apply offsetmapping\n"
864 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
865 "#define TexCoord TexCoordOffset\n"
868 " // combine the diffuse textures (base, pants, shirt)\n"
869 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
870 "#ifdef USECOLORMAPPING\n"
871 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
873 "#ifdef USEVERTEXTEXTUREBLEND\n"
874 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
875 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
876 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
877 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
878 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
881 "#ifdef USEDIFFUSE\n"
882 " // get the surface normal and the gloss color\n"
883 "# ifdef USEVERTEXTEXTUREBLEND\n"
884 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
885 "# ifdef USESPECULAR\n"
886 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
889 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
890 "# ifdef USESPECULAR\n"
891 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
898 "#ifdef MODE_LIGHTSOURCE\n"
901 " // calculate surface normal, light normal, and specular normal\n"
902 " // compute color intensity for the two textures (colormap and glossmap)\n"
903 " // scale by light color and attenuation as efficiently as possible\n"
904 " // (do as much scalar math as possible rather than vector math)\n"
905 "# ifdef USEDIFFUSE\n"
906 " // get the light normal\n"
907 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
909 "# ifdef USESPECULAR\n"
910 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
912 " // calculate directional shading\n"
913 " 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"
915 "# ifdef USEDIFFUSE\n"
916 " // calculate directional shading\n"
917 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
919 " // calculate directionless shading\n"
920 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
924 "# ifdef USECUBEFILTER\n"
925 " // apply light cubemap filter\n"
926 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
927 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
929 "#endif // MODE_LIGHTSOURCE\n"
934 "#ifdef MODE_LIGHTDIRECTION\n"
935 " // directional model lighting\n"
936 "# ifdef USEDIFFUSE\n"
937 " // get the light normal\n"
938 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
940 "# ifdef USESPECULAR\n"
941 " // calculate directional shading\n"
942 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
943 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
944 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
946 "# ifdef USEDIFFUSE\n"
948 " // calculate directional shading\n"
949 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
951 " color.rgb *= AmbientColor;\n"
954 "#endif // MODE_LIGHTDIRECTION\n"
959 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
960 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
962 " // get the light normal\n"
963 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
964 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
965 " // calculate directional shading\n"
966 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
967 "# ifdef USESPECULAR\n"
968 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
969 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
972 " // apply lightmap color\n"
973 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
974 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
979 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
980 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
982 " // get the light normal\n"
983 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
984 " // calculate directional shading\n"
985 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
986 "# ifdef USESPECULAR\n"
987 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
988 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
991 " // apply lightmap color\n"
992 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
993 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
998 "#ifdef MODE_LIGHTMAP\n"
999 " // apply lightmap color\n"
1000 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1001 "#endif // MODE_LIGHTMAP\n"
1006 "#ifdef MODE_VERTEXCOLOR\n"
1007 " // apply lightmap color\n"
1008 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1009 "#endif // MODE_VERTEXCOLOR\n"
1014 "#ifdef MODE_FLATCOLOR\n"
1015 "#endif // MODE_FLATCOLOR\n"
1023 " color *= TintColor;\n"
1026 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1029 "#ifdef USECONTRASTBOOST\n"
1030 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1033 " color.rgb *= SceneBrightness;\n"
1035 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1037 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1040 " // 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"
1041 "#ifdef USEREFLECTION\n"
1042 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1043 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1044 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1045 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1048 " gl_FragColor = vec4(color);\n"
1050 "#endif // !MODE_REFRACTION\n"
1051 "#endif // !MODE_WATER\n"
1053 "#endif // FRAGMENT_SHADER\n"
1055 "#endif // !MODE_GENERIC\n"
1056 "#endif // !MODE_POSTPROCESS\n"
1057 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1060 typedef struct shaderpermutationinfo_s
1062 const char *pretext;
1065 shaderpermutationinfo_t;
1067 typedef struct shadermodeinfo_s
1069 const char *vertexfilename;
1070 const char *geometryfilename;
1071 const char *fragmentfilename;
1072 const char *pretext;
1077 typedef enum shaderpermutation_e
1079 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1080 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1081 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1082 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1083 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1084 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1085 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1086 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1087 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1088 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1089 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1090 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1091 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1092 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1093 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1095 shaderpermutation_t;
1097 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1098 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1100 {"#define USEDIFFUSE\n", " diffuse"},
1101 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1102 {"#define USECOLORMAPPING\n", " colormapping"},
1103 {"#define USECONTRASTBOOST\n", " contrastboost"},
1104 {"#define USEFOG\n", " fog"},
1105 {"#define USECUBEFILTER\n", " cubefilter"},
1106 {"#define USEGLOW\n", " glow"},
1107 {"#define USESPECULAR\n", " specular"},
1108 {"#define USEREFLECTION\n", " reflection"},
1109 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1110 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1111 {"#define USEGAMMARAMPS\n", " gammaramps"},
1112 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1115 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1116 typedef enum shadermode_e
1118 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1119 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1120 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1121 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1122 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1123 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1124 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1125 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1126 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1127 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1128 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1129 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1134 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1135 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1137 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1138 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1139 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1140 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1141 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1142 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1143 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1144 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1145 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1146 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1147 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1148 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1151 typedef struct r_glsl_permutation_s
1153 // indicates if we have tried compiling this permutation already
1155 // 0 if compilation failed
1157 // locations of detected uniforms in program object, or -1 if not found
1158 int loc_Texture_First;
1159 int loc_Texture_Second;
1160 int loc_Texture_Normal;
1161 int loc_Texture_Color;
1162 int loc_Texture_Gloss;
1163 int loc_Texture_Glow;
1164 int loc_Texture_SecondaryNormal;
1165 int loc_Texture_SecondaryColor;
1166 int loc_Texture_SecondaryGloss;
1167 int loc_Texture_SecondaryGlow;
1168 int loc_Texture_Pants;
1169 int loc_Texture_Shirt;
1170 int loc_Texture_FogMask;
1171 int loc_Texture_Lightmap;
1172 int loc_Texture_Deluxemap;
1173 int loc_Texture_Attenuation;
1174 int loc_Texture_Cube;
1175 int loc_Texture_Refraction;
1176 int loc_Texture_Reflection;
1178 int loc_LightPosition;
1179 int loc_EyePosition;
1180 int loc_Color_Pants;
1181 int loc_Color_Shirt;
1182 int loc_FogRangeRecip;
1183 int loc_AmbientScale;
1184 int loc_DiffuseScale;
1185 int loc_SpecularScale;
1186 int loc_SpecularPower;
1188 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1189 int loc_OffsetMapping_Scale;
1191 int loc_AmbientColor;
1192 int loc_DiffuseColor;
1193 int loc_SpecularColor;
1195 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1196 int loc_GammaCoeff; // 1 / gamma
1197 int loc_DistortScaleRefractReflect;
1198 int loc_ScreenScaleRefractReflect;
1199 int loc_ScreenCenterRefractReflect;
1200 int loc_RefractColor;
1201 int loc_ReflectColor;
1202 int loc_ReflectFactor;
1203 int loc_ReflectOffset;
1210 r_glsl_permutation_t;
1212 // information about each possible shader permutation
1213 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1214 // currently selected permutation
1215 r_glsl_permutation_t *r_glsl_permutation;
1217 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1220 if (!filename || !filename[0])
1222 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1225 if (printfromdisknotice)
1226 Con_DPrint("from disk... ");
1227 return shaderstring;
1229 else if (!strcmp(filename, "glsl/default.glsl"))
1231 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1232 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1234 return shaderstring;
1237 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1240 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1241 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1242 int vertstrings_count = 0;
1243 int geomstrings_count = 0;
1244 int fragstrings_count = 0;
1245 char *vertexstring, *geometrystring, *fragmentstring;
1246 const char *vertstrings_list[32+3];
1247 const char *geomstrings_list[32+3];
1248 const char *fragstrings_list[32+3];
1249 char permutationname[256];
1256 permutationname[0] = 0;
1257 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1258 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1259 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1261 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1263 // the first pretext is which type of shader to compile as
1264 // (later these will all be bound together as a program object)
1265 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1266 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1267 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1269 // the second pretext is the mode (for example a light source)
1270 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1271 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1272 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1273 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1275 // now add all the permutation pretexts
1276 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1278 if (permutation & (1<<i))
1280 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1281 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1282 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1283 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1287 // keep line numbers correct
1288 vertstrings_list[vertstrings_count++] = "\n";
1289 geomstrings_list[geomstrings_count++] = "\n";
1290 fragstrings_list[fragstrings_count++] = "\n";
1294 // now append the shader text itself
1295 vertstrings_list[vertstrings_count++] = vertexstring;
1296 geomstrings_list[geomstrings_count++] = geometrystring;
1297 fragstrings_list[fragstrings_count++] = fragmentstring;
1299 // if any sources were NULL, clear the respective list
1301 vertstrings_count = 0;
1302 if (!geometrystring)
1303 geomstrings_count = 0;
1304 if (!fragmentstring)
1305 fragstrings_count = 0;
1307 // compile the shader program
1308 if (vertstrings_count + geomstrings_count + fragstrings_count)
1309 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1313 qglUseProgramObjectARB(p->program);CHECKGLERROR
1314 // look up all the uniform variable names we care about, so we don't
1315 // have to look them up every time we set them
1316 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1317 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1318 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1319 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1320 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1321 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1322 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1323 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1324 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1325 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1326 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1327 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1328 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1329 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1330 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1331 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1332 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1333 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1334 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1335 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1336 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1337 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1338 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1339 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1340 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1341 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1342 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1343 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1344 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1345 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1346 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1347 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1348 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1349 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1350 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1351 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1352 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1353 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1354 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1355 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1356 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1357 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1358 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1359 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1360 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1361 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1362 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1363 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1364 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1365 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1366 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1367 // initialize the samplers to refer to the texture units we use
1368 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1369 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1370 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1371 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1372 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1373 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1374 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1375 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1376 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1377 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1378 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1379 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1380 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1381 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1382 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1383 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1384 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1385 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1386 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1388 if (developer.integer)
1389 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1392 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1396 Mem_Free(vertexstring);
1398 Mem_Free(geometrystring);
1400 Mem_Free(fragmentstring);
1403 void R_GLSL_Restart_f(void)
1406 shaderpermutation_t permutation;
1407 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1408 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1409 if (r_glsl_permutations[mode][permutation].program)
1410 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1411 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1414 void R_GLSL_DumpShader_f(void)
1418 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1421 Con_Printf("failed to write to glsl/default.glsl\n");
1425 FS_Print(file, "// The engine may define the following macros:\n");
1426 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1427 for (i = 0;i < SHADERMODE_COUNT;i++)
1428 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1429 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1431 FS_Print(file, "\n");
1432 FS_Print(file, builtinshaderstring);
1435 Con_Printf("glsl/default.glsl written\n");
1438 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1440 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1441 if (r_glsl_permutation != perm)
1443 r_glsl_permutation = perm;
1444 if (!r_glsl_permutation->program)
1446 if (!r_glsl_permutation->compiled)
1447 R_GLSL_CompilePermutation(mode, permutation);
1448 if (!r_glsl_permutation->program)
1450 // remove features until we find a valid permutation
1452 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1454 // reduce i more quickly whenever it would not remove any bits
1455 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1456 if (!(permutation & j))
1459 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1460 if (!r_glsl_permutation->compiled)
1461 R_GLSL_CompilePermutation(mode, permutation);
1462 if (r_glsl_permutation->program)
1465 if (i >= SHADERPERMUTATION_COUNT)
1467 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");
1468 Cvar_SetValueQuick(&r_glsl, 0);
1469 R_GLSL_Restart_f(); // unload shaders
1470 return; // no bit left to clear
1475 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1479 void R_SetupGenericShader(qboolean usetexture)
1481 if (gl_support_fragment_shader)
1483 if (r_glsl.integer && r_glsl_usegeneric.integer)
1484 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1485 else if (r_glsl_permutation)
1487 r_glsl_permutation = NULL;
1488 qglUseProgramObjectARB(0);CHECKGLERROR
1493 void R_SetupGenericTwoTextureShader(int texturemode)
1495 if (gl_support_fragment_shader)
1497 if (r_glsl.integer && r_glsl_usegeneric.integer)
1498 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1499 else if (r_glsl_permutation)
1501 r_glsl_permutation = NULL;
1502 qglUseProgramObjectARB(0);CHECKGLERROR
1505 if (!r_glsl_permutation)
1507 if (texturemode == GL_DECAL && gl_combine.integer)
1508 texturemode = GL_INTERPOLATE_ARB;
1509 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1513 void R_SetupDepthOrShadowShader(void)
1515 if (gl_support_fragment_shader)
1517 if (r_glsl.integer && r_glsl_usegeneric.integer)
1518 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1519 else if (r_glsl_permutation)
1521 r_glsl_permutation = NULL;
1522 qglUseProgramObjectARB(0);CHECKGLERROR
1527 extern rtexture_t *r_shadow_attenuationgradienttexture;
1528 extern rtexture_t *r_shadow_attenuation2dtexture;
1529 extern rtexture_t *r_shadow_attenuation3dtexture;
1530 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1532 // select a permutation of the lighting shader appropriate to this
1533 // combination of texture, entity, light source, and fogging, only use the
