2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
85 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
86 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
87 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
88 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
89 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
94 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
95 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
96 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
97 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
98 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
99 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
100 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
101 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
102 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
103 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
104 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
105 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
106 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
108 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
109 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
110 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
112 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
113 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
114 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
115 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
116 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
117 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
118 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
119 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
120 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
121 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
122 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
123 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
124 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
125 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
126 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
127 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
128 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
129 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
130 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
131 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
132 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
133 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
134 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
136 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
137 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
138 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
139 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
140 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
141 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
142 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
143 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
145 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
146 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
148 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
149 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
150 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
152 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
153 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
154 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
155 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
156 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
157 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
158 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
159 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
160 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
162 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
163 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
164 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
165 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
166 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
167 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
168 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
169 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
170 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
171 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
172 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
173 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
177 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
179 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
181 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
182 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
183 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
184 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
185 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
186 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
187 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
188 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
189 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
191 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
192 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
193 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
194 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
196 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
197 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
199 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
200 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
201 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
202 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
203 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
205 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
206 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
207 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
208 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
209 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
210 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
211 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
212 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
213 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
214 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
216 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
218 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
220 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
222 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
224 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
225 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
227 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
229 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
231 extern cvar_t v_glslgamma;
232 extern cvar_t v_glslgamma_2d;
234 extern qboolean v_flipped_state;
236 r_framebufferstate_t r_fb;
238 /// shadow volume bsp struct with automatically growing nodes buffer
241 rtexture_t *r_texture_blanknormalmap;
242 rtexture_t *r_texture_white;
243 rtexture_t *r_texture_grey128;
244 rtexture_t *r_texture_black;
245 rtexture_t *r_texture_notexture;
246 rtexture_t *r_texture_whitecube;
247 rtexture_t *r_texture_normalizationcube;
248 rtexture_t *r_texture_fogattenuation;
249 rtexture_t *r_texture_fogheighttexture;
250 rtexture_t *r_texture_gammaramps;
251 unsigned int r_texture_gammaramps_serial;
252 //rtexture_t *r_texture_fogintensity;
253 rtexture_t *r_texture_reflectcube;
255 // TODO: hash lookups?
256 typedef struct cubemapinfo_s
263 int r_texture_numcubemaps;
264 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
266 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
267 unsigned int r_numqueries;
268 unsigned int r_maxqueries;
270 typedef struct r_qwskincache_s
272 char name[MAX_QPATH];
273 skinframe_t *skinframe;
277 static r_qwskincache_t *r_qwskincache;
278 static int r_qwskincache_size;
280 /// vertex coordinates for a quad that covers the screen exactly
281 extern const float r_screenvertex3f[12];
282 extern const float r_d3dscreenvertex3f[12];
283 const float r_screenvertex3f[12] =
290 const float r_d3dscreenvertex3f[12] =
298 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
301 for (i = 0;i < verts;i++)
312 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
315 for (i = 0;i < verts;i++)
325 // FIXME: move this to client?
328 if (gamemode == GAME_NEHAHRA)
330 Cvar_Set("gl_fogenable", "0");
331 Cvar_Set("gl_fogdensity", "0.2");
332 Cvar_Set("gl_fogred", "0.3");
333 Cvar_Set("gl_foggreen", "0.3");
334 Cvar_Set("gl_fogblue", "0.3");
336 r_refdef.fog_density = 0;
337 r_refdef.fog_red = 0;
338 r_refdef.fog_green = 0;
339 r_refdef.fog_blue = 0;
340 r_refdef.fog_alpha = 1;
341 r_refdef.fog_start = 0;
342 r_refdef.fog_end = 16384;
343 r_refdef.fog_height = 1<<30;
344 r_refdef.fog_fadedepth = 128;
345 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
348 static void R_BuildBlankTextures(void)
350 unsigned char data[4];
351 data[2] = 128; // normal X
352 data[1] = 128; // normal Y
353 data[0] = 255; // normal Z
354 data[3] = 255; // height
355 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
360 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
365 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
373 static void R_BuildNoTexture(void)
376 unsigned char pix[16][16][4];
377 // this makes a light grey/dark grey checkerboard texture
378 for (y = 0;y < 16;y++)
380 for (x = 0;x < 16;x++)
382 if ((y < 8) ^ (x < 8))
398 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
401 static void R_BuildWhiteCube(void)
403 unsigned char data[6*1*1*4];
404 memset(data, 255, sizeof(data));
405 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNormalizationCube(void)
412 vec_t s, t, intensity;
415 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
416 for (side = 0;side < 6;side++)
418 for (y = 0;y < NORMSIZE;y++)
420 for (x = 0;x < NORMSIZE;x++)
422 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
423 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 intensity = 127.0f / sqrt(DotProduct(v, v));
459 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
460 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
461 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
462 data[((side*64+y)*64+x)*4+3] = 255;
466 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
470 static void R_BuildFogTexture(void)
474 unsigned char data1[FOGWIDTH][4];
475 //unsigned char data2[FOGWIDTH][4];
478 r_refdef.fogmasktable_start = r_refdef.fog_start;
479 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
480 r_refdef.fogmasktable_range = r_refdef.fogrange;
481 r_refdef.fogmasktable_density = r_refdef.fog_density;
483 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
484 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
486 d = (x * r - r_refdef.fogmasktable_start);
487 if(developer_extra.integer)
488 Con_DPrintf("%f ", d);
490 if (r_fog_exp2.integer)
491 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
493 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
494 if(developer_extra.integer)
495 Con_DPrintf(" : %f ", alpha);
496 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
497 if(developer_extra.integer)
498 Con_DPrintf(" = %f\n", alpha);
499 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
502 for (x = 0;x < FOGWIDTH;x++)
504 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
509 //data2[x][0] = 255 - b;
510 //data2[x][1] = 255 - b;
511 //data2[x][2] = 255 - b;
514 if (r_texture_fogattenuation)
516 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
517 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
521 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
522 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
526 static void R_BuildFogHeightTexture(void)
528 unsigned char *inpixels;
536 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
537 if (r_refdef.fogheighttexturename[0])
538 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
541 r_refdef.fog_height_tablesize = 0;
542 if (r_texture_fogheighttexture)
543 R_FreeTexture(r_texture_fogheighttexture);
544 r_texture_fogheighttexture = NULL;
545 if (r_refdef.fog_height_table2d)
546 Mem_Free(r_refdef.fog_height_table2d);
547 r_refdef.fog_height_table2d = NULL;
548 if (r_refdef.fog_height_table1d)
549 Mem_Free(r_refdef.fog_height_table1d);
550 r_refdef.fog_height_table1d = NULL;
554 r_refdef.fog_height_tablesize = size;
555 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
556 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
557 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
559 // LordHavoc: now the magic - what is that table2d for? it is a cooked
560 // average fog color table accounting for every fog layer between a point
561 // and the camera. (Note: attenuation is handled separately!)
562 for (y = 0;y < size;y++)
564 for (x = 0;x < size;x++)
570 for (j = x;j <= y;j++)
572 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
578 for (j = x;j >= y;j--)
580 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
585 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
586 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
587 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
588 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
591 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
594 //=======================================================================================================================================================
596 static const char *builtinshaderstring =
597 #include "shader_glsl.h"
600 const char *builtinhlslshaderstring =
601 #include "shader_hlsl.h"
604 char *glslshaderstring = NULL;
605 char *hlslshaderstring = NULL;
607 //=======================================================================================================================================================
609 typedef struct shaderpermutationinfo_s
614 shaderpermutationinfo_t;
616 typedef struct shadermodeinfo_s
618 const char *vertexfilename;
619 const char *geometryfilename;
620 const char *fragmentfilename;
626 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
627 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
629 {"#define USEDIFFUSE\n", " diffuse"},
630 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
631 {"#define USEVIEWTINT\n", " viewtint"},
632 {"#define USECOLORMAPPING\n", " colormapping"},
633 {"#define USESATURATION\n", " saturation"},
634 {"#define USEFOGINSIDE\n", " foginside"},
635 {"#define USEFOGOUTSIDE\n", " fogoutside"},
636 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
637 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
638 {"#define USEGAMMARAMPS\n", " gammaramps"},
639 {"#define USECUBEFILTER\n", " cubefilter"},
640 {"#define USEGLOW\n", " glow"},
641 {"#define USEBLOOM\n", " bloom"},
642 {"#define USESPECULAR\n", " specular"},
643 {"#define USEPOSTPROCESSING\n", " postprocessing"},
644 {"#define USEREFLECTION\n", " reflection"},
645 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
646 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
647 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
648 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, // TODO make this a static parm
649 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, // TODO make this a static parm
650 {"#define USESHADOWSAMPLER\n", " shadowsampler"}, // TODO make this a static parm
651 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
652 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
653 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
654 {"#define USEALPHAKILL\n", " alphakill"},
655 {"#define USEREFLECTCUBE\n", " reflectcube"},
656 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
657 {"#define USEBOUNCEGRID\n", " bouncegrid"},
658 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
659 {"#define USETRIPPY\n", " trippy"},
660 {"#define USEDEPTHRGB\n", " depthrgb"},
663 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
664 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
680 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
681 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
682 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
683 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
686 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
702 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
703 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
704 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
705 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
708 struct r_glsl_permutation_s;
709 typedef struct r_glsl_permutation_s
712 struct r_glsl_permutation_s *hashnext;
714 unsigned int permutation;
716 /// indicates if we have tried compiling this permutation already
718 /// 0 if compilation failed
720 // texture units assigned to each detected uniform
721 int tex_Texture_First;
722 int tex_Texture_Second;
723 int tex_Texture_GammaRamps;
724 int tex_Texture_Normal;
725 int tex_Texture_Color;
726 int tex_Texture_Gloss;
727 int tex_Texture_Glow;
728 int tex_Texture_SecondaryNormal;
729 int tex_Texture_SecondaryColor;
730 int tex_Texture_SecondaryGloss;
731 int tex_Texture_SecondaryGlow;
732 int tex_Texture_Pants;
733 int tex_Texture_Shirt;
734 int tex_Texture_FogHeightTexture;
735 int tex_Texture_FogMask;
736 int tex_Texture_Lightmap;
737 int tex_Texture_Deluxemap;
738 int tex_Texture_Attenuation;
739 int tex_Texture_Cube;
740 int tex_Texture_Refraction;
741 int tex_Texture_Reflection;
742 int tex_Texture_ShadowMap2D;
743 int tex_Texture_CubeProjection;
744 int tex_Texture_ScreenNormalMap;
745 int tex_Texture_ScreenDiffuse;
746 int tex_Texture_ScreenSpecular;
747 int tex_Texture_ReflectMask;
748 int tex_Texture_ReflectCube;
749 int tex_Texture_BounceGrid;
750 /// locations of detected uniforms in program object, or -1 if not found
751 int loc_Texture_First;
752 int loc_Texture_Second;
753 int loc_Texture_GammaRamps;
754 int loc_Texture_Normal;
755 int loc_Texture_Color;
756 int loc_Texture_Gloss;
757 int loc_Texture_Glow;
758 int loc_Texture_SecondaryNormal;
759 int loc_Texture_SecondaryColor;
760 int loc_Texture_SecondaryGloss;
761 int loc_Texture_SecondaryGlow;
762 int loc_Texture_Pants;
763 int loc_Texture_Shirt;
764 int loc_Texture_FogHeightTexture;
765 int loc_Texture_FogMask;
766 int loc_Texture_Lightmap;
767 int loc_Texture_Deluxemap;
768 int loc_Texture_Attenuation;
769 int loc_Texture_Cube;
770 int loc_Texture_Refraction;
771 int loc_Texture_Reflection;
772 int loc_Texture_ShadowMap2D;
773 int loc_Texture_CubeProjection;
774 int loc_Texture_ScreenNormalMap;
775 int loc_Texture_ScreenDiffuse;
776 int loc_Texture_ScreenSpecular;
777 int loc_Texture_ReflectMask;
778 int loc_Texture_ReflectCube;
779 int loc_Texture_BounceGrid;
781 int loc_BloomBlur_Parameters;
783 int loc_Color_Ambient;
784 int loc_Color_Diffuse;
785 int loc_Color_Specular;
789 int loc_DeferredColor_Ambient;
790 int loc_DeferredColor_Diffuse;
791 int loc_DeferredColor_Specular;
792 int loc_DeferredMod_Diffuse;
793 int loc_DeferredMod_Specular;
794 int loc_DistortScaleRefractReflect;
797 int loc_FogHeightFade;
799 int loc_FogPlaneViewDist;
800 int loc_FogRangeRecip;
803 int loc_LightPosition;
804 int loc_OffsetMapping_ScaleSteps;
805 int loc_OffsetMapping_LodDistance;
806 int loc_OffsetMapping_Bias;
808 int loc_ReflectColor;
809 int loc_ReflectFactor;
810 int loc_ReflectOffset;
811 int loc_RefractColor;
813 int loc_ScreenCenterRefractReflect;
814 int loc_ScreenScaleRefractReflect;
815 int loc_ScreenToDepth;
816 int loc_ShadowMap_Parameters;
817 int loc_ShadowMap_TextureScale;
818 int loc_SpecularPower;
823 int loc_ViewTintColor;
825 int loc_ModelToLight;
827 int loc_BackgroundTexMatrix;
828 int loc_ModelViewProjectionMatrix;
829 int loc_ModelViewMatrix;
830 int loc_PixelToScreenTexCoord;
831 int loc_ModelToReflectCube;
832 int loc_ShadowMapMatrix;
833 int loc_BloomColorSubtract;
834 int loc_NormalmapScrollBlend;
835 int loc_BounceGridMatrix;
836 int loc_BounceGridIntensity;
838 r_glsl_permutation_t;
840 #define SHADERPERMUTATION_HASHSIZE 256
843 // non-degradable "lightweight" shader parameters to keep the permutations simpler
844 // these can NOT degrade! only use for simple stuff
847 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
848 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
849 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
851 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
852 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
853 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
854 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
856 #define SHADERSTATICPARMS_COUNT 8
858 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
859 static int shaderstaticparms_count = 0;
861 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
862 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
863 static qboolean R_CompileShader_CheckStaticParms(void)
865 static int r_compileshader_staticparms_save[1];
866 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
867 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
870 if (r_glsl_saturation_redcompensate.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
872 if (r_glsl_vertextextureblend_usebothalphas.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
874 if (r_shadow_glossexact.integer)
875 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
876 if (r_glsl_postprocess.integer)
878 if (r_glsl_postprocess_uservec1_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
880 if (r_glsl_postprocess_uservec2_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
882 if (r_glsl_postprocess_uservec3_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
884 if (r_glsl_postprocess_uservec4_enable.integer)
885 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
887 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
889 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
892 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
893 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
896 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
897 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
899 shaderstaticparms_count = 0;
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
908 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
909 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
912 /// information about each possible shader permutation
913 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
914 /// currently selected permutation
915 r_glsl_permutation_t *r_glsl_permutation;
916 /// storage for permutations linked in the hash table
917 memexpandablearray_t r_glsl_permutationarray;
919 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
921 //unsigned int hashdepth = 0;
922 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
923 r_glsl_permutation_t *p;
924 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
926 if (p->mode == mode && p->permutation == permutation)
928 //if (hashdepth > 10)
929 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
934 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
936 p->permutation = permutation;
937 p->hashnext = r_glsl_permutationhash[mode][hashindex];
938 r_glsl_permutationhash[mode][hashindex] = p;
939 //if (hashdepth > 10)
940 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
944 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
947 if (!filename || !filename[0])
949 if (!strcmp(filename, "glsl/default.glsl"))
951 if (!glslshaderstring)
953 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
954 if (glslshaderstring)
955 Con_DPrintf("Loading shaders from file %s...\n", filename);
957 glslshaderstring = (char *)builtinshaderstring;
959 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
960 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
963 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
966 if (printfromdisknotice)
967 Con_DPrintf("from disk %s... ", filename);
973 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
977 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
978 char *vertexstring, *geometrystring, *fragmentstring;
979 char permutationname[256];
980 int vertstrings_count = 0;
981 int geomstrings_count = 0;
982 int fragstrings_count = 0;
983 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
984 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
985 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
992 permutationname[0] = 0;
993 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
994 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
995 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
997 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
999 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1000 if(vid.support.gl20shaders130)
1002 vertstrings_list[vertstrings_count++] = "#version 130\n";
1003 geomstrings_list[geomstrings_count++] = "#version 130\n";
1004 fragstrings_list[fragstrings_count++] = "#version 130\n";
1005 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1006 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1007 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1010 // the first pretext is which type of shader to compile as
1011 // (later these will all be bound together as a program object)
1012 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1013 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1014 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1016 // the second pretext is the mode (for example a light source)
1017 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1018 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1019 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1020 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1022 // now add all the permutation pretexts
1023 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1025 if (permutation & (1<<i))
1027 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1028 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1029 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1030 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1034 // keep line numbers correct
1035 vertstrings_list[vertstrings_count++] = "\n";
1036 geomstrings_list[geomstrings_count++] = "\n";
1037 fragstrings_list[fragstrings_count++] = "\n";
1042 R_CompileShader_AddStaticParms(mode, permutation);
1043 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 vertstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 geomstrings_count += shaderstaticparms_count;
1047 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1048 fragstrings_count += shaderstaticparms_count;
1050 // now append the shader text itself
1051 vertstrings_list[vertstrings_count++] = vertexstring;
1052 geomstrings_list[geomstrings_count++] = geometrystring;
1053 fragstrings_list[fragstrings_count++] = fragmentstring;
1055 // if any sources were NULL, clear the respective list
1057 vertstrings_count = 0;
1058 if (!geometrystring)
1059 geomstrings_count = 0;
1060 if (!fragmentstring)
1061 fragstrings_count = 0;
1063 // compile the shader program
1064 if (vertstrings_count + geomstrings_count + fragstrings_count)
1065 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1069 qglUseProgram(p->program);CHECKGLERROR
1070 // look up all the uniform variable names we care about, so we don't
1071 // have to look them up every time we set them
1073 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1074 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1075 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1076 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1077 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1078 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1079 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1080 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1081 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1082 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1083 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1084 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1085 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1086 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1087 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1088 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1089 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1090 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1091 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1092 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1093 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1094 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1095 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1096 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1097 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1098 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1099 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1100 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1101 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1102 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1103 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1104 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1105 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1106 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1107 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1108 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1109 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1110 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1111 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1112 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1113 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1114 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1115 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1116 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1117 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1118 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1119 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1120 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1121 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1122 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1123 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1124 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1125 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1126 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1127 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1128 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1129 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1130 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1131 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1132 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1133 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1134 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1135 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1136 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1137 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1138 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1139 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1140 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1141 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1142 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1143 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1144 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1145 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1146 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1147 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1148 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1149 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1150 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1151 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1152 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1153 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1154 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1155 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1156 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1157 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1158 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1159 // initialize the samplers to refer to the texture units we use
1160 p->tex_Texture_First = -1;
1161 p->tex_Texture_Second = -1;
1162 p->tex_Texture_GammaRamps = -1;
1163 p->tex_Texture_Normal = -1;
1164 p->tex_Texture_Color = -1;
1165 p->tex_Texture_Gloss = -1;
1166 p->tex_Texture_Glow = -1;
1167 p->tex_Texture_SecondaryNormal = -1;
1168 p->tex_Texture_SecondaryColor = -1;
1169 p->tex_Texture_SecondaryGloss = -1;
1170 p->tex_Texture_SecondaryGlow = -1;
1171 p->tex_Texture_Pants = -1;
1172 p->tex_Texture_Shirt = -1;
1173 p->tex_Texture_FogHeightTexture = -1;
1174 p->tex_Texture_FogMask = -1;
1175 p->tex_Texture_Lightmap = -1;
1176 p->tex_Texture_Deluxemap = -1;
1177 p->tex_Texture_Attenuation = -1;
1178 p->tex_Texture_Cube = -1;
1179 p->tex_Texture_Refraction = -1;
1180 p->tex_Texture_Reflection = -1;
1181 p->tex_Texture_ShadowMap2D = -1;
1182 p->tex_Texture_CubeProjection = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1216 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1218 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1220 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1223 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1227 Mem_Free(vertexstring);
1229 Mem_Free(geometrystring);
1231 Mem_Free(fragmentstring);
1234 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1236 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1237 if (r_glsl_permutation != perm)
1239 r_glsl_permutation = perm;
1240 if (!r_glsl_permutation->program)
1242 if (!r_glsl_permutation->compiled)
1243 R_GLSL_CompilePermutation(perm, mode, permutation);
1244 if (!r_glsl_permutation->program)
1246 // remove features until we find a valid permutation
1248 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1250 // reduce i more quickly whenever it would not remove any bits
1251 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1252 if (!(permutation & j))
1255 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1256 if (!r_glsl_permutation->compiled)
1257 R_GLSL_CompilePermutation(perm, mode, permutation);
1258 if (r_glsl_permutation->program)
1261 if (i >= SHADERPERMUTATION_COUNT)
1263 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1264 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1265 qglUseProgram(0);CHECKGLERROR
1266 return; // no bit left to clear, entire mode is broken
1271 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1273 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1274 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1275 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1282 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1283 extern D3DCAPS9 vid_d3d9caps;
1286 struct r_hlsl_permutation_s;
1287 typedef struct r_hlsl_permutation_s
1289 /// hash lookup data
1290 struct r_hlsl_permutation_s *hashnext;
1292 unsigned int permutation;
1294 /// indicates if we have tried compiling this permutation already
1296 /// NULL if compilation failed
1297 IDirect3DVertexShader9 *vertexshader;
1298 IDirect3DPixelShader9 *pixelshader;
1300 r_hlsl_permutation_t;
1302 typedef enum D3DVSREGISTER_e
1304 D3DVSREGISTER_TexMatrix = 0, // float4x4
1305 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1306 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1307 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1308 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1309 D3DVSREGISTER_ModelToLight = 20, // float4x4
1310 D3DVSREGISTER_EyePosition = 24,
1311 D3DVSREGISTER_FogPlane = 25,
1312 D3DVSREGISTER_LightDir = 26,
1313 D3DVSREGISTER_LightPosition = 27,
1317 typedef enum D3DPSREGISTER_e
1319 D3DPSREGISTER_Alpha = 0,
1320 D3DPSREGISTER_BloomBlur_Parameters = 1,
1321 D3DPSREGISTER_ClientTime = 2,
1322 D3DPSREGISTER_Color_Ambient = 3,
1323 D3DPSREGISTER_Color_Diffuse = 4,
1324 D3DPSREGISTER_Color_Specular = 5,
1325 D3DPSREGISTER_Color_Glow = 6,
1326 D3DPSREGISTER_Color_Pants = 7,
1327 D3DPSREGISTER_Color_Shirt = 8,
1328 D3DPSREGISTER_DeferredColor_Ambient = 9,
1329 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1330 D3DPSREGISTER_DeferredColor_Specular = 11,
1331 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1332 D3DPSREGISTER_DeferredMod_Specular = 13,
1333 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1334 D3DPSREGISTER_EyePosition = 15, // unused
1335 D3DPSREGISTER_FogColor = 16,
1336 D3DPSREGISTER_FogHeightFade = 17,
1337 D3DPSREGISTER_FogPlane = 18,
1338 D3DPSREGISTER_FogPlaneViewDist = 19,
1339 D3DPSREGISTER_FogRangeRecip = 20,
1340 D3DPSREGISTER_LightColor = 21,
1341 D3DPSREGISTER_LightDir = 22, // unused
1342 D3DPSREGISTER_LightPosition = 23,
1343 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1344 D3DPSREGISTER_PixelSize = 25,
1345 D3DPSREGISTER_ReflectColor = 26,
1346 D3DPSREGISTER_ReflectFactor = 27,
1347 D3DPSREGISTER_ReflectOffset = 28,
1348 D3DPSREGISTER_RefractColor = 29,
1349 D3DPSREGISTER_Saturation = 30,
1350 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1351 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1352 D3DPSREGISTER_ScreenToDepth = 33,
1353 D3DPSREGISTER_ShadowMap_Parameters = 34,
1354 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1355 D3DPSREGISTER_SpecularPower = 36,
1356 D3DPSREGISTER_UserVec1 = 37,
1357 D3DPSREGISTER_UserVec2 = 38,
1358 D3DPSREGISTER_UserVec3 = 39,
1359 D3DPSREGISTER_UserVec4 = 40,
1360 D3DPSREGISTER_ViewTintColor = 41,
1361 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1362 D3DPSREGISTER_BloomColorSubtract = 43,
1363 D3DPSREGISTER_ViewToLight = 44, // float4x4
1364 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1365 D3DPSREGISTER_NormalmapScrollBlend = 52,
1366 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1367 D3DPSREGISTER_OffsetMapping_Bias = 54,
1372 /// information about each possible shader permutation
1373 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1374 /// currently selected permutation
1375 r_hlsl_permutation_t *r_hlsl_permutation;
1376 /// storage for permutations linked in the hash table
1377 memexpandablearray_t r_hlsl_permutationarray;
1379 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1381 //unsigned int hashdepth = 0;
1382 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1383 r_hlsl_permutation_t *p;
1384 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1386 if (p->mode == mode && p->permutation == permutation)
1388 //if (hashdepth > 10)
1389 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1394 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1396 p->permutation = permutation;
1397 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1398 r_hlsl_permutationhash[mode][hashindex] = p;
1399 //if (hashdepth > 10)
1400 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1404 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1407 if (!filename || !filename[0])
1409 if (!strcmp(filename, "hlsl/default.hlsl"))
1411 if (!hlslshaderstring)
1413 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1414 if (hlslshaderstring)
1415 Con_DPrintf("Loading shaders from file %s...\n", filename);
1417 hlslshaderstring = (char *)builtinhlslshaderstring;
1419 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1420 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1421 return shaderstring;
1423 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1426 if (printfromdisknotice)
1427 Con_DPrintf("from disk %s... ", filename);
1428 return shaderstring;
1430 return shaderstring;
1434 //#include <d3dx9shader.h>
1435 //#include <d3dx9mesh.h>
1437 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1439 DWORD *vsbin = NULL;
1440 DWORD *psbin = NULL;
1441 fs_offset_t vsbinsize;
1442 fs_offset_t psbinsize;
1443 // IDirect3DVertexShader9 *vs = NULL;
1444 // IDirect3DPixelShader9 *ps = NULL;
1445 ID3DXBuffer *vslog = NULL;
1446 ID3DXBuffer *vsbuffer = NULL;
1447 ID3DXConstantTable *vsconstanttable = NULL;
1448 ID3DXBuffer *pslog = NULL;
1449 ID3DXBuffer *psbuffer = NULL;
1450 ID3DXConstantTable *psconstanttable = NULL;
1453 char temp[MAX_INPUTLINE];
1454 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456 qboolean debugshader = gl_paranoid.integer != 0;
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1464 if ((!vsbin && vertstring) || (!psbin && fragstring))
1466 const char* dllnames_d3dx9 [] =
1490 dllhandle_t d3dx9_dll = NULL;
1491 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494 dllfunction_t d3dx9_dllfuncs[] =
1496 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1497 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1498 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1501 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1503 DWORD shaderflags = 0;
1505 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508 if (vertstring && vertstring[0])
1512 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521 vsbinsize = vsbuffer->GetBufferSize();
1522 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524 vsbuffer->Release();
1528 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1533 if (fragstring && fragstring[0])
1537 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546 psbinsize = psbuffer->GetBufferSize();
1547 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549 psbuffer->Release();
1553 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1558 Sys_UnloadLibrary(&d3dx9_dll);
1561 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1565 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566 if (FAILED(vsresult))
1567 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569 if (FAILED(psresult))
1570 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1572 // free the shader data
1573 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581 int vertstring_length = 0;
1582 int geomstring_length = 0;
1583 int fragstring_length = 0;
1585 char *vertexstring, *geometrystring, *fragmentstring;
1586 char *vertstring, *geomstring, *fragstring;
1587 char permutationname[256];
1588 char cachename[256];
1589 int vertstrings_count = 0;
1590 int geomstrings_count = 0;
1591 int fragstrings_count = 0;
1592 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1593 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1594 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1599 p->vertexshader = NULL;
1600 p->pixelshader = NULL;
1602 permutationname[0] = 0;
1604 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1608 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609 strlcat(cachename, "hlsl/", sizeof(cachename));
1611 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612 vertstrings_count = 0;
1613 geomstrings_count = 0;
1614 fragstrings_count = 0;
1615 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1619 // the first pretext is which type of shader to compile as
1620 // (later these will all be bound together as a program object)
1621 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1625 // the second pretext is the mode (for example a light source)
1626 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630 strlcat(cachename, modeinfo->name, sizeof(cachename));
1632 // now add all the permutation pretexts
1633 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1635 if (permutation & (1<<i))
1637 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1645 // keep line numbers correct
1646 vertstrings_list[vertstrings_count++] = "\n";
1647 geomstrings_list[geomstrings_count++] = "\n";
1648 fragstrings_list[fragstrings_count++] = "\n";
1653 R_CompileShader_AddStaticParms(mode, permutation);
1654 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 vertstrings_count += shaderstaticparms_count;
1656 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 geomstrings_count += shaderstaticparms_count;
1658 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 fragstrings_count += shaderstaticparms_count;
1661 // replace spaces in the cachename with _ characters
1662 for (i = 0;cachename[i];i++)
1663 if (cachename[i] == ' ')
1666 // now append the shader text itself
1667 vertstrings_list[vertstrings_count++] = vertexstring;
1668 geomstrings_list[geomstrings_count++] = geometrystring;
1669 fragstrings_list[fragstrings_count++] = fragmentstring;
1671 // if any sources were NULL, clear the respective list
1673 vertstrings_count = 0;
1674 if (!geometrystring)
1675 geomstrings_count = 0;
1676 if (!fragmentstring)
1677 fragstrings_count = 0;
1679 vertstring_length = 0;
1680 for (i = 0;i < vertstrings_count;i++)
1681 vertstring_length += strlen(vertstrings_list[i]);
1682 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1686 geomstring_length = 0;
1687 for (i = 0;i < geomstrings_count;i++)
1688 geomstring_length += strlen(geomstrings_list[i]);
1689 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1693 fragstring_length = 0;
1694 for (i = 0;i < fragstrings_count;i++)
1695 fragstring_length += strlen(fragstrings_list[i]);
1696 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1700 // try to load the cached shader, or generate one
1701 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1703 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1706 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1710 Mem_Free(vertstring);
1712 Mem_Free(geomstring);
1714 Mem_Free(fragstring);
1716 Mem_Free(vertexstring);
1718 Mem_Free(geometrystring);
1720 Mem_Free(fragmentstring);
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1739 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740 if (r_hlsl_permutation != perm)
1742 r_hlsl_permutation = perm;
1743 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1745 if (!r_hlsl_permutation->compiled)
1746 R_HLSL_CompilePermutation(perm, mode, permutation);
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 // remove features until we find a valid permutation
1751 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1753 // reduce i more quickly whenever it would not remove any bits
1754 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755 if (!(permutation & j))
1758 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759 if (!r_hlsl_permutation->compiled)
1760 R_HLSL_CompilePermutation(perm, mode, permutation);
1761 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764 if (i >= SHADERPERMUTATION_COUNT)
1766 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768 return; // no bit left to clear, entire mode is broken
1772 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1781 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1783 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 static void R_GLSL_Restart_f(void)
1791 unsigned int i, limit;
1792 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793 Mem_Free(glslshaderstring);
1794 glslshaderstring = NULL;
1795 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796 Mem_Free(hlslshaderstring);
1797 hlslshaderstring = NULL;
1798 switch(vid.renderpath)
1800 case RENDERPATH_D3D9:
1803 r_hlsl_permutation_t *p;
1804 r_hlsl_permutation = NULL;
1805 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806 for (i = 0;i < limit;i++)
1808 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1810 if (p->vertexshader)
1811 IDirect3DVertexShader9_Release(p->vertexshader);
1813 IDirect3DPixelShader9_Release(p->pixelshader);
1814 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1821 case RENDERPATH_D3D10:
1822 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824 case RENDERPATH_D3D11:
1825 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_GLES2:
1830 r_glsl_permutation_t *p;
1831 r_glsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1837 GL_Backend_FreeProgram(p->program);
1838 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844 case RENDERPATH_GL11:
1845 case RENDERPATH_GL13:
1846 case RENDERPATH_GLES1:
1848 case RENDERPATH_SOFT:
1853 static void R_GLSL_DumpShader_f(void)
1858 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1861 FS_Print(file, "/* The engine may define the following macros:\n");
1862 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863 for (i = 0;i < SHADERMODE_COUNT;i++)
1864 FS_Print(file, glslshadermodeinfo[i].pretext);
1865 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866 FS_Print(file, shaderpermutationinfo[i].pretext);
1867 FS_Print(file, "*/\n");
1868 FS_Print(file, builtinshaderstring);
1870 Con_Printf("glsl/default.glsl written\n");
1873 Con_Printf("failed to write to glsl/default.glsl\n");
1875 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1878 FS_Print(file, "/* The engine may define the following macros:\n");
1879 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880 for (i = 0;i < SHADERMODE_COUNT;i++)
1881 FS_Print(file, hlslshadermodeinfo[i].pretext);
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883 FS_Print(file, shaderpermutationinfo[i].pretext);
1884 FS_Print(file, "*/\n");
1885 FS_Print(file, builtinhlslshaderstring);
1887 Con_Printf("hlsl/default.hlsl written\n");
1890 Con_Printf("failed to write to hlsl/default.hlsl\n");
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1895 unsigned int permutation = 0;
1896 if (r_trippy.integer && !notrippy)
1897 permutation |= SHADERPERMUTATION_TRIPPY;
1898 permutation |= SHADERPERMUTATION_VIEWTINT;
1900 permutation |= SHADERPERMUTATION_DIFFUSE;
1902 permutation |= SHADERPERMUTATION_SPECULAR;
1903 if (texturemode == GL_MODULATE)
1904 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905 else if (texturemode == GL_ADD)
1906 permutation |= SHADERPERMUTATION_GLOW;
1907 else if (texturemode == GL_DECAL)
1908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911 if (suppresstexalpha)
1912 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1914 texturemode = GL_MODULATE;
1915 if (vid.allowalphatocoverage)
1916 GL_AlphaToCoverage(false);
1917 switch (vid.renderpath)
1919 case RENDERPATH_D3D9:
1921 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922 R_Mesh_TexBind(GL20TU_FIRST , first );
1923 R_Mesh_TexBind(GL20TU_SECOND, second);
1924 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1928 case RENDERPATH_D3D10:
1929 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_D3D11:
1932 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1934 case RENDERPATH_GL20:
1935 case RENDERPATH_GLES2:
1936 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1942 case RENDERPATH_GL13:
1943 case RENDERPATH_GLES1:
1944 R_Mesh_TexBind(0, first );
1945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946 R_Mesh_TexBind(1, second);
1948 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1950 case RENDERPATH_GL11:
1951 R_Mesh_TexBind(0, first );
1953 case RENDERPATH_SOFT:
1954 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955 R_Mesh_TexBind(GL20TU_FIRST , first );
1956 R_Mesh_TexBind(GL20TU_SECOND, second);
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb)
1968 unsigned int permutation = 0;
1969 if (r_trippy.integer && !notrippy)
1970 permutation |= SHADERPERMUTATION_TRIPPY;
1972 permutation |= SHADERPERMUTATION_DEPTHRGB;
1973 if (vid.allowalphatocoverage)
1974 GL_AlphaToCoverage(false);
1975 switch (vid.renderpath)
1977 case RENDERPATH_D3D9:
1979 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1982 case RENDERPATH_D3D10:
1983 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1985 case RENDERPATH_D3D11:
1986 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1988 case RENDERPATH_GL20:
1989 case RENDERPATH_GLES2:
1990 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1992 case RENDERPATH_GL13:
1993 case RENDERPATH_GLES1:
1994 R_Mesh_TexBind(0, 0);
1995 R_Mesh_TexBind(1, 0);
1997 case RENDERPATH_GL11:
1998 R_Mesh_TexBind(0, 0);
2000 case RENDERPATH_SOFT:
2001 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2006 void R_SetupShader_ShowDepth(qboolean notrippy)
2008 int permutation = 0;
2009 if (r_trippy.integer && !notrippy)
2010 permutation |= SHADERPERMUTATION_TRIPPY;
2011 if (vid.allowalphatocoverage)
2012 GL_AlphaToCoverage(false);
2013 switch (vid.renderpath)
2015 case RENDERPATH_D3D9:
2017 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2020 case RENDERPATH_D3D10:
2021 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2023 case RENDERPATH_D3D11:
2024 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2026 case RENDERPATH_GL20:
2027 case RENDERPATH_GLES2:
2028 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2030 case RENDERPATH_GL13:
2031 case RENDERPATH_GLES1:
2033 case RENDERPATH_GL11:
2035 case RENDERPATH_SOFT:
2036 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2041 extern qboolean r_shadow_usingdeferredprepass;
2042 extern rtexture_t *r_shadow_attenuationgradienttexture;
2043 extern rtexture_t *r_shadow_attenuation2dtexture;
2044 extern rtexture_t *r_shadow_attenuation3dtexture;
2045 extern qboolean r_shadow_usingshadowmap2d;
2046 extern qboolean r_shadow_usingshadowmaportho;
2047 extern float r_shadow_shadowmap_texturescale[2];
2048 extern float r_shadow_shadowmap_parameters[4];
2049 extern qboolean r_shadow_shadowmapvsdct;
2050 extern qboolean r_shadow_shadowmapsampler;
2051 extern int r_shadow_shadowmappcf;
2052 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2053 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2054 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2055 extern matrix4x4_t r_shadow_shadowmapmatrix;
2056 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2057 extern int r_shadow_prepass_width;
2058 extern int r_shadow_prepass_height;
2059 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2060 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2064 #define BLENDFUNC_ALLOWS_COLORMOD 1
2065 #define BLENDFUNC_ALLOWS_FOG 2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2073 // a blendfunc allows colormod if:
2074 // a) it can never keep the destination pixel invariant, or
2075 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076 // this is to prevent unintended side effects from colormod
2078 // a blendfunc allows fog if:
2079 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080 // this is to prevent unintended side effects from fog
2082 // these checks are the output of fogeval.pl
2084 r |= BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2112 // select a permutation of the lighting shader appropriate to this
2113 // combination of texture, entity, light source, and fogging, only use the
2114 // minimum features necessary to avoid wasting rendering time in the
2115 // fragment shader on features that are not being used
2116 unsigned int permutation = 0;
2117 unsigned int mode = 0;
2119 static float dummy_colormod[3] = {1, 1, 1};
2120 float *colormod = rsurface.colormod;
2122 matrix4x4_t tempmatrix;
2123 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124 if (r_trippy.integer && !notrippy)
2125 permutation |= SHADERPERMUTATION_TRIPPY;
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130 if (rsurfacepass == RSURFPASS_BACKGROUND)
2132 // distorted background
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2135 mode = SHADERMODE_WATER;
2136 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2138 // this is the right thing to do for wateralpha
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2144 // this is the right thing to do for entity alpha
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2151 mode = SHADERMODE_REFRACTION;
2152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2157 mode = SHADERMODE_GENERIC;
2158 permutation |= SHADERPERMUTATION_DIFFUSE;
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2162 if (vid.allowalphatocoverage)
2163 GL_AlphaToCoverage(false);
2165 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2167 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2169 switch(rsurface.texture->offsetmapping)
2171 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_OFF: break;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179 // normalmap (deferred prepass), may use alpha test on diffuse
2180 mode = SHADERMODE_DEFERREDGEOMETRY;
2181 GL_BlendFunc(GL_ONE, GL_ZERO);
2182 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 mode = SHADERMODE_LIGHTSOURCE;
2202 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203 permutation |= SHADERPERMUTATION_CUBEFILTER;
2204 if (diffusescale > 0)
2205 permutation |= SHADERPERMUTATION_DIFFUSE;
2206 if (specularscale > 0)
2207 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208 if (r_refdef.fogenabled)
2209 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210 if (rsurface.texture->colormapping)
2211 permutation |= SHADERPERMUTATION_COLORMAPPING;
2212 if (r_shadow_usingshadowmap2d)
2214 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215 if(r_shadow_shadowmapvsdct)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2218 if (r_shadow_shadowmapsampler)
2219 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220 if (r_shadow_shadowmappcf > 1)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222 else if (r_shadow_shadowmappcf)
2223 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2224 if (r_shadow_shadowmap2ddepthbuffer)
2225 permutation |= SHADERPERMUTATION_DEPTHRGB;
2227 if (rsurface.texture->reflectmasktexture)
2228 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2229 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2230 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2231 if (vid.allowalphatocoverage)
2232 GL_AlphaToCoverage(false);
2234 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2236 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2238 switch(rsurface.texture->offsetmapping)
2240 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2241 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2242 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2243 case OFFSETMAPPING_OFF: break;
2246 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2247 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2248 // unshaded geometry (fullbright or ambient model lighting)
2249 mode = SHADERMODE_FLATCOLOR;
2250 ambientscale = diffusescale = specularscale = 0;
2251 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2252 permutation |= SHADERPERMUTATION_GLOW;
2253 if (r_refdef.fogenabled)
2254 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2255 if (rsurface.texture->colormapping)
2256 permutation |= SHADERPERMUTATION_COLORMAPPING;
2257 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2259 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2260 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2262 if (r_shadow_shadowmapsampler)
2263 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2264 if (r_shadow_shadowmappcf > 1)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2266 else if (r_shadow_shadowmappcf)
2267 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2268 if (r_shadow_shadowmap2ddepthbuffer)
2269 permutation |= SHADERPERMUTATION_DEPTHRGB;
2271 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2272 permutation |= SHADERPERMUTATION_REFLECTION;
2273 if (rsurface.texture->reflectmasktexture)
2274 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2275 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2276 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2277 // when using alphatocoverage, we don't need alphakill
2278 if (vid.allowalphatocoverage)
2280 if (r_transparent_alphatocoverage.integer)
2282 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2283 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2286 GL_AlphaToCoverage(false);
2289 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2291 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2293 switch(rsurface.texture->offsetmapping)
2295 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2296 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2297 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2298 case OFFSETMAPPING_OFF: break;
2301 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2302 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2303 // directional model lighting
2304 mode = SHADERMODE_LIGHTDIRECTION;
2305 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2306 permutation |= SHADERPERMUTATION_GLOW;
2307 permutation |= SHADERPERMUTATION_DIFFUSE;
2308 if (specularscale > 0)
2309 permutation |= SHADERPERMUTATION_SPECULAR;
2310 if (r_refdef.fogenabled)
2311 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2312 if (rsurface.texture->colormapping)
2313 permutation |= SHADERPERMUTATION_COLORMAPPING;
2314 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2316 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2317 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2319 if (r_shadow_shadowmapsampler)
2320 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2321 if (r_shadow_shadowmappcf > 1)
2322 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2323 else if (r_shadow_shadowmappcf)
2324 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2325 if (r_shadow_shadowmap2ddepthbuffer)
2326 permutation |= SHADERPERMUTATION_DEPTHRGB;
2328 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2329 permutation |= SHADERPERMUTATION_REFLECTION;
2330 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2331 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2332 if (rsurface.texture->reflectmasktexture)
2333 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2334 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2337 if (r_shadow_bouncegriddirectional)
2338 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2340 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2341 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2342 // when using alphatocoverage, we don't need alphakill
2343 if (vid.allowalphatocoverage)
2345 if (r_transparent_alphatocoverage.integer)
2347 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2348 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2351 GL_AlphaToCoverage(false);
2354 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2356 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2358 switch(rsurface.texture->offsetmapping)
2360 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2361 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2362 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2363 case OFFSETMAPPING_OFF: break;
2366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2367 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2368 // ambient model lighting
2369 mode = SHADERMODE_LIGHTDIRECTION;
2370 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2371 permutation |= SHADERPERMUTATION_GLOW;
2372 if (r_refdef.fogenabled)
2373 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2374 if (rsurface.texture->colormapping)
2375 permutation |= SHADERPERMUTATION_COLORMAPPING;
2376 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2378 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2379 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2381 if (r_shadow_shadowmapsampler)
2382 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2383 if (r_shadow_shadowmappcf > 1)
2384 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2385 else if (r_shadow_shadowmappcf)
2386 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2387 if (r_shadow_shadowmap2ddepthbuffer)
2388 permutation |= SHADERPERMUTATION_DEPTHRGB;
2390 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2391 permutation |= SHADERPERMUTATION_REFLECTION;
2392 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2393 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2394 if (rsurface.texture->reflectmasktexture)
2395 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2396 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2398 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2399 if (r_shadow_bouncegriddirectional)
2400 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2402 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2403 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2404 // when using alphatocoverage, we don't need alphakill
2405 if (vid.allowalphatocoverage)
2407 if (r_transparent_alphatocoverage.integer)
2409 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2410 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2413 GL_AlphaToCoverage(false);
2418 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2420 switch(rsurface.texture->offsetmapping)
2422 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2423 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2424 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2425 case OFFSETMAPPING_OFF: break;
2428 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2429 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2431 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2432 permutation |= SHADERPERMUTATION_GLOW;
2433 if (r_refdef.fogenabled)
2434 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2435 if (rsurface.texture->colormapping)
2436 permutation |= SHADERPERMUTATION_COLORMAPPING;
2437 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2439 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2440 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2442 if (r_shadow_shadowmapsampler)
2443 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2444 if (r_shadow_shadowmappcf > 1)
2445 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2446 else if (r_shadow_shadowmappcf)
2447 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2448 if (r_shadow_shadowmap2ddepthbuffer)
2449 permutation |= SHADERPERMUTATION_DEPTHRGB;
2451 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2452 permutation |= SHADERPERMUTATION_REFLECTION;
2453 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2454 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2455 if (rsurface.texture->reflectmasktexture)
2456 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2457 if (FAKELIGHT_ENABLED)
2459 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2460 mode = SHADERMODE_FAKELIGHT;
2461 permutation |= SHADERPERMUTATION_DIFFUSE;
2462 if (specularscale > 0)
2463 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2465 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2467 // deluxemapping (light direction texture)
2468 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2469 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2471 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2472 permutation |= SHADERPERMUTATION_DIFFUSE;
2473 if (specularscale > 0)
2474 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2476 else if (r_glsl_deluxemapping.integer >= 2)
2478 // fake deluxemapping (uniform light direction in tangentspace)
2479 if (rsurface.uselightmaptexture)
2480 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2482 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2483 permutation |= SHADERPERMUTATION_DIFFUSE;
2484 if (specularscale > 0)
2485 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2487 else if (rsurface.uselightmaptexture)
2489 // ordinary lightmapping (q1bsp, q3bsp)
2490 mode = SHADERMODE_LIGHTMAP;
2494 // ordinary vertex coloring (q3bsp)
2495 mode = SHADERMODE_VERTEXCOLOR;
2497 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2499 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2500 if (r_shadow_bouncegriddirectional)
2501 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2503 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2504 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2505 // when using alphatocoverage, we don't need alphakill