1534 // minimum features necessary to avoid wasting rendering time in the
1535 // fragment shader on features that are not being used
1536 unsigned int permutation = 0;
1537 shadermode_t mode = 0;
1538 // TODO: implement geometry-shader based shadow volumes someday
1539 if (r_glsl_offsetmapping.integer)
1541 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1542 if (r_glsl_offsetmapping_reliefmapping.integer)
1543 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1545 if (rsurfacepass == RSURFPASS_BACKGROUND)
1547 // distorted background
1548 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1549 mode = SHADERMODE_WATER;
1551 mode = SHADERMODE_REFRACTION;
1553 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1556 mode = SHADERMODE_LIGHTSOURCE;
1557 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1558 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1559 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1560 permutation |= SHADERPERMUTATION_CUBEFILTER;
1561 if (diffusescale > 0)
1562 permutation |= SHADERPERMUTATION_DIFFUSE;
1563 if (specularscale > 0)
1564 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1565 if (r_refdef.fogenabled)
1566 permutation |= SHADERPERMUTATION_FOG;
1567 if (rsurface.texture->colormapping)
1568 permutation |= SHADERPERMUTATION_COLORMAPPING;
1569 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1570 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1572 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1574 // unshaded geometry (fullbright or ambient model lighting)
1575 mode = SHADERMODE_FLATCOLOR;
1576 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1577 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1578 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1579 permutation |= SHADERPERMUTATION_GLOW;
1580 if (r_refdef.fogenabled)
1581 permutation |= SHADERPERMUTATION_FOG;
1582 if (rsurface.texture->colormapping)
1583 permutation |= SHADERPERMUTATION_COLORMAPPING;
1584 if (r_glsl_offsetmapping.integer)
1586 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1587 if (r_glsl_offsetmapping_reliefmapping.integer)
1588 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1590 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1591 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1592 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1593 permutation |= SHADERPERMUTATION_REFLECTION;
1595 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1597 // directional model lighting
1598 mode = SHADERMODE_LIGHTDIRECTION;
1599 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1600 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1601 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1602 permutation |= SHADERPERMUTATION_GLOW;
1603 permutation |= SHADERPERMUTATION_DIFFUSE;
1604 if (specularscale > 0)
1605 permutation |= SHADERPERMUTATION_SPECULAR;
1606 if (r_refdef.fogenabled)
1607 permutation |= SHADERPERMUTATION_FOG;
1608 if (rsurface.texture->colormapping)
1609 permutation |= SHADERPERMUTATION_COLORMAPPING;
1610 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1611 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1612 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1613 permutation |= SHADERPERMUTATION_REFLECTION;
1615 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1617 // ambient model lighting
1618 mode = SHADERMODE_LIGHTDIRECTION;
1619 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1620 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1621 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1622 permutation |= SHADERPERMUTATION_GLOW;
1623 if (r_refdef.fogenabled)
1624 permutation |= SHADERPERMUTATION_FOG;
1625 if (rsurface.texture->colormapping)
1626 permutation |= SHADERPERMUTATION_COLORMAPPING;
1627 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1628 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1629 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1630 permutation |= SHADERPERMUTATION_REFLECTION;
1635 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1637 // deluxemapping (light direction texture)
1638 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1639 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1641 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1642 permutation |= SHADERPERMUTATION_DIFFUSE;
1643 if (specularscale > 0)
1644 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1646 else if (r_glsl_deluxemapping.integer >= 2)
1648 // fake deluxemapping (uniform light direction in tangentspace)
1649 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1650 permutation |= SHADERPERMUTATION_DIFFUSE;
1651 if (specularscale > 0)
1652 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1654 else if (rsurface.uselightmaptexture)
1656 // ordinary lightmapping (q1bsp, q3bsp)
1657 mode = SHADERMODE_LIGHTMAP;
1661 // ordinary vertex coloring (q3bsp)
1662 mode = SHADERMODE_VERTEXCOLOR;
1664 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1665 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1666 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1667 permutation |= SHADERPERMUTATION_GLOW;
1668 if (r_refdef.fogenabled)
1669 permutation |= SHADERPERMUTATION_FOG;
1670 if (rsurface.texture->colormapping)
1671 permutation |= SHADERPERMUTATION_COLORMAPPING;
1672 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1673 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1674 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1675 permutation |= SHADERPERMUTATION_REFLECTION;
1677 R_SetupShader_SetPermutation(mode, permutation);
1678 if (mode == SHADERMODE_LIGHTSOURCE)
1680 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1681 if (permutation & SHADERPERMUTATION_DIFFUSE)
1683 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1684 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1685 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1686 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1690 // ambient only is simpler
1691 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]);
1692 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1693 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1694 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1696 // additive passes are only darkened by fog, not tinted
1697 if (r_glsl_permutation->loc_FogColor >= 0)
1698 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1702 if (mode == SHADERMODE_LIGHTDIRECTION)
1704 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);
1705 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);
1706 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);
1707 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]);
1711 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 1.0f / 128.0f);
1712 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1713 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1715 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]);
1716 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1717 // additive passes are only darkened by fog, not tinted
1718 if (r_glsl_permutation->loc_FogColor >= 0)
1720 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1721 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1723 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1725 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);
1726 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]);
1727 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]);
1728 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1729 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1730 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1731 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1733 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1735 // The formula used is actually:
1736 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1737 // color.rgb *= SceneBrightness;
1739 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1740 // and do [[calculations]] here in the engine
1741 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1742 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1745 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1746 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1747 if (r_glsl_permutation->loc_Color_Pants >= 0)
1749 if (rsurface.texture->currentskinframe->pants)
1750 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1752 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1754 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1756 if (rsurface.texture->currentskinframe->shirt)
1757 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1759 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1761 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1762 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1763 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1767 #define SKINFRAME_HASH 1024
1771 int loadsequence; // incremented each level change
1772 memexpandablearray_t array;
1773 skinframe_t *hash[SKINFRAME_HASH];
1777 void R_SkinFrame_PrepareForPurge(void)
1779 r_skinframe.loadsequence++;
1780 // wrap it without hitting zero
1781 if (r_skinframe.loadsequence >= 200)
1782 r_skinframe.loadsequence = 1;
1785 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1789 // mark the skinframe as used for the purging code
1790 skinframe->loadsequence = r_skinframe.loadsequence;
1793 void R_SkinFrame_Purge(void)
1797 for (i = 0;i < SKINFRAME_HASH;i++)
1799 for (s = r_skinframe.hash[i];s;s = s->next)
1801 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1803 if (s->merged == s->base)
1805 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1806 R_PurgeTexture(s->stain );s->stain = NULL;
1807 R_PurgeTexture(s->merged);s->merged = NULL;
1808 R_PurgeTexture(s->base );s->base = NULL;
1809 R_PurgeTexture(s->pants );s->pants = NULL;
1810 R_PurgeTexture(s->shirt );s->shirt = NULL;
1811 R_PurgeTexture(s->nmap );s->nmap = NULL;
1812 R_PurgeTexture(s->gloss );s->gloss = NULL;
1813 R_PurgeTexture(s->glow );s->glow = NULL;
1814 R_PurgeTexture(s->fog );s->fog = NULL;
1815 s->loadsequence = 0;
1821 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1823 char basename[MAX_QPATH];
1825 Image_StripImageExtension(name, basename, sizeof(basename));
1827 if( last == NULL ) {
1829 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1830 item = r_skinframe.hash[hashindex];
1835 // linearly search through the hash bucket
1836 for( ; item ; item = item->next ) {
1837 if( !strcmp( item->basename, basename ) ) {
1844 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1848 char basename[MAX_QPATH];
1850 Image_StripImageExtension(name, basename, sizeof(basename));
1852 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1853 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1854 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1858 rtexture_t *dyntexture;
1859 // check whether its a dynamic texture
1860 dyntexture = CL_GetDynTexture( basename );
1861 if (!add && !dyntexture)
1863 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1864 memset(item, 0, sizeof(*item));
1865 strlcpy(item->basename, basename, sizeof(item->basename));
1866 item->base = dyntexture; // either NULL or dyntexture handle
1867 item->textureflags = textureflags;
1868 item->comparewidth = comparewidth;
1869 item->compareheight = compareheight;
1870 item->comparecrc = comparecrc;
1871 item->next = r_skinframe.hash[hashindex];
1872 r_skinframe.hash[hashindex] = item;
1874 else if( item->base == NULL )
1876 rtexture_t *dyntexture;
1877 // check whether its a dynamic texture
1878 // 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]
1879 dyntexture = CL_GetDynTexture( basename );
1880 item->base = dyntexture; // either NULL or dyntexture handle
1883 R_SkinFrame_MarkUsed(item);
1887 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1889 // FIXME: it should be possible to disable loading various layers using
1890 // cvars, to prevent wasted loading time and memory usage if the user does
1892 qboolean loadnormalmap = true;
1893 qboolean loadgloss = true;
1894 qboolean loadpantsandshirt = true;
1895 qboolean loadglow = true;
1897 unsigned char *pixels;
1898 unsigned char *bumppixels;
1899 unsigned char *basepixels = NULL;
1900 int basepixels_width;
1901 int basepixels_height;
1902 skinframe_t *skinframe;
1904 if (cls.state == ca_dedicated)
1907 // return an existing skinframe if already loaded
1908 // if loading of the first image fails, don't make a new skinframe as it
1909 // would cause all future lookups of this to be missing
1910 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1911 if (skinframe && skinframe->base)
1914 basepixels = loadimagepixelsbgra(name, complain, true);
1915 if (basepixels == NULL)
1918 // we've got some pixels to store, so really allocate this new texture now
1920 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1921 skinframe->stain = NULL;
1922 skinframe->merged = NULL;
1923 skinframe->base = r_texture_notexture;
1924 skinframe->pants = NULL;
1925 skinframe->shirt = NULL;
1926 skinframe->nmap = r_texture_blanknormalmap;
1927 skinframe->gloss = NULL;
1928 skinframe->glow = NULL;
1929 skinframe->fog = NULL;
1931 basepixels_width = image_width;
1932 basepixels_height = image_height;
1933 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);
1935 if (textureflags & TEXF_ALPHA)
1937 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1938 if (basepixels[j] < 255)
1940 if (j < basepixels_width * basepixels_height * 4)
1942 // has transparent pixels
1943 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1944 for (j = 0;j < image_width * image_height * 4;j += 4)
1949 pixels[j+3] = basepixels[j+3];
1951 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);
1956 // _norm is the name used by tenebrae and has been adopted as standard
1959 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1961 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1965 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1967 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1968 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1969 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1971 Mem_Free(bumppixels);
1973 else if (r_shadow_bumpscale_basetexture.value > 0)
1975 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1976 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1977 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1981 // _luma is supported for tenebrae compatibility
1982 // (I think it's a very stupid name, but oh well)
1983 // _glow is the preferred name
1984 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;}
1985 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;}
1986 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;}
1987 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;}
1990 Mem_Free(basepixels);
1995 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)
2000 for (i = 0;i < width*height;i++)
2001 if (((unsigned char *)&palette[in[i]])[3] > 0)
2003 if (i == width*height)
2006 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2009 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2010 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2013 unsigned char *temp1, *temp2;
2014 skinframe_t *skinframe;
2016 if (cls.state == ca_dedicated)
2019 // if already loaded just return it, otherwise make a new skinframe
2020 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2021 if (skinframe && skinframe->base)
2024 skinframe->stain = NULL;
2025 skinframe->merged = NULL;
2026 skinframe->base = r_texture_notexture;
2027 skinframe->pants = NULL;
2028 skinframe->shirt = NULL;
2029 skinframe->nmap = r_texture_blanknormalmap;
2030 skinframe->gloss = NULL;
2031 skinframe->glow = NULL;
2032 skinframe->fog = NULL;
2034 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2038 if (r_shadow_bumpscale_basetexture.value > 0)
2040 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2041 temp2 = temp1 + width * height * 4;
2042 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2043 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2046 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2047 if (textureflags & TEXF_ALPHA)
2049 for (i = 3;i < width * height * 4;i += 4)
2050 if (skindata[i] < 255)
2052 if (i < width * height * 4)
2054 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2055 memcpy(fogpixels, skindata, width * height * 4);
2056 for (i = 0;i < width * height * 4;i += 4)
2057 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2058 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2059 Mem_Free(fogpixels);
2066 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2069 unsigned char *temp1, *temp2;
2070 skinframe_t *skinframe;
2072 if (cls.state == ca_dedicated)
2075 // if already loaded just return it, otherwise make a new skinframe
2076 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2077 if (skinframe && skinframe->base)
2080 skinframe->stain = NULL;
2081 skinframe->merged = NULL;
2082 skinframe->base = r_texture_notexture;
2083 skinframe->pants = NULL;
2084 skinframe->shirt = NULL;
2085 skinframe->nmap = r_texture_blanknormalmap;
2086 skinframe->gloss = NULL;
2087 skinframe->glow = NULL;
2088 skinframe->fog = NULL;
2090 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2094 if (r_shadow_bumpscale_basetexture.value > 0)
2096 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2097 temp2 = temp1 + width * height * 4;
2098 // use either a custom palette or the quake palette
2099 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2100 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2101 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2104 // use either a custom palette, or the quake palette
2105 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2106 if (loadglowtexture)
2107 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2108 if (loadpantsandshirt)
2110 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2111 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2113 if (skinframe->pants || skinframe->shirt)
2114 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
2115 if (textureflags & TEXF_ALPHA)
2117 for (i = 0;i < width * height;i++)
2118 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2120 if (i < width * height)
2121 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2127 skinframe_t *R_SkinFrame_LoadMissing(void)
2129 skinframe_t *skinframe;
2131 if (cls.state == ca_dedicated)
2134 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2135 skinframe->stain = NULL;
2136 skinframe->merged = NULL;
2137 skinframe->base = r_texture_notexture;
2138 skinframe->pants = NULL;
2139 skinframe->shirt = NULL;
2140 skinframe->nmap = r_texture_blanknormalmap;
2141 skinframe->gloss = NULL;
2142 skinframe->glow = NULL;
2143 skinframe->fog = NULL;
2148 void gl_main_start(void)
2150 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2151 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2153 // set up r_skinframe loading system for textures
2154 memset(&r_skinframe, 0, sizeof(r_skinframe));
2155 r_skinframe.loadsequence = 1;
2156 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2158 r_main_texturepool = R_AllocTexturePool();
2159 R_BuildBlankTextures();
2161 if (gl_texturecubemap)
2164 R_BuildNormalizationCube();
2166 r_texture_fogattenuation = NULL;
2167 r_texture_gammaramps = NULL;
2168 //r_texture_fogintensity = NULL;
2169 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2170 memset(&r_waterstate, 0, sizeof(r_waterstate));
2171 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2172 memset(&r_svbsp, 0, sizeof (r_svbsp));
2174 r_refdef.fogmasktable_density = 0;
2177 void gl_main_shutdown(void)
2179 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2180 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2182 // clear out the r_skinframe state
2183 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2184 memset(&r_skinframe, 0, sizeof(r_skinframe));
2187 Mem_Free(r_svbsp.nodes);
2188 memset(&r_svbsp, 0, sizeof (r_svbsp));
2189 R_FreeTexturePool(&r_main_texturepool);
2190 r_texture_blanknormalmap = NULL;
2191 r_texture_white = NULL;
2192 r_texture_grey128 = NULL;
2193 r_texture_black = NULL;
2194 r_texture_whitecube = NULL;
2195 r_texture_normalizationcube = NULL;
2196 r_texture_fogattenuation = NULL;
2197 r_texture_gammaramps = NULL;
2198 //r_texture_fogintensity = NULL;
2199 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2200 memset(&r_waterstate, 0, sizeof(r_waterstate));
2204 extern void CL_ParseEntityLump(char *entitystring);
2205 void gl_main_newmap(void)
2207 // FIXME: move this code to client
2209 char *entities, entname[MAX_QPATH];
2212 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2213 l = (int)strlen(entname) - 4;
2214 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2216 memcpy(entname + l, ".ent", 5);
2217 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2219 CL_ParseEntityLump(entities);
2224 if (cl.worldmodel->brush.entities)
2225 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2229 void GL_Main_Init(void)
2231 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2233 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2234 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2235 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2236 if (gamemode == GAME_NEHAHRA)
2238 Cvar_RegisterVariable (&gl_fogenable);
2239 Cvar_RegisterVariable (&gl_fogdensity);
2240 Cvar_RegisterVariable (&gl_fogred);
2241 Cvar_RegisterVariable (&gl_foggreen);
2242 Cvar_RegisterVariable (&gl_fogblue);
2243 Cvar_RegisterVariable (&gl_fogstart);
2244 Cvar_RegisterVariable (&gl_fogend);
2245 Cvar_RegisterVariable (&gl_skyclip);
2247 Cvar_RegisterVariable(&r_depthfirst);