2506 if (vid.allowalphatocoverage)
2508 if (r_transparent_alphatocoverage.integer)
2510 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2511 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2514 GL_AlphaToCoverage(false);
2517 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2518 colormod = dummy_colormod;
2519 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2520 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2521 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2522 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2523 switch(vid.renderpath)
2525 case RENDERPATH_D3D9:
2527 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2528 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2529 R_SetupShader_SetPermutationHLSL(mode, permutation);
2530 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2531 if (mode == SHADERMODE_LIGHTSOURCE)
2533 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2534 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2538 if (mode == SHADERMODE_LIGHTDIRECTION)
2540 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2543 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2544 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2545 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2546 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2547 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2549 if (mode == SHADERMODE_LIGHTSOURCE)
2551 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2552 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2554 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2555 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2557 // additive passes are only darkened by fog, not tinted
2558 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2559 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2563 if (mode == SHADERMODE_FLATCOLOR)
2565 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2567 else if (mode == SHADERMODE_LIGHTDIRECTION)
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2574 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2575 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2579 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2580 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2581 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2582 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2583 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2585 // additive passes are only darkened by fog, not tinted
2586 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2587 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2589 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2590 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2591 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2593 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2594 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2595 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2596 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2597 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2598 if (mode == SHADERMODE_WATER)
2599 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2601 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2602 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2604 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2605 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2606 if (rsurface.texture->pantstexture)
2607 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2609 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2610 if (rsurface.texture->shirttexture)
2611 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2613 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2614 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2615 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2616 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2617 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2618 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2619 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2620 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2621 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2622 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2624 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2625 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2626 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2627 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2629 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2630 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2631 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2632 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2633 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2634 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2635 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2636 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2637 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2638 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2639 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2640 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2641 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2642 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2643 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2644 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2645 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2646 if (rsurfacepass == RSURFPASS_BACKGROUND)
2648 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2649 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2650 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2654 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2656 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2657 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2658 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2659 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2661 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2662 if (rsurface.rtlight)
2664 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2665 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2670 case RENDERPATH_D3D10:
2671 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2673 case RENDERPATH_D3D11:
2674 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2676 case RENDERPATH_GL20:
2677 case RENDERPATH_GLES2:
2678 if (!vid.useinterleavedarrays)
2680 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2681 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2682 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2683 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2684 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2685 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2686 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2687 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2691 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2692 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2694 R_SetupShader_SetPermutationGLSL(mode, permutation);
2695 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2696 if (mode == SHADERMODE_LIGHTSOURCE)
2698 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2699 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2700 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2701 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2702 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2703 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2705 // additive passes are only darkened by fog, not tinted
2706 if (r_glsl_permutation->loc_FogColor >= 0)
2707 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2708 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2712 if (mode == SHADERMODE_FLATCOLOR)
2714 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2716 else if (mode == SHADERMODE_LIGHTDIRECTION)
2718 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2719 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2720 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2721 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2722 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2723 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2724 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2728 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2729 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2730 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2731 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2732 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2734 // additive passes are only darkened by fog, not tinted
2735 if (r_glsl_permutation->loc_FogColor >= 0)
2737 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2738 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2740 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2742 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2743 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2744 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2745 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2746 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2747 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2748 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2749 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2750 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2752 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2753 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2754 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2755 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2756 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2758 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2759 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2760 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2761 if (r_glsl_permutation->loc_Color_Pants >= 0)
2763 if (rsurface.texture->pantstexture)
2764 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2766 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2768 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2770 if (rsurface.texture->shirttexture)
2771 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2773 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2775 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2776 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2777 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2778 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2779 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2780 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2781 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2782 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2783 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2785 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2786 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2787 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2788 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2789 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2790 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2792 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2793 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2794 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2795 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2796 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2797 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2798 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2799 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2800 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2801 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2802 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2803 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2804 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2805 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2806 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2807 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2808 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2809 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2810 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2811 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2812 if (rsurfacepass == RSURFPASS_BACKGROUND)
2814 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2815 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2816 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2820 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2822 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2823 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2824 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2825 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2827 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2828 if (rsurface.rtlight)
2830 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2831 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2834 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2837 case RENDERPATH_GL11:
2838 case RENDERPATH_GL13:
2839 case RENDERPATH_GLES1:
2841 case RENDERPATH_SOFT:
2842 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2843 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2844 R_SetupShader_SetPermutationSoft(mode, permutation);
2845 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2846 if (mode == SHADERMODE_LIGHTSOURCE)
2848 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2852 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2855 // additive passes are only darkened by fog, not tinted
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2857 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2861 if (mode == SHADERMODE_FLATCOLOR)
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2865 else if (mode == SHADERMODE_LIGHTDIRECTION)
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2883 // additive passes are only darkened by fog, not tinted
2884 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2888 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2891 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2892 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2893 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2894 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2895 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2896 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2898 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2899 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2900 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2901 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2902 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2905 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2906 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2907 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2909 if (rsurface.texture->pantstexture)
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2912 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2914 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2916 if (rsurface.texture->shirttexture)
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2919 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2921 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2925 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2926 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2927 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2928 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2929 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2931 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2933 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2934 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2936 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2937 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2938 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2939 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2941 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2942 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2943 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2944 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2945 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2946 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2947 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2948 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2949 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2950 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2951 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2952 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2953 if (rsurfacepass == RSURFPASS_BACKGROUND)
2955 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2956 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2957 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2961 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2963 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2964 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2965 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2966 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2968 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2969 if (rsurface.rtlight)
2971 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2972 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2979 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2981 // select a permutation of the lighting shader appropriate to this
2982 // combination of texture, entity, light source, and fogging, only use the
2983 // minimum features necessary to avoid wasting rendering time in the
2984 // fragment shader on features that are not being used
2985 unsigned int permutation = 0;
2986 unsigned int mode = 0;
2987 const float *lightcolorbase = rtlight->currentcolor;
2988 float ambientscale = rtlight->ambientscale;
2989 float diffusescale = rtlight->diffusescale;
2990 float specularscale = rtlight->specularscale;
2991 // this is the location of the light in view space
2992 vec3_t viewlightorigin;
2993 // this transforms from view space (camera) to light space (cubemap)
2994 matrix4x4_t viewtolight;
2995 matrix4x4_t lighttoview;
2996 float viewtolight16f[16];
2998 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2999 if (rtlight->currentcubemap != r_texture_whitecube)
3000 permutation |= SHADERPERMUTATION_CUBEFILTER;
3001 if (diffusescale > 0)
3002 permutation |= SHADERPERMUTATION_DIFFUSE;
3003 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3004 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3005 if (r_shadow_usingshadowmap2d)
3007 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3008 if (r_shadow_shadowmapvsdct)
3009 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3011 if (r_shadow_shadowmapsampler)
3012 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3013 if (r_shadow_shadowmappcf > 1)
3014 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3015 else if (r_shadow_shadowmappcf)
3016 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3017 if (r_shadow_shadowmap2ddepthbuffer)
3018 permutation |= SHADERPERMUTATION_DEPTHRGB;
3020 if (vid.allowalphatocoverage)
3021 GL_AlphaToCoverage(false);
3022 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3023 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3024 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3025 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3026 switch(vid.renderpath)
3028 case RENDERPATH_D3D9:
3030 R_SetupShader_SetPermutationHLSL(mode, permutation);
3031 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3032 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3033 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3034 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3035 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3036 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3037 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3038 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3039 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3040 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3042 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3043 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3044 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3045 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3046 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3049 case RENDERPATH_D3D10:
3050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3052 case RENDERPATH_D3D11:
3053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3055 case RENDERPATH_GL20:
3056 case RENDERPATH_GLES2:
3057 R_SetupShader_SetPermutationGLSL(mode, permutation);
3058 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3059 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3060 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3061 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3062 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3063 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3064 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3065 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3066 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3067 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3069 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3070 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3071 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3072 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3073 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3075 case RENDERPATH_GL11:
3076 case RENDERPATH_GL13:
3077 case RENDERPATH_GLES1:
3079 case RENDERPATH_SOFT:
3080 R_SetupShader_SetPermutationGLSL(mode, permutation);
3081 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3082 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3083 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3084 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3086 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3087 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3088 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3089 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3090 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3092 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3093 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3094 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3095 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3096 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3101 #define SKINFRAME_HASH 1024
3105 int loadsequence; // incremented each level change
3106 memexpandablearray_t array;
3107 skinframe_t *hash[SKINFRAME_HASH];
3110 r_skinframe_t r_skinframe;
3112 void R_SkinFrame_PrepareForPurge(void)
3114 r_skinframe.loadsequence++;
3115 // wrap it without hitting zero
3116 if (r_skinframe.loadsequence >= 200)
3117 r_skinframe.loadsequence = 1;
3120 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3124 // mark the skinframe as used for the purging code
3125 skinframe->loadsequence = r_skinframe.loadsequence;
3128 void R_SkinFrame_Purge(void)
3132 for (i = 0;i < SKINFRAME_HASH;i++)
3134 for (s = r_skinframe.hash[i];s;s = s->next)
3136 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3138 if (s->merged == s->base)
3140 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3141 R_PurgeTexture(s->stain );s->stain = NULL;
3142 R_PurgeTexture(s->merged);s->merged = NULL;
3143 R_PurgeTexture(s->base );s->base = NULL;
3144 R_PurgeTexture(s->pants );s->pants = NULL;
3145 R_PurgeTexture(s->shirt );s->shirt = NULL;
3146 R_PurgeTexture(s->nmap );s->nmap = NULL;
3147 R_PurgeTexture(s->gloss );s->gloss = NULL;
3148 R_PurgeTexture(s->glow );s->glow = NULL;
3149 R_PurgeTexture(s->fog );s->fog = NULL;
3150 R_PurgeTexture(s->reflect);s->reflect = NULL;
3151 s->loadsequence = 0;
3157 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3159 char basename[MAX_QPATH];
3161 Image_StripImageExtension(name, basename, sizeof(basename));
3163 if( last == NULL ) {
3165 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3166 item = r_skinframe.hash[hashindex];
3171 // linearly search through the hash bucket
3172 for( ; item ; item = item->next ) {
3173 if( !strcmp( item->basename, basename ) ) {
3180 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3184 char basename[MAX_QPATH];
3186 Image_StripImageExtension(name, basename, sizeof(basename));
3188 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3189 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3190 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3194 rtexture_t *dyntexture;
3195 // check whether its a dynamic texture
3196 dyntexture = CL_GetDynTexture( basename );
3197 if (!add && !dyntexture)
3199 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3200 memset(item, 0, sizeof(*item));
3201 strlcpy(item->basename, basename, sizeof(item->basename));
3202 item->base = dyntexture; // either NULL or dyntexture handle
3203 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3204 item->comparewidth = comparewidth;
3205 item->compareheight = compareheight;
3206 item->comparecrc = comparecrc;
3207 item->next = r_skinframe.hash[hashindex];
3208 r_skinframe.hash[hashindex] = item;
3210 else if (textureflags & TEXF_FORCE_RELOAD)
3212 rtexture_t *dyntexture;
3213 // check whether its a dynamic texture
3214 dyntexture = CL_GetDynTexture( basename );
3215 if (!add && !dyntexture)
3217 if (item->merged == item->base)
3218 item->merged = NULL;
3219 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3220 R_PurgeTexture(item->stain );item->stain = NULL;
3221 R_PurgeTexture(item->merged);item->merged = NULL;
3222 R_PurgeTexture(item->base );item->base = NULL;
3223 R_PurgeTexture(item->pants );item->pants = NULL;
3224 R_PurgeTexture(item->shirt );item->shirt = NULL;
3225 R_PurgeTexture(item->nmap );item->nmap = NULL;
3226 R_PurgeTexture(item->gloss );item->gloss = NULL;
3227 R_PurgeTexture(item->glow );item->glow = NULL;
3228 R_PurgeTexture(item->fog );item->fog = NULL;
3229 R_PurgeTexture(item->reflect);item->reflect = NULL;
3230 item->loadsequence = 0;
3232 else if( item->base == NULL )
3234 rtexture_t *dyntexture;
3235 // check whether its a dynamic texture
3236 // 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]
3237 dyntexture = CL_GetDynTexture( basename );
3238 item->base = dyntexture; // either NULL or dyntexture handle
3241 R_SkinFrame_MarkUsed(item);
3245 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3247 unsigned long long avgcolor[5], wsum; \
3255 for(pix = 0; pix < cnt; ++pix) \
3258 for(comp = 0; comp < 3; ++comp) \
3260 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3263 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265 for(comp = 0; comp < 3; ++comp) \
3266 avgcolor[comp] += getpixel * w; \
3269 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3270 avgcolor[4] += getpixel; \
3272 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3274 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3275 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3276 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3277 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3280 extern cvar_t gl_picmip;
3281 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3284 unsigned char *pixels;
3285 unsigned char *bumppixels;
3286 unsigned char *basepixels = NULL;
3287 int basepixels_width = 0;
3288 int basepixels_height = 0;
3289 skinframe_t *skinframe;
3290 rtexture_t *ddsbase = NULL;
3291 qboolean ddshasalpha = false;
3292 float ddsavgcolor[4];
3293 char basename[MAX_QPATH];
3294 int miplevel = R_PicmipForFlags(textureflags);
3295 int savemiplevel = miplevel;
3299 if (cls.state == ca_dedicated)
3302 // return an existing skinframe if already loaded
3303 // if loading of the first image fails, don't make a new skinframe as it
3304 // would cause all future lookups of this to be missing
3305 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3306 if (skinframe && skinframe->base)
3309 Image_StripImageExtension(name, basename, sizeof(basename));
3311 // check for DDS texture file first
3312 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3314 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3315 if (basepixels == NULL)
3319 // FIXME handle miplevel
3321 if (developer_loading.integer)
3322 Con_Printf("loading skin \"%s\"\n", name);
3324 // we've got some pixels to store, so really allocate this new texture now
3326 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3327 textureflags &= ~TEXF_FORCE_RELOAD;
3328 skinframe->stain = NULL;
3329 skinframe->merged = NULL;
3330 skinframe->base = NULL;
3331 skinframe->pants = NULL;
3332 skinframe->shirt = NULL;
3333 skinframe->nmap = NULL;
3334 skinframe->gloss = NULL;
3335 skinframe->glow = NULL;
3336 skinframe->fog = NULL;
3337 skinframe->reflect = NULL;
3338 skinframe->hasalpha = false;
3342 skinframe->base = ddsbase;
3343 skinframe->hasalpha = ddshasalpha;
3344 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3345 if (r_loadfog && skinframe->hasalpha)
3346 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3347 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3351 basepixels_width = image_width;
3352 basepixels_height = image_height;
3353 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3354 if (textureflags & TEXF_ALPHA)
3356 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3358 if (basepixels[j] < 255)
3360 skinframe->hasalpha = true;
3364 if (r_loadfog && skinframe->hasalpha)
3366 // has transparent pixels
3367 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3368 for (j = 0;j < image_width * image_height * 4;j += 4)
3373 pixels[j+3] = basepixels[j+3];
3375 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3379 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3381 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3382 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3383 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3384 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3385 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3391 mymiplevel = savemiplevel;
3392 if (r_loadnormalmap)
3393 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3394 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3396 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3398 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3399 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3402 // _norm is the name used by tenebrae and has been adopted as standard
3403 if (r_loadnormalmap && skinframe->nmap == NULL)
3405 mymiplevel = savemiplevel;
3406 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3408 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3412 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3414 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3415 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3416 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3418 Mem_Free(bumppixels);
3420 else if (r_shadow_bumpscale_basetexture.value > 0)
3422 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3423 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3424 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3428 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3429 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3433 // _luma is supported only for tenebrae compatibility
3434 // _glow is the preferred name
3435 mymiplevel = savemiplevel;
3436 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3438 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3440 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3441 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3443 Mem_Free(pixels);pixels = NULL;
3446 mymiplevel = savemiplevel;
3447 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3449 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3451 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3452 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3458 mymiplevel = savemiplevel;
3459 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3461 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3463 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3464 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3470 mymiplevel = savemiplevel;
3471 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3473 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3475 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3476 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3482 mymiplevel = savemiplevel;
3483 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3485 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3487 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3488 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3495 Mem_Free(basepixels);
3500 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3501 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3504 unsigned char *temp1, *temp2;
3505 skinframe_t *skinframe;
3508 if (cls.state == ca_dedicated)
3511 // if already loaded just return it, otherwise make a new skinframe
3512 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3513 if (skinframe && skinframe->base)
3515 textureflags &= ~TEXF_FORCE_RELOAD;
3517 skinframe->stain = NULL;
3518 skinframe->merged = NULL;
3519 skinframe->base = NULL;
3520 skinframe->pants = NULL;
3521 skinframe->shirt = NULL;
3522 skinframe->nmap = NULL;
3523 skinframe->gloss = NULL;
3524 skinframe->glow = NULL;
3525 skinframe->fog = NULL;
3526 skinframe->reflect = NULL;
3527 skinframe->hasalpha = false;
3529 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3533 if (developer_loading.integer)