2248 Cvar_RegisterVariable(&r_nearclip);
2249 Cvar_RegisterVariable(&r_showbboxes);
2250 Cvar_RegisterVariable(&r_showsurfaces);
2251 Cvar_RegisterVariable(&r_showtris);
2252 Cvar_RegisterVariable(&r_shownormals);
2253 Cvar_RegisterVariable(&r_showlighting);
2254 Cvar_RegisterVariable(&r_showshadowvolumes);
2255 Cvar_RegisterVariable(&r_showcollisionbrushes);
2256 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2257 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2258 Cvar_RegisterVariable(&r_showdisabledepthtest);
2259 Cvar_RegisterVariable(&r_drawportals);
2260 Cvar_RegisterVariable(&r_drawentities);
2261 Cvar_RegisterVariable(&r_cullentities_trace);
2262 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2263 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2264 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2265 Cvar_RegisterVariable(&r_drawviewmodel);
2266 Cvar_RegisterVariable(&r_speeds);
2267 Cvar_RegisterVariable(&r_fullbrights);
2268 Cvar_RegisterVariable(&r_wateralpha);
2269 Cvar_RegisterVariable(&r_dynamic);
2270 Cvar_RegisterVariable(&r_fullbright);
2271 Cvar_RegisterVariable(&r_shadows);
2272 Cvar_RegisterVariable(&r_shadows_throwdistance);
2273 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2274 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2275 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2276 Cvar_RegisterVariable(&r_fog_exp2);
2277 Cvar_RegisterVariable(&r_textureunits);
2278 Cvar_RegisterVariable(&r_glsl);
2279 Cvar_RegisterVariable(&r_glsl_contrastboost);
2280 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2281 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2282 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2283 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2284 Cvar_RegisterVariable(&r_glsl_postprocess);
2285 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2286 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2287 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2288 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2289 Cvar_RegisterVariable(&r_glsl_usegeneric);
2290 Cvar_RegisterVariable(&r_water);
2291 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2292 Cvar_RegisterVariable(&r_water_clippingplanebias);
2293 Cvar_RegisterVariable(&r_water_refractdistort);
2294 Cvar_RegisterVariable(&r_water_reflectdistort);
2295 Cvar_RegisterVariable(&r_lerpsprites);
2296 Cvar_RegisterVariable(&r_lerpmodels);
2297 Cvar_RegisterVariable(&r_lerplightstyles);
2298 Cvar_RegisterVariable(&r_waterscroll);
2299 Cvar_RegisterVariable(&r_bloom);
2300 Cvar_RegisterVariable(&r_bloom_colorscale);
2301 Cvar_RegisterVariable(&r_bloom_brighten);
2302 Cvar_RegisterVariable(&r_bloom_blur);
2303 Cvar_RegisterVariable(&r_bloom_resolution);
2304 Cvar_RegisterVariable(&r_bloom_colorexponent);
2305 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2306 Cvar_RegisterVariable(&r_hdr);
2307 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2308 Cvar_RegisterVariable(&r_hdr_glowintensity);
2309 Cvar_RegisterVariable(&r_hdr_range);
2310 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2311 Cvar_RegisterVariable(&developer_texturelogging);
2312 Cvar_RegisterVariable(&gl_lightmaps);
2313 Cvar_RegisterVariable(&r_test);
2314 Cvar_RegisterVariable(&r_batchmode);
2315 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2316 Cvar_SetValue("r_fullbrights", 0);
2317 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2319 Cvar_RegisterVariable(&r_track_sprites);
2320 Cvar_RegisterVariable(&r_track_sprites_flags);
2321 Cvar_RegisterVariable(&r_track_sprites_scalew);
2322 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2325 extern void R_Textures_Init(void);
2326 extern void GL_Draw_Init(void);
2327 extern void GL_Main_Init(void);
2328 extern void R_Shadow_Init(void);
2329 extern void R_Sky_Init(void);
2330 extern void GL_Surf_Init(void);
2331 extern void R_Particles_Init(void);
2332 extern void R_Explosion_Init(void);
2333 extern void gl_backend_init(void);
2334 extern void Sbar_Init(void);
2335 extern void R_LightningBeams_Init(void);
2336 extern void Mod_RenderInit(void);
2338 void Render_Init(void)
2350 R_LightningBeams_Init();
2359 extern char *ENGINE_EXTENSIONS;
2362 VID_CheckExtensions();
2364 // LordHavoc: report supported extensions
2365 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2367 // clear to black (loading plaque will be seen over this)
2369 qglClearColor(0,0,0,1);CHECKGLERROR
2370 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2373 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2377 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2379 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2382 p = r_refdef.view.frustum + i;
2387 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2391 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2395 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2399 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2403 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2407 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2411 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2415 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2423 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2427 for (i = 0;i < numplanes;i++)
2434 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2438 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2442 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2446 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2450 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2454 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2458 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2462 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2470 //==================================================================================
2472 static void R_View_UpdateEntityVisible (void)
2475 entity_render_t *ent;
2477 if (!r_drawentities.integer)
2480 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2481 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2483 // worldmodel can check visibility
2484 for (i = 0;i < r_refdef.scene.numentities;i++)
2486 ent = r_refdef.scene.entities[i];
2487 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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2490 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2492 for (i = 0;i < r_refdef.scene.numentities;i++)
2494 ent = r_refdef.scene.entities[i];
2495 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2497 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2498 ent->last_trace_visibility = realtime;
2499 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2500 r_refdef.viewcache.entityvisible[i] = 0;
2507 // no worldmodel or it can't check visibility
2508 for (i = 0;i < r_refdef.scene.numentities;i++)
2510 ent = r_refdef.scene.entities[i];
2511 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));
2516 // only used if skyrendermasked, and normally returns false
2517 int R_DrawBrushModelsSky (void)
2520 entity_render_t *ent;
2522 if (!r_drawentities.integer)
2526 for (i = 0;i < r_refdef.scene.numentities;i++)
2528 if (!r_refdef.viewcache.entityvisible[i])
2530 ent = r_refdef.scene.entities[i];
2531 if (!ent->model || !ent->model->DrawSky)
2533 ent->model->DrawSky(ent);
2539 static void R_DrawNoModel(entity_render_t *ent);
2540 static void R_DrawModels(void)
2543 entity_render_t *ent;
2545 if (!r_drawentities.integer)
2548 for (i = 0;i < r_refdef.scene.numentities;i++)
2550 if (!r_refdef.viewcache.entityvisible[i])
2552 ent = r_refdef.scene.entities[i];
2553 r_refdef.stats.entities++;
2554 if (ent->model && ent->model->Draw != NULL)
2555 ent->model->Draw(ent);
2561 static void R_DrawModelsDepth(void)
2564 entity_render_t *ent;
2566 if (!r_drawentities.integer)
2569 for (i = 0;i < r_refdef.scene.numentities;i++)
2571 if (!r_refdef.viewcache.entityvisible[i])
2573 ent = r_refdef.scene.entities[i];
2574 if (ent->model && ent->model->DrawDepth != NULL)
2575 ent->model->DrawDepth(ent);
2579 static void R_DrawModelsDebug(void)
2582 entity_render_t *ent;
2584 if (!r_drawentities.integer)
2587 for (i = 0;i < r_refdef.scene.numentities;i++)
2589 if (!r_refdef.viewcache.entityvisible[i])
2591 ent = r_refdef.scene.entities[i];
2592 if (ent->model && ent->model->DrawDebug != NULL)
2593 ent->model->DrawDebug(ent);
2597 static void R_DrawModelsAddWaterPlanes(void)
2600 entity_render_t *ent;
2602 if (!r_drawentities.integer)
2605 for (i = 0;i < r_refdef.scene.numentities;i++)
2607 if (!r_refdef.viewcache.entityvisible[i])
2609 ent = r_refdef.scene.entities[i];
2610 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2611 ent->model->DrawAddWaterPlanes(ent);
2615 static void R_View_SetFrustum(void)
2618 double slopex, slopey;
2619 vec3_t forward, left, up, origin;
2621 // we can't trust r_refdef.view.forward and friends in reflected scenes
2622 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2625 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2626 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2627 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2628 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2629 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2630 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2631 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2632 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2633 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2634 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2635 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2636 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2640 zNear = r_refdef.nearclip;
2641 nudge = 1.0 - 1.0 / (1<<23);
2642 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2643 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2644 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2645 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2646 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2647 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2648 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2649 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2655 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2656 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2657 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2658 r_refdef.view.frustum[0].dist = m[15] - m[12];
2660 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2661 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2662 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2663 r_refdef.view.frustum[1].dist = m[15] + m[12];
2665 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2666 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2667 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2668 r_refdef.view.frustum[2].dist = m[15] - m[13];
2670 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2671 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2672 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2673 r_refdef.view.frustum[3].dist = m[15] + m[13];
2675 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2676 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2677 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2678 r_refdef.view.frustum[4].dist = m[15] - m[14];
2680 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2681 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2682 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2683 r_refdef.view.frustum[5].dist = m[15] + m[14];
2686 if (r_refdef.view.useperspective)
2688 slopex = 1.0 / r_refdef.view.frustum_x;
2689 slopey = 1.0 / r_refdef.view.frustum_y;
2690 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2691 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2692 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2693 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2694 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2696 // Leaving those out was a mistake, those were in the old code, and they
2697 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2698 // I couldn't reproduce it after adding those normalizations. --blub
2699 VectorNormalize(r_refdef.view.frustum[0].normal);
2700 VectorNormalize(r_refdef.view.frustum[1].normal);
2701 VectorNormalize(r_refdef.view.frustum[2].normal);
2702 VectorNormalize(r_refdef.view.frustum[3].normal);
2704 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2705 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2706 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2707 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2708 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2710 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2711 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2712 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2713 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2714 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2718 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2719 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2720 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2721 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2722 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2723 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2724 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2725 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2726 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2727 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2729 r_refdef.view.numfrustumplanes = 5;
2731 if (r_refdef.view.useclipplane)
2733 r_refdef.view.numfrustumplanes = 6;
2734 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2737 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2738 PlaneClassify(r_refdef.view.frustum + i);
2740 // LordHavoc: note to all quake engine coders, Quake had a special case
2741 // for 90 degrees which assumed a square view (wrong), so I removed it,
2742 // Quake2 has it disabled as well.
2744 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2745 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2746 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2747 //PlaneClassify(&frustum[0]);
2749 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2750 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2751 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2752 //PlaneClassify(&frustum[1]);
2754 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2755 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2756 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2757 //PlaneClassify(&frustum[2]);
2759 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2760 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2761 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2762 //PlaneClassify(&frustum[3]);
2765 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2766 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2767 //PlaneClassify(&frustum[4]);
2770 void R_View_Update(void)
2772 R_View_SetFrustum();
2773 R_View_WorldVisibility(r_refdef.view.useclipplane);
2774 R_View_UpdateEntityVisible();
2777 void R_SetupView(qboolean allowwaterclippingplane)
2779 if (!r_refdef.view.useperspective)
2780 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2781 else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows)
2782 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2784 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2786 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2788 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2790 // LordHavoc: couldn't figure out how to make this approach the
2791 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2792 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2793 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2794 dist = r_refdef.view.clipplane.dist;
2795 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2799 void R_ResetViewRendering2D(void)
2803 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2804 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2805 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2806 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2807 GL_Color(1, 1, 1, 1);
2808 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2809 GL_BlendFunc(GL_ONE, GL_ZERO);
2810 GL_AlphaTest(false);
2811 GL_ScissorTest(false);
2812 GL_DepthMask(false);
2813 GL_DepthRange(0, 1);
2814 GL_DepthTest(false);
2815 R_Mesh_Matrix(&identitymatrix);
2816 R_Mesh_ResetTextureState();
2817 GL_PolygonOffset(0, 0);
2818 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2819 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2820 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2821 qglStencilMask(~0);CHECKGLERROR
2822 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2823 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2824 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2825 R_SetupGenericShader(true);
2828 void R_ResetViewRendering3D(void)
2832 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2833 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2835 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2836 GL_Color(1, 1, 1, 1);
2837 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2838 GL_BlendFunc(GL_ONE, GL_ZERO);
2839 GL_AlphaTest(false);
2840 GL_ScissorTest(true);
2842 GL_DepthRange(0, 1);
2844 R_Mesh_Matrix(&identitymatrix);
2845 R_Mesh_ResetTextureState();
2846 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2847 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2848 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2849 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2850 qglStencilMask(~0);CHECKGLERROR
2851 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2852 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2853 GL_CullFace(r_refdef.view.cullface_back);
2854 R_SetupGenericShader(true);
2857 void R_RenderScene(qboolean addwaterplanes);
2859 static void R_Water_StartFrame(void)
2862 int waterwidth, waterheight, texturewidth, textureheight;
2863 r_waterstate_waterplane_t *p;
2865 // set waterwidth and waterheight to the water resolution that will be
2866 // used (often less than the screen resolution for faster rendering)
2867 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2868 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2870 // calculate desired texture sizes
2871 // can't use water if the card does not support the texture size
2872 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2873 texturewidth = textureheight = waterwidth = waterheight = 0;
2874 else if (gl_support_arb_texture_non_power_of_two)
2876 texturewidth = waterwidth;
2877 textureheight = waterheight;
2881 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2882 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2885 // allocate textures as needed
2886 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2888 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2889 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2891 if (p->texture_refraction)
2892 R_FreeTexture(p->texture_refraction);
2893 p->texture_refraction = NULL;
2894 if (p->texture_reflection)
2895 R_FreeTexture(p->texture_reflection);
2896 p->texture_reflection = NULL;
2898 memset(&r_waterstate, 0, sizeof(r_waterstate));
2899 r_waterstate.waterwidth = waterwidth;
2900 r_waterstate.waterheight = waterheight;
2901 r_waterstate.texturewidth = texturewidth;
2902 r_waterstate.textureheight = textureheight;
2905 if (r_waterstate.waterwidth)
2907 r_waterstate.enabled = true;
2909 // set up variables that will be used in shader setup
2910 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2911 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2912 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2913 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2916 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2917 r_waterstate.numwaterplanes = 0;
2920 static void R_Water_AddWaterPlane(msurface_t *surface)
2922 int triangleindex, planeindex;
2927 r_waterstate_waterplane_t *p;
2928 // just use the first triangle with a valid normal for any decisions
2929 VectorClear(normal);
2930 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2932 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2933 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2934 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2935 TriangleNormal(vert[0], vert[1], vert[2], normal);
2936 if (VectorLength2(normal) >= 0.001)
2940 // find a matching plane if there is one
2941 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2942 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2944 if (planeindex >= r_waterstate.maxwaterplanes)
2945 return; // nothing we can do, out of planes
2947 // if this triangle does not fit any known plane rendered this frame, add one
2948 if (planeindex >= r_waterstate.numwaterplanes)
2950 // store the new plane
2951 r_waterstate.numwaterplanes++;
2952 VectorCopy(normal, p->plane.normal);
2953 VectorNormalize(p->plane.normal);
2954 p->plane.dist = DotProduct(vert[0], p->plane.normal);
2955 PlaneClassify(&p->plane);
2956 // flip the plane if it does not face the viewer
2957 if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0)
2959 VectorNegate(p->plane.normal, p->plane.normal);
2960 p->plane.dist *= -1;
2961 PlaneClassify(&p->plane);
2963 // clear materialflags and pvs
2964 p->materialflags = 0;
2965 p->pvsvalid = false;
2967 // merge this surface's materialflags into the waterplane
2968 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2969 // merge this surface's PVS into the waterplane
2970 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2971 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2972 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2974 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2979 static void R_Water_ProcessPlanes(void)
2981 r_refdef_view_t originalview;
2983 r_waterstate_waterplane_t *p;
2985 originalview = r_refdef.view;
2987 // make sure enough textures are allocated
2988 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2990 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2992 if (!p->texture_refraction)
2993 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);
2994 if (!p->texture_refraction)
2998 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3000 if (!p->texture_reflection)
3001 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);
3002 if (!p->texture_reflection)
3008 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3010 r_refdef.view.showdebug = false;
3011 r_refdef.view.width = r_waterstate.waterwidth;
3012 r_refdef.view.height = r_waterstate.waterheight;
3013 r_refdef.view.useclipplane = true;
3014 r_waterstate.renderingscene = true;
3016 // render the normal view scene and copy into texture
3017 // (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)
3018 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3020 r_refdef.view.clipplane = p->plane;
3021 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3022 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3023 PlaneClassify(&r_refdef.view.clipplane);
3025 R_RenderScene(false);
3027 // copy view into the screen texture
3028 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3029 GL_ActiveTexture(0);
3031 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3034 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3036 // render reflected scene and copy into texture
3037 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3038 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3039 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3040 r_refdef.view.clipplane = p->plane;
3041 // reverse the cullface settings for this render
3042 r_refdef.view.cullface_front = GL_FRONT;
3043 r_refdef.view.cullface_back = GL_BACK;
3044 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3046 r_refdef.view.usecustompvs = true;
3048 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3050 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3053 R_ResetViewRendering3D();
3054 R_ClearScreen(r_refdef.fogenabled);
3055 if (r_timereport_active)
3056 R_TimeReport("viewclear");
3058 R_RenderScene(false);
3060 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3061 GL_ActiveTexture(0);
3063 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3065 R_ResetViewRendering3D();
3066 R_ClearScreen(r_refdef.fogenabled);
3067 if (r_timereport_active)
3068 R_TimeReport("viewclear");
3071 r_refdef.view = originalview;
3072 r_refdef.view.clear = true;
3073 r_waterstate.renderingscene = false;
3077 r_refdef.view = originalview;
3078 r_waterstate.renderingscene = false;
3079 Cvar_SetValueQuick(&r_water, 0);
3080 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3084 void R_Bloom_StartFrame(void)
3086 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3088 // set bloomwidth and bloomheight to the bloom resolution that will be
3089 // used (often less than the screen resolution for faster rendering)
3090 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3091 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3092 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3093 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3094 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3096 // calculate desired texture sizes
3097 if (gl_support_arb_texture_non_power_of_two)
3099 screentexturewidth = r_refdef.view.width;
3100 screentextureheight = r_refdef.view.height;
3101 bloomtexturewidth = r_bloomstate.bloomwidth;
3102 bloomtextureheight = r_bloomstate.bloomheight;
3106 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3107 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3108 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3109 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3112 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3114 Cvar_SetValueQuick(&r_hdr, 0);
3115 Cvar_SetValueQuick(&r_bloom, 0);
3118 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3119 screentexturewidth = screentextureheight = 0;
3120 if (!r_hdr.integer && !r_bloom.integer)
3121 bloomtexturewidth = bloomtextureheight = 0;
3123 // allocate textures as needed
3124 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3126 if (r_bloomstate.texture_screen)
3127 R_FreeTexture(r_bloomstate.texture_screen);
3128 r_bloomstate.texture_screen = NULL;
3129 r_bloomstate.screentexturewidth = screentexturewidth;
3130 r_bloomstate.screentextureheight = screentextureheight;
3131 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3132 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);
3134 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3136 if (r_bloomstate.texture_bloom)
3137 R_FreeTexture(r_bloomstate.texture_bloom);
3138 r_bloomstate.texture_bloom = NULL;
3139 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3140 r_bloomstate.bloomtextureheight = bloomtextureheight;
3141 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3142 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);
3145 // set up a texcoord array for the full resolution screen image
3146 // (we have to keep this around to copy back during final render)
3147 r_bloomstate.screentexcoord2f[0] = 0;
3148 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3149 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3150 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3151 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3152 r_bloomstate.screentexcoord2f[5] = 0;
3153 r_bloomstate.screentexcoord2f[6] = 0;
3154 r_bloomstate.screentexcoord2f[7] = 0;
3156 // set up a texcoord array for the reduced resolution bloom image
3157 // (which will be additive blended over the screen image)
3158 r_bloomstate.bloomtexcoord2f[0] = 0;
3159 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3160 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3161 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3162 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3163 r_bloomstate.bloomtexcoord2f[5] = 0;
3164 r_bloomstate.bloomtexcoord2f[6] = 0;
3165 r_bloomstate.bloomtexcoord2f[7] = 0;
3167 if (r_hdr.integer || r_bloom.integer)
3169 r_bloomstate.enabled = true;
3170 r_bloomstate.hdr = r_hdr.integer != 0;
3174 void R_Bloom_CopyBloomTexture(float colorscale)
3176 r_refdef.stats.bloom++;
3178 // scale down screen texture to the bloom texture size
3180 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3181 GL_BlendFunc(GL_ONE, GL_ZERO);
3182 GL_Color(colorscale, colorscale, colorscale, 1);
3183 // TODO: optimize with multitexture or GLSL
3184 R_SetupGenericShader(true);
3185 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3186 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3187 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3188 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3190 // we now have a bloom image in the framebuffer
3191 // copy it into the bloom image texture for later processing
3192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193 GL_ActiveTexture(0);
3195 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3196 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3199 void R_Bloom_CopyHDRTexture(void)
3201 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3202 GL_ActiveTexture(0);
3204 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3205 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3208 void R_Bloom_MakeTexture(void)
3211 float xoffset, yoffset, r, brighten;
3213 r_refdef.stats.bloom++;
3215 R_ResetViewRendering2D();
3216 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3217 R_Mesh_ColorPointer(NULL, 0, 0);
3218 R_SetupGenericShader(true);
3220 // we have a bloom image in the framebuffer
3222 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3224 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3227 r = bound(0, r_bloom_colorexponent.value / x, 1);
3228 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3229 GL_Color(r, r, r, 1);
3230 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3231 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3232 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3233 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3235 // copy the vertically blurred bloom view to a texture
3236 GL_ActiveTexture(0);
3238 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3239 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3242 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3243 brighten = r_bloom_brighten.value;
3245 brighten *= r_hdr_range.value;
3246 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3247 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3249 for (dir = 0;dir < 2;dir++)
3251 // blend on at multiple vertical offsets to achieve a vertical blur
3252 // TODO: do offset blends using GLSL
3253 GL_BlendFunc(GL_ONE, GL_ZERO);
3254 for (x = -range;x <= range;x++)
3256 if (!dir){xoffset = 0;yoffset = x;}
3257 else {xoffset = x;yoffset = 0;}
3258 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3259 yoffset /= (float)r_bloomstate.bloomtextureheight;
3260 // compute a texcoord array with the specified x and y offset
3261 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3262 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3263 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3264 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3265 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3266 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3267 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3268 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3269 // this r value looks like a 'dot' particle, fading sharply to
3270 // black at the edges
3271 // (probably not realistic but looks good enough)
3272 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3273 //r = (dir ? 1.0f : brighten)/(range*2+1);
3274 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3275 GL_Color(r, r, r, 1);
3276 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3277 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3278 GL_BlendFunc(GL_ONE, GL_ONE);
3281 // copy the vertically blurred bloom view to a texture
3282 GL_ActiveTexture(0);
3284 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3285 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3288 // apply subtract last
3289 // (just like it would be in a GLSL shader)
3290 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3292 GL_BlendFunc(GL_ONE, GL_ZERO);
3293 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3294 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3295 GL_Color(1, 1, 1, 1);
3296 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3297 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3299 GL_BlendFunc(GL_ONE, GL_ONE);
3300 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3301 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3302 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3303 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3304 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3305 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3306 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3308 // copy the darkened bloom view to a texture
3309 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3310 GL_ActiveTexture(0);
3312 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3313 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3317 void R_HDR_RenderBloomTexture(void)
3319 int oldwidth, oldheight;
3320 float oldcolorscale;
3322 oldcolorscale = r_refdef.view.colorscale;
3323 oldwidth = r_refdef.view.width;
3324 oldheight = r_refdef.view.height;
3325 r_refdef.view.width = r_bloomstate.bloomwidth;
3326 r_refdef.view.height = r_bloomstate.bloomheight;
3328 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3329 // TODO: add exposure compensation features
3330 // TODO: add fp16 framebuffer support
3332 r_refdef.view.showdebug = false;
3333 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3335 R_ClearScreen(r_refdef.fogenabled);
3336 if (r_timereport_active)
3337 R_TimeReport("HDRclear");
3339 r_waterstate.numwaterplanes = 0;
3340 R_RenderScene(r_waterstate.enabled);
3341 r_refdef.view.showdebug = true;
3343 R_ResetViewRendering2D();
3345 R_Bloom_CopyHDRTexture();
3346 R_Bloom_MakeTexture();
3348 // restore the view settings
3349 r_refdef.view.width = oldwidth;
3350 r_refdef.view.height = oldheight;
3351 r_refdef.view.colorscale = oldcolorscale;
3353 R_ResetViewRendering3D();
3355 R_ClearScreen(r_refdef.fogenabled);
3356 if (r_timereport_active)
3357 R_TimeReport("viewclear");
3360 static void R_BlendView(void)
3362 if (r_bloomstate.texture_screen)
3364 // copy view into the screen texture
3365 R_ResetViewRendering2D();
3366 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3367 R_Mesh_ColorPointer(NULL, 0, 0);
3368 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3369 GL_ActiveTexture(0);CHECKGLERROR
3370 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3371 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3374 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3376 unsigned int permutation =
3377 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3378 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3379 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3380 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3382 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3384 // render simple bloom effect
3385 // copy the screen and shrink it and darken it for the bloom process
3386 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3387 // make the bloom texture
3388 R_Bloom_MakeTexture();
3391 R_ResetViewRendering2D();
3392 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3393 R_Mesh_ColorPointer(NULL, 0, 0);
3394 GL_Color(1, 1, 1, 1);
3395 GL_BlendFunc(GL_ONE, GL_ZERO);
3396 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3397 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3398 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3399 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3400 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3401 if (r_glsl_permutation->loc_Texture_Attenuation >= 0)
3402 R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_texture_gammaramps));
3403 if (r_glsl_permutation->loc_TintColor >= 0)
3404 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3405 if (r_glsl_permutation->loc_ClientTime >= 0)
3406 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3407 if (r_glsl_permutation->loc_UserVec1 >= 0)
3409 float a=0, b=0, c=0, d=0;
3410 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3411 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3413 if (r_glsl_permutation->loc_UserVec2 >= 0)
3415 float a=0, b=0, c=0, d=0;
3416 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3417 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3419 if (r_glsl_permutation->loc_UserVec3 >= 0)
3421 float a=0, b=0, c=0, d=0;
3422 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3423 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3425 if (r_glsl_permutation->loc_UserVec4 >= 0)
3427 float a=0, b=0, c=0, d=0;
3428 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3429 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3431 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3432 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3438 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3440 // render high dynamic range bloom effect
3441 // the bloom texture was made earlier this render, so we just need to
3442 // blend it onto the screen...
3443 R_ResetViewRendering2D();
3444 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3445 R_Mesh_ColorPointer(NULL, 0, 0);
3446 R_SetupGenericShader(true);
3447 GL_Color(1, 1, 1, 1);
3448 GL_BlendFunc(GL_ONE, GL_ONE);
3449 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3450 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3451 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3452 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3454 else if (r_bloomstate.texture_bloom)
3456 // render simple bloom effect
3457 // copy the screen and shrink it and darken it for the bloom process
3458 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3459 // make the bloom texture
3460 R_Bloom_MakeTexture();
3461 // put the original screen image back in place and blend the bloom
3463 R_ResetViewRendering2D();
3464 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3465 R_Mesh_ColorPointer(NULL, 0, 0);
3466 GL_Color(1, 1, 1, 1);
3467 GL_BlendFunc(GL_ONE, GL_ZERO);
3468 // do both in one pass if possible
3469 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3470 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3471 if (r_textureunits.integer >= 2 && gl_combine.integer)
3473 R_SetupGenericTwoTextureShader(GL_ADD);
3474 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3475 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3479 R_SetupGenericShader(true);
3480 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3482 // now blend on the bloom texture
3483 GL_BlendFunc(GL_ONE, GL_ONE);
3484 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3485 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3487 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3488 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3490 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3492 // apply a color tint to the whole view
3493 R_ResetViewRendering2D();
3494 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3495 R_Mesh_ColorPointer(NULL, 0, 0);
3496 R_SetupGenericShader(false);
3497 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3498 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3499 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3503 void R_RenderScene(qboolean addwaterplanes);
3505 matrix4x4_t r_waterscrollmatrix;
3507 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3509 if (r_refdef.fog_density)
3511 r_refdef.fogcolor[0] = r_refdef.fog_red;
3512 r_refdef.fogcolor[1] = r_refdef.fog_green;
3513 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3517 VectorCopy(r_refdef.fogcolor, fogvec);
3518 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3520 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3521 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3522 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3523 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3525 // color.rgb *= ContrastBoost * SceneBrightness;
3526 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3527 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3528 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3529 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3534 void R_UpdateVariables(void)
3538 r_refdef.farclip = 4096;
3539 if (r_refdef.scene.worldmodel)
3540 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3541 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3543 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3544 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3545 r_refdef.polygonfactor = 0;
3546 r_refdef.polygonoffset = 0;
3547 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3548 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3550 r_refdef.rtworld = r_shadow_realtime_world.integer;
3551 r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3552 r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3553 r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3554 r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3555 if (r_showsurfaces.integer)
3557 r_refdef.rtworld = false;
3558 r_refdef.rtworldshadows = false;
3559 r_refdef.rtdlight = false;
3560 r_refdef.rtdlightshadows = false;
3561 r_refdef.lightmapintensity = 0;
3564 if (gamemode == GAME_NEHAHRA)
3566 if (gl_fogenable.integer)
3568 r_refdef.oldgl_fogenable = true;
3569 r_refdef.fog_density = gl_fogdensity.value;
3570 r_refdef.fog_red = gl_fogred.value;
3571 r_refdef.fog_green = gl_foggreen.value;
3572 r_refdef.fog_blue = gl_fogblue.value;
3573 r_refdef.fog_alpha = 1;
3574 r_refdef.fog_start = 0;
3575 r_refdef.fog_end = gl_skyclip.value;
3577 else if (r_refdef.oldgl_fogenable)
3579 r_refdef.oldgl_fogenable = false;
3580 r_refdef.fog_density = 0;
3581 r_refdef.fog_red = 0;
3582 r_refdef.fog_green = 0;
3583 r_refdef.fog_blue = 0;
3584 r_refdef.fog_alpha = 0;
3585 r_refdef.fog_start = 0;
3586 r_refdef.fog_end = 0;
3590 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3591 r_refdef.fog_start = max(0, r_refdef.fog_start);
3592 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3594 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3596 if (r_refdef.fog_density)
3598 r_refdef.fogenabled = true;
3599 // this is the point where the fog reaches 0.9986 alpha, which we
3600 // consider a good enough cutoff point for the texture
3601 // (0.9986 * 256 == 255.6)
3602 if (r_fog_exp2.integer)
3603 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3605 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3606 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3607 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3608 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3609 // fog color was already set
3610 // update the fog texture
3611 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)
3612 R_BuildFogTexture();