3534 Con_Printf("loading 32bit skin \"%s\"\n", name);
3536 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3538 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3539 temp2 = temp1 + width * height * 4;
3540 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3541 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3544 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3545 if (textureflags & TEXF_ALPHA)
3547 for (i = 3;i < width * height * 4;i += 4)
3549 if (skindata[i] < 255)
3551 skinframe->hasalpha = true;
3555 if (r_loadfog && skinframe->hasalpha)
3557 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3558 memcpy(fogpixels, skindata, width * height * 4);
3559 for (i = 0;i < width * height * 4;i += 4)
3560 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3561 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3562 Mem_Free(fogpixels);
3566 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3567 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3572 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3576 skinframe_t *skinframe;
3578 if (cls.state == ca_dedicated)
3581 // if already loaded just return it, otherwise make a new skinframe
3582 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3583 if (skinframe && skinframe->base)
3585 textureflags &= ~TEXF_FORCE_RELOAD;
3587 skinframe->stain = NULL;
3588 skinframe->merged = NULL;
3589 skinframe->base = NULL;
3590 skinframe->pants = NULL;
3591 skinframe->shirt = NULL;
3592 skinframe->nmap = NULL;
3593 skinframe->gloss = NULL;
3594 skinframe->glow = NULL;
3595 skinframe->fog = NULL;
3596 skinframe->reflect = NULL;
3597 skinframe->hasalpha = false;
3599 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3603 if (developer_loading.integer)
3604 Con_Printf("loading quake skin \"%s\"\n", name);
3606 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3607 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3608 memcpy(skinframe->qpixels, skindata, width*height);
3609 skinframe->qwidth = width;
3610 skinframe->qheight = height;
3613 for (i = 0;i < width * height;i++)
3614 featuresmask |= palette_featureflags[skindata[i]];
3616 skinframe->hasalpha = false;
3617 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3618 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3619 skinframe->qgeneratemerged = true;
3620 skinframe->qgeneratebase = skinframe->qhascolormapping;
3621 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3623 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3624 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3629 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3633 unsigned char *skindata;
3636 if (!skinframe->qpixels)
3639 if (!skinframe->qhascolormapping)
3640 colormapped = false;
3644 if (!skinframe->qgeneratebase)
3649 if (!skinframe->qgeneratemerged)
3653 width = skinframe->qwidth;
3654 height = skinframe->qheight;
3655 skindata = skinframe->qpixels;
3657 if (skinframe->qgeneratenmap)
3659 unsigned char *temp1, *temp2;
3660 skinframe->qgeneratenmap = false;
3661 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3662 temp2 = temp1 + width * height * 4;
3663 // use either a custom palette or the quake palette
3664 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3665 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3666 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3670 if (skinframe->qgenerateglow)
3672 skinframe->qgenerateglow = false;
3673 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3678 skinframe->qgeneratebase = false;
3679 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3680 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3681 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3685 skinframe->qgeneratemerged = false;
3686 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3689 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3691 Mem_Free(skinframe->qpixels);
3692 skinframe->qpixels = NULL;
3696 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3699 skinframe_t *skinframe;
3702 if (cls.state == ca_dedicated)
3705 // if already loaded just return it, otherwise make a new skinframe
3706 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3707 if (skinframe && skinframe->base)
3709 textureflags &= ~TEXF_FORCE_RELOAD;
3711 skinframe->stain = NULL;
3712 skinframe->merged = NULL;
3713 skinframe->base = NULL;
3714 skinframe->pants = NULL;
3715 skinframe->shirt = NULL;
3716 skinframe->nmap = NULL;
3717 skinframe->gloss = NULL;
3718 skinframe->glow = NULL;
3719 skinframe->fog = NULL;
3720 skinframe->reflect = NULL;
3721 skinframe->hasalpha = false;
3723 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3727 if (developer_loading.integer)
3728 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3730 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3731 if (textureflags & TEXF_ALPHA)
3733 for (i = 0;i < width * height;i++)
3735 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3737 skinframe->hasalpha = true;
3741 if (r_loadfog && skinframe->hasalpha)
3742 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3745 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3746 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3751 skinframe_t *R_SkinFrame_LoadMissing(void)
3753 skinframe_t *skinframe;
3755 if (cls.state == ca_dedicated)
3758 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3759 skinframe->stain = NULL;
3760 skinframe->merged = NULL;
3761 skinframe->base = NULL;
3762 skinframe->pants = NULL;
3763 skinframe->shirt = NULL;
3764 skinframe->nmap = NULL;
3765 skinframe->gloss = NULL;
3766 skinframe->glow = NULL;
3767 skinframe->fog = NULL;
3768 skinframe->reflect = NULL;
3769 skinframe->hasalpha = false;
3771 skinframe->avgcolor[0] = rand() / RAND_MAX;
3772 skinframe->avgcolor[1] = rand() / RAND_MAX;
3773 skinframe->avgcolor[2] = rand() / RAND_MAX;
3774 skinframe->avgcolor[3] = 1;
3779 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3780 typedef struct suffixinfo_s
3783 qboolean flipx, flipy, flipdiagonal;
3786 static suffixinfo_t suffix[3][6] =
3789 {"px", false, false, false},
3790 {"nx", false, false, false},
3791 {"py", false, false, false},
3792 {"ny", false, false, false},
3793 {"pz", false, false, false},
3794 {"nz", false, false, false}
3797 {"posx", false, false, false},
3798 {"negx", false, false, false},
3799 {"posy", false, false, false},
3800 {"negy", false, false, false},
3801 {"posz", false, false, false},
3802 {"negz", false, false, false}
3805 {"rt", true, false, true},
3806 {"lf", false, true, true},
3807 {"ft", true, true, false},
3808 {"bk", false, false, false},
3809 {"up", true, false, true},
3810 {"dn", true, false, true}
3814 static int componentorder[4] = {0, 1, 2, 3};
3816 static rtexture_t *R_LoadCubemap(const char *basename)
3818 int i, j, cubemapsize;
3819 unsigned char *cubemappixels, *image_buffer;
3820 rtexture_t *cubemaptexture;
3822 // must start 0 so the first loadimagepixels has no requested width/height
3824 cubemappixels = NULL;
3825 cubemaptexture = NULL;
3826 // keep trying different suffix groups (posx, px, rt) until one loads
3827 for (j = 0;j < 3 && !cubemappixels;j++)
3829 // load the 6 images in the suffix group
3830 for (i = 0;i < 6;i++)
3832 // generate an image name based on the base and and suffix
3833 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3835 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3837 // an image loaded, make sure width and height are equal
3838 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3840 // if this is the first image to load successfully, allocate the cubemap memory
3841 if (!cubemappixels && image_width >= 1)
3843 cubemapsize = image_width;
3844 // note this clears to black, so unavailable sides are black
3845 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3847 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3849 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3852 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3854 Mem_Free(image_buffer);
3858 // if a cubemap loaded, upload it
3861 if (developer_loading.integer)
3862 Con_Printf("loading cubemap \"%s\"\n", basename);
3864 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3865 Mem_Free(cubemappixels);
3869 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3870 if (developer_loading.integer)
3872 Con_Printf("(tried tried images ");
3873 for (j = 0;j < 3;j++)
3874 for (i = 0;i < 6;i++)
3875 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3876 Con_Print(" and was unable to find any of them).\n");
3879 return cubemaptexture;
3882 rtexture_t *R_GetCubemap(const char *basename)
3885 for (i = 0;i < r_texture_numcubemaps;i++)
3886 if (r_texture_cubemaps[i] != NULL)
3887 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3888 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3889 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3890 return r_texture_whitecube;
3891 r_texture_numcubemaps++;
3892 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3893 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3894 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3895 return r_texture_cubemaps[i]->texture;
3898 static void R_Main_FreeViewCache(void)
3900 if (r_refdef.viewcache.entityvisible)
3901 Mem_Free(r_refdef.viewcache.entityvisible);
3902 if (r_refdef.viewcache.world_pvsbits)
3903 Mem_Free(r_refdef.viewcache.world_pvsbits);
3904 if (r_refdef.viewcache.world_leafvisible)
3905 Mem_Free(r_refdef.viewcache.world_leafvisible);
3906 if (r_refdef.viewcache.world_surfacevisible)
3907 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3908 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3911 static void R_Main_ResizeViewCache(void)
3913 int numentities = r_refdef.scene.numentities;
3914 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3915 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3916 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3917 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3918 if (r_refdef.viewcache.maxentities < numentities)
3920 r_refdef.viewcache.maxentities = numentities;
3921 if (r_refdef.viewcache.entityvisible)
3922 Mem_Free(r_refdef.viewcache.entityvisible);
3923 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3925 if (r_refdef.viewcache.world_numclusters != numclusters)
3927 r_refdef.viewcache.world_numclusters = numclusters;
3928 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3929 if (r_refdef.viewcache.world_pvsbits)
3930 Mem_Free(r_refdef.viewcache.world_pvsbits);
3931 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3933 if (r_refdef.viewcache.world_numleafs != numleafs)
3935 r_refdef.viewcache.world_numleafs = numleafs;
3936 if (r_refdef.viewcache.world_leafvisible)
3937 Mem_Free(r_refdef.viewcache.world_leafvisible);
3938 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3940 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3942 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3943 if (r_refdef.viewcache.world_surfacevisible)
3944 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3945 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3949 extern rtexture_t *loadingscreentexture;
3950 static void gl_main_start(void)
3952 loadingscreentexture = NULL;
3953 r_texture_blanknormalmap = NULL;
3954 r_texture_white = NULL;
3955 r_texture_grey128 = NULL;
3956 r_texture_black = NULL;
3957 r_texture_whitecube = NULL;
3958 r_texture_normalizationcube = NULL;
3959 r_texture_fogattenuation = NULL;
3960 r_texture_fogheighttexture = NULL;
3961 r_texture_gammaramps = NULL;
3962 r_texture_numcubemaps = 0;
3964 r_loaddds = r_texture_dds_load.integer != 0;
3965 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3967 switch(vid.renderpath)
3969 case RENDERPATH_GL20:
3970 case RENDERPATH_D3D9:
3971 case RENDERPATH_D3D10:
3972 case RENDERPATH_D3D11:
3973 case RENDERPATH_SOFT:
3974 case RENDERPATH_GLES2:
3975 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3976 Cvar_SetValueQuick(&gl_combine, 1);
3977 Cvar_SetValueQuick(&r_glsl, 1);
3978 r_loadnormalmap = true;
3982 case RENDERPATH_GL13:
3983 case RENDERPATH_GLES1:
3984 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3985 Cvar_SetValueQuick(&gl_combine, 1);
3986 Cvar_SetValueQuick(&r_glsl, 0);
3987 r_loadnormalmap = false;
3988 r_loadgloss = false;
3991 case RENDERPATH_GL11:
3992 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3993 Cvar_SetValueQuick(&gl_combine, 0);
3994 Cvar_SetValueQuick(&r_glsl, 0);
3995 r_loadnormalmap = false;
3996 r_loadgloss = false;
4002 R_FrameData_Reset();
4006 memset(r_queries, 0, sizeof(r_queries));
4008 r_qwskincache = NULL;
4009 r_qwskincache_size = 0;
4011 // due to caching of texture_t references, the collision cache must be reset
4012 Collision_Cache_Reset(true);
4014 // set up r_skinframe loading system for textures
4015 memset(&r_skinframe, 0, sizeof(r_skinframe));
4016 r_skinframe.loadsequence = 1;
4017 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4019 r_main_texturepool = R_AllocTexturePool();
4020 R_BuildBlankTextures();
4022 if (vid.support.arb_texture_cube_map)
4025 R_BuildNormalizationCube();
4027 r_texture_fogattenuation = NULL;
4028 r_texture_fogheighttexture = NULL;
4029 r_texture_gammaramps = NULL;
4030 //r_texture_fogintensity = NULL;
4031 memset(&r_fb, 0, sizeof(r_fb));
4032 r_glsl_permutation = NULL;
4033 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4034 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4035 glslshaderstring = NULL;
4037 r_hlsl_permutation = NULL;
4038 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4039 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4041 hlslshaderstring = NULL;
4042 memset(&r_svbsp, 0, sizeof (r_svbsp));
4044 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4045 r_texture_numcubemaps = 0;
4047 r_refdef.fogmasktable_density = 0;
4050 static void gl_main_shutdown(void)
4053 R_FrameData_Reset();
4055 R_Main_FreeViewCache();
4057 switch(vid.renderpath)
4059 case RENDERPATH_GL11:
4060 case RENDERPATH_GL13:
4061 case RENDERPATH_GL20:
4062 case RENDERPATH_GLES1:
4063 case RENDERPATH_GLES2:
4064 #ifdef GL_SAMPLES_PASSED_ARB
4066 qglDeleteQueriesARB(r_maxqueries, r_queries);
4069 case RENDERPATH_D3D9:
4070 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4072 case RENDERPATH_D3D10:
4073 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4075 case RENDERPATH_D3D11:
4076 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4078 case RENDERPATH_SOFT:
4084 memset(r_queries, 0, sizeof(r_queries));
4086 r_qwskincache = NULL;
4087 r_qwskincache_size = 0;
4089 // clear out the r_skinframe state
4090 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4091 memset(&r_skinframe, 0, sizeof(r_skinframe));
4094 Mem_Free(r_svbsp.nodes);
4095 memset(&r_svbsp, 0, sizeof (r_svbsp));
4096 R_FreeTexturePool(&r_main_texturepool);
4097 loadingscreentexture = NULL;
4098 r_texture_blanknormalmap = NULL;
4099 r_texture_white = NULL;
4100 r_texture_grey128 = NULL;
4101 r_texture_black = NULL;
4102 r_texture_whitecube = NULL;
4103 r_texture_normalizationcube = NULL;
4104 r_texture_fogattenuation = NULL;
4105 r_texture_fogheighttexture = NULL;
4106 r_texture_gammaramps = NULL;
4107 r_texture_numcubemaps = 0;
4108 //r_texture_fogintensity = NULL;
4109 memset(&r_fb, 0, sizeof(r_fb));
4112 r_glsl_permutation = NULL;
4113 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4114 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4115 glslshaderstring = NULL;
4117 r_hlsl_permutation = NULL;
4118 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4119 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4121 hlslshaderstring = NULL;
4124 static void gl_main_newmap(void)
4126 // FIXME: move this code to client
4127 char *entities, entname[MAX_QPATH];
4129 Mem_Free(r_qwskincache);
4130 r_qwskincache = NULL;
4131 r_qwskincache_size = 0;
4134 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4135 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4137 CL_ParseEntityLump(entities);
4141 if (cl.worldmodel->brush.entities)
4142 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4144 R_Main_FreeViewCache();
4146 R_FrameData_Reset();
4149 void GL_Main_Init(void)
4151 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4153 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4154 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4155 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4156 if (gamemode == GAME_NEHAHRA)
4158 Cvar_RegisterVariable (&gl_fogenable);
4159 Cvar_RegisterVariable (&gl_fogdensity);
4160 Cvar_RegisterVariable (&gl_fogred);
4161 Cvar_RegisterVariable (&gl_foggreen);
4162 Cvar_RegisterVariable (&gl_fogblue);
4163 Cvar_RegisterVariable (&gl_fogstart);
4164 Cvar_RegisterVariable (&gl_fogend);
4165 Cvar_RegisterVariable (&gl_skyclip);
4167 Cvar_RegisterVariable(&r_motionblur);
4168 Cvar_RegisterVariable(&r_damageblur);
4169 Cvar_RegisterVariable(&r_motionblur_averaging);
4170 Cvar_RegisterVariable(&r_motionblur_randomize);
4171 Cvar_RegisterVariable(&r_motionblur_minblur);
4172 Cvar_RegisterVariable(&r_motionblur_maxblur);
4173 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4174 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4175 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4176 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4177 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4178 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4179 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4180 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4181 Cvar_RegisterVariable(&r_equalize_entities_by);
4182 Cvar_RegisterVariable(&r_equalize_entities_to);
4183 Cvar_RegisterVariable(&r_depthfirst);
4184 Cvar_RegisterVariable(&r_useinfinitefarclip);
4185 Cvar_RegisterVariable(&r_farclip_base);
4186 Cvar_RegisterVariable(&r_farclip_world);
4187 Cvar_RegisterVariable(&r_nearclip);
4188 Cvar_RegisterVariable(&r_deformvertexes);
4189 Cvar_RegisterVariable(&r_transparent);
4190 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4191 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4192 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4193 Cvar_RegisterVariable(&r_showoverdraw);
4194 Cvar_RegisterVariable(&r_showbboxes);
4195 Cvar_RegisterVariable(&r_showsurfaces);
4196 Cvar_RegisterVariable(&r_showtris);
4197 Cvar_RegisterVariable(&r_shownormals);
4198 Cvar_RegisterVariable(&r_showlighting);
4199 Cvar_RegisterVariable(&r_showshadowvolumes);
4200 Cvar_RegisterVariable(&r_showcollisionbrushes);
4201 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4202 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4203 Cvar_RegisterVariable(&r_showdisabledepthtest);
4204 Cvar_RegisterVariable(&r_drawportals);
4205 Cvar_RegisterVariable(&r_drawentities);
4206 Cvar_RegisterVariable(&r_draw2d);
4207 Cvar_RegisterVariable(&r_drawworld);
4208 Cvar_RegisterVariable(&r_cullentities_trace);
4209 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4210 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4211 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4212 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4213 Cvar_RegisterVariable(&r_sortentities);
4214 Cvar_RegisterVariable(&r_drawviewmodel);
4215 Cvar_RegisterVariable(&r_drawexteriormodel);
4216 Cvar_RegisterVariable(&r_speeds);
4217 Cvar_RegisterVariable(&r_fullbrights);
4218 Cvar_RegisterVariable(&r_wateralpha);
4219 Cvar_RegisterVariable(&r_dynamic);
4220 Cvar_RegisterVariable(&r_fakelight);
4221 Cvar_RegisterVariable(&r_fakelight_intensity);
4222 Cvar_RegisterVariable(&r_fullbright);
4223 Cvar_RegisterVariable(&r_shadows);
4224 Cvar_RegisterVariable(&r_shadows_darken);
4225 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4226 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4227 Cvar_RegisterVariable(&r_shadows_throwdistance);
4228 Cvar_RegisterVariable(&r_shadows_throwdirection);
4229 Cvar_RegisterVariable(&r_shadows_focus);
4230 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4231 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4232 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4233 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4234 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4235 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4236 Cvar_RegisterVariable(&r_fog_exp2);
4237 Cvar_RegisterVariable(&r_fog_clear);
4238 Cvar_RegisterVariable(&r_drawfog);
4239 Cvar_RegisterVariable(&r_transparentdepthmasking);
4240 Cvar_RegisterVariable(&r_transparent_sortmindist);
4241 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4242 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4243 Cvar_RegisterVariable(&r_texture_dds_load);
4244 Cvar_RegisterVariable(&r_texture_dds_save);
4245 Cvar_RegisterVariable(&r_textureunits);
4246 Cvar_RegisterVariable(&gl_combine);
4247 Cvar_RegisterVariable(&r_usedepthtextures);
4248 Cvar_RegisterVariable(&r_viewfbo);
4249 Cvar_RegisterVariable(&r_viewscale);
4250 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4251 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4252 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4253 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4254 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4255 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4256 Cvar_RegisterVariable(&r_glsl);
4257 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4259 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4260 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4261 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4262 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4263 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4264 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4265 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4266 Cvar_RegisterVariable(&r_glsl_postprocess);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4268 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4269 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4274 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4276 Cvar_RegisterVariable(&r_water);
4277 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4278 Cvar_RegisterVariable(&r_water_clippingplanebias);
4279 Cvar_RegisterVariable(&r_water_refractdistort);
4280 Cvar_RegisterVariable(&r_water_reflectdistort);
4281 Cvar_RegisterVariable(&r_water_scissormode);
4282 Cvar_RegisterVariable(&r_water_lowquality);
4283 Cvar_RegisterVariable(&r_water_hideplayer);
4284 Cvar_RegisterVariable(&r_water_fbo);
4286 Cvar_RegisterVariable(&r_lerpsprites);
4287 Cvar_RegisterVariable(&r_lerpmodels);
4288 Cvar_RegisterVariable(&r_lerplightstyles);
4289 Cvar_RegisterVariable(&r_waterscroll);
4290 Cvar_RegisterVariable(&r_bloom);
4291 Cvar_RegisterVariable(&r_bloom_colorscale);
4292 Cvar_RegisterVariable(&r_bloom_brighten);
4293 Cvar_RegisterVariable(&r_bloom_blur);
4294 Cvar_RegisterVariable(&r_bloom_resolution);
4295 Cvar_RegisterVariable(&r_bloom_colorexponent);
4296 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4297 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4298 Cvar_RegisterVariable(&r_hdr_glowintensity);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4300 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4301 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4303 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4304 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4305 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4306 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4307 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4308 Cvar_RegisterVariable(&developer_texturelogging);
4309 Cvar_RegisterVariable(&gl_lightmaps);
4310 Cvar_RegisterVariable(&r_test);
4311 Cvar_RegisterVariable(&r_glsl_saturation);
4312 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4313 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4314 Cvar_RegisterVariable(&r_framedatasize);
4315 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4316 Cvar_SetValue("r_fullbrights", 0);
4317 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4320 void Render_Init(void)
4333 R_LightningBeams_Init();
4343 extern char *ENGINE_EXTENSIONS;
4346 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4347 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4348 gl_version = (const char *)qglGetString(GL_VERSION);
4349 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4353 if (!gl_platformextensions)
4354 gl_platformextensions = "";
4356 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4357 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4358 Con_Printf("GL_VERSION: %s\n", gl_version);
4359 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4360 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4362 VID_CheckExtensions();
4364 // LordHavoc: report supported extensions
4365 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4367 // clear to black (loading plaque will be seen over this)
4368 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4372 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4376 if (r_trippy.integer)
4378 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4380 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4383 p = r_refdef.view.frustum + i;
4388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4404 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4412 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4416 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4424 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4428 if (r_trippy.integer)
4430 for (i = 0;i < numplanes;i++)
4437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4473 //==================================================================================
4475 // LordHavoc: this stores temporary data used within the same frame
4477 typedef struct r_framedata_mem_s
4479 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4480 size_t size; // how much usable space
4481 size_t current; // how much space in use
4482 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4483 size_t wantedsize; // how much space was allocated
4484 unsigned char *data; // start of real data (16byte aligned)
4488 static r_framedata_mem_t *r_framedata_mem;
4490 void R_FrameData_Reset(void)
4492 while (r_framedata_mem)
4494 r_framedata_mem_t *next = r_framedata_mem->purge;
4495 Mem_Free(r_framedata_mem);
4496 r_framedata_mem = next;
4500 static void R_FrameData_Resize(void)
4503 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4504 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4505 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4507 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4508 newmem->wantedsize = wantedsize;
4509 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4510 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4511 newmem->current = 0;
4513 newmem->purge = r_framedata_mem;
4514 r_framedata_mem = newmem;
4518 void R_FrameData_NewFrame(void)
4520 R_FrameData_Resize();
4521 if (!r_framedata_mem)
4523 // if we ran out of space on the last frame, free the old memory now
4524 while (r_framedata_mem->purge)
4526 // repeatedly remove the second item in the list, leaving only head
4527 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4528 Mem_Free(r_framedata_mem->purge);
4529 r_framedata_mem->purge = next;
4531 // reset the current mem pointer
4532 r_framedata_mem->current = 0;
4533 r_framedata_mem->mark = 0;
4536 void *R_FrameData_Alloc(size_t size)
4540 // align to 16 byte boundary - the data pointer is already aligned, so we
4541 // only need to ensure the size of every allocation is also aligned
4542 size = (size + 15) & ~15;
4544 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4546 // emergency - we ran out of space, allocate more memory
4547 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4548 R_FrameData_Resize();
4551 data = r_framedata_mem->data + r_framedata_mem->current;
4552 r_framedata_mem->current += size;
4554 // count the usage for stats
4555 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4556 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4558 return (void *)data;
4561 void *R_FrameData_Store(size_t size, void *data)
4563 void *d = R_FrameData_Alloc(size);
4565 memcpy(d, data, size);
4569 void R_FrameData_SetMark(void)
4571 if (!r_framedata_mem)
4573 r_framedata_mem->mark = r_framedata_mem->current;
4576 void R_FrameData_ReturnToMark(void)
4578 if (!r_framedata_mem)
4580 r_framedata_mem->current = r_framedata_mem->mark;
4583 //==================================================================================
4585 // LordHavoc: animcache originally written by Echon, rewritten since then
4588 * Animation cache prevents re-generating mesh data for an animated model
4589 * multiple times in one frame for lighting, shadowing, reflections, etc.
4592 void R_AnimCache_Free(void)
4596 void R_AnimCache_ClearCache(void)
4599 entity_render_t *ent;
4601 for (i = 0;i < r_refdef.scene.numentities;i++)
4603 ent = r_refdef.scene.entities[i];
4604 ent->animcache_vertex3f = NULL;
4605 ent->animcache_normal3f = NULL;
4606 ent->animcache_svector3f = NULL;
4607 ent->animcache_tvector3f = NULL;
4608 ent->animcache_vertexmesh = NULL;
4609 ent->animcache_vertex3fbuffer = NULL;
4610 ent->animcache_vertexmeshbuffer = NULL;
4614 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4618 // check if we need the meshbuffers
4619 if (!vid.useinterleavedarrays)
4622 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4623 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4624 // TODO: upload vertex3f buffer?
4625 if (ent->animcache_vertexmesh)
4627 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4628 for (i = 0;i < numvertices;i++)
4629 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4630 if (ent->animcache_svector3f)
4631 for (i = 0;i < numvertices;i++)
4632 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4633 if (ent->animcache_tvector3f)
4634 for (i = 0;i < numvertices;i++)
4635 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4636 if (ent->animcache_normal3f)
4637 for (i = 0;i < numvertices;i++)
4638 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4639 // TODO: upload vertexmeshbuffer?
4643 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4645 dp_model_t *model = ent->model;
4647 // see if it's already cached this frame
4648 if (ent->animcache_vertex3f)
4650 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4651 if (wantnormals || wanttangents)
4653 if (ent->animcache_normal3f)
4654 wantnormals = false;
4655 if (ent->animcache_svector3f)
4656 wanttangents = false;
4657 if (wantnormals || wanttangents)
4659 numvertices = model->surfmesh.num_vertices;
4661 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4664 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4665 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4667 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4668 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4674 // see if this ent is worth caching
4675 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4677 // get some memory for this entity and generate mesh data
4678 numvertices = model->surfmesh.num_vertices;
4679 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4681 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4684 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4685 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4687 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4688 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4693 void R_AnimCache_CacheVisibleEntities(void)
4696 qboolean wantnormals = true;
4697 qboolean wanttangents = !r_showsurfaces.integer;
4699 switch(vid.renderpath)
4701 case RENDERPATH_GL20:
4702 case RENDERPATH_D3D9:
4703 case RENDERPATH_D3D10:
4704 case RENDERPATH_D3D11:
4705 case RENDERPATH_GLES2:
4707 case RENDERPATH_GL11:
4708 case RENDERPATH_GL13:
4709 case RENDERPATH_GLES1:
4710 wanttangents = false;
4712 case RENDERPATH_SOFT:
4716 if (r_shownormals.integer)
4717 wanttangents = wantnormals = true;
4719 // TODO: thread this
4720 // NOTE: R_PrepareRTLights() also caches entities
4722 for (i = 0;i < r_refdef.scene.numentities;i++)
4723 if (r_refdef.viewcache.entityvisible[i])
4724 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4727 //==================================================================================
4729 extern cvar_t r_overheadsprites_pushback;
4731 static void R_View_UpdateEntityLighting (void)
4734 entity_render_t *ent;
4735 vec3_t tempdiffusenormal, avg;
4736 vec_t f, fa, fd, fdd;
4737 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4739 for (i = 0;i < r_refdef.scene.numentities;i++)
4741 ent = r_refdef.scene.entities[i];
4743 // skip unseen models and models that updated by CSQC
4744 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4748 if (ent->model && (ent->model == cl.worldmodel || ent->model->brush.parentmodel == cl.worldmodel))
4750 // TODO: use modellight for r_ambient settings on world?
4751 VectorSet(ent->modellight_ambient, 0, 0, 0);
4752 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4753 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4757 // fetch the lighting from the worldmodel data
4758 VectorClear(ent->modellight_ambient);
4759 VectorClear(ent->modellight_diffuse);
4760 VectorClear(tempdiffusenormal);
4761 if (ent->flags & RENDER_LIGHT)
4764 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4766 // complete lightning for lit sprites
4767 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4768 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4770 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4771 org[2] = org[2] + r_overheadsprites_pushback.value;
4772 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4775 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4777 if(ent->flags & RENDER_EQUALIZE)
4779 // first fix up ambient lighting...