3615 r_refdef.fogenabled = false;
3617 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3619 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3621 // build GLSL gamma texture
3622 #define RAMPWIDTH 256
3623 unsigned short ramp[RAMPWIDTH * 3];
3624 unsigned char ramprgb[RAMPWIDTH][4];
3627 r_texture_gammaramps_serial = vid_gammatables_serial;
3629 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3630 for(i = 0; i < RAMPWIDTH; ++i)
3632 ramprgb[i][0] = ramp[i] >> 8;
3633 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3634 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3637 if (r_texture_gammaramps)
3639 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3643 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3649 // remove GLSL gamma texture
3653 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3654 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3660 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3661 if( scenetype != r_currentscenetype ) {
3662 // store the old scenetype
3663 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3664 r_currentscenetype = scenetype;
3665 // move in the new scene
3666 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3675 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3677 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3678 if( scenetype == r_currentscenetype ) {
3679 return &r_refdef.scene;
3681 return &r_scenes_store[ scenetype ];
3690 void R_RenderView(void)
3692 if (!r_refdef.scene.entities/* || !r_refdef.scene.worldmodel*/)
3693 return; //Host_Error ("R_RenderView: NULL worldmodel");
3695 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3697 // break apart the view matrix into vectors for various purposes
3698 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3699 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3700 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3701 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3702 // make an inverted copy of the view matrix for tracking sprites
3703 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3705 R_Shadow_UpdateWorldLightSelection();
3707 R_Bloom_StartFrame();
3708 R_Water_StartFrame();
3711 if (r_timereport_active)
3712 R_TimeReport("viewsetup");
3714 R_ResetViewRendering3D();
3716 if (r_refdef.view.clear || r_refdef.fogenabled)
3718 R_ClearScreen(r_refdef.fogenabled);
3719 if (r_timereport_active)
3720 R_TimeReport("viewclear");
3722 r_refdef.view.clear = true;
3724 r_refdef.view.showdebug = true;
3726 // this produces a bloom texture to be used in R_BlendView() later
3728 R_HDR_RenderBloomTexture();
3730 r_waterstate.numwaterplanes = 0;
3731 R_RenderScene(r_waterstate.enabled);
3734 if (r_timereport_active)
3735 R_TimeReport("blendview");
3737 GL_Scissor(0, 0, vid.width, vid.height);
3738 GL_ScissorTest(false);
3742 extern void R_DrawLightningBeams (void);
3743 extern void VM_CL_AddPolygonsToMeshQueue (void);
3744 extern void R_DrawPortals (void);
3745 extern cvar_t cl_locs_show;
3746 static void R_DrawLocs(void);
3747 static void R_DrawEntityBBoxes(void);
3748 void R_RenderScene(qboolean addwaterplanes)
3750 r_refdef.stats.renders++;
3756 R_ResetViewRendering3D();
3759 if (r_timereport_active)
3760 R_TimeReport("watervis");
3762 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3764 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3765 if (r_timereport_active)
3766 R_TimeReport("waterworld");
3769 // don't let sound skip if going slow
3770 if (r_refdef.scene.extraupdate)
3773 R_DrawModelsAddWaterPlanes();
3774 if (r_timereport_active)
3775 R_TimeReport("watermodels");
3777 R_Water_ProcessPlanes();
3778 if (r_timereport_active)
3779 R_TimeReport("waterscenes");
3782 R_ResetViewRendering3D();
3784 // don't let sound skip if going slow
3785 if (r_refdef.scene.extraupdate)
3788 R_MeshQueue_BeginScene();
3793 if (r_timereport_active)
3794 R_TimeReport("visibility");
3796 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);
3798 if (cl.csqc_vidvars.drawworld)
3800 // don't let sound skip if going slow
3801 if (r_refdef.scene.extraupdate)
3804 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3806 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3807 if (r_timereport_active)
3808 R_TimeReport("worldsky");
3811 if (R_DrawBrushModelsSky() && r_timereport_active)
3812 R_TimeReport("bmodelsky");
3815 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3817 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3818 if (r_timereport_active)
3819 R_TimeReport("worlddepth");
3821 if (r_depthfirst.integer >= 2)
3823 R_DrawModelsDepth();
3824 if (r_timereport_active)
3825 R_TimeReport("modeldepth");
3828 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3830 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3831 if (r_timereport_active)
3832 R_TimeReport("world");
3835 // don't let sound skip if going slow
3836 if (r_refdef.scene.extraupdate)
3840 if (r_timereport_active)
3841 R_TimeReport("models");
3843 // don't let sound skip if going slow
3844 if (r_refdef.scene.extraupdate)
3847 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3849 R_DrawModelShadows();
3851 R_ResetViewRendering3D();
3853 // don't let sound skip if going slow
3854 if (r_refdef.scene.extraupdate)
3858 R_ShadowVolumeLighting(false);
3859 if (r_timereport_active)
3860 R_TimeReport("rtlights");
3862 // don't let sound skip if going slow
3863 if (r_refdef.scene.extraupdate)
3866 if (cl.csqc_vidvars.drawworld)
3868 R_DrawLightningBeams();
3869 if (r_timereport_active)
3870 R_TimeReport("lightning");
3873 if (r_timereport_active)
3874 R_TimeReport("decals");
3877 if (r_timereport_active)
3878 R_TimeReport("particles");
3881 if (r_timereport_active)
3882 R_TimeReport("explosions");
3885 R_SetupGenericShader(true);
3886 VM_CL_AddPolygonsToMeshQueue();
3888 if (r_refdef.view.showdebug)
3890 if (cl_locs_show.integer)
3893 if (r_timereport_active)
3894 R_TimeReport("showlocs");
3897 if (r_drawportals.integer)
3900 if (r_timereport_active)
3901 R_TimeReport("portals");
3904 if (r_showbboxes.value > 0)
3906 R_DrawEntityBBoxes();
3907 if (r_timereport_active)
3908 R_TimeReport("bboxes");
3912 R_SetupGenericShader(true);
3913 R_MeshQueue_RenderTransparent();
3914 if (r_timereport_active)
3915 R_TimeReport("drawtrans");
3917 R_SetupGenericShader(true);
3919 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))
3921 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3922 if (r_timereport_active)
3923 R_TimeReport("worlddebug");
3924 R_DrawModelsDebug();
3925 if (r_timereport_active)
3926 R_TimeReport("modeldebug");
3929 R_SetupGenericShader(true);
3931 if (cl.csqc_vidvars.drawworld)
3934 if (r_timereport_active)
3935 R_TimeReport("coronas");
3938 // don't let sound skip if going slow
3939 if (r_refdef.scene.extraupdate)
3942 R_ResetViewRendering2D();
3945 static const int bboxelements[36] =
3955 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3958 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3959 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3960 GL_DepthMask(false);
3961 GL_DepthRange(0, 1);
3962 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3963 R_Mesh_Matrix(&identitymatrix);
3964 R_Mesh_ResetTextureState();
3966 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3967 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3968 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3969 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3970 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3971 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3972 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3973 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3974 R_FillColors(color4f, 8, cr, cg, cb, ca);
3975 if (r_refdef.fogenabled)
3977 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3979 f1 = FogPoint_World(v);
3981 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3982 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3983 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3986 R_Mesh_VertexPointer(vertex3f, 0, 0);
3987 R_Mesh_ColorPointer(color4f, 0, 0);
3988 R_Mesh_ResetTextureState();
3989 R_SetupGenericShader(false);
3990 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3993 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3997 prvm_edict_t *edict;
3998 // this function draws bounding boxes of server entities
4001 R_SetupGenericShader(false);
4003 for (i = 0;i < numsurfaces;i++)
4005 edict = PRVM_EDICT_NUM(surfacelist[i]);
4006 switch ((int)edict->fields.server->solid)
4008 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4009 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4010 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4011 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4012 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4013 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4015 color[3] *= r_showbboxes.value;
4016 color[3] = bound(0, color[3], 1);
4017 GL_DepthTest(!r_showdisabledepthtest.integer);
4018 GL_CullFace(r_refdef.view.cullface_front);
4019 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4024 static void R_DrawEntityBBoxes(void)
4027 prvm_edict_t *edict;
4029 // this function draws bounding boxes of server entities
4033 for (i = 0;i < prog->num_edicts;i++)
4035 edict = PRVM_EDICT_NUM(i);
4036 if (edict->priv.server->free)
4038 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4039 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4044 int nomodelelements[24] =
4056 float nomodelvertex3f[6*3] =
4066 float nomodelcolor4f[6*4] =
4068 0.0f, 0.0f, 0.5f, 1.0f,
4069 0.0f, 0.0f, 0.5f, 1.0f,
4070 0.0f, 0.5f, 0.0f, 1.0f,
4071 0.0f, 0.5f, 0.0f, 1.0f,
4072 0.5f, 0.0f, 0.0f, 1.0f,
4073 0.5f, 0.0f, 0.0f, 1.0f
4076 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4081 // this is only called once per entity so numsurfaces is always 1, and
4082 // surfacelist is always {0}, so this code does not handle batches
4083 R_Mesh_Matrix(&ent->matrix);
4085 if (ent->flags & EF_ADDITIVE)
4087 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4088 GL_DepthMask(false);
4090 else if (ent->alpha < 1)
4092 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4093 GL_DepthMask(false);
4097 GL_BlendFunc(GL_ONE, GL_ZERO);
4100 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4101 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4102 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4103 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4104 R_SetupGenericShader(false);
4105 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4106 if (r_refdef.fogenabled)
4109 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4110 R_Mesh_ColorPointer(color4f, 0, 0);
4111 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4112 f1 = FogPoint_World(org);
4114 for (i = 0, c = color4f;i < 6;i++, c += 4)
4116 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4117 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4118 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4122 else if (ent->alpha != 1)
4124 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4125 R_Mesh_ColorPointer(color4f, 0, 0);
4126 for (i = 0, c = color4f;i < 6;i++, c += 4)
4130 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4131 R_Mesh_ResetTextureState();
4132 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4135 void R_DrawNoModel(entity_render_t *ent)
4138 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4139 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4140 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4142 // R_DrawNoModelCallback(ent, 0);
4145 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4147 vec3_t right1, right2, diff, normal;
4149 VectorSubtract (org2, org1, normal);
4151 // calculate 'right' vector for start
4152 VectorSubtract (r_refdef.view.origin, org1, diff);
4153 CrossProduct (normal, diff, right1);
4154 VectorNormalize (right1);
4156 // calculate 'right' vector for end
4157 VectorSubtract (r_refdef.view.origin, org2, diff);
4158 CrossProduct (normal, diff, right2);
4159 VectorNormalize (right2);
4161 vert[ 0] = org1[0] + width * right1[0];
4162 vert[ 1] = org1[1] + width * right1[1];
4163 vert[ 2] = org1[2] + width * right1[2];
4164 vert[ 3] = org1[0] - width * right1[0];
4165 vert[ 4] = org1[1] - width * right1[1];
4166 vert[ 5] = org1[2] - width * right1[2];
4167 vert[ 6] = org2[0] - width * right2[0];
4168 vert[ 7] = org2[1] - width * right2[1];
4169 vert[ 8] = org2[2] - width * right2[2];
4170 vert[ 9] = org2[0] + width * right2[0];
4171 vert[10] = org2[1] + width * right2[1];
4172 vert[11] = org2[2] + width * right2[2];
4175 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4177 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4182 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4183 fog = FogPoint_World(origin);
4185 R_Mesh_Matrix(&identitymatrix);
4186 GL_BlendFunc(blendfunc1, blendfunc2);
4192 GL_CullFace(r_refdef.view.cullface_front);
4195 GL_CullFace(r_refdef.view.cullface_back);
4196 GL_CullFace(GL_NONE);
4198 GL_DepthMask(false);
4199 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4200 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4201 GL_DepthTest(!depthdisable);
4203 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4204 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4205 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4206 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4207 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4208 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4209 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4210 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4211 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4212 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4213 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4214 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4216 R_Mesh_VertexPointer(vertex3f, 0, 0);
4217 R_Mesh_ColorPointer(NULL, 0, 0);
4218 R_Mesh_ResetTextureState();
4219 R_SetupGenericShader(true);
4220 R_Mesh_TexBind(0, R_GetTexture(texture));
4221 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4222 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4223 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4224 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4226 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4228 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4229 GL_BlendFunc(blendfunc1, GL_ONE);
4231 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4232 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4236 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4241 VectorSet(v, x, y, z);
4242 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4243 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4245 if (i == mesh->numvertices)
4247 if (mesh->numvertices < mesh->maxvertices)
4249 VectorCopy(v, vertex3f);
4250 mesh->numvertices++;
4252 return mesh->numvertices;
4258 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4262 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4263 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4264 e = mesh->element3i + mesh->numtriangles * 3;
4265 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4267 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4268 if (mesh->numtriangles < mesh->maxtriangles)
4273 mesh->numtriangles++;
4275 element[1] = element[2];
4279 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4283 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4284 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4285 e = mesh->element3i + mesh->numtriangles * 3;
4286 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4288 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4289 if (mesh->numtriangles < mesh->maxtriangles)
4294 mesh->numtriangles++;
4296 element[1] = element[2];
4300 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4301 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4303 int planenum, planenum2;
4306 mplane_t *plane, *plane2;
4308 double temppoints[2][256*3];
4309 // figure out how large a bounding box we need to properly compute this brush
4311 for (w = 0;w < numplanes;w++)
4312 maxdist = max(maxdist, planes[w].dist);
4313 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4314 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4315 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4319 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4320 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4322 if (planenum2 == planenum)
4324 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);
4327 if (tempnumpoints < 3)
4329 // generate elements forming a triangle fan for this polygon
4330 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4334 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)
4336 texturelayer_t *layer;
4337 layer = t->currentlayers + t->currentnumlayers++;
4339 layer->depthmask = depthmask;
4340 layer->blendfunc1 = blendfunc1;
4341 layer->blendfunc2 = blendfunc2;
4342 layer->texture = texture;
4343 layer->texmatrix = *matrix;
4344 layer->color[0] = r * r_refdef.view.colorscale;
4345 layer->color[1] = g * r_refdef.view.colorscale;
4346 layer->color[2] = b * r_refdef.view.colorscale;
4347 layer->color[3] = a;
4350 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4353 index = parms[2] + r_refdef.scene.time * parms[3];
4354 index -= floor(index);
4358 case Q3WAVEFUNC_NONE:
4359 case Q3WAVEFUNC_NOISE:
4360 case Q3WAVEFUNC_COUNT:
4363 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4364 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4365 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4366 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4367 case Q3WAVEFUNC_TRIANGLE:
4369 f = index - floor(index);
4380 return (float)(parms[0] + parms[1] * f);
4383 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4386 model_t *model = ent->model;
4389 q3shaderinfo_layer_tcmod_t *tcmod;
4391 // switch to an alternate material if this is a q1bsp animated material
4393 texture_t *texture = t;
4394 int s = ent->skinnum;
4395 if ((unsigned int)s >= (unsigned int)model->numskins)
4397 if (model->skinscenes)
4399 if (model->skinscenes[s].framecount > 1)
4400 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4402 s = model->skinscenes[s].firstframe;
4405 t = t + s * model->num_surfaces;
4408 // use an alternate animation if the entity's frame is not 0,
4409 // and only if the texture has an alternate animation
4410 if (ent->frame2 != 0 && t->anim_total[1])
4411 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4413 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4415 texture->currentframe = t;
4418 // update currentskinframe to be a qw skin or animation frame
4419 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4421 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4423 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4424 Con_DPrintf("loading skins/%s\n", r_qwskincache[i]);
4425 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4427 t->currentskinframe = r_qwskincache_skinframe[i];
4428 if (t->currentskinframe == NULL)
4429 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4431 else if (t->numskinframes >= 2)
4432 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4433 if (t->backgroundnumskinframes >= 2)
4434 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4436 t->currentmaterialflags = t->basematerialflags;
4437 t->currentalpha = ent->alpha;
4438 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4440 t->currentalpha *= r_wateralpha.value;
4442 * FIXME what is this supposed to do?
4443 // if rendering refraction/reflection, disable transparency
4444 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4445 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4448 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4449 t->currentalpha *= t->r_water_wateralpha;
4450 if(!r_waterstate.enabled)
4451 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4452 if (!(ent->flags & RENDER_LIGHT))
4453 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4454 else if (rsurface.modeltexcoordlightmap2f == NULL)
4456 // pick a model lighting mode
4457 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4458 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4460 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4462 if (ent->effects & EF_ADDITIVE)
4463 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4464 else if (t->currentalpha < 1)
4465 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4466 if (ent->effects & EF_DOUBLESIDED)
4467 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4468 if (ent->effects & EF_NODEPTHTEST)
4469 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4470 if (ent->flags & RENDER_VIEWMODEL)
4471 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4472 if (t->backgroundnumskinframes)
4473 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4474 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4476 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4477 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4480 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4482 // there is no tcmod
4483 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4484 t->currenttexmatrix = r_waterscrollmatrix;
4486 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4489 switch(tcmod->tcmod)
4493 if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
4494 matrix = r_waterscrollmatrix;
4496 matrix = identitymatrix;
4498 case Q3TCMOD_ENTITYTRANSLATE:
4499 // this is used in Q3 to allow the gamecode to control texcoord
4500 // scrolling on the entity, which is not supported in darkplaces yet.
4501 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4503 case Q3TCMOD_ROTATE:
4504 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4505 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4506 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4509 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4511 case Q3TCMOD_SCROLL:
4512 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4514 case Q3TCMOD_STRETCH:
4515 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4516 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4518 case Q3TCMOD_TRANSFORM:
4519 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4520 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4521 VectorSet(tcmat + 6, 0 , 0 , 1);
4522 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4523 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4525 case Q3TCMOD_TURBULENT:
4526 // this is handled in the RSurf_PrepareVertices function
4527 matrix = identitymatrix;
4530 // either replace or concatenate the transformation
4532 t->currenttexmatrix = matrix;
4535 matrix4x4_t temp = t->currenttexmatrix;
4536 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4540 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4541 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4542 t->glosstexture = r_texture_black;
4543 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4544 t->backgroundglosstexture = r_texture_black;
4545 t->specularpower = r_shadow_glossexponent.value;
4546 // TODO: store reference values for these in the texture?
4547 t->specularscale = 0;
4548 if (r_shadow_gloss.integer > 0)
4550 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4552 if (r_shadow_glossintensity.value > 0)
4554 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4555 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4556 t->specularscale = r_shadow_glossintensity.value;
4559 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4561 t->glosstexture = r_texture_white;
4562 t->backgroundglosstexture = r_texture_white;
4563 t->specularscale = r_shadow_gloss2intensity.value;
4567 // lightmaps mode looks bad with dlights using actual texturing, so turn
4568 // off the colormap and glossmap, but leave the normalmap on as it still
4569 // accurately represents the shading involved
4570 if (gl_lightmaps.integer)
4572 t->basetexture = r_texture_grey128;
4573 t->backgroundbasetexture = NULL;
4574 t->specularscale = 0;
4575 t->currentmaterialflags &= ~(MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_WATERALPHA | MATERIALFLAG_WATER | MATERIALFLAG_SKY | MATERIALFLAG_ALPHATEST | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4576 t->currentmaterialflags |= MATERIALFLAG_WALL;
4579 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4580 VectorClear(t->dlightcolor);
4581 t->currentnumlayers = 0;
4582 if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
4584 if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
4586 int blendfunc1, blendfunc2, depthmask;
4587 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4589 blendfunc1 = GL_SRC_ALPHA;
4590 blendfunc2 = GL_ONE;
4592 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4594 blendfunc1 = GL_SRC_ALPHA;
4595 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4597 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4599 blendfunc1 = t->customblendfunc[0];
4600 blendfunc2 = t->customblendfunc[1];
4604 blendfunc1 = GL_ONE;
4605 blendfunc2 = GL_ZERO;
4607 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4608 if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
4611 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4612 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4613 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4615 // fullbright is not affected by r_refdef.lightmapintensity
4616 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]);
4617 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4618 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4619 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4620 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4624 vec3_t ambientcolor;
4626 // set the color tint used for lights affecting this surface
4627 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4629 // q3bsp has no lightmap updates, so the lightstylevalue that
4630 // would normally be baked into the lightmap must be
4631 // applied to the color
4632 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4633 if (ent->model->type == mod_brushq3)
4634 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4635 colorscale *= r_refdef.lightmapintensity;
4636 VectorScale(t->lightmapcolor, r_ambient.value * (1.0f / 64.0f), ambientcolor);
4637 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4638 // basic lit geometry
4639 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]);
4640 // add pants/shirt if needed
4641 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4642 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4643 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4644 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4645 // now add ambient passes if needed
4646 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4648 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]);
4649 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4650 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4651 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4652 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4655 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4656 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]);
4657 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4659 // if this is opaque use alpha blend which will darken the earlier
4662 // if this is an alpha blended material, all the earlier passes
4663 // were darkened by fog already, so we only need to add the fog
4664 // color ontop through the fog mask texture
4666 // if this is an additive blended material, all the earlier passes
4667 // were darkened by fog already, and we should not add fog color
4668 // (because the background was not darkened, there is no fog color
4669 // that was lost behind it).
4670 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]);
4677 void R_UpdateAllTextureInfo(entity_render_t *ent)
4681 for (i = 0;i < ent->model->num_texturesperskin;i++)
4682 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4685 rsurfacestate_t rsurface;
4687 void R_Mesh_ResizeArrays(int newvertices)
4690 if (rsurface.array_size >= newvertices)
4692 if (rsurface.array_modelvertex3f)
4693 Mem_Free(rsurface.array_modelvertex3f);
4694 rsurface.array_size = (newvertices + 1023) & ~1023;
4695 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4696 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4697 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4698 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4699 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4700 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4701 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4702 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4703 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4704 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4705 rsurface.array_color4f = base + rsurface.array_size * 27;
4706 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4709 void RSurf_ActiveWorldEntity(void)
4711 model_t *model = r_refdef.scene.worldmodel;
4712 if (rsurface.array_size < model->surfmesh.num_vertices)
4713 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4714 rsurface.matrix = identitymatrix;
4715 rsurface.inversematrix = identitymatrix;
4716 R_Mesh_Matrix(&identitymatrix);
4717 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4718 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4719 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4720 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4721 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4722 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4723 rsurface.frameblend[0].frame = 0;
4724 rsurface.frameblend[0].lerp = 1;
4725 rsurface.frameblend[1].frame = 0;
4726 rsurface.frameblend[1].lerp = 0;
4727 rsurface.frameblend[2].frame = 0;
4728 rsurface.frameblend[2].lerp = 0;
4729 rsurface.frameblend[3].frame = 0;
4730 rsurface.frameblend[3].lerp = 0;
4731 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4732 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4733 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4734 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4735 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4736 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4737 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4738 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4739 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4740 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4741 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4742 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4743 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4744 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4745 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4746 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4747 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4748 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4749 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4750 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4751 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4752 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4753 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4754 rsurface.modelelement3i = model->surfmesh.data_element3i;
4755 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4756 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4757 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4758 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4759 rsurface.modelsurfaces = model->data_surfaces;
4760 rsurface.generatedvertex = false;
4761 rsurface.vertex3f = rsurface.modelvertex3f;
4762 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4763 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4764 rsurface.svector3f = rsurface.modelsvector3f;
4765 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4766 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4767 rsurface.tvector3f = rsurface.modeltvector3f;
4768 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4769 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4770 rsurface.normal3f = rsurface.modelnormal3f;
4771 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4772 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4773 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4776 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4778 model_t *model = ent->model;
4779 if (rsurface.array_size < model->surfmesh.num_vertices)
4780 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4781 rsurface.matrix = ent->matrix;
4782 rsurface.inversematrix = ent->inversematrix;
4783 R_Mesh_Matrix(&rsurface.matrix);
4784 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4785 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4786 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4787 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4788 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4789 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4790 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4791 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4792 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4793 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4794 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4795 rsurface.frameblend[0] = ent->frameblend[0];
4796 rsurface.frameblend[1] = ent->frameblend[1];
4797 rsurface.frameblend[2] = ent->frameblend[2];
4798 rsurface.frameblend[3] = ent->frameblend[3];
4799 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4800 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4801 if (ent->model->brush.submodel)
4803 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4804 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4806 if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4810 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4811 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4812 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4813 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4814 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4816 else if (wantnormals)
4818 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4819 rsurface.modelsvector3f = NULL;
4820 rsurface.modeltvector3f = NULL;
4821 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4822 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4826 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4827 rsurface.modelsvector3f = NULL;
4828 rsurface.modeltvector3f = NULL;
4829 rsurface.modelnormal3f = NULL;
4830 Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4832 rsurface.modelvertex3f_bufferobject = 0;
4833 rsurface.modelvertex3f_bufferoffset = 0;
4834 rsurface.modelsvector3f_bufferobject = 0;
4835 rsurface.modelsvector3f_bufferoffset = 0;
4836 rsurface.modeltvector3f_bufferobject = 0;
4837 rsurface.modeltvector3f_bufferoffset = 0;
4838 rsurface.modelnormal3f_bufferobject = 0;
4839 rsurface.modelnormal3f_bufferoffset = 0;
4840 rsurface.generatedvertex = true;
4844 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4845 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4846 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4847 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4848 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4850 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4851 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4852 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4853 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4854 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4855 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4856 rsurface.generatedvertex = false;
4858 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4859 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4860 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4861 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4862 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4863 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4864 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4865 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4866 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4867 rsurface.modelelement3i = model->surfmesh.data_element3i;
4868 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4869 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4870 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4871 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4872 rsurface.modelsurfaces = model->data_surfaces;
4873 rsurface.vertex3f = rsurface.modelvertex3f;
4874 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4875 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4876 rsurface.svector3f = rsurface.modelsvector3f;
4877 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4878 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4879 rsurface.tvector3f = rsurface.modeltvector3f;
4880 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4881 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4882 rsurface.normal3f = rsurface.modelnormal3f;
4883 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4884 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4885 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4888 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4889 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4892 int texturesurfaceindex;
4897 const float *v1, *in_tc;
4899 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4901 q3shaderinfo_deform_t *deform;
4902 // 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
4903 if (rsurface.generatedvertex)
4905 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4906 generatenormals = true;
4907 for (i = 0;i < Q3MAXDEFORMS;i++)
4909 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4911 generatetangents = true;
4912 generatenormals = true;
4914 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4915 generatenormals = true;
4917 if (generatenormals && !rsurface.modelnormal3f)
4919 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4920 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4921 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4922 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4924 if (generatetangents && !rsurface.modelsvector3f)
4926 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4927 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4928 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4929 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4930 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4931 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4932 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);
4935 rsurface.vertex3f = rsurface.modelvertex3f;
4936 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4937 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4938 rsurface.svector3f = rsurface.modelsvector3f;
4939 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4940 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4941 rsurface.tvector3f = rsurface.modeltvector3f;
4942 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4943 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4944 rsurface.normal3f = rsurface.modelnormal3f;
4945 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4946 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4947 // if vertices are deformed (sprite flares and things in maps, possibly
4948 // water waves, bulges and other deformations), generate them into
4949 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4950 // (may be static model data or generated data for an animated model, or
4951 // the previous deform pass)
4952 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4954 switch (deform->deform)
4957 case Q3DEFORM_PROJECTIONSHADOW:
4958 case Q3DEFORM_TEXT0:
4959 case Q3DEFORM_TEXT1:
4960 case Q3DEFORM_TEXT2:
4961 case Q3DEFORM_TEXT3:
4962 case Q3DEFORM_TEXT4:
4963 case Q3DEFORM_TEXT5:
4964 case Q3DEFORM_TEXT6:
4965 case Q3DEFORM_TEXT7:
4968 case Q3DEFORM_AUTOSPRITE:
4969 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4970 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4971 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4972 VectorNormalize(newforward);
4973 VectorNormalize(newright);
4974 VectorNormalize(newup);
4975 // make deformed versions of only the model vertices used by the specified surfaces
4976 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4978 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4979 // a single autosprite surface can contain multiple sprites...
4980 for (j = 0;j < surface->num_vertices - 3;j += 4)
4982 VectorClear(center);
4983 for (i = 0;i < 4;i++)
4984 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4985 VectorScale(center, 0.25f, center);
4986 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4987 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4988 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4989 for (i = 0;i < 4;i++)
4991 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4992 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4995 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);
4996 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);
4998 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4999 rsurface.vertex3f_bufferobject = 0;
5000 rsurface.vertex3f_bufferoffset = 0;
5001 rsurface.svector3f = rsurface.array_deformedsvector3f;
5002 rsurface.svector3f_bufferobject = 0;
5003 rsurface.svector3f_bufferoffset = 0;
5004 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5005 rsurface.tvector3f_bufferobject = 0;
5006 rsurface.tvector3f_bufferoffset = 0;
5007 rsurface.normal3f = rsurface.array_deformednormal3f;
5008 rsurface.normal3f_bufferobject = 0;
5009 rsurface.normal3f_bufferoffset = 0;
5011 case Q3DEFORM_AUTOSPRITE2:
5012 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5013 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5015 VectorNormalize(newforward);
5016 VectorNormalize(newright);
5017 VectorNormalize(newup);
5018 // make deformed versions of only the model vertices used by the specified surfaces
5019 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5021 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5022 const float *v1, *v2;
5032 memset(shortest, 0, sizeof(shortest));
5033 // a single autosprite surface can contain multiple sprites...