4780 if(r_equalize_entities_minambient.value > 0)
4782 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4785 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4786 if(fa < r_equalize_entities_minambient.value * fd)
4789 // fa'/fd' = minambient
4790 // fa'+0.25*fd' = fa+0.25*fd
4792 // fa' = fd' * minambient
4793 // fd'*(0.25+minambient) = fa+0.25*fd
4795 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4796 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4798 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4799 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4800 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4801 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4806 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4808 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4809 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4813 // adjust brightness and saturation to target
4814 avg[0] = avg[1] = avg[2] = fa / f;
4815 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4816 avg[0] = avg[1] = avg[2] = fd / f;
4817 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4823 VectorSet(ent->modellight_ambient, 1, 1, 1);
4825 // move the light direction into modelspace coordinates for lighting code
4826 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4827 if(VectorLength2(ent->modellight_lightdir) == 0)
4828 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4829 VectorNormalize(ent->modellight_lightdir);
4833 #define MAX_LINEOFSIGHTTRACES 64
4835 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4838 vec3_t boxmins, boxmaxs;
4841 dp_model_t *model = r_refdef.scene.worldmodel;
4843 if (!model || !model->brush.TraceLineOfSight)
4846 // expand the box a little
4847 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4848 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4849 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4850 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4851 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4852 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4854 // return true if eye is inside enlarged box
4855 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4859 VectorCopy(eye, start);
4860 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4861 if (model->brush.TraceLineOfSight(model, start, end))
4864 // try various random positions
4865 for (i = 0;i < numsamples;i++)
4867 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4868 if (model->brush.TraceLineOfSight(model, start, end))
4876 static void R_View_UpdateEntityVisible (void)
4881 entity_render_t *ent;
4883 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4884 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4885 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4886 : RENDER_EXTERIORMODEL;
4887 if (!r_drawviewmodel.integer)
4888 renderimask |= RENDER_VIEWMODEL;
4889 if (!r_drawexteriormodel.integer)
4890 renderimask |= RENDER_EXTERIORMODEL;
4891 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4893 // worldmodel can check visibility
4894 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4895 for (i = 0;i < r_refdef.scene.numentities;i++)
4897 ent = r_refdef.scene.entities[i];
4898 if (!(ent->flags & renderimask))
4899 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4900 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4901 r_refdef.viewcache.entityvisible[i] = true;
4906 // no worldmodel or it can't check visibility
4907 for (i = 0;i < r_refdef.scene.numentities;i++)
4909 ent = r_refdef.scene.entities[i];
4910 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
4913 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4914 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4916 for (i = 0;i < r_refdef.scene.numentities;i++)
4918 if (!r_refdef.viewcache.entityvisible[i])
4920 ent = r_refdef.scene.entities[i];
4921 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4923 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4925 continue; // temp entities do pvs only
4926 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4927 ent->last_trace_visibility = realtime;
4928 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4929 r_refdef.viewcache.entityvisible[i] = 0;
4935 /// only used if skyrendermasked, and normally returns false
4936 static int R_DrawBrushModelsSky (void)
4939 entity_render_t *ent;
4942 for (i = 0;i < r_refdef.scene.numentities;i++)
4944 if (!r_refdef.viewcache.entityvisible[i])
4946 ent = r_refdef.scene.entities[i];
4947 if (!ent->model || !ent->model->DrawSky)
4949 ent->model->DrawSky(ent);
4955 static void R_DrawNoModel(entity_render_t *ent);
4956 static void R_DrawModels(void)
4959 entity_render_t *ent;
4961 for (i = 0;i < r_refdef.scene.numentities;i++)
4963 if (!r_refdef.viewcache.entityvisible[i])
4965 ent = r_refdef.scene.entities[i];
4966 r_refdef.stats.entities++;
4968 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4971 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4972 Con_Printf("R_DrawModels\n");
4973 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4974 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4975 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4978 if (ent->model && ent->model->Draw != NULL)
4979 ent->model->Draw(ent);
4985 static void R_DrawModelsDepth(void)
4988 entity_render_t *ent;
4990 for (i = 0;i < r_refdef.scene.numentities;i++)
4992 if (!r_refdef.viewcache.entityvisible[i])
4994 ent = r_refdef.scene.entities[i];
4995 if (ent->model && ent->model->DrawDepth != NULL)
4996 ent->model->DrawDepth(ent);
5000 static void R_DrawModelsDebug(void)
5003 entity_render_t *ent;
5005 for (i = 0;i < r_refdef.scene.numentities;i++)
5007 if (!r_refdef.viewcache.entityvisible[i])
5009 ent = r_refdef.scene.entities[i];
5010 if (ent->model && ent->model->DrawDebug != NULL)
5011 ent->model->DrawDebug(ent);
5015 static void R_DrawModelsAddWaterPlanes(void)
5018 entity_render_t *ent;
5020 for (i = 0;i < r_refdef.scene.numentities;i++)
5022 if (!r_refdef.viewcache.entityvisible[i])
5024 ent = r_refdef.scene.entities[i];
5025 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5026 ent->model->DrawAddWaterPlanes(ent);
5030 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5032 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5034 if (r_hdr_irisadaptation.integer)
5039 vec3_t diffusenormal;
5041 vec_t brightness = 0.0f;
5046 VectorCopy(r_refdef.view.forward, forward);
5047 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5049 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5050 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5051 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5052 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5053 d = DotProduct(forward, diffusenormal);
5054 brightness += VectorLength(ambient);
5056 brightness += d * VectorLength(diffuse);
5058 brightness *= 1.0f / c;
5059 brightness += 0.00001f; // make sure it's never zero
5060 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5061 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5062 current = r_hdr_irisadaptation_value.value;
5064 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5065 else if (current > goal)
5066 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5067 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5068 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5070 else if (r_hdr_irisadaptation_value.value != 1.0f)
5071 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5074 static void R_View_SetFrustum(const int *scissor)
5077 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5078 vec3_t forward, left, up, origin, v;
5082 // flipped x coordinates (because x points left here)
5083 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5084 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5086 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5087 switch(vid.renderpath)
5089 case RENDERPATH_D3D9:
5090 case RENDERPATH_D3D10:
5091 case RENDERPATH_D3D11:
5092 // non-flipped y coordinates
5093 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5094 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 case RENDERPATH_SOFT:
5097 case RENDERPATH_GL11:
5098 case RENDERPATH_GL13:
5099 case RENDERPATH_GL20:
5100 case RENDERPATH_GLES1:
5101 case RENDERPATH_GLES2:
5102 // non-flipped y coordinates
5103 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5104 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5109 // we can't trust r_refdef.view.forward and friends in reflected scenes
5110 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5113 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5114 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5115 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5116 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5117 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5118 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5119 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5120 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5121 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5122 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5123 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5124 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5128 zNear = r_refdef.nearclip;
5129 nudge = 1.0 - 1.0 / (1<<23);
5130 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5131 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5132 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5133 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5134 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5135 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5136 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5137 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5143 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5144 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5145 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5146 r_refdef.view.frustum[0].dist = m[15] - m[12];
5148 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5149 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5150 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5151 r_refdef.view.frustum[1].dist = m[15] + m[12];
5153 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5154 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5155 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5156 r_refdef.view.frustum[2].dist = m[15] - m[13];
5158 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5159 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5160 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5161 r_refdef.view.frustum[3].dist = m[15] + m[13];
5163 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5164 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5165 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5166 r_refdef.view.frustum[4].dist = m[15] - m[14];
5168 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5169 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5170 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5171 r_refdef.view.frustum[5].dist = m[15] + m[14];
5174 if (r_refdef.view.useperspective)
5176 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5177 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5178 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5179 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5180 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5182 // then the normals from the corners relative to origin
5183 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5184 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5185 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5186 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5188 // in a NORMAL view, forward cross left == up
5189 // in a REFLECTED view, forward cross left == down
5190 // so our cross products above need to be adjusted for a left handed coordinate system
5191 CrossProduct(forward, left, v);
5192 if(DotProduct(v, up) < 0)
5194 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5195 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5196 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5197 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5200 // Leaving those out was a mistake, those were in the old code, and they
5201 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5202 // I couldn't reproduce it after adding those normalizations. --blub
5203 VectorNormalize(r_refdef.view.frustum[0].normal);
5204 VectorNormalize(r_refdef.view.frustum[1].normal);
5205 VectorNormalize(r_refdef.view.frustum[2].normal);
5206 VectorNormalize(r_refdef.view.frustum[3].normal);
5208 // make the corners absolute
5209 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5210 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5211 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5212 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5215 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5217 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5218 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5219 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5220 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5221 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5225 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5226 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5227 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5228 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5229 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5230 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5231 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5232 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5233 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5234 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5236 r_refdef.view.numfrustumplanes = 5;
5238 if (r_refdef.view.useclipplane)
5240 r_refdef.view.numfrustumplanes = 6;
5241 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5244 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5245 PlaneClassify(r_refdef.view.frustum + i);
5247 // LordHavoc: note to all quake engine coders, Quake had a special case
5248 // for 90 degrees which assumed a square view (wrong), so I removed it,
5249 // Quake2 has it disabled as well.
5251 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5252 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5253 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5254 //PlaneClassify(&frustum[0]);
5256 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5257 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5258 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5259 //PlaneClassify(&frustum[1]);
5261 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5262 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5263 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5264 //PlaneClassify(&frustum[2]);
5266 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5267 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5268 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5269 //PlaneClassify(&frustum[3]);
5272 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5273 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5274 //PlaneClassify(&frustum[4]);
5277 static void R_View_UpdateWithScissor(const int *myscissor)
5279 R_Main_ResizeViewCache();
5280 R_View_SetFrustum(myscissor);
5281 R_View_WorldVisibility(r_refdef.view.useclipplane);
5282 R_View_UpdateEntityVisible();
5283 R_View_UpdateEntityLighting();
5284 R_AnimCache_CacheVisibleEntities();
5287 static void R_View_Update(void)
5289 R_Main_ResizeViewCache();
5290 R_View_SetFrustum(NULL);
5291 R_View_WorldVisibility(r_refdef.view.useclipplane);
5292 R_View_UpdateEntityVisible();
5293 R_View_UpdateEntityLighting();
5294 R_AnimCache_CacheVisibleEntities();
5297 float viewscalefpsadjusted = 1.0f;
5299 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5301 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5302 scale = bound(0.03125f, scale, 1.0f);
5303 *outwidth = (int)ceil(width * scale);
5304 *outheight = (int)ceil(height * scale);
5307 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5309 const float *customclipplane = NULL;
5311 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5312 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5314 // LordHavoc: couldn't figure out how to make this approach the
5315 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5316 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5317 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5318 dist = r_refdef.view.clipplane.dist;
5319 plane[0] = r_refdef.view.clipplane.normal[0];
5320 plane[1] = r_refdef.view.clipplane.normal[1];
5321 plane[2] = r_refdef.view.clipplane.normal[2];
5323 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5326 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5327 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5329 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5330 if (!r_refdef.view.useperspective)
5331 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5332 else if (vid.stencil && r_useinfinitefarclip.integer)
5333 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5335 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5336 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5337 R_SetViewport(&r_refdef.view.viewport);
5338 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5340 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5341 float screenplane[4];
5342 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5343 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5344 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5345 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5346 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5350 void R_EntityMatrix(const matrix4x4_t *matrix)
5352 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5354 gl_modelmatrixchanged = false;
5355 gl_modelmatrix = *matrix;
5356 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5357 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5358 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5359 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5361 switch(vid.renderpath)
5363 case RENDERPATH_D3D9:
5365 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5366 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5369 case RENDERPATH_D3D10:
5370 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5372 case RENDERPATH_D3D11:
5373 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5375 case RENDERPATH_GL11:
5376 case RENDERPATH_GL13:
5377 case RENDERPATH_GLES1:
5378 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5380 case RENDERPATH_SOFT:
5381 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5382 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5384 case RENDERPATH_GL20:
5385 case RENDERPATH_GLES2:
5386 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5387 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5393 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5395 r_viewport_t viewport;
5399 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5400 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5401 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5402 R_SetViewport(&viewport);
5403 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5404 GL_Color(1, 1, 1, 1);
5405 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5406 GL_BlendFunc(GL_ONE, GL_ZERO);
5407 GL_ScissorTest(false);
5408 GL_DepthMask(false);
5409 GL_DepthRange(0, 1);
5410 GL_DepthTest(false);
5411 GL_DepthFunc(GL_LEQUAL);
5412 R_EntityMatrix(&identitymatrix);
5413 R_Mesh_ResetTextureState();
5414 GL_PolygonOffset(0, 0);
5415 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5416 switch(vid.renderpath)
5418 case RENDERPATH_GL11:
5419 case RENDERPATH_GL13:
5420 case RENDERPATH_GL20:
5421 case RENDERPATH_GLES1:
5422 case RENDERPATH_GLES2:
5423 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5425 case RENDERPATH_D3D9:
5426 case RENDERPATH_D3D10:
5427 case RENDERPATH_D3D11:
5428 case RENDERPATH_SOFT:
5431 GL_CullFace(GL_NONE);
5436 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5440 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5443 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5447 R_SetupView(true, fbo, depthtexture, colortexture);
5448 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5449 GL_Color(1, 1, 1, 1);
5450 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5451 GL_BlendFunc(GL_ONE, GL_ZERO);
5452 GL_ScissorTest(true);
5454 GL_DepthRange(0, 1);
5456 GL_DepthFunc(GL_LEQUAL);
5457 R_EntityMatrix(&identitymatrix);
5458 R_Mesh_ResetTextureState();
5459 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5460 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5461 switch(vid.renderpath)
5463 case RENDERPATH_GL11:
5464 case RENDERPATH_GL13:
5465 case RENDERPATH_GL20:
5466 case RENDERPATH_GLES1:
5467 case RENDERPATH_GLES2:
5468 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5470 case RENDERPATH_D3D9:
5471 case RENDERPATH_D3D10:
5472 case RENDERPATH_D3D11:
5473 case RENDERPATH_SOFT:
5476 GL_CullFace(r_refdef.view.cullface_back);
5481 R_RenderView_UpdateViewVectors
5484 void R_RenderView_UpdateViewVectors(void)
5486 // break apart the view matrix into vectors for various purposes
5487 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5488 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5489 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5490 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5491 // make an inverted copy of the view matrix for tracking sprites
5492 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5495 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5496 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5498 static void R_Water_StartFrame(void)
5501 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5502 r_waterstate_waterplane_t *p;
5503 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5505 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5508 switch(vid.renderpath)
5510 case RENDERPATH_GL20:
5511 case RENDERPATH_D3D9:
5512 case RENDERPATH_D3D10:
5513 case RENDERPATH_D3D11:
5514 case RENDERPATH_SOFT:
5515 case RENDERPATH_GLES2:
5517 case RENDERPATH_GL11:
5518 case RENDERPATH_GL13:
5519 case RENDERPATH_GLES1:
5523 // set waterwidth and waterheight to the water resolution that will be
5524 // used (often less than the screen resolution for faster rendering)
5525 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5527 // calculate desired texture sizes
5528 // can't use water if the card does not support the texture size
5529 if (!r_water.integer || r_showsurfaces.integer)
5530 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5531 else if (vid.support.arb_texture_non_power_of_two)
5533 texturewidth = waterwidth;
5534 textureheight = waterheight;
5535 camerawidth = waterwidth;
5536 cameraheight = waterheight;
5540 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5541 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5542 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5543 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5546 // allocate textures as needed
5547 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5549 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5550 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5552 if (p->texture_refraction)
5553 R_FreeTexture(p->texture_refraction);
5554 p->texture_refraction = NULL;
5555 if (p->fbo_refraction)
5556 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5557 p->fbo_refraction = 0;
5558 if (p->texture_reflection)
5559 R_FreeTexture(p->texture_reflection);
5560 p->texture_reflection = NULL;
5561 if (p->fbo_reflection)
5562 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5563 p->fbo_reflection = 0;
5564 if (p->texture_camera)
5565 R_FreeTexture(p->texture_camera);
5566 p->texture_camera = NULL;
5568 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5571 memset(&r_fb.water, 0, sizeof(r_fb.water));
5572 r_fb.water.texturewidth = texturewidth;
5573 r_fb.water.textureheight = textureheight;
5574 r_fb.water.camerawidth = camerawidth;
5575 r_fb.water.cameraheight = cameraheight;
5578 if (r_fb.water.texturewidth)
5580 int scaledwidth, scaledheight;
5582 r_fb.water.enabled = true;
5584 // water resolution is usually reduced
5585 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5586 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5587 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5589 // set up variables that will be used in shader setup
5590 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5591 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5592 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5593 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5596 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5597 r_fb.water.numwaterplanes = 0;
5600 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5602 int planeindex, bestplaneindex, vertexindex;
5603 vec3_t mins, maxs, normal, center, v, n;
5604 vec_t planescore, bestplanescore;
5606 r_waterstate_waterplane_t *p;
5607 texture_t *t = R_GetCurrentTexture(surface->texture);
5609 rsurface.texture = t;
5610 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5611 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5612 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5614 // average the vertex normals, find the surface bounds (after deformvertexes)
5615 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5616 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5617 VectorCopy(n, normal);
5618 VectorCopy(v, mins);
5619 VectorCopy(v, maxs);
5620 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5622 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5623 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5624 VectorAdd(normal, n, normal);
5625 mins[0] = min(mins[0], v[0]);
5626 mins[1] = min(mins[1], v[1]);
5627 mins[2] = min(mins[2], v[2]);
5628 maxs[0] = max(maxs[0], v[0]);
5629 maxs[1] = max(maxs[1], v[1]);
5630 maxs[2] = max(maxs[2], v[2]);
5632 VectorNormalize(normal);
5633 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5635 VectorCopy(normal, plane.normal);
5636 VectorNormalize(plane.normal);
5637 plane.dist = DotProduct(center, plane.normal);
5638 PlaneClassify(&plane);
5639 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5641 // skip backfaces (except if nocullface is set)
5642 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5644 VectorNegate(plane.normal, plane.normal);
5646 PlaneClassify(&plane);
5650 // find a matching plane if there is one
5651 bestplaneindex = -1;
5652 bestplanescore = 1048576.0f;
5653 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5655 if(p->camera_entity == t->camera_entity)
5657 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5658 if (bestplaneindex < 0 || bestplanescore > planescore)
5660 bestplaneindex = planeindex;
5661 bestplanescore = planescore;
5665 planeindex = bestplaneindex;
5666 p = r_fb.water.waterplanes + planeindex;
5668 // if this surface does not fit any known plane rendered this frame, add one
5669 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5671 // store the new plane
5672 planeindex = r_fb.water.numwaterplanes++;
5673 p = r_fb.water.waterplanes + planeindex;
5675 // clear materialflags and pvs
5676 p->materialflags = 0;
5677 p->pvsvalid = false;
5678 p->camera_entity = t->camera_entity;
5679 VectorCopy(mins, p->mins);
5680 VectorCopy(maxs, p->maxs);
5684 // merge mins/maxs when we're adding this surface to the plane
5685 p->mins[0] = min(p->mins[0], mins[0]);
5686 p->mins[1] = min(p->mins[1], mins[1]);
5687 p->mins[2] = min(p->mins[2], mins[2]);
5688 p->maxs[0] = max(p->maxs[0], maxs[0]);
5689 p->maxs[1] = max(p->maxs[1], maxs[1]);
5690 p->maxs[2] = max(p->maxs[2], maxs[2]);
5692 // merge this surface's materialflags into the waterplane
5693 p->materialflags |= t->currentmaterialflags;
5694 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5696 // merge this surface's PVS into the waterplane
5697 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5698 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5700 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5706 extern cvar_t r_drawparticles;
5707 extern cvar_t r_drawdecals;
5709 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5712 r_refdef_view_t originalview;
5713 r_refdef_view_t myview;
5714 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5715 r_waterstate_waterplane_t *p;
5717 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5720 originalview = r_refdef.view;
5722 // lowquality hack, temporarily shut down some cvars and restore afterwards
5723 qualityreduction = r_water_lowquality.integer;
5724 if (qualityreduction > 0)
5726 if (qualityreduction >= 1)
5728 old_r_shadows = r_shadows.integer;
5729 old_r_worldrtlight = r_shadow_realtime_world.integer;
5730 old_r_dlight = r_shadow_realtime_dlight.integer;
5731 Cvar_SetValueQuick(&r_shadows, 0);
5732 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5733 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5735 if (qualityreduction >= 2)
5737 old_r_dynamic = r_dynamic.integer;
5738 old_r_particles = r_drawparticles.integer;
5739 old_r_decals = r_drawdecals.integer;
5740 Cvar_SetValueQuick(&r_dynamic, 0);
5741 Cvar_SetValueQuick(&r_drawparticles, 0);
5742 Cvar_SetValueQuick(&r_drawdecals, 0);
5746 // make sure enough textures are allocated
5747 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5749 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5751 if (!p->texture_refraction)
5752 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5753 if (!p->texture_refraction)
5757 if (r_fb.water.depthtexture == NULL)
5758 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5759 if (p->fbo_refraction == 0)
5760 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5763 else if (p->materialflags & MATERIALFLAG_CAMERA)
5765 if (!p->texture_camera)
5766 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5767 if (!p->texture_camera)
5771 if (r_fb.water.depthtexture == NULL)
5772 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5773 if (p->fbo_camera == 0)
5774 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5778 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5780 if (!p->texture_reflection)
5781 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5782 if (!p->texture_reflection)
5786 if (r_fb.water.depthtexture == NULL)
5787 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5788 if (p->fbo_reflection == 0)
5789 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5795 r_refdef.view = originalview;
5796 r_refdef.view.showdebug = false;
5797 r_refdef.view.width = r_fb.water.waterwidth;
5798 r_refdef.view.height = r_fb.water.waterheight;
5799 r_refdef.view.useclipplane = true;
5800 myview = r_refdef.view;
5801 r_fb.water.renderingscene = true;
5802 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5804 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5806 r_refdef.view = myview;
5807 if(r_water_scissormode.integer)
5809 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5810 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5811 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5814 // render reflected scene and copy into texture
5815 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5816 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5817 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5818 r_refdef.view.clipplane = p->plane;
5819 // reverse the cullface settings for this render
5820 r_refdef.view.cullface_front = GL_FRONT;
5821 r_refdef.view.cullface_back = GL_BACK;
5822 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5824 r_refdef.view.usecustompvs = true;
5826 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5828 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5831 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5832 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5833 R_ClearScreen(r_refdef.fogenabled);
5834 if(r_water_scissormode.integer & 2)
5835 R_View_UpdateWithScissor(myscissor);
5838 if(r_water_scissormode.integer & 1)
5839 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5840 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5842 if (!p->fbo_reflection)
5843 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5844 r_fb.water.hideplayer = false;
5847 // render the normal view scene and copy into texture
5848 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
5849 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5851 r_refdef.view = myview;
5852 if(r_water_scissormode.integer)
5854 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5855 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5856 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5859 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5861 r_refdef.view.clipplane = p->plane;
5862 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5863 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5865 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5867 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5868 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5869 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5870 R_RenderView_UpdateViewVectors();
5871 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5873 r_refdef.view.usecustompvs = true;
5874 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5878 PlaneClassify(&r_refdef.view.clipplane);
5880 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5881 R_ClearScreen(r_refdef.fogenabled);
5882 if(r_water_scissormode.integer & 2)
5883 R_View_UpdateWithScissor(myscissor);
5886 if(r_water_scissormode.integer & 1)
5887 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5888 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5890 if (!p->fbo_refraction)
5891 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5892 r_fb.water.hideplayer = false;
5894 else if (p->materialflags & MATERIALFLAG_CAMERA)
5896 r_refdef.view = myview;
5898 r_refdef.view.clipplane = p->plane;
5899 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5900 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5902 r_refdef.view.width = r_fb.water.camerawidth;
5903 r_refdef.view.height = r_fb.water.cameraheight;
5904 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5905 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5906 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5907 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5909 if(p->camera_entity)
5911 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5912 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5915 // note: all of the view is used for displaying... so
5916 // there is no use in scissoring
5918 // reverse the cullface settings for this render
5919 r_refdef.view.cullface_front = GL_FRONT;
5920 r_refdef.view.cullface_back = GL_BACK;
5921 // also reverse the view matrix
5922 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5923 R_RenderView_UpdateViewVectors();
5924 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5926 r_refdef.view.usecustompvs = true;
5927 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5930 // camera needs no clipplane
5931 r_refdef.view.useclipplane = false;
5933 PlaneClassify(&r_refdef.view.clipplane);
5935 r_fb.water.hideplayer = false;
5937 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5938 R_ClearScreen(r_refdef.fogenabled);
5940 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5943 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5944 r_fb.water.hideplayer = false;
5948 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5949 r_fb.water.renderingscene = false;
5950 r_refdef.view = originalview;
5951 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5952 if (!r_fb.water.depthtexture)
5953 R_ClearScreen(r_refdef.fogenabled);
5957 r_refdef.view = originalview;
5958 r_fb.water.renderingscene = false;
5959 Cvar_SetValueQuick(&r_water, 0);
5960 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5962 // lowquality hack, restore cvars
5963 if (qualityreduction > 0)
5965 if (qualityreduction >= 1)
5967 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5968 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5969 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5971 if (qualityreduction >= 2)
5973 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5974 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5975 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5980 static void R_Bloom_StartFrame(void)
5983 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5984 int viewwidth, viewheight;
5985 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5986 textype_t textype = TEXTYPE_COLORBUFFER;
5988 switch (vid.renderpath)
5990 case RENDERPATH_GL20:
5991 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5992 if (vid.support.ext_framebuffer_object)
5994 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5995 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5998 case RENDERPATH_GL11:
5999 case RENDERPATH_GL13:
6000 case RENDERPATH_GLES1:
6001 case RENDERPATH_GLES2:
6002 case RENDERPATH_D3D9:
6003 case RENDERPATH_D3D10:
6004 case RENDERPATH_D3D11:
6005 r_fb.usedepthtextures = false;
6007 case RENDERPATH_SOFT:
6008 r_fb.usedepthtextures = true;
6012 if (r_viewscale_fpsscaling.integer)
6014 double actualframetime;
6015 double targetframetime;
6017 actualframetime = r_refdef.lastdrawscreentime;
6018 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6019 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6020 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6021 if (r_viewscale_fpsscaling_stepsize.value > 0)
6022 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6023 viewscalefpsadjusted += adjust;
6024 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6027 viewscalefpsadjusted = 1.0f;
6029 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6031 switch(vid.renderpath)
6033 case RENDERPATH_GL20:
6034 case RENDERPATH_D3D9:
6035 case RENDERPATH_D3D10:
6036 case RENDERPATH_D3D11:
6037 case RENDERPATH_SOFT:
6038 case RENDERPATH_GLES2:
6040 case RENDERPATH_GL11:
6041 case RENDERPATH_GL13:
6042 case RENDERPATH_GLES1:
6046 // set bloomwidth and bloomheight to the bloom resolution that will be
6047 // used (often less than the screen resolution for faster rendering)
6048 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6049 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6050 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6051 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6052 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6054 // calculate desired texture sizes
6055 if (vid.support.arb_texture_non_power_of_two)
6057 screentexturewidth = vid.width;
6058 screentextureheight = vid.height;
6059 bloomtexturewidth = r_fb.bloomwidth;
6060 bloomtextureheight = r_fb.bloomheight;
6064 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6065 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6066 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6067 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6070 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6072 Cvar_SetValueQuick(&r_bloom, 0);
6073 Cvar_SetValueQuick(&r_motionblur, 0);
6074 Cvar_SetValueQuick(&r_damageblur, 0);
6077 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6079 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6081 && r_viewscale.value == 1.0f
6082 && !r_viewscale_fpsscaling.integer)
6083 screentexturewidth = screentextureheight = 0;
6084 if (!r_bloom.integer)
6085 bloomtexturewidth = bloomtextureheight = 0;
6087 // allocate textures as needed
6088 if (r_fb.screentexturewidth != screentexturewidth
6089 || r_fb.screentextureheight != screentextureheight
6090 || r_fb.bloomtexturewidth != bloomtexturewidth
6091 || r_fb.bloomtextureheight != bloomtextureheight
6092 || r_fb.textype != textype
6093 || useviewfbo != (r_fb.fbo != 0))
6095 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6097 if (r_fb.bloomtexture[i])
6098 R_FreeTexture(r_fb.bloomtexture[i]);
6099 r_fb.bloomtexture[i] = NULL;
6101 if (r_fb.bloomfbo[i])
6102 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6103 r_fb.bloomfbo[i] = 0;
6107 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6110 if (r_fb.colortexture)
6111 R_FreeTexture(r_fb.colortexture);
6112 r_fb.colortexture = NULL;
6114 if (r_fb.depthtexture)
6115 R_FreeTexture(r_fb.depthtexture);
6116 r_fb.depthtexture = NULL;
6118 if (r_fb.ghosttexture)
6119 R_FreeTexture(r_fb.ghosttexture);
6120 r_fb.ghosttexture = NULL;
6122 r_fb.screentexturewidth = screentexturewidth;
6123 r_fb.screentextureheight = screentextureheight;
6124 r_fb.bloomtexturewidth = bloomtexturewidth;
6125 r_fb.bloomtextureheight = bloomtextureheight;
6126 r_fb.textype = textype;
6128 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6130 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6131 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6132 r_fb.ghosttexture_valid = false;
6133 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6136 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6137 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6138 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6142 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6144 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6146 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6148 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6153 // bloom texture is a different resolution
6154 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6155 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6156 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6157 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6158 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6160 // set up a texcoord array for the full resolution screen image
6161 // (we have to keep this around to copy back during final render)
6162 r_fb.screentexcoord2f[0] = 0;
6163 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6164 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6165 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6166 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6167 r_fb.screentexcoord2f[5] = 0;
6168 r_fb.screentexcoord2f[6] = 0;
6169 r_fb.screentexcoord2f[7] = 0;
6171 // set up a texcoord array for the reduced resolution bloom image
6172 // (which will be additive blended over the screen image)
6173 r_fb.bloomtexcoord2f[0] = 0;
6174 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6175 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6176 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6177 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6178 r_fb.bloomtexcoord2f[5] = 0;
6179 r_fb.bloomtexcoord2f[6] = 0;
6180 r_fb.bloomtexcoord2f[7] = 0;
6182 switch(vid.renderpath)
6184 case RENDERPATH_GL11:
6185 case RENDERPATH_GL13:
6186 case RENDERPATH_GL20:
6187 case RENDERPATH_SOFT:
6188 case RENDERPATH_GLES1:
6189 case RENDERPATH_GLES2:
6191 case RENDERPATH_D3D9:
6192 case RENDERPATH_D3D10:
6193 case RENDERPATH_D3D11:
6196 for (i = 0;i < 4;i++)
6198 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6199 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6200 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6201 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6207 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6210 r_refdef.view.clear = true;
6213 static void R_Bloom_MakeTexture(void)
6216 float xoffset, yoffset, r, brighten;
6218 float colorscale = r_bloom_colorscale.value;
6220 r_refdef.stats.bloom++;
6224 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6225 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6228 // scale down screen texture to the bloom texture size
6230 r_fb.bloomindex = 0;
6231 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6232 R_SetViewport(&r_fb.bloomviewport);
6233 GL_BlendFunc(GL_ONE, GL_ZERO);
6234 GL_Color(colorscale, colorscale, colorscale, 1);
6235 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6236 switch(vid.renderpath)
6238 case RENDERPATH_GL11:
6239 case RENDERPATH_GL13:
6240 case RENDERPATH_GL20:
6241 case RENDERPATH_GLES1:
6242 case RENDERPATH_GLES2:
6243 case RENDERPATH_SOFT:
6244 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6246 case RENDERPATH_D3D9:
6247 case RENDERPATH_D3D10:
6248 case RENDERPATH_D3D11:
6249 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6252 // TODO: do boxfilter scale-down in shader?
6253 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6254 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6255 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6257 // we now have a properly scaled bloom image
6258 if (!r_fb.bloomfbo[r_fb.bloomindex])
6260 // copy it into the bloom texture
6261 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6262 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6265 // multiply bloom image by itself as many times as desired
6266 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6268 intex = r_fb.bloomtexture[r_fb.bloomindex];
6269 r_fb.bloomindex ^= 1;
6270 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6272 r = bound(0, r_bloom_colorexponent.value / x, 1);
6273 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6275 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6276 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6277 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6278 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6280 if (!r_fb.bloomfbo[r_fb.bloomindex])
6282 // copy the darkened image to a texture
6283 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6284 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6288 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6289 brighten = r_bloom_brighten.value;
6290 brighten = sqrt(brighten);
6292 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6294 for (dir = 0;dir < 2;dir++)
6296 intex = r_fb.bloomtexture[r_fb.bloomindex];
6297 r_fb.bloomindex ^= 1;
6298 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6299 // blend on at multiple vertical offsets to achieve a vertical blur
6300 // TODO: do offset blends using GLSL
6301 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6302 GL_BlendFunc(GL_ONE, GL_ZERO);
6303 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6304 for (x = -range;x <= range;x++)
6306 if (!dir){xoffset = 0;yoffset = x;}
6307 else {xoffset = x;yoffset = 0;}
6308 xoffset /= (float)r_fb.bloomtexturewidth;
6309 yoffset /= (float)r_fb.bloomtextureheight;
6310 // compute a texcoord array with the specified x and y offset
6311 r_fb.offsettexcoord2f[0] = xoffset+0;
6312 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6313 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6314 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6315 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6316 r_fb.offsettexcoord2f[5] = yoffset+0;
6317 r_fb.offsettexcoord2f[6] = xoffset+0;
6318 r_fb.offsettexcoord2f[7] = yoffset+0;
6319 // this r value looks like a 'dot' particle, fading sharply to
6320 // black at the edges
6321 // (probably not realistic but looks good enough)
6322 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6323 //r = brighten/(range*2+1);
6324 r = brighten / (range * 2 + 1);
6326 r *= (1 - x*x/(float)(range*range));
6327 GL_Color(r, r, r, 1);
6328 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6329 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6330 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6331 GL_BlendFunc(GL_ONE, GL_ONE);
6334 if (!r_fb.bloomfbo[r_fb.bloomindex])
6336 // copy the vertically or horizontally blurred bloom view to a texture
6337 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6338 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6343 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6345 unsigned int permutation;
6346 float uservecs[4][4];
6348 switch (vid.renderpath)
6350 case RENDERPATH_GL20:
6351 case RENDERPATH_D3D9:
6352 case RENDERPATH_D3D10:
6353 case RENDERPATH_D3D11:
6354 case RENDERPATH_SOFT:
6355 case RENDERPATH_GLES2:
6357 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6358 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6359 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6360 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6361 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6363 if (r_fb.colortexture)
6367 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6368 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6371 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6373 // declare variables
6374 float blur_factor, blur_mouseaccel, blur_velocity;
6375 static float blur_average;
6376 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6378 // set a goal for the factoring
6379 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6380 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6381 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6382 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6383 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6384 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6386 // from the goal, pick an averaged value between goal and last value
6387 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6388 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6390 // enforce minimum amount of blur
6391 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6393 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6395 // calculate values into a standard alpha
6396 cl.motionbluralpha = 1 - exp(-
6398 (r_motionblur.value * blur_factor / 80)
6400 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6403 max(0.0001, cl.time - cl.oldtime) // fps independent
6406 // randomization for the blur value to combat persistent ghosting
6407 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6408 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6411 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6412 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6414 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6415 GL_Color(1, 1, 1, cl.motionbluralpha);
6416 switch(vid.renderpath)
6418 case RENDERPATH_GL11:
6419 case RENDERPATH_GL13:
6420 case RENDERPATH_GL20:
6421 case RENDERPATH_GLES1:
6422 case RENDERPATH_GLES2:
6423 case RENDERPATH_SOFT:
6424 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6426 case RENDERPATH_D3D9:
6427 case RENDERPATH_D3D10:
6428 case RENDERPATH_D3D11:
6429 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6432 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6433 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6434 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6437 // updates old view angles for next pass
6438 VectorCopy(cl.viewangles, blur_oldangles);
6440 // copy view into the ghost texture
6441 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6442 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6443 r_fb.ghosttexture_valid = true;
6448 // no r_fb.colortexture means we're rendering to the real fb
6449 // we may still have to do view tint...
6450 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6452 // apply a color tint to the whole view
6453 R_ResetViewRendering2D(0, NULL, NULL);
6454 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6455 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6456 R_SetupShader_Generic_NoTexture(false, true);
6457 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6458 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6460 break; // no screen processing, no bloom, skip it
6463 if (r_fb.bloomtexture[0])
6465 // make the bloom texture
6466 R_Bloom_MakeTexture();
6469 #if _MSC_VER >= 1400
6470 #define sscanf sscanf_s
6472 memset(uservecs, 0, sizeof(uservecs));
6473 if (r_glsl_postprocess_uservec1_enable.integer)
6474 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6475 if (r_glsl_postprocess_uservec2_enable.integer)
6476 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6477 if (r_glsl_postprocess_uservec3_enable.integer)
6478 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6479 if (r_glsl_postprocess_uservec4_enable.integer)
6480 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6482 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6483 GL_Color(1, 1, 1, 1);
6484 GL_BlendFunc(GL_ONE, GL_ZERO);
6486 switch(vid.renderpath)
6488 case RENDERPATH_GL20:
6489 case RENDERPATH_GLES2:
6490 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6491 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6492 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6493 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6494 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6495 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6496 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6497 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6498 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6499 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6500 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6501 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6502 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6503 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6505 case RENDERPATH_D3D9:
6507 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6508 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6509 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6510 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6511 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6512 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6513 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6514 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6515 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6516 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6517 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6518 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6519 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6520 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6521 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6524 case RENDERPATH_D3D10:
6525 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6527 case RENDERPATH_D3D11:
6528 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6530 case RENDERPATH_SOFT:
6531 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6532 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6533 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6534 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6535 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6536 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6537 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6538 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6539 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6540 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6541 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6542 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6543 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6544 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6549 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6550 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6552 case RENDERPATH_GL11:
6553 case RENDERPATH_GL13:
6554 case RENDERPATH_GLES1:
6555 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6557 // apply a color tint to the whole view
6558 R_ResetViewRendering2D(0, NULL, NULL);
6559 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6560 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6561 R_SetupShader_Generic_NoTexture(false, true);
6562 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6563 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6569 matrix4x4_t r_waterscrollmatrix;
6571 void R_UpdateFog(void)
6574 if (gamemode == GAME_NEHAHRA)
6576 if (gl_fogenable.integer)
6578 r_refdef.oldgl_fogenable = true;
6579 r_refdef.fog_density = gl_fogdensity.value;
6580 r_refdef.fog_red = gl_fogred.value;
6581 r_refdef.fog_green = gl_foggreen.value;
6582 r_refdef.fog_blue = gl_fogblue.value;
6583 r_refdef.fog_alpha = 1;
6584 r_refdef.fog_start = 0;
6585 r_refdef.fog_end = gl_skyclip.value;
6586 r_refdef.fog_height = 1<<30;
6587 r_refdef.fog_fadedepth = 128;
6589 else if (r_refdef.oldgl_fogenable)
6591 r_refdef.oldgl_fogenable = false;
6592 r_refdef.fog_density = 0;
6593 r_refdef.fog_red = 0;
6594 r_refdef.fog_green = 0;
6595 r_refdef.fog_blue = 0;
6596 r_refdef.fog_alpha = 0;
6597 r_refdef.fog_start = 0;
6598 r_refdef.fog_end = 0;
6599 r_refdef.fog_height = 1<<30;
6600 r_refdef.fog_fadedepth = 128;
6605 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6606 r_refdef.fog_start = max(0, r_refdef.fog_start);
6607 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6609 if (r_refdef.fog_density && r_drawfog.integer)
6611 r_refdef.fogenabled = true;
6612 // this is the point where the fog reaches 0.9986 alpha, which we
6613 // consider a good enough cutoff point for the texture
6614 // (0.9986 * 256 == 255.6)
6615 if (r_fog_exp2.integer)
6616 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6618 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6619 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6620 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6621 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6622 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6623 R_BuildFogHeightTexture();
6624 // fog color was already set
6625 // update the fog texture
6626 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)
6627 R_BuildFogTexture();
6628 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6629 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6632 r_refdef.fogenabled = false;
6635 if (r_refdef.fog_density)
6637 r_refdef.fogcolor[0] = r_refdef.fog_red;
6638 r_refdef.fogcolor[1] = r_refdef.fog_green;
6639 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6641 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6642 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6643 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6644 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6648 VectorCopy(r_refdef.fogcolor, fogvec);
6649 // color.rgb *= ContrastBoost * SceneBrightness;
6650 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6651 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6652 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6653 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6658 void R_UpdateVariables(void)
6662 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6664 r_refdef.farclip = r_farclip_base.value;
6665 if (r_refdef.scene.worldmodel)
6666 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6667 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6669 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6670 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6671 r_refdef.polygonfactor = 0;
6672 r_refdef.polygonoffset = 0;
6673 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6674 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6676 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6677 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6678 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6679 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6680 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6681 if (FAKELIGHT_ENABLED)
6683 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6685 if (r_showsurfaces.integer)
6687 r_refdef.scene.rtworld = false;
6688 r_refdef.scene.rtworldshadows = false;
6689 r_refdef.scene.rtdlight = false;
6690 r_refdef.scene.rtdlightshadows = false;
6691 r_refdef.lightmapintensity = 0;
6694 switch(vid.renderpath)
6696 case RENDERPATH_GL20:
6697 case RENDERPATH_D3D9:
6698 case RENDERPATH_D3D10:
6699 case RENDERPATH_D3D11:
6700 case RENDERPATH_SOFT:
6701 case RENDERPATH_GLES2:
6702 if(v_glslgamma.integer && !vid_gammatables_trivial)
6704 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6706 // build GLSL gamma texture
6707 #define RAMPWIDTH 256
6708 unsigned short ramp[RAMPWIDTH * 3];
6709 unsigned char rampbgr[RAMPWIDTH][4];
6712 r_texture_gammaramps_serial = vid_gammatables_serial;
6714 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6715 for(i = 0; i < RAMPWIDTH; ++i)
6717 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6718 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6719 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6722 if (r_texture_gammaramps)
6724 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6728 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6734 // remove GLSL gamma texture
6737 case RENDERPATH_GL11:
6738 case RENDERPATH_GL13:
6739 case RENDERPATH_GLES1:
6744 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6745 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6751 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6752 if( scenetype != r_currentscenetype ) {
6753 // store the old scenetype
6754 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6755 r_currentscenetype = scenetype;
6756 // move in the new scene
6757 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6766 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6768 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6769 if( scenetype == r_currentscenetype ) {
6770 return &r_refdef.scene;
6772 return &r_scenes_store[ scenetype ];
6776 static int R_SortEntities_Compare(const void *ap, const void *bp)
6778 const entity_render_t *a = *(const entity_render_t **)ap;
6779 const entity_render_t *b = *(const entity_render_t **)bp;
6782 if(a->model < b->model)
6784 if(a->model > b->model)
6788 // TODO possibly calculate the REAL skinnum here first using
6790 if(a->skinnum < b->skinnum)
6792 if(a->skinnum > b->skinnum)
6795 // everything we compared is equal
6798 static void R_SortEntities(void)
6800 // below or equal 2 ents, sorting never gains anything
6801 if(r_refdef.scene.numentities <= 2)
6804 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6812 int dpsoftrast_test;
6813 extern cvar_t r_shadow_bouncegrid;
6814 void R_RenderView(void)
6816 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6818 rtexture_t *depthtexture;
6819 rtexture_t *colortexture;
6821 dpsoftrast_test = r_test.integer;
6823 if (r_timereport_active)
6824 R_TimeReport("start");
6825 r_textureframe++; // used only by R_GetCurrentTexture
6826 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6828 if(R_CompileShader_CheckStaticParms())
6831 if (!r_drawentities.integer)
6832 r_refdef.scene.numentities = 0;
6833 else if (r_sortentities.integer)
6836 R_AnimCache_ClearCache();
6837 R_FrameData_NewFrame();
6839 /* adjust for stereo display */
6840 if(R_Stereo_Active())
6842 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6843 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6846 if (r_refdef.view.isoverlay)
6848 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6849 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6850 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6851 R_TimeReport("depthclear");
6853 r_refdef.view.showdebug = false;
6855 r_fb.water.enabled = false;
6856 r_fb.water.numwaterplanes = 0;
6858 R_RenderScene(0, NULL, NULL);
6860 r_refdef.view.matrix = originalmatrix;
6866 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6868 r_refdef.view.matrix = originalmatrix;
6872 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6874 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
6875 // in sRGB fallback, behave similar to true sRGB: convert this
6876 // value from linear to sRGB
6877 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
6879 R_RenderView_UpdateViewVectors();
6881 R_Shadow_UpdateWorldLightSelection();
6883 R_Bloom_StartFrame();
6884 R_Water_StartFrame();
6886 // now we probably have an fbo to render into
6888 depthtexture = r_fb.depthtexture;
6889 colortexture = r_fb.colortexture;
6892 if (r_timereport_active)
6893 R_TimeReport("viewsetup");
6895 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6897 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6899 R_ClearScreen(r_refdef.fogenabled);
6900 if (r_timereport_active)
6901 R_TimeReport("viewclear");
6903 r_refdef.view.clear = true;
6905 r_refdef.view.showdebug = true;
6908 if (r_timereport_active)
6909 R_TimeReport("visibility");
6911 R_Shadow_UpdateBounceGridTexture();
6912 if (r_timereport_active && r_shadow_bouncegrid.integer)
6913 R_TimeReport("bouncegrid");
6915 r_fb.water.numwaterplanes = 0;
6916 if (r_fb.water.enabled)
6917 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6919 R_RenderScene(fbo, depthtexture, colortexture);
6920 r_fb.water.numwaterplanes = 0;
6922 R_BlendView(fbo, depthtexture, colortexture);
6923 if (r_timereport_active)
6924 R_TimeReport("blendview");
6926 GL_Scissor(0, 0, vid.width, vid.height);
6927 GL_ScissorTest(false);
6929 r_refdef.view.matrix = originalmatrix;
6934 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6936 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6938 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6939 if (r_timereport_active)
6940 R_TimeReport("waterworld");
6943 // don't let sound skip if going slow
6944 if (r_refdef.scene.extraupdate)
6947 R_DrawModelsAddWaterPlanes();
6948 if (r_timereport_active)
6949 R_TimeReport("watermodels");
6951 if (r_fb.water.numwaterplanes)
6953 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6954 if (r_timereport_active)
6955 R_TimeReport("waterscenes");
6959 extern cvar_t cl_locs_show;
6960 static void R_DrawLocs(void);
6961 static void R_DrawEntityBBoxes(void);
6962 static void R_DrawModelDecals(void);
6963 extern cvar_t cl_decals_newsystem;
6964 extern qboolean r_shadow_usingdeferredprepass;
6965 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6967 qboolean shadowmapping = false;
6969 if (r_timereport_active)
6970 R_TimeReport("beginscene");
6972 r_refdef.stats.renders++;
6976 // don't let sound skip if going slow
6977 if (r_refdef.scene.extraupdate)
6980 R_MeshQueue_BeginScene();
6984 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);
6986 if (r_timereport_active)
6987 R_TimeReport("skystartframe");
6989 if (cl.csqc_vidvars.drawworld)
6991 // don't let sound skip if going slow
6992 if (r_refdef.scene.extraupdate)
6995 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6997 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6998 if (r_timereport_active)
6999 R_TimeReport("worldsky");
7002 if (R_DrawBrushModelsSky() && r_timereport_active)
7003 R_TimeReport("bmodelsky");
7005 if (skyrendermasked && skyrenderlater)
7007 // we have to force off the water clipping plane while rendering sky
7008 R_SetupView(false, fbo, depthtexture, colortexture);
7010 R_SetupView(true, fbo, depthtexture, colortexture);
7011 if (r_timereport_active)
7012 R_TimeReport("sky");
7016 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7017 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7018 R_Shadow_PrepareModelShadows();
7019 if (r_timereport_active)
7020 R_TimeReport("preparelights");
7022 if (R_Shadow_ShadowMappingEnabled())
7023 shadowmapping = true;
7025 if (r_shadow_usingdeferredprepass)
7026 R_Shadow_DrawPrepass();
7028 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7030 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7031 if (r_timereport_active)
7032 R_TimeReport("worlddepth");
7034 if (r_depthfirst.integer >= 2)
7036 R_DrawModelsDepth();
7037 if (r_timereport_active)
7038 R_TimeReport("modeldepth");
7041 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7043 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7044 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7045 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7046 // don't let sound skip if going slow
7047 if (r_refdef.scene.extraupdate)
7051 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7053 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7054 if (r_timereport_active)
7055 R_TimeReport("world");
7058 // don't let sound skip if going slow
7059 if (r_refdef.scene.extraupdate)
7063 if (r_timereport_active)
7064 R_TimeReport("models");
7066 // don't let sound skip if going slow
7067 if (r_refdef.scene.extraupdate)
7070 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7072 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7073 R_DrawModelShadows(fbo, depthtexture, colortexture);
7074 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7075 // don't let sound skip if going slow
7076 if (r_refdef.scene.extraupdate)
7080 if (!r_shadow_usingdeferredprepass)
7082 R_Shadow_DrawLights();
7083 if (r_timereport_active)
7084 R_TimeReport("rtlights");
7087 // don't let sound skip if going slow
7088 if (r_refdef.scene.extraupdate)
7091 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7093 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7094 R_DrawModelShadows(fbo, depthtexture, colortexture);
7095 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7096 // don't let sound skip if going slow
7097 if (r_refdef.scene.extraupdate)
7101 if (cl.csqc_vidvars.drawworld)
7103 if (cl_decals_newsystem.integer)
7105 R_DrawModelDecals();
7106 if (r_timereport_active)
7107 R_TimeReport("modeldecals");
7112 if (r_timereport_active)
7113 R_TimeReport("decals");
7117 if (r_timereport_active)
7118 R_TimeReport("particles");
7121 if (r_timereport_active)
7122 R_TimeReport("explosions");
7124 R_DrawLightningBeams();
7125 if (r_timereport_active)
7126 R_TimeReport("lightning");
7130 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7132 if (r_refdef.view.showdebug)
7134 if (cl_locs_show.integer)
7137 if (r_timereport_active)
7138 R_TimeReport("showlocs");
7141 if (r_drawportals.integer)
7144 if (r_timereport_active)
7145 R_TimeReport("portals");
7148 if (r_showbboxes.value > 0)
7150 R_DrawEntityBBoxes();
7151 if (r_timereport_active)
7152 R_TimeReport("bboxes");
7156 if (r_transparent.integer)
7158 R_MeshQueue_RenderTransparent();
7159 if (r_timereport_active)
7160 R_TimeReport("drawtrans");
7163 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7165 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7166 if (r_timereport_active)
7167 R_TimeReport("worlddebug");
7168 R_DrawModelsDebug();
7169 if (r_timereport_active)
7170 R_TimeReport("modeldebug");
7173 if (cl.csqc_vidvars.drawworld)
7175 R_Shadow_DrawCoronas();
7176 if (r_timereport_active)
7177 R_TimeReport("coronas");
7182 GL_DepthTest(false);
7183 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7184 GL_Color(1, 1, 1, 1);
7185 qglBegin(GL_POLYGON);
7186 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7187 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7188 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7189 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7191 qglBegin(GL_POLYGON);
7192 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7193 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7194 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7195 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7197 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7201 // don't let sound skip if going slow
7202 if (r_refdef.scene.extraupdate)
7206 static const unsigned short bboxelements[36] =
7216 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7219 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7221 RSurf_ActiveWorldEntity();
7223 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7224 GL_DepthMask(false);
7225 GL_DepthRange(0, 1);
7226 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7227 // R_Mesh_ResetTextureState();
7229 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7230 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7231 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7232 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7233 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7234 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7235 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7236 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7237 R_FillColors(color4f, 8, cr, cg, cb, ca);
7238 if (r_refdef.fogenabled)
7240 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7242 f1 = RSurf_FogVertex(v);
7244 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7245 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7246 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7249 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7250 R_Mesh_ResetTextureState();
7251 R_SetupShader_Generic_NoTexture(false, false);
7252 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7255 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7257 prvm_prog_t *prog = SVVM_prog;
7260 prvm_edict_t *edict;
7262 // this function draws bounding boxes of server entities
7266 GL_CullFace(GL_NONE);
7267 R_SetupShader_Generic_NoTexture(false, false);
7269 for (i = 0;i < numsurfaces;i++)
7271 edict = PRVM_EDICT_NUM(surfacelist[i]);
7272 switch ((int)PRVM_serveredictfloat(edict, solid))
7274 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7275 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7276 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7277 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7278 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7279 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7281 color[3] *= r_showbboxes.value;
7282 color[3] = bound(0, color[3], 1);
7283 GL_DepthTest(!r_showdisabledepthtest.integer);
7284 GL_CullFace(r_refdef.view.cullface_front);
7285 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7289 static void R_DrawEntityBBoxes(void)
7292 prvm_edict_t *edict;
7294 prvm_prog_t *prog = SVVM_prog;
7296 // this function draws bounding boxes of server entities
7300 for (i = 0;i < prog->num_edicts;i++)
7302 edict = PRVM_EDICT_NUM(i);
7303 if (edict->priv.server->free)
7305 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7306 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7308 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7310 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7311 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7315 static const int nomodelelement3i[24] =
7327 static const unsigned short nomodelelement3s[24] =
7339 static const float nomodelvertex3f[6*3] =
7349 static const float nomodelcolor4f[6*4] =
7351 0.0f, 0.0f, 0.5f, 1.0f,
7352 0.0f, 0.0f, 0.5f, 1.0f,
7353 0.0f, 0.5f, 0.0f, 1.0f,
7354 0.0f, 0.5f, 0.0f, 1.0f,
7355 0.5f, 0.0f, 0.0f, 1.0f,
7356 0.5f, 0.0f, 0.0f, 1.0f
7359 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7365 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7367 // this is only called once per entity so numsurfaces is always 1, and
7368 // surfacelist is always {0}, so this code does not handle batches
7370 if (rsurface.ent_flags & RENDER_ADDITIVE)
7372 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7373 GL_DepthMask(false);
7375 else if (rsurface.colormod[3] < 1)
7377 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7378 GL_DepthMask(false);
7382 GL_BlendFunc(GL_ONE, GL_ZERO);
7385 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7386 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7387 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7388 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7389 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7390 for (i = 0, c = color4f;i < 6;i++, c += 4)
7392 c[0] *= rsurface.colormod[0];
7393 c[1] *= rsurface.colormod[1];
7394 c[2] *= rsurface.colormod[2];
7395 c[3] *= rsurface.colormod[3];
7397 if (r_refdef.fogenabled)
7399 for (i = 0, c = color4f;i < 6;i++, c += 4)
7401 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7403 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7404 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7405 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7408 // R_Mesh_ResetTextureState();
7409 R_SetupShader_Generic_NoTexture(false, false);
7410 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7411 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7414 void R_DrawNoModel(entity_render_t *ent)
7417 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7418 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7419 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7421 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7424 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7426 vec3_t right1, right2, diff, normal;
7428 VectorSubtract (org2, org1, normal);
7430 // calculate 'right' vector for start
7431 VectorSubtract (r_refdef.view.origin, org1, diff);
7432 CrossProduct (normal, diff, right1);
7433 VectorNormalize (right1);
7435 // calculate 'right' vector for end
7436 VectorSubtract (r_refdef.view.origin, org2, diff);
7437 CrossProduct (normal, diff, right2);
7438 VectorNormalize (right2);
7440 vert[ 0] = org1[0] + width * right1[0];
7441 vert[ 1] = org1[1] + width * right1[1];
7442 vert[ 2] = org1[2] + width * right1[2];
7443 vert[ 3] = org1[0] - width * right1[0];
7444 vert[ 4] = org1[1] - width * right1[1];
7445 vert[ 5] = org1[2] - width * right1[2];
7446 vert[ 6] = org2[0] - width * right2[0];
7447 vert[ 7] = org2[1] - width * right2[1];
7448 vert[ 8] = org2[2] - width * right2[2];
7449 vert[ 9] = org2[0] + width * right2[0];
7450 vert[10] = org2[1] + width * right2[1];
7451 vert[11] = org2[2] + width * right2[2];
7454 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7456 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7457 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7458 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7459 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7460 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7461 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7462 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7463 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7464 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7465 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7466 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7467 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7470 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7475 VectorSet(v, x, y, z);
7476 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7477 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7479 if (i == mesh->numvertices)
7481 if (mesh->numvertices < mesh->maxvertices)
7483 VectorCopy(v, vertex3f);
7484 mesh->numvertices++;
7486 return mesh->numvertices;
7492 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7496 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7497 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7498 e = mesh->element3i + mesh->numtriangles * 3;
7499 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7501 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7502 if (mesh->numtriangles < mesh->maxtriangles)
7507 mesh->numtriangles++;
7509 element[1] = element[2];
7513 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7517 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7518 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7519 e = mesh->element3i + mesh->numtriangles * 3;
7520 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7522 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7523 if (mesh->numtriangles < mesh->maxtriangles)
7528 mesh->numtriangles++;
7530 element[1] = element[2];
7534 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7535 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7537 int planenum, planenum2;
7540 mplane_t *plane, *plane2;
7542 double temppoints[2][256*3];
7543 // figure out how large a bounding box we need to properly compute this brush
7545 for (w = 0;w < numplanes;w++)
7546 maxdist = max(maxdist, fabs(planes[w].dist));
7547 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7548 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7549 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7553 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7554 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7556 if (planenum2 == planenum)
7558 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);
7561 if (tempnumpoints < 3)
7563 // generate elements forming a triangle fan for this polygon
7564 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7568 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)
7570 texturelayer_t *layer;
7571 layer = t->currentlayers + t->currentnumlayers++;
7573 layer->depthmask = depthmask;
7574 layer->blendfunc1 = blendfunc1;
7575 layer->blendfunc2 = blendfunc2;
7576 layer->texture = texture;
7577 layer->texmatrix = *matrix;
7578 layer->color[0] = r;
7579 layer->color[1] = g;
7580 layer->color[2] = b;
7581 layer->color[3] = a;
7584 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7586 if(parms[0] == 0 && parms[1] == 0)
7588 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7589 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7594 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7597 index = parms[2] + rsurface.shadertime * parms[3];
7598 index -= floor(index);
7599 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7602 case Q3WAVEFUNC_NONE:
7603 case Q3WAVEFUNC_NOISE:
7604 case Q3WAVEFUNC_COUNT:
7607 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7608 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7609 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7610 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7611 case Q3WAVEFUNC_TRIANGLE:
7613 f = index - floor(index);
7626 f = parms[0] + parms[1] * f;
7627 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7628 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7632 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7638 matrix4x4_t matrix, temp;
7639 switch(tcmod->tcmod)
7643 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7644 matrix = r_waterscrollmatrix;
7646 matrix = identitymatrix;
7648 case Q3TCMOD_ENTITYTRANSLATE:
7649 // this is used in Q3 to allow the gamecode to control texcoord
7650 // scrolling on the entity, which is not supported in darkplaces yet.