5034 for (j = 0;j < surface->num_vertices - 3;j += 4)
5036 VectorClear(center);
5037 for (i = 0;i < 4;i++)
5038 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5039 VectorScale(center, 0.25f, center);
5040 // find the two shortest edges, then use them to define the
5041 // axis vectors for rotating around the central axis
5042 for (i = 0;i < 6;i++)
5044 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5045 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5047 Debug_PolygonBegin(NULL, 0);
5048 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5049 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);
5050 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5053 l = VectorDistance2(v1, v2);
5054 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5056 l += (1.0f / 1024.0f);
5057 if (shortest[0].length2 > l || i == 0)
5059 shortest[1] = shortest[0];
5060 shortest[0].length2 = l;
5061 shortest[0].v1 = v1;
5062 shortest[0].v2 = v2;
5064 else if (shortest[1].length2 > l || i == 1)
5066 shortest[1].length2 = l;
5067 shortest[1].v1 = v1;
5068 shortest[1].v2 = v2;
5071 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5072 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5074 Debug_PolygonBegin(NULL, 0);
5075 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5076 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);
5077 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5080 // this calculates the right vector from the shortest edge
5081 // and the up vector from the edge midpoints
5082 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5083 VectorNormalize(right);
5084 VectorSubtract(end, start, up);
5085 VectorNormalize(up);
5086 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5087 //VectorSubtract(rsurface.modelorg, center, forward);
5088 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5089 VectorNegate(forward, forward);
5090 VectorReflect(forward, 0, up, forward);
5091 VectorNormalize(forward);
5092 CrossProduct(up, forward, newright);
5093 VectorNormalize(newright);
5095 Debug_PolygonBegin(NULL, 0);
5096 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);
5097 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5098 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5102 Debug_PolygonBegin(NULL, 0);
5103 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5104 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5105 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5108 // rotate the quad around the up axis vector, this is made
5109 // especially easy by the fact we know the quad is flat,
5110 // so we only have to subtract the center position and
5111 // measure distance along the right vector, and then
5112 // multiply that by the newright vector and add back the
5114 // we also need to subtract the old position to undo the
5115 // displacement from the center, which we do with a
5116 // DotProduct, the subtraction/addition of center is also
5117 // optimized into DotProducts here
5118 l = DotProduct(right, center);
5119 for (i = 0;i < 4;i++)
5121 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5122 f = DotProduct(right, v1) - l;
5123 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5126 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);
5127 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);
5129 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5130 rsurface.vertex3f_bufferobject = 0;
5131 rsurface.vertex3f_bufferoffset = 0;
5132 rsurface.svector3f = rsurface.array_deformedsvector3f;
5133 rsurface.svector3f_bufferobject = 0;
5134 rsurface.svector3f_bufferoffset = 0;
5135 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5136 rsurface.tvector3f_bufferobject = 0;
5137 rsurface.tvector3f_bufferoffset = 0;
5138 rsurface.normal3f = rsurface.array_deformednormal3f;
5139 rsurface.normal3f_bufferobject = 0;
5140 rsurface.normal3f_bufferoffset = 0;
5142 case Q3DEFORM_NORMAL:
5143 // deform the normals to make reflections wavey
5144 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5146 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5147 for (j = 0;j < surface->num_vertices;j++)
5150 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5151 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5152 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5153 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5154 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5155 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5156 VectorNormalize(normal);
5158 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);
5160 rsurface.svector3f = rsurface.array_deformedsvector3f;
5161 rsurface.svector3f_bufferobject = 0;
5162 rsurface.svector3f_bufferoffset = 0;
5163 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5164 rsurface.tvector3f_bufferobject = 0;
5165 rsurface.tvector3f_bufferoffset = 0;
5166 rsurface.normal3f = rsurface.array_deformednormal3f;
5167 rsurface.normal3f_bufferobject = 0;
5168 rsurface.normal3f_bufferoffset = 0;
5171 // deform vertex array to make wavey water and flags and such
5172 waveparms[0] = deform->waveparms[0];
5173 waveparms[1] = deform->waveparms[1];
5174 waveparms[2] = deform->waveparms[2];
5175 waveparms[3] = deform->waveparms[3];
5176 // this is how a divisor of vertex influence on deformation
5177 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5178 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5182 for (j = 0;j < surface->num_vertices;j++)
5184 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5185 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5186 // if the wavefunc depends on time, evaluate it per-vertex
5189 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5190 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5192 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5195 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5196 rsurface.vertex3f_bufferobject = 0;
5197 rsurface.vertex3f_bufferoffset = 0;
5199 case Q3DEFORM_BULGE:
5200 // deform vertex array to make the surface have moving bulges
5201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5204 for (j = 0;j < surface->num_vertices;j++)
5206 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5207 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5210 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5211 rsurface.vertex3f_bufferobject = 0;
5212 rsurface.vertex3f_bufferoffset = 0;
5215 // deform vertex array
5216 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5217 VectorScale(deform->parms, scale, waveparms);
5218 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5220 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5221 for (j = 0;j < surface->num_vertices;j++)
5222 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5224 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5225 rsurface.vertex3f_bufferobject = 0;
5226 rsurface.vertex3f_bufferoffset = 0;
5230 // generate texcoords based on the chosen texcoord source
5231 switch(rsurface.texture->tcgen.tcgen)
5234 case Q3TCGEN_TEXTURE:
5235 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5236 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5237 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5239 case Q3TCGEN_LIGHTMAP:
5240 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5241 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5242 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5244 case Q3TCGEN_VECTOR:
5245 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5247 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5248 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)
5250 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5251 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5254 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5255 rsurface.texcoordtexture2f_bufferobject = 0;
5256 rsurface.texcoordtexture2f_bufferoffset = 0;
5258 case Q3TCGEN_ENVIRONMENT:
5259 // make environment reflections using a spheremap
5260 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5262 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5263 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5264 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5265 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5266 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5268 float l, d, eyedir[3];
5269 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5270 l = 0.5f / VectorLength(eyedir);
5271 d = DotProduct(normal, eyedir)*2;
5272 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5273 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5276 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5277 rsurface.texcoordtexture2f_bufferobject = 0;
5278 rsurface.texcoordtexture2f_bufferoffset = 0;
5281 // the only tcmod that needs software vertex processing is turbulent, so
5282 // check for it here and apply the changes if needed
5283 // and we only support that as the first one
5284 // (handling a mixture of turbulent and other tcmods would be problematic
5285 // without punting it entirely to a software path)
5286 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5288 amplitude = rsurface.texture->tcmods[0].parms[1];
5289 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5290 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5293 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)
5295 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5296 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5299 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5300 rsurface.texcoordtexture2f_bufferobject = 0;
5301 rsurface.texcoordtexture2f_bufferoffset = 0;
5303 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5304 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5305 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5306 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5309 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5312 const msurface_t *surface = texturesurfacelist[0];
5313 const msurface_t *surface2;
5318 // TODO: lock all array ranges before render, rather than on each surface
5319 if (texturenumsurfaces == 1)
5321 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5322 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5324 else if (r_batchmode.integer == 2)
5326 #define MAXBATCHTRIANGLES 4096
5327 int batchtriangles = 0;
5328 int batchelements[MAXBATCHTRIANGLES*3];
5329 for (i = 0;i < texturenumsurfaces;i = j)
5331 surface = texturesurfacelist[i];
5333 if (surface->num_triangles > MAXBATCHTRIANGLES)
5335 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5338 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5339 batchtriangles = surface->num_triangles;
5340 firstvertex = surface->num_firstvertex;
5341 endvertex = surface->num_firstvertex + surface->num_vertices;
5342 for (;j < texturenumsurfaces;j++)
5344 surface2 = texturesurfacelist[j];
5345 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5347 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5348 batchtriangles += surface2->num_triangles;
5349 firstvertex = min(firstvertex, surface2->num_firstvertex);
5350 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5352 surface2 = texturesurfacelist[j-1];
5353 numvertices = endvertex - firstvertex;
5354 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5357 else if (r_batchmode.integer == 1)
5359 for (i = 0;i < texturenumsurfaces;i = j)
5361 surface = texturesurfacelist[i];
5362 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5363 if (texturesurfacelist[j] != surface2)
5365 surface2 = texturesurfacelist[j-1];
5366 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5367 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5368 GL_LockArrays(surface->num_firstvertex, numvertices);
5369 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5374 for (i = 0;i < texturenumsurfaces;i++)
5376 surface = texturesurfacelist[i];
5377 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5378 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5383 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5385 int i, planeindex, vertexindex;
5389 r_waterstate_waterplane_t *p, *bestp;
5390 msurface_t *surface;
5391 if (r_waterstate.renderingscene)
5393 for (i = 0;i < texturenumsurfaces;i++)
5395 surface = texturesurfacelist[i];
5396 if (lightmaptexunit >= 0)
5397 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5398 if (deluxemaptexunit >= 0)
5399 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5400 // pick the closest matching water plane
5403 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5406 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5408 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5409 d += fabs(PlaneDiff(vert, &p->plane));
5411 if (bestd > d || !bestp)
5419 if (refractiontexunit >= 0)
5420 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5421 if (reflectiontexunit >= 0)
5422 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5426 if (refractiontexunit >= 0)
5427 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5428 if (reflectiontexunit >= 0)
5429 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5431 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5432 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5436 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5440 const msurface_t *surface = texturesurfacelist[0];
5441 const msurface_t *surface2;
5446 // TODO: lock all array ranges before render, rather than on each surface
5447 if (texturenumsurfaces == 1)
5449 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5450 if (deluxemaptexunit >= 0)
5451 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5452 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5453 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5455 else if (r_batchmode.integer == 2)
5457 #define MAXBATCHTRIANGLES 4096
5458 int batchtriangles = 0;
5459 int batchelements[MAXBATCHTRIANGLES*3];
5460 for (i = 0;i < texturenumsurfaces;i = j)
5462 surface = texturesurfacelist[i];
5463 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5464 if (deluxemaptexunit >= 0)
5465 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5467 if (surface->num_triangles > MAXBATCHTRIANGLES)
5469 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5472 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5473 batchtriangles = surface->num_triangles;
5474 firstvertex = surface->num_firstvertex;
5475 endvertex = surface->num_firstvertex + surface->num_vertices;
5476 for (;j < texturenumsurfaces;j++)
5478 surface2 = texturesurfacelist[j];
5479 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5481 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5482 batchtriangles += surface2->num_triangles;
5483 firstvertex = min(firstvertex, surface2->num_firstvertex);
5484 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5486 surface2 = texturesurfacelist[j-1];
5487 numvertices = endvertex - firstvertex;
5488 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5491 else if (r_batchmode.integer == 1)
5494 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5495 for (i = 0;i < texturenumsurfaces;i = j)
5497 surface = texturesurfacelist[i];
5498 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5499 if (texturesurfacelist[j] != surface2)
5501 Con_Printf(" %i", j - i);
5504 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5506 for (i = 0;i < texturenumsurfaces;i = j)
5508 surface = texturesurfacelist[i];
5509 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5510 if (deluxemaptexunit >= 0)
5511 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5513 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5516 Con_Printf(" %i", j - i);
5518 surface2 = texturesurfacelist[j-1];
5519 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5520 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5521 GL_LockArrays(surface->num_firstvertex, numvertices);
5522 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5530 for (i = 0;i < texturenumsurfaces;i++)
5532 surface = texturesurfacelist[i];
5533 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5534 if (deluxemaptexunit >= 0)
5535 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5536 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5537 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5542 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5545 int texturesurfaceindex;
5546 if (r_showsurfaces.integer == 2)
5548 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5550 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5551 for (j = 0;j < surface->num_triangles;j++)
5553 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5554 GL_Color(f, f, f, 1);
5555 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5561 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5563 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5565 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);
5566 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5567 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5572 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5574 int texturesurfaceindex;
5578 if (rsurface.lightmapcolor4f)
5580 // generate color arrays for the surfaces in this list
5581 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5583 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5584 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)
5586 f = FogPoint_Model(v);
5596 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5598 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5599 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)
5601 f = FogPoint_Model(v);
5609 rsurface.lightmapcolor4f = rsurface.array_color4f;
5610 rsurface.lightmapcolor4f_bufferobject = 0;
5611 rsurface.lightmapcolor4f_bufferoffset = 0;
5614 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5616 int texturesurfaceindex;
5619 if (!rsurface.lightmapcolor4f)
5621 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5623 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5624 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)
5632 rsurface.lightmapcolor4f = rsurface.array_color4f;
5633 rsurface.lightmapcolor4f_bufferobject = 0;
5634 rsurface.lightmapcolor4f_bufferoffset = 0;
5637 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5640 rsurface.lightmapcolor4f = NULL;
5641 rsurface.lightmapcolor4f_bufferobject = 0;
5642 rsurface.lightmapcolor4f_bufferoffset = 0;
5643 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5644 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5645 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5646 GL_Color(r, g, b, a);
5647 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5650 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5652 // TODO: optimize applyfog && applycolor case
5653 // just apply fog if necessary, and tint the fog color array if necessary
5654 rsurface.lightmapcolor4f = NULL;
5655 rsurface.lightmapcolor4f_bufferobject = 0;
5656 rsurface.lightmapcolor4f_bufferoffset = 0;
5657 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5658 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5659 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5660 GL_Color(r, g, b, a);
5661 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5664 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5666 int texturesurfaceindex;
5670 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5672 // generate color arrays for the surfaces in this list
5673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5676 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5678 if (surface->lightmapinfo->samples)
5680 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5681 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5682 VectorScale(lm, scale, c);
5683 if (surface->lightmapinfo->styles[1] != 255)
5685 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5687 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5688 VectorMA(c, scale, lm, c);
5689 if (surface->lightmapinfo->styles[2] != 255)
5692 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5693 VectorMA(c, scale, lm, c);
5694 if (surface->lightmapinfo->styles[3] != 255)
5697 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5698 VectorMA(c, scale, lm, c);
5708 rsurface.lightmapcolor4f = rsurface.array_color4f;
5709 rsurface.lightmapcolor4f_bufferobject = 0;
5710 rsurface.lightmapcolor4f_bufferoffset = 0;
5714 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5715 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5716 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5718 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5719 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5720 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5721 GL_Color(r, g, b, a);
5722 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5725 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5727 int texturesurfaceindex;
5731 vec3_t ambientcolor;
5732 vec3_t diffusecolor;
5736 VectorCopy(rsurface.modellight_lightdir, lightdir);
5737 f = 0.5f * r_refdef.lightmapintensity;
5738 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5739 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5740 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5741 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5742 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5743 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5744 if (VectorLength2(diffusecolor) > 0)
5746 // generate color arrays for the surfaces in this list
5747 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5749 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5750 int numverts = surface->num_vertices;
5751 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5752 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5753 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5754 // q3-style directional shading
5755 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5757 if ((f = DotProduct(c2, lightdir)) > 0)
5758 VectorMA(ambientcolor, f, diffusecolor, c);
5760 VectorCopy(ambientcolor, c);
5769 rsurface.lightmapcolor4f = rsurface.array_color4f;
5770 rsurface.lightmapcolor4f_bufferobject = 0;
5771 rsurface.lightmapcolor4f_bufferoffset = 0;
5775 r = ambientcolor[0];
5776 g = ambientcolor[1];
5777 b = ambientcolor[2];
5778 rsurface.lightmapcolor4f = NULL;
5779 rsurface.lightmapcolor4f_bufferobject = 0;
5780 rsurface.lightmapcolor4f_bufferoffset = 0;
5782 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5783 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5784 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5785 GL_Color(r, g, b, a);
5786 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5789 void RSurf_SetupDepthAndCulling(void)
5791 // submodels are biased to avoid z-fighting with world surfaces that they
5792 // may be exactly overlapping (avoids z-fighting artifacts on certain
5793 // doors and things in Quake maps)
5794 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5795 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5796 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5797 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5800 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5802 // transparent sky would be ridiculous
5803 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5805 R_SetupGenericShader(false);
5808 skyrendernow = false;
5809 // we have to force off the water clipping plane while rendering sky
5813 // restore entity matrix
5814 R_Mesh_Matrix(&rsurface.matrix);
5816 RSurf_SetupDepthAndCulling();
5818 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5819 // skymasking on them, and Quake3 never did sky masking (unlike
5820 // software Quake and software Quake2), so disable the sky masking
5821 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5822 // and skymasking also looks very bad when noclipping outside the
5823 // level, so don't use it then either.
5824 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5826 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5827 R_Mesh_ColorPointer(NULL, 0, 0);
5828 R_Mesh_ResetTextureState();
5829 if (skyrendermasked)
5831 R_SetupDepthOrShadowShader();
5832 // depth-only (masking)
5833 GL_ColorMask(0,0,0,0);
5834 // just to make sure that braindead drivers don't draw
5835 // anything despite that colormask...
5836 GL_BlendFunc(GL_ZERO, GL_ONE);
5840 R_SetupGenericShader(false);
5842 GL_BlendFunc(GL_ONE, GL_ZERO);
5844 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5845 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5846 if (skyrendermasked)
5847 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5849 R_Mesh_ResetTextureState();
5850 GL_Color(1, 1, 1, 1);
5853 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5855 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5858 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5859 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5860 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5861 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5862 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5863 if (rsurface.texture->backgroundcurrentskinframe)
5865 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5866 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5867 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5868 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5870 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5871 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5872 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5873 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5874 R_Mesh_ColorPointer(NULL, 0, 0);
5876 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5878 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5880 // render background
5881 GL_BlendFunc(GL_ONE, GL_ZERO);
5883 GL_AlphaTest(false);
5885 GL_Color(1, 1, 1, 1);
5886 R_Mesh_ColorPointer(NULL, 0, 0);
5888 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5889 if (r_glsl_permutation)
5891 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5892 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5893 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5894 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5895 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5896 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5897 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);
5899 GL_LockArrays(0, 0);
5901 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5902 GL_DepthMask(false);
5903 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5904 R_Mesh_ColorPointer(NULL, 0, 0);
5906 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5907 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5908 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5911 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5912 if (!r_glsl_permutation)
5915 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5916 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5917 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5918 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5919 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5920 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5922 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5924 GL_BlendFunc(GL_ONE, GL_ZERO);
5926 GL_AlphaTest(false);
5930 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5931 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5932 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5935 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5937 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5938 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);
5940 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5944 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5945 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);
5947 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5949 GL_LockArrays(0, 0);
5952 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5954 // OpenGL 1.3 path - anything not completely ancient
5955 int texturesurfaceindex;
5956 qboolean applycolor;
5960 const texturelayer_t *layer;
5961 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5963 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5966 int layertexrgbscale;
5967 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5969 if (layerindex == 0)
5973 GL_AlphaTest(false);
5974 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5977 GL_DepthMask(layer->depthmask && writedepth);
5978 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5979 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5981 layertexrgbscale = 4;
5982 VectorScale(layer->color, 0.25f, layercolor);
5984 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5986 layertexrgbscale = 2;
5987 VectorScale(layer->color, 0.5f, layercolor);
5991 layertexrgbscale = 1;
5992 VectorScale(layer->color, 1.0f, layercolor);
5994 layercolor[3] = layer->color[3];
5995 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5996 R_Mesh_ColorPointer(NULL, 0, 0);
5997 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
5998 switch (layer->type)
6000 case TEXTURELAYERTYPE_LITTEXTURE:
6001 memset(&m, 0, sizeof(m));
6002 m.tex[0] = R_GetTexture(r_texture_white);
6003 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6004 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6005 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6006 m.tex[1] = R_GetTexture(layer->texture);
6007 m.texmatrix[1] = layer->texmatrix;
6008 m.texrgbscale[1] = layertexrgbscale;
6009 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6010 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6011 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6012 R_Mesh_TextureState(&m);
6013 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6014 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6015 else if (rsurface.uselightmaptexture)
6016 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6018 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6020 case TEXTURELAYERTYPE_TEXTURE:
6021 memset(&m, 0, sizeof(m));
6022 m.tex[0] = R_GetTexture(layer->texture);
6023 m.texmatrix[0] = layer->texmatrix;
6024 m.texrgbscale[0] = layertexrgbscale;
6025 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6026 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6027 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6028 R_Mesh_TextureState(&m);
6029 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6031 case TEXTURELAYERTYPE_FOG:
6032 memset(&m, 0, sizeof(m));
6033 m.texrgbscale[0] = layertexrgbscale;
6036 m.tex[0] = R_GetTexture(layer->texture);
6037 m.texmatrix[0] = layer->texmatrix;
6038 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6039 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6040 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6042 R_Mesh_TextureState(&m);
6043 // generate a color array for the fog pass
6044 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6045 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6049 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6050 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)
6052 f = 1 - FogPoint_Model(v);
6053 c[0] = layercolor[0];
6054 c[1] = layercolor[1];
6055 c[2] = layercolor[2];
6056 c[3] = f * layercolor[3];
6059 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6062 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6064 GL_LockArrays(0, 0);
6067 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6069 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6070 GL_AlphaTest(false);
6074 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6076 // OpenGL 1.1 - crusty old voodoo path
6077 int texturesurfaceindex;
6081 const texturelayer_t *layer;
6082 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6084 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6086 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6088 if (layerindex == 0)
6092 GL_AlphaTest(false);
6093 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6096 GL_DepthMask(layer->depthmask && writedepth);
6097 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6098 R_Mesh_ColorPointer(NULL, 0, 0);
6099 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6100 switch (layer->type)
6102 case TEXTURELAYERTYPE_LITTEXTURE:
6103 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6105 // two-pass lit texture with 2x rgbscale
6106 // first the lightmap pass
6107 memset(&m, 0, sizeof(m));
6108 m.tex[0] = R_GetTexture(r_texture_white);
6109 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6110 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6111 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6112 R_Mesh_TextureState(&m);
6113 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6114 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6115 else if (rsurface.uselightmaptexture)
6116 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6118 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6119 GL_LockArrays(0, 0);
6120 // then apply the texture to it
6121 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6122 memset(&m, 0, sizeof(m));
6123 m.tex[0] = R_GetTexture(layer->texture);
6124 m.texmatrix[0] = layer->texmatrix;
6125 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6126 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6127 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6128 R_Mesh_TextureState(&m);
6129 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);
6133 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6134 memset(&m, 0, sizeof(m));
6135 m.tex[0] = R_GetTexture(layer->texture);
6136 m.texmatrix[0] = layer->texmatrix;
6137 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6138 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6139 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6140 R_Mesh_TextureState(&m);
6141 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6142 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);
6144 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);
6147 case TEXTURELAYERTYPE_TEXTURE:
6148 // singletexture unlit texture with transparency support
6149 memset(&m, 0, sizeof(m));
6150 m.tex[0] = R_GetTexture(layer->texture);
6151 m.texmatrix[0] = layer->texmatrix;
6152 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6153 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6154 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6155 R_Mesh_TextureState(&m);
6156 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);
6158 case TEXTURELAYERTYPE_FOG:
6159 // singletexture fogging
6160 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6163 memset(&m, 0, sizeof(m));
6164 m.tex[0] = R_GetTexture(layer->texture);
6165 m.texmatrix[0] = layer->texmatrix;
6166 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6167 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6168 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6169 R_Mesh_TextureState(&m);
6172 R_Mesh_ResetTextureState();
6173 // generate a color array for the fog pass
6174 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6178 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6179 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)
6181 f = 1 - FogPoint_Model(v);
6182 c[0] = layer->color[0];
6183 c[1] = layer->color[1];
6184 c[2] = layer->color[2];
6185 c[3] = f * layer->color[3];
6188 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6191 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6193 GL_LockArrays(0, 0);
6196 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6198 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6199 GL_AlphaTest(false);
6203 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6206 RSurf_SetupDepthAndCulling();
6207 if (r_glsl.integer && gl_support_fragment_shader)
6208 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6209 else if (gl_combine.integer && r_textureunits.integer >= 2)
6210 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6212 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6216 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6219 int texturenumsurfaces, endsurface;
6221 msurface_t *surface;
6222 msurface_t *texturesurfacelist[1024];
6224 // if the model is static it doesn't matter what value we give for
6225 // wantnormals and wanttangents, so this logic uses only rules applicable
6226 // to a model, knowing that they are meaningless otherwise
6227 if (ent == r_refdef.scene.worldentity)
6228 RSurf_ActiveWorldEntity();
6229 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6230 RSurf_ActiveModelEntity(ent, false, false);
6232 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6234 for (i = 0;i < numsurfaces;i = j)
6237 surface = rsurface.modelsurfaces + surfacelist[i];
6238 texture = surface->texture;
6239 R_UpdateTextureInfo(ent, texture);
6240 rsurface.texture = texture->currentframe;
6241 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6242 // scan ahead until we find a different texture
6243 endsurface = min(i + 1024, numsurfaces);
6244 texturenumsurfaces = 0;
6245 texturesurfacelist[texturenumsurfaces++] = surface;
6246 for (;j < endsurface;j++)
6248 surface = rsurface.modelsurfaces + surfacelist[j];
6249 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6251 texturesurfacelist[texturenumsurfaces++] = surface;
6253 // render the range of surfaces
6254 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6256 GL_AlphaTest(false);
6259 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6264 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6266 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6268 RSurf_SetupDepthAndCulling();
6269 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6270 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6272 else if (r_showsurfaces.integer)
6274 RSurf_SetupDepthAndCulling();
6276 GL_BlendFunc(GL_ONE, GL_ZERO);
6278 GL_AlphaTest(false);
6279 R_Mesh_ColorPointer(NULL, 0, 0);
6280 R_Mesh_ResetTextureState();
6281 R_SetupGenericShader(false);
6282 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6283 if (!r_refdef.view.showdebug)
6285 GL_Color(0, 0, 0, 1);
6286 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6289 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6292 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6293 else if (!rsurface.texture->currentnumlayers)
6295 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6297 // transparent surfaces get pushed off into the transparent queue
6298 int surfacelistindex;
6299 const msurface_t *surface;
6300 vec3_t tempcenter, center;
6301 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6303 surface = texturesurfacelist[surfacelistindex];
6304 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6305 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6306 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6307 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6308 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6313 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6314 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6319 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6323 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6326 for (i = 0;i < numsurfaces;i++)
6327 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6328 R_Water_AddWaterPlane(surfacelist[i]);
6331 // break the surface list down into batches by texture and use of lightmapping
6332 for (i = 0;i < numsurfaces;i = j)
6335 // texture is the base texture pointer, rsurface.texture is the
6336 // current frame/skin the texture is directing us to use (for example
6337 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6338 // use skin 1 instead)
6339 texture = surfacelist[i]->texture;
6340 rsurface.texture = texture->currentframe;
6341 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6342 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6344 // if this texture is not the kind we want, skip ahead to the next one
6345 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6349 // simply scan ahead until we find a different texture or lightmap state
6350 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6352 // render the range of surfaces
6353 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6357 float locboxvertex3f[6*4*3] =
6359 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6360 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6361 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6362 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6363 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6364 1,0,0, 0,0,0, 0,1,0, 1,1,0
6367 int locboxelement3i[6*2*3] =
6377 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6380 cl_locnode_t *loc = (cl_locnode_t *)ent;
6382 float vertex3f[6*4*3];
6384 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6385 GL_DepthMask(false);
6386 GL_DepthRange(0, 1);
6387 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6389 GL_CullFace(GL_NONE);
6390 R_Mesh_Matrix(&identitymatrix);
6392 R_Mesh_VertexPointer(vertex3f, 0, 0);
6393 R_Mesh_ColorPointer(NULL, 0, 0);
6394 R_Mesh_ResetTextureState();
6395 R_SetupGenericShader(false);
6398 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6399 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6400 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6401 surfacelist[0] < 0 ? 0.5f : 0.125f);
6403 if (VectorCompare(loc->mins, loc->maxs))
6405 VectorSet(size, 2, 2, 2);
6406 VectorMA(loc->mins, -0.5f, size, mins);
6410 VectorCopy(loc->mins, mins);
6411 VectorSubtract(loc->maxs, loc->mins, size);
6414 for (i = 0;i < 6*4*3;)
6415 for (j = 0;j < 3;j++, i++)
6416 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6418 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6421 void R_DrawLocs(void)
6424 cl_locnode_t *loc, *nearestloc;
6426 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6427 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6429 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6430 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6434 void R_DrawDebugModel(entity_render_t *ent)
6436 int i, j, k, l, flagsmask;
6437 const int *elements;
6439 msurface_t *surface;
6440 model_t *model = ent->model;
6443 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
6445 R_Mesh_ColorPointer(NULL, 0, 0);
6446 R_Mesh_ResetTextureState();
6447 R_SetupGenericShader(false);
6448 GL_DepthRange(0, 1);
6449 GL_DepthTest(!r_showdisabledepthtest.integer);
6450 GL_DepthMask(false);
6451 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6453 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6455 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6456 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6458 if (brush->colbrushf && brush->colbrushf->numtriangles)
6460 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6461 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);
6462 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6465 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6467 if (surface->num_collisiontriangles)
6469 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6470 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);
6471 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6476 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6478 if (r_showtris.integer || r_shownormals.integer)
6480 if (r_showdisabledepthtest.integer)
6482 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6483 GL_DepthMask(false);
6487 GL_BlendFunc(GL_ONE, GL_ZERO);
6490 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6492 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6494 rsurface.texture = surface->texture->currentframe;
6495 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6497 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6498 if (r_showtris.value > 0)
6500 if (!rsurface.texture->currentlayers->depthmask)
6501 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6502 else if (ent == r_refdef.scene.worldentity)
6503 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6505 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6506 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6509 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6511 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6512 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6513 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6514 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6519 if (r_shownormals.value > 0)
6522 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6524 VectorCopy(rsurface.vertex3f + l * 3, v);
6525 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6526 qglVertex3f(v[0], v[1], v[2]);
6527 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6528 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6529 qglVertex3f(v[0], v[1], v[2]);
6534 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6536 VectorCopy(rsurface.vertex3f + l * 3, v);
6537 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6538 qglVertex3f(v[0], v[1], v[2]);
6539 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6540 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6541 qglVertex3f(v[0], v[1], v[2]);
6546 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6548 VectorCopy(rsurface.vertex3f + l * 3, v);
6549 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6550 qglVertex3f(v[0], v[1], v[2]);
6551 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6552 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6553 qglVertex3f(v[0], v[1], v[2]);
6560 rsurface.texture = NULL;
6564 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6565 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6567 int i, j, endj, f, flagsmask;
6568 msurface_t *surface;
6570 model_t *model = r_refdef.scene.worldmodel;
6571 const int maxsurfacelist = 1024;
6572 int numsurfacelist = 0;
6573 msurface_t *surfacelist[1024];
6577 RSurf_ActiveWorldEntity();
6579 // update light styles on this submodel
6580 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6582 model_brush_lightstyleinfo_t *style;
6583 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6585 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6587 msurface_t *surfaces = model->data_surfaces;
6588 int *list = style->surfacelist;
6589 style->value = r_refdef.scene.lightstylevalue[style->style];
6590 for (j = 0;j < style->numsurfaces;j++)
6591 surfaces[list[j]].cached_dlight = true;
6596 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6597 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6601 R_DrawDebugModel(r_refdef.scene.worldentity);
6607 rsurface.uselightmaptexture = false;
6608 rsurface.texture = NULL;
6609 rsurface.rtlight = NULL;
6611 j = model->firstmodelsurface;
6612 endj = j + model->nummodelsurfaces;
6615 // quickly skip over non-visible surfaces
6616 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6618 // quickly iterate over visible surfaces
6619 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6621 // process this surface
6622 surface = model->data_surfaces + j;
6623 // if this surface fits the criteria, add it to the list
6624 if (surface->num_triangles)
6626 // if lightmap parameters changed, rebuild lightmap texture
6627 if (surface->cached_dlight)
6628 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6629 // add face to draw list
6630 surfacelist[numsurfacelist++] = surface;
6631 r_refdef.stats.world_triangles += surface->num_triangles;
6632 if (numsurfacelist >= maxsurfacelist)
6634 r_refdef.stats.world_surfaces += numsurfacelist;
6635 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6641 r_refdef.stats.world_surfaces += numsurfacelist;
6643 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6644 GL_AlphaTest(false);
6647 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6649 int i, j, f, flagsmask;
6650 msurface_t *surface, *endsurface;
6652 model_t *model = ent->model;
6653 const int maxsurfacelist = 1024;
6654 int numsurfacelist = 0;
6655 msurface_t *surfacelist[1024];
6659 // if the model is static it doesn't matter what value we give for
6660 // wantnormals and wanttangents, so this logic uses only rules applicable
6661 // to a model, knowing that they are meaningless otherwise
6662 if (ent == r_refdef.scene.worldentity)
6663 RSurf_ActiveWorldEntity();
6664 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6665 RSurf_ActiveModelEntity(ent, false, false);
6667 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6669 // update light styles
6670 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6672 model_brush_lightstyleinfo_t *style;
6673 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6675 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6677 msurface_t *surfaces = model->data_surfaces;
6678 int *list = style->surfacelist;
6679 style->value = r_refdef.scene.lightstylevalue[style->style];
6680 for (j = 0;j < style->numsurfaces;j++)
6681 surfaces[list[j]].cached_dlight = true;
6686 R_UpdateAllTextureInfo(ent);
6687 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
6691 R_DrawDebugModel(ent);
6697 rsurface.uselightmaptexture = false;
6698 rsurface.texture = NULL;
6699 rsurface.rtlight = NULL;
6701 surface = model->data_surfaces + model->firstmodelsurface;
6702 endsurface = surface + model->nummodelsurfaces;
6703 for (;surface < endsurface;surface++)
6705 // if this surface fits the criteria, add it to the list
6706 if (surface->num_triangles)
6708 // if lightmap parameters changed, rebuild lightmap texture
6709 if (surface->cached_dlight)
6710 R_BuildLightMap(ent, surface);
6711 // add face to draw list
6712 surfacelist[numsurfacelist++] = surface;
6713 r_refdef.stats.entities_triangles += surface->num_triangles;
6714 if (numsurfacelist >= maxsurfacelist)
6716 r_refdef.stats.entities_surfaces += numsurfacelist;
6717 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6722 r_refdef.stats.entities_surfaces += numsurfacelist;
6724 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6725 GL_AlphaTest(false);