7651 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7653 case Q3TCMOD_ROTATE:
7654 f = tcmod->parms[0] * rsurface.shadertime;
7655 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7656 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7657 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7660 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7662 case Q3TCMOD_SCROLL:
7663 // extra care is needed because of precision breakdown with large values of time
7664 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7665 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7666 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7668 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7669 w = (int) tcmod->parms[0];
7670 h = (int) tcmod->parms[1];
7671 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7673 idx = (int) floor(f * w * h);
7674 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7676 case Q3TCMOD_STRETCH:
7677 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7678 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7680 case Q3TCMOD_TRANSFORM:
7681 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7682 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7683 VectorSet(tcmat + 6, 0 , 0 , 1);
7684 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7685 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7687 case Q3TCMOD_TURBULENT:
7688 // this is handled in the RSurf_PrepareVertices function
7689 matrix = identitymatrix;
7693 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7696 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7698 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7699 char name[MAX_QPATH];
7700 skinframe_t *skinframe;
7701 unsigned char pixels[296*194];
7702 strlcpy(cache->name, skinname, sizeof(cache->name));
7703 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7704 if (developer_loading.integer)
7705 Con_Printf("loading %s\n", name);
7706 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7707 if (!skinframe || !skinframe->base)
7710 fs_offset_t filesize;
7712 f = FS_LoadFile(name, tempmempool, true, &filesize);
7715 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7716 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7720 cache->skinframe = skinframe;
7723 texture_t *R_GetCurrentTexture(texture_t *t)
7726 const entity_render_t *ent = rsurface.entity;
7727 dp_model_t *model = ent->model;
7728 q3shaderinfo_layer_tcmod_t *tcmod;
7730 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7731 return t->currentframe;
7732 t->update_lastrenderframe = r_textureframe;
7733 t->update_lastrenderentity = (void *)ent;
7735 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7736 t->camera_entity = ent->entitynumber;
7738 t->camera_entity = 0;
7740 // switch to an alternate material if this is a q1bsp animated material
7742 texture_t *texture = t;
7743 int s = rsurface.ent_skinnum;
7744 if ((unsigned int)s >= (unsigned int)model->numskins)
7746 if (model->skinscenes)
7748 if (model->skinscenes[s].framecount > 1)
7749 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7751 s = model->skinscenes[s].firstframe;
7754 t = t + s * model->num_surfaces;
7757 // use an alternate animation if the entity's frame is not 0,
7758 // and only if the texture has an alternate animation
7759 if (rsurface.ent_alttextures && t->anim_total[1])
7760 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7762 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7764 texture->currentframe = t;
7767 // update currentskinframe to be a qw skin or animation frame
7768 if (rsurface.ent_qwskin >= 0)
7770 i = rsurface.ent_qwskin;
7771 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7773 r_qwskincache_size = cl.maxclients;
7775 Mem_Free(r_qwskincache);
7776 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7778 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7779 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7780 t->currentskinframe = r_qwskincache[i].skinframe;
7781 if (t->currentskinframe == NULL)
7782 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7784 else if (t->numskinframes >= 2)
7785 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7786 if (t->backgroundnumskinframes >= 2)
7787 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7789 t->currentmaterialflags = t->basematerialflags;
7790 t->currentalpha = rsurface.colormod[3];
7791 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7792 t->currentalpha *= r_wateralpha.value;
7793 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7794 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7795 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7796 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7797 if (!(rsurface.ent_flags & RENDER_LIGHT))
7798 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7799 else if (FAKELIGHT_ENABLED)
7801 // no modellight if using fakelight for the map
7803 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7805 // pick a model lighting mode
7806 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7807 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7809 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7811 if (rsurface.ent_flags & RENDER_ADDITIVE)
7812 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7813 else if (t->currentalpha < 1)
7814 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7815 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7816 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7817 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7818 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7819 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7820 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7821 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7822 if (t->backgroundnumskinframes)
7823 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7824 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7826 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7827 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7830 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7831 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7833 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7834 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7836 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7837 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7839 // there is no tcmod
7840 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7842 t->currenttexmatrix = r_waterscrollmatrix;
7843 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7845 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7847 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7848 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7851 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7852 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7853 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7854 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7856 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7857 if (t->currentskinframe->qpixels)
7858 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7859 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7860 if (!t->basetexture)
7861 t->basetexture = r_texture_notexture;
7862 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7863 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7864 t->nmaptexture = t->currentskinframe->nmap;
7865 if (!t->nmaptexture)
7866 t->nmaptexture = r_texture_blanknormalmap;
7867 t->glosstexture = r_texture_black;
7868 t->glowtexture = t->currentskinframe->glow;
7869 t->fogtexture = t->currentskinframe->fog;
7870 t->reflectmasktexture = t->currentskinframe->reflect;
7871 if (t->backgroundnumskinframes)
7873 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7874 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7875 t->backgroundglosstexture = r_texture_black;
7876 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7877 if (!t->backgroundnmaptexture)
7878 t->backgroundnmaptexture = r_texture_blanknormalmap;
7882 t->backgroundbasetexture = r_texture_white;
7883 t->backgroundnmaptexture = r_texture_blanknormalmap;
7884 t->backgroundglosstexture = r_texture_black;
7885 t->backgroundglowtexture = NULL;
7887 t->specularpower = r_shadow_glossexponent.value;
7888 // TODO: store reference values for these in the texture?
7889 t->specularscale = 0;
7890 if (r_shadow_gloss.integer > 0)
7892 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7894 if (r_shadow_glossintensity.value > 0)
7896 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7897 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7898 t->specularscale = r_shadow_glossintensity.value;
7901 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7903 t->glosstexture = r_texture_white;
7904 t->backgroundglosstexture = r_texture_white;
7905 t->specularscale = r_shadow_gloss2intensity.value;
7906 t->specularpower = r_shadow_gloss2exponent.value;
7909 t->specularscale *= t->specularscalemod;
7910 t->specularpower *= t->specularpowermod;
7911 t->rtlightambient = 0;
7913 // lightmaps mode looks bad with dlights using actual texturing, so turn
7914 // off the colormap and glossmap, but leave the normalmap on as it still
7915 // accurately represents the shading involved
7916 if (gl_lightmaps.integer)
7918 t->basetexture = r_texture_grey128;
7919 t->pantstexture = r_texture_black;
7920 t->shirttexture = r_texture_black;
7921 t->nmaptexture = r_texture_blanknormalmap;
7922 t->glosstexture = r_texture_black;
7923 t->glowtexture = NULL;
7924 t->fogtexture = NULL;
7925 t->reflectmasktexture = NULL;
7926 t->backgroundbasetexture = NULL;
7927 t->backgroundnmaptexture = r_texture_blanknormalmap;
7928 t->backgroundglosstexture = r_texture_black;
7929 t->backgroundglowtexture = NULL;
7930 t->specularscale = 0;
7931 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7934 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7935 VectorClear(t->dlightcolor);
7936 t->currentnumlayers = 0;
7937 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7939 int blendfunc1, blendfunc2;
7941 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7943 blendfunc1 = GL_SRC_ALPHA;
7944 blendfunc2 = GL_ONE;
7946 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7948 blendfunc1 = GL_SRC_ALPHA;
7949 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7951 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7953 blendfunc1 = t->customblendfunc[0];
7954 blendfunc2 = t->customblendfunc[1];
7958 blendfunc1 = GL_ONE;
7959 blendfunc2 = GL_ZERO;
7961 // don't colormod evilblend textures
7962 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7963 VectorSet(t->lightmapcolor, 1, 1, 1);
7964 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7965 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7967 // fullbright is not affected by r_refdef.lightmapintensity
7968 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]);
7969 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7970 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7971 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7972 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7976 vec3_t ambientcolor;
7978 // set the color tint used for lights affecting this surface
7979 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7981 // q3bsp has no lightmap updates, so the lightstylevalue that
7982 // would normally be baked into the lightmap must be
7983 // applied to the color
7984 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7985 if (model->type == mod_brushq3)
7986 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7987 colorscale *= r_refdef.lightmapintensity;
7988 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7989 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7990 // basic lit geometry
7991 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]);
7992 // add pants/shirt if needed
7993 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7994 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7995 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7996 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7997 // now add ambient passes if needed
7998 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8000 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]);
8001 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8002 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8003 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8004 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8007 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8008 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8009 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8011 // if this is opaque use alpha blend which will darken the earlier
8014 // if this is an alpha blended material, all the earlier passes
8015 // were darkened by fog already, so we only need to add the fog
8016 // color ontop through the fog mask texture
8018 // if this is an additive blended material, all the earlier passes
8019 // were darkened by fog already, and we should not add fog color
8020 // (because the background was not darkened, there is no fog color
8021 // that was lost behind it).
8022 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8026 return t->currentframe;
8029 rsurfacestate_t rsurface;
8031 void RSurf_ActiveWorldEntity(void)
8033 dp_model_t *model = r_refdef.scene.worldmodel;
8034 //if (rsurface.entity == r_refdef.scene.worldentity)
8036 rsurface.entity = r_refdef.scene.worldentity;
8037 rsurface.skeleton = NULL;
8038 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8039 rsurface.ent_skinnum = 0;
8040 rsurface.ent_qwskin = -1;
8041 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8042 rsurface.shadertime = r_refdef.scene.time;
8043 rsurface.matrix = identitymatrix;
8044 rsurface.inversematrix = identitymatrix;
8045 rsurface.matrixscale = 1;
8046 rsurface.inversematrixscale = 1;
8047 R_EntityMatrix(&identitymatrix);
8048 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8049 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8050 rsurface.fograngerecip = r_refdef.fograngerecip;
8051 rsurface.fogheightfade = r_refdef.fogheightfade;
8052 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8053 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8054 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8055 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8056 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8057 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8058 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8059 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8060 rsurface.colormod[3] = 1;
8061 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8062 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8063 rsurface.frameblend[0].lerp = 1;
8064 rsurface.ent_alttextures = false;
8065 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8066 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8067 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8068 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8069 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8070 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8071 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8072 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8073 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8074 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8075 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8076 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8077 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8078 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8079 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8080 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8081 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8082 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8083 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8084 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8085 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8086 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8087 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8088 rsurface.modelelement3i = model->surfmesh.data_element3i;
8089 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8090 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8091 rsurface.modelelement3s = model->surfmesh.data_element3s;
8092 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8093 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8094 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8095 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8096 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8097 rsurface.modelsurfaces = model->data_surfaces;
8098 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8099 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8100 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8101 rsurface.modelgeneratedvertex = false;
8102 rsurface.batchgeneratedvertex = false;
8103 rsurface.batchfirstvertex = 0;
8104 rsurface.batchnumvertices = 0;
8105 rsurface.batchfirsttriangle = 0;
8106 rsurface.batchnumtriangles = 0;
8107 rsurface.batchvertex3f = NULL;
8108 rsurface.batchvertex3f_vertexbuffer = NULL;
8109 rsurface.batchvertex3f_bufferoffset = 0;
8110 rsurface.batchsvector3f = NULL;
8111 rsurface.batchsvector3f_vertexbuffer = NULL;
8112 rsurface.batchsvector3f_bufferoffset = 0;
8113 rsurface.batchtvector3f = NULL;
8114 rsurface.batchtvector3f_vertexbuffer = NULL;
8115 rsurface.batchtvector3f_bufferoffset = 0;
8116 rsurface.batchnormal3f = NULL;
8117 rsurface.batchnormal3f_vertexbuffer = NULL;
8118 rsurface.batchnormal3f_bufferoffset = 0;
8119 rsurface.batchlightmapcolor4f = NULL;
8120 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8121 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8122 rsurface.batchtexcoordtexture2f = NULL;
8123 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8124 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8125 rsurface.batchtexcoordlightmap2f = NULL;
8126 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8127 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8128 rsurface.batchvertexmesh = NULL;
8129 rsurface.batchvertexmeshbuffer = NULL;
8130 rsurface.batchvertex3fbuffer = NULL;
8131 rsurface.batchelement3i = NULL;
8132 rsurface.batchelement3i_indexbuffer = NULL;
8133 rsurface.batchelement3i_bufferoffset = 0;
8134 rsurface.batchelement3s = NULL;
8135 rsurface.batchelement3s_indexbuffer = NULL;
8136 rsurface.batchelement3s_bufferoffset = 0;
8137 rsurface.passcolor4f = NULL;
8138 rsurface.passcolor4f_vertexbuffer = NULL;
8139 rsurface.passcolor4f_bufferoffset = 0;
8142 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8144 dp_model_t *model = ent->model;
8145 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8147 rsurface.entity = (entity_render_t *)ent;
8148 rsurface.skeleton = ent->skeleton;
8149 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8150 rsurface.ent_skinnum = ent->skinnum;
8151 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8152 rsurface.ent_flags = ent->flags;
8153 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8154 rsurface.matrix = ent->matrix;
8155 rsurface.inversematrix = ent->inversematrix;
8156 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8157 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8158 R_EntityMatrix(&rsurface.matrix);
8159 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8160 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8161 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8162 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8163 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8164 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8165 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8166 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8167 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8168 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8169 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8170 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8171 rsurface.colormod[3] = ent->alpha;
8172 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8173 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8174 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8175 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8176 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8177 if (ent->model->brush.submodel && !prepass)
8179 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8180 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8182 if (model->surfmesh.isanimated && model->AnimateVertices)
8184 if (ent->animcache_vertex3f)
8186 rsurface.modelvertex3f = ent->animcache_vertex3f;
8187 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8188 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8189 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8190 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8191 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8192 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8194 else if (wanttangents)
8196 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8197 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8198 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8199 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8200 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8201 rsurface.modelvertexmesh = NULL;
8202 rsurface.modelvertexmeshbuffer = NULL;
8203 rsurface.modelvertex3fbuffer = NULL;
8205 else if (wantnormals)
8207 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8208 rsurface.modelsvector3f = NULL;
8209 rsurface.modeltvector3f = NULL;
8210 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8211 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8212 rsurface.modelvertexmesh = NULL;
8213 rsurface.modelvertexmeshbuffer = NULL;
8214 rsurface.modelvertex3fbuffer = NULL;
8218 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8219 rsurface.modelsvector3f = NULL;
8220 rsurface.modeltvector3f = NULL;
8221 rsurface.modelnormal3f = NULL;
8222 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8223 rsurface.modelvertexmesh = NULL;
8224 rsurface.modelvertexmeshbuffer = NULL;
8225 rsurface.modelvertex3fbuffer = NULL;
8227 rsurface.modelvertex3f_vertexbuffer = 0;
8228 rsurface.modelvertex3f_bufferoffset = 0;
8229 rsurface.modelsvector3f_vertexbuffer = 0;
8230 rsurface.modelsvector3f_bufferoffset = 0;
8231 rsurface.modeltvector3f_vertexbuffer = 0;
8232 rsurface.modeltvector3f_bufferoffset = 0;
8233 rsurface.modelnormal3f_vertexbuffer = 0;
8234 rsurface.modelnormal3f_bufferoffset = 0;
8235 rsurface.modelgeneratedvertex = true;
8239 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8240 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8241 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8242 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8243 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8244 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8245 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8246 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8247 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8248 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8249 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8250 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8251 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8252 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8253 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8254 rsurface.modelgeneratedvertex = false;
8256 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8257 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8258 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8259 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8260 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8261 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8262 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8263 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8264 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8265 rsurface.modelelement3i = model->surfmesh.data_element3i;
8266 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8267 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8268 rsurface.modelelement3s = model->surfmesh.data_element3s;
8269 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8270 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8271 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8272 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8273 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8274 rsurface.modelsurfaces = model->data_surfaces;
8275 rsurface.batchgeneratedvertex = false;
8276 rsurface.batchfirstvertex = 0;
8277 rsurface.batchnumvertices = 0;
8278 rsurface.batchfirsttriangle = 0;
8279 rsurface.batchnumtriangles = 0;
8280 rsurface.batchvertex3f = NULL;
8281 rsurface.batchvertex3f_vertexbuffer = NULL;
8282 rsurface.batchvertex3f_bufferoffset = 0;
8283 rsurface.batchsvector3f = NULL;
8284 rsurface.batchsvector3f_vertexbuffer = NULL;
8285 rsurface.batchsvector3f_bufferoffset = 0;
8286 rsurface.batchtvector3f = NULL;
8287 rsurface.batchtvector3f_vertexbuffer = NULL;
8288 rsurface.batchtvector3f_bufferoffset = 0;
8289 rsurface.batchnormal3f = NULL;
8290 rsurface.batchnormal3f_vertexbuffer = NULL;
8291 rsurface.batchnormal3f_bufferoffset = 0;
8292 rsurface.batchlightmapcolor4f = NULL;
8293 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8294 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8295 rsurface.batchtexcoordtexture2f = NULL;
8296 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8297 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8298 rsurface.batchtexcoordlightmap2f = NULL;
8299 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8300 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8301 rsurface.batchvertexmesh = NULL;
8302 rsurface.batchvertexmeshbuffer = NULL;
8303 rsurface.batchvertex3fbuffer = NULL;
8304 rsurface.batchelement3i = NULL;
8305 rsurface.batchelement3i_indexbuffer = NULL;
8306 rsurface.batchelement3i_bufferoffset = 0;
8307 rsurface.batchelement3s = NULL;
8308 rsurface.batchelement3s_indexbuffer = NULL;
8309 rsurface.batchelement3s_bufferoffset = 0;
8310 rsurface.passcolor4f = NULL;
8311 rsurface.passcolor4f_vertexbuffer = NULL;
8312 rsurface.passcolor4f_bufferoffset = 0;
8315 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8317 rsurface.entity = r_refdef.scene.worldentity;
8318 rsurface.skeleton = NULL;
8319 rsurface.ent_skinnum = 0;
8320 rsurface.ent_qwskin = -1;
8321 rsurface.ent_flags = entflags;
8322 rsurface.shadertime = r_refdef.scene.time - shadertime;
8323 rsurface.modelnumvertices = numvertices;
8324 rsurface.modelnumtriangles = numtriangles;
8325 rsurface.matrix = *matrix;
8326 rsurface.inversematrix = *inversematrix;
8327 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8328 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8329 R_EntityMatrix(&rsurface.matrix);
8330 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8331 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8332 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8333 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8334 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8335 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8336 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8337 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8338 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8339 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8340 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8341 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8342 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8343 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8344 rsurface.frameblend[0].lerp = 1;
8345 rsurface.ent_alttextures = false;
8346 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8347 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8350 rsurface.modelvertex3f = (float *)vertex3f;
8351 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8352 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8353 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8355 else if (wantnormals)
8357 rsurface.modelvertex3f = (float *)vertex3f;
8358 rsurface.modelsvector3f = NULL;
8359 rsurface.modeltvector3f = NULL;
8360 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8364 rsurface.modelvertex3f = (float *)vertex3f;
8365 rsurface.modelsvector3f = NULL;
8366 rsurface.modeltvector3f = NULL;
8367 rsurface.modelnormal3f = NULL;
8369 rsurface.modelvertexmesh = NULL;
8370 rsurface.modelvertexmeshbuffer = NULL;
8371 rsurface.modelvertex3fbuffer = NULL;
8372 rsurface.modelvertex3f_vertexbuffer = 0;
8373 rsurface.modelvertex3f_bufferoffset = 0;
8374 rsurface.modelsvector3f_vertexbuffer = 0;
8375 rsurface.modelsvector3f_bufferoffset = 0;
8376 rsurface.modeltvector3f_vertexbuffer = 0;
8377 rsurface.modeltvector3f_bufferoffset = 0;
8378 rsurface.modelnormal3f_vertexbuffer = 0;
8379 rsurface.modelnormal3f_bufferoffset = 0;
8380 rsurface.modelgeneratedvertex = true;
8381 rsurface.modellightmapcolor4f = (float *)color4f;
8382 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8383 rsurface.modellightmapcolor4f_bufferoffset = 0;
8384 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8385 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8386 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8387 rsurface.modeltexcoordlightmap2f = NULL;
8388 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8389 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8390 rsurface.modelelement3i = (int *)element3i;
8391 rsurface.modelelement3i_indexbuffer = NULL;
8392 rsurface.modelelement3i_bufferoffset = 0;
8393 rsurface.modelelement3s = (unsigned short *)element3s;
8394 rsurface.modelelement3s_indexbuffer = NULL;
8395 rsurface.modelelement3s_bufferoffset = 0;
8396 rsurface.modellightmapoffsets = NULL;
8397 rsurface.modelsurfaces = NULL;
8398 rsurface.batchgeneratedvertex = false;
8399 rsurface.batchfirstvertex = 0;
8400 rsurface.batchnumvertices = 0;
8401 rsurface.batchfirsttriangle = 0;
8402 rsurface.batchnumtriangles = 0;
8403 rsurface.batchvertex3f = NULL;
8404 rsurface.batchvertex3f_vertexbuffer = NULL;
8405 rsurface.batchvertex3f_bufferoffset = 0;
8406 rsurface.batchsvector3f = NULL;
8407 rsurface.batchsvector3f_vertexbuffer = NULL;
8408 rsurface.batchsvector3f_bufferoffset = 0;
8409 rsurface.batchtvector3f = NULL;
8410 rsurface.batchtvector3f_vertexbuffer = NULL;
8411 rsurface.batchtvector3f_bufferoffset = 0;
8412 rsurface.batchnormal3f = NULL;
8413 rsurface.batchnormal3f_vertexbuffer = NULL;
8414 rsurface.batchnormal3f_bufferoffset = 0;
8415 rsurface.batchlightmapcolor4f = NULL;
8416 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8417 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8418 rsurface.batchtexcoordtexture2f = NULL;
8419 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8420 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8421 rsurface.batchtexcoordlightmap2f = NULL;
8422 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8423 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8424 rsurface.batchvertexmesh = NULL;
8425 rsurface.batchvertexmeshbuffer = NULL;
8426 rsurface.batchvertex3fbuffer = NULL;
8427 rsurface.batchelement3i = NULL;
8428 rsurface.batchelement3i_indexbuffer = NULL;
8429 rsurface.batchelement3i_bufferoffset = 0;
8430 rsurface.batchelement3s = NULL;
8431 rsurface.batchelement3s_indexbuffer = NULL;
8432 rsurface.batchelement3s_bufferoffset = 0;
8433 rsurface.passcolor4f = NULL;
8434 rsurface.passcolor4f_vertexbuffer = NULL;
8435 rsurface.passcolor4f_bufferoffset = 0;
8437 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8439 if ((wantnormals || wanttangents) && !normal3f)
8441 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8442 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8444 if (wanttangents && !svector3f)
8446 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8447 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8448 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8453 float RSurf_FogPoint(const float *v)
8455 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8456 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8457 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8458 float FogHeightFade = r_refdef.fogheightfade;
8460 unsigned int fogmasktableindex;
8461 if (r_refdef.fogplaneviewabove)
8462 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8464 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8465 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8466 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8469 float RSurf_FogVertex(const float *v)
8471 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8472 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8473 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8474 float FogHeightFade = rsurface.fogheightfade;
8476 unsigned int fogmasktableindex;
8477 if (r_refdef.fogplaneviewabove)
8478 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8480 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8481 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8482 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8485 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8488 for (i = 0;i < numelements;i++)
8489 outelement3i[i] = inelement3i[i] + adjust;
8492 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8493 extern cvar_t gl_vbo;
8494 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8502 int surfacefirsttriangle;
8503 int surfacenumtriangles;
8504 int surfacefirstvertex;
8505 int surfaceendvertex;
8506 int surfacenumvertices;
8507 int batchnumvertices;
8508 int batchnumtriangles;
8512 qboolean dynamicvertex;
8516 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8518 q3shaderinfo_deform_t *deform;
8519 const msurface_t *surface, *firstsurface;
8520 r_vertexmesh_t *vertexmesh;
8521 if (!texturenumsurfaces)
8523 // find vertex range of this surface batch
8525 firstsurface = texturesurfacelist[0];
8526 firsttriangle = firstsurface->num_firsttriangle;
8527 batchnumvertices = 0;
8528 batchnumtriangles = 0;
8529 firstvertex = endvertex = firstsurface->num_firstvertex;
8530 for (i = 0;i < texturenumsurfaces;i++)
8532 surface = texturesurfacelist[i];
8533 if (surface != firstsurface + i)
8535 surfacefirstvertex = surface->num_firstvertex;
8536 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8537 surfacenumvertices = surface->num_vertices;
8538 surfacenumtriangles = surface->num_triangles;
8539 if (firstvertex > surfacefirstvertex)
8540 firstvertex = surfacefirstvertex;
8541 if (endvertex < surfaceendvertex)
8542 endvertex = surfaceendvertex;
8543 batchnumvertices += surfacenumvertices;
8544 batchnumtriangles += surfacenumtriangles;
8547 // we now know the vertex range used, and if there are any gaps in it
8548 rsurface.batchfirstvertex = firstvertex;
8549 rsurface.batchnumvertices = endvertex - firstvertex;
8550 rsurface.batchfirsttriangle = firsttriangle;
8551 rsurface.batchnumtriangles = batchnumtriangles;
8553 // this variable holds flags for which properties have been updated that
8554 // may require regenerating vertexmesh array...
8557 // check if any dynamic vertex processing must occur
8558 dynamicvertex = false;
8560 // if there is a chance of animated vertex colors, it's a dynamic batch
8561 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8563 dynamicvertex = true;
8564 batchneed |= BATCHNEED_NOGAPS;
8565 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8568 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8570 switch (deform->deform)
8573 case Q3DEFORM_PROJECTIONSHADOW:
8574 case Q3DEFORM_TEXT0:
8575 case Q3DEFORM_TEXT1:
8576 case Q3DEFORM_TEXT2:
8577 case Q3DEFORM_TEXT3:
8578 case Q3DEFORM_TEXT4:
8579 case Q3DEFORM_TEXT5:
8580 case Q3DEFORM_TEXT6:
8581 case Q3DEFORM_TEXT7:
8584 case Q3DEFORM_AUTOSPRITE:
8585 dynamicvertex = true;
8586 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8587 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8589 case Q3DEFORM_AUTOSPRITE2:
8590 dynamicvertex = true;
8591 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8592 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8594 case Q3DEFORM_NORMAL:
8595 dynamicvertex = true;
8596 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8597 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8600 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8601 break; // if wavefunc is a nop, ignore this transform
8602 dynamicvertex = true;
8603 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8604 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8606 case Q3DEFORM_BULGE:
8607 dynamicvertex = true;
8608 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8609 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8612 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8613 break; // if wavefunc is a nop, ignore this transform
8614 dynamicvertex = true;
8615 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8616 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8620 switch(rsurface.texture->tcgen.tcgen)
8623 case Q3TCGEN_TEXTURE:
8625 case Q3TCGEN_LIGHTMAP:
8626 dynamicvertex = true;
8627 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8628 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8630 case Q3TCGEN_VECTOR:
8631 dynamicvertex = true;
8632 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8633 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8635 case Q3TCGEN_ENVIRONMENT:
8636 dynamicvertex = true;
8637 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8638 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8641 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8643 dynamicvertex = true;
8644 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8645 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8648 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8650 dynamicvertex = true;
8651 batchneed |= BATCHNEED_NOGAPS;
8652 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8655 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8657 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8658 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8659 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8660 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8661 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8662 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8663 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8666 // when the model data has no vertex buffer (dynamic mesh), we need to
8668 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8669 batchneed |= BATCHNEED_NOGAPS;
8671 // if needsupdate, we have to do a dynamic vertex batch for sure
8672 if (needsupdate & batchneed)
8673 dynamicvertex = true;
8675 // see if we need to build vertexmesh from arrays
8676 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8677 dynamicvertex = true;
8679 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8680 // also some drivers strongly dislike firstvertex
8681 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8682 dynamicvertex = true;
8684 rsurface.batchvertex3f = rsurface.modelvertex3f;
8685 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8686 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8687 rsurface.batchsvector3f = rsurface.modelsvector3f;
8688 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8689 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8690 rsurface.batchtvector3f = rsurface.modeltvector3f;
8691 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8692 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8693 rsurface.batchnormal3f = rsurface.modelnormal3f;
8694 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8695 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8696 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8697 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8698 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8699 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8700 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8701 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8702 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8703 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8704 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8705 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8706 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8707 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8708 rsurface.batchelement3i = rsurface.modelelement3i;
8709 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8710 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8711 rsurface.batchelement3s = rsurface.modelelement3s;
8712 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8713 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8715 // if any dynamic vertex processing has to occur in software, we copy the
8716 // entire surface list together before processing to rebase the vertices
8717 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8719 // if any gaps exist and we do not have a static vertex buffer, we have to
8720 // copy the surface list together to avoid wasting upload bandwidth on the
8721 // vertices in the gaps.
8723 // if gaps exist and we have a static vertex buffer, we still have to
8724 // combine the index buffer ranges into one dynamic index buffer.
8726 // in all cases we end up with data that can be drawn in one call.
8730 // static vertex data, just set pointers...
8731 rsurface.batchgeneratedvertex = false;
8732 // if there are gaps, we want to build a combined index buffer,
8733 // otherwise use the original static buffer with an appropriate offset
8736 // build a new triangle elements array for this batch
8737 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8738 rsurface.batchfirsttriangle = 0;
8740 for (i = 0;i < texturenumsurfaces;i++)
8742 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8743 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8744 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8745 numtriangles += surfacenumtriangles;
8747 rsurface.batchelement3i_indexbuffer = NULL;
8748 rsurface.batchelement3i_bufferoffset = 0;
8749 rsurface.batchelement3s = NULL;
8750 rsurface.batchelement3s_indexbuffer = NULL;
8751 rsurface.batchelement3s_bufferoffset = 0;
8752 if (endvertex <= 65536)
8754 // make a 16bit (unsigned short) index array if possible
8755 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8756 for (i = 0;i < numtriangles*3;i++)
8757 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8763 // something needs software processing, do it for real...
8764 // we only directly handle separate array data in this case and then
8765 // generate interleaved data if needed...
8766 rsurface.batchgeneratedvertex = true;
8768 // now copy the vertex data into a combined array and make an index array
8769 // (this is what Quake3 does all the time)
8770 //if (gaps || rsurface.batchfirstvertex)
8772 rsurface.batchvertex3fbuffer = NULL;
8773 rsurface.batchvertexmesh = NULL;
8774 rsurface.batchvertexmeshbuffer = NULL;
8775 rsurface.batchvertex3f = NULL;
8776 rsurface.batchvertex3f_vertexbuffer = NULL;
8777 rsurface.batchvertex3f_bufferoffset = 0;
8778 rsurface.batchsvector3f = NULL;
8779 rsurface.batchsvector3f_vertexbuffer = NULL;
8780 rsurface.batchsvector3f_bufferoffset = 0;
8781 rsurface.batchtvector3f = NULL;
8782 rsurface.batchtvector3f_vertexbuffer = NULL;
8783 rsurface.batchtvector3f_bufferoffset = 0;
8784 rsurface.batchnormal3f = NULL;
8785 rsurface.batchnormal3f_vertexbuffer = NULL;
8786 rsurface.batchnormal3f_bufferoffset = 0;
8787 rsurface.batchlightmapcolor4f = NULL;
8788 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8789 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8790 rsurface.batchtexcoordtexture2f = NULL;
8791 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8792 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8793 rsurface.batchtexcoordlightmap2f = NULL;
8794 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8795 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8796 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8797 rsurface.batchelement3i_indexbuffer = NULL;
8798 rsurface.batchelement3i_bufferoffset = 0;
8799 rsurface.batchelement3s = NULL;
8800 rsurface.batchelement3s_indexbuffer = NULL;
8801 rsurface.batchelement3s_bufferoffset = 0;
8802 // we'll only be setting up certain arrays as needed
8803 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8804 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8805 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8806 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8807 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8808 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8809 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8811 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8812 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8814 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8815 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8816 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8817 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8818 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8819 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8822 for (i = 0;i < texturenumsurfaces;i++)
8824 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8825 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8826 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8827 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8828 // copy only the data requested
8829 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8830 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8831 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8833 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8835 if (rsurface.batchvertex3f)
8836 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8838 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8840 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8842 if (rsurface.modelnormal3f)
8843 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8845 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8847 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8849 if (rsurface.modelsvector3f)
8851 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8852 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8856 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8857 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8860 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8862 if (rsurface.modellightmapcolor4f)
8863 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8865 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8867 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8869 if (rsurface.modeltexcoordtexture2f)
8870 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8872 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8874 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8876 if (rsurface.modeltexcoordlightmap2f)
8877 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8879 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8882 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8883 numvertices += surfacenumvertices;
8884 numtriangles += surfacenumtriangles;
8887 // generate a 16bit index array as well if possible
8888 // (in general, dynamic batches fit)
8889 if (numvertices <= 65536)
8891 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8892 for (i = 0;i < numtriangles*3;i++)
8893 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8896 // since we've copied everything, the batch now starts at 0
8897 rsurface.batchfirstvertex = 0;
8898 rsurface.batchnumvertices = batchnumvertices;
8899 rsurface.batchfirsttriangle = 0;
8900 rsurface.batchnumtriangles = batchnumtriangles;
8903 // q1bsp surfaces rendered in vertex color mode have to have colors
8904 // calculated based on lightstyles
8905 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8907 // generate color arrays for the surfaces in this list
8912 const unsigned char *lm;
8913 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8914 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8915 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8917 for (i = 0;i < texturenumsurfaces;i++)
8919 surface = texturesurfacelist[i];
8920 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8921 surfacenumvertices = surface->num_vertices;
8922 if (surface->lightmapinfo->samples)
8924 for (j = 0;j < surfacenumvertices;j++)
8926 lm = surface->lightmapinfo->samples + offsets[j];
8927 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8928 VectorScale(lm, scale, c);
8929 if (surface->lightmapinfo->styles[1] != 255)
8931 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8933 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8934 VectorMA(c, scale, lm, c);
8935 if (surface->lightmapinfo->styles[2] != 255)
8938 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8939 VectorMA(c, scale, lm, c);
8940 if (surface->lightmapinfo->styles[3] != 255)
8943 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8944 VectorMA(c, scale, lm, c);
8951 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8957 for (j = 0;j < surfacenumvertices;j++)
8959 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8966 // if vertices are deformed (sprite flares and things in maps, possibly
8967 // water waves, bulges and other deformations), modify the copied vertices
8969 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8971 switch (deform->deform)
8974 case Q3DEFORM_PROJECTIONSHADOW:
8975 case Q3DEFORM_TEXT0:
8976 case Q3DEFORM_TEXT1:
8977 case Q3DEFORM_TEXT2:
8978 case Q3DEFORM_TEXT3:
8979 case Q3DEFORM_TEXT4:
8980 case Q3DEFORM_TEXT5:
8981 case Q3DEFORM_TEXT6:
8982 case Q3DEFORM_TEXT7:
8985 case Q3DEFORM_AUTOSPRITE:
8986 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8987 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8988 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8989 VectorNormalize(newforward);
8990 VectorNormalize(newright);
8991 VectorNormalize(newup);
8992 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8993 // rsurface.batchvertex3f_vertexbuffer = NULL;
8994 // rsurface.batchvertex3f_bufferoffset = 0;
8995 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8996 // rsurface.batchsvector3f_vertexbuffer = NULL;
8997 // rsurface.batchsvector3f_bufferoffset = 0;
8998 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8999 // rsurface.batchtvector3f_vertexbuffer = NULL;
9000 // rsurface.batchtvector3f_bufferoffset = 0;
9001 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9002 // rsurface.batchnormal3f_vertexbuffer = NULL;
9003 // rsurface.batchnormal3f_bufferoffset = 0;
9004 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9005 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9006 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9007 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9008 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9009 // a single autosprite surface can contain multiple sprites...
9010 for (j = 0;j < batchnumvertices - 3;j += 4)
9012 VectorClear(center);
9013 for (i = 0;i < 4;i++)
9014 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9015 VectorScale(center, 0.25f, center);
9016 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9017 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9018 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9019 for (i = 0;i < 4;i++)
9021 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9022 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9025 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9026 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9027 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9029 case Q3DEFORM_AUTOSPRITE2:
9030 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9031 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9032 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9033 VectorNormalize(newforward);
9034 VectorNormalize(newright);
9035 VectorNormalize(newup);
9036 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9037 // rsurface.batchvertex3f_vertexbuffer = NULL;
9038 // rsurface.batchvertex3f_bufferoffset = 0;
9040 const float *v1, *v2;
9050 memset(shortest, 0, sizeof(shortest));
9051 // a single autosprite surface can contain multiple sprites...
9052 for (j = 0;j < batchnumvertices - 3;j += 4)
9054 VectorClear(center);
9055 for (i = 0;i < 4;i++)
9056 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9057 VectorScale(center, 0.25f, center);
9058 // find the two shortest edges, then use them to define the
9059 // axis vectors for rotating around the central axis
9060 for (i = 0;i < 6;i++)
9062 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9063 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9064 l = VectorDistance2(v1, v2);
9065 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9067 l += (1.0f / 1024.0f);
9068 if (shortest[0].length2 > l || i == 0)
9070 shortest[1] = shortest[0];
9071 shortest[0].length2 = l;
9072 shortest[0].v1 = v1;
9073 shortest[0].v2 = v2;
9075 else if (shortest[1].length2 > l || i == 1)
9077 shortest[1].length2 = l;
9078 shortest[1].v1 = v1;
9079 shortest[1].v2 = v2;
9082 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9083 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9084 // this calculates the right vector from the shortest edge
9085 // and the up vector from the edge midpoints
9086 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9087 VectorNormalize(right);
9088 VectorSubtract(end, start, up);
9089 VectorNormalize(up);
9090 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9091 VectorSubtract(rsurface.localvieworigin, center, forward);
9092 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9093 VectorNegate(forward, forward);
9094 VectorReflect(forward, 0, up, forward);
9095 VectorNormalize(forward);
9096 CrossProduct(up, forward, newright);
9097 VectorNormalize(newright);
9098 // rotate the quad around the up axis vector, this is made
9099 // especially easy by the fact we know the quad is flat,
9100 // so we only have to subtract the center position and
9101 // measure distance along the right vector, and then
9102 // multiply that by the newright vector and add back the
9104 // we also need to subtract the old position to undo the
9105 // displacement from the center, which we do with a
9106 // DotProduct, the subtraction/addition of center is also
9107 // optimized into DotProducts here
9108 l = DotProduct(right, center);
9109 for (i = 0;i < 4;i++)
9111 v1 = rsurface.batchvertex3f + 3*(j+i);
9112 f = DotProduct(right, v1) - l;
9113 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9117 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9119 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9120 // rsurface.batchnormal3f_vertexbuffer = NULL;
9121 // rsurface.batchnormal3f_bufferoffset = 0;
9122 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9124 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9126 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9127 // rsurface.batchsvector3f_vertexbuffer = NULL;
9128 // rsurface.batchsvector3f_bufferoffset = 0;
9129 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9130 // rsurface.batchtvector3f_vertexbuffer = NULL;
9131 // rsurface.batchtvector3f_bufferoffset = 0;
9132 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9135 case Q3DEFORM_NORMAL:
9136 // deform the normals to make reflections wavey
9137 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9138 rsurface.batchnormal3f_vertexbuffer = NULL;
9139 rsurface.batchnormal3f_bufferoffset = 0;
9140 for (j = 0;j < batchnumvertices;j++)
9143 float *normal = rsurface.batchnormal3f + 3*j;
9144 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9145 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9146 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9147 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9148 VectorNormalize(normal);
9150 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9152 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9153 // rsurface.batchsvector3f_vertexbuffer = NULL;
9154 // rsurface.batchsvector3f_bufferoffset = 0;
9155 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9156 // rsurface.batchtvector3f_vertexbuffer = NULL;
9157 // rsurface.batchtvector3f_bufferoffset = 0;
9158 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9162 // deform vertex array to make wavey water and flags and such
9163 waveparms[0] = deform->waveparms[0];
9164 waveparms[1] = deform->waveparms[1];
9165 waveparms[2] = deform->waveparms[2];
9166 waveparms[3] = deform->waveparms[3];
9167 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9168 break; // if wavefunc is a nop, don't make a dynamic vertex array
9169 // this is how a divisor of vertex influence on deformation
9170 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9171 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9172 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9173 // rsurface.batchvertex3f_vertexbuffer = NULL;
9174 // rsurface.batchvertex3f_bufferoffset = 0;
9175 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9176 // rsurface.batchnormal3f_vertexbuffer = NULL;
9177 // rsurface.batchnormal3f_bufferoffset = 0;
9178 for (j = 0;j < batchnumvertices;j++)
9180 // if the wavefunc depends on time, evaluate it per-vertex
9183 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9184 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9186 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9188 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9189 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9190 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9192 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9193 // rsurface.batchsvector3f_vertexbuffer = NULL;
9194 // rsurface.batchsvector3f_bufferoffset = 0;
9195 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9196 // rsurface.batchtvector3f_vertexbuffer = NULL;
9197 // rsurface.batchtvector3f_bufferoffset = 0;
9198 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9201 case Q3DEFORM_BULGE:
9202 // deform vertex array to make the surface have moving bulges
9203 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9204 // rsurface.batchvertex3f_vertexbuffer = NULL;
9205 // rsurface.batchvertex3f_bufferoffset = 0;
9206 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9207 // rsurface.batchnormal3f_vertexbuffer = NULL;
9208 // rsurface.batchnormal3f_bufferoffset = 0;
9209 for (j = 0;j < batchnumvertices;j++)
9211 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9212 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9214 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9215 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9216 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9218 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9219 // rsurface.batchsvector3f_vertexbuffer = NULL;
9220 // rsurface.batchsvector3f_bufferoffset = 0;
9221 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9222 // rsurface.batchtvector3f_vertexbuffer = NULL;
9223 // rsurface.batchtvector3f_bufferoffset = 0;
9224 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9228 // deform vertex array
9229 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9230 break; // if wavefunc is a nop, don't make a dynamic vertex array
9231 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9232 VectorScale(deform->parms, scale, waveparms);
9233 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9234 // rsurface.batchvertex3f_vertexbuffer = NULL;
9235 // rsurface.batchvertex3f_bufferoffset = 0;
9236 for (j = 0;j < batchnumvertices;j++)
9237 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9242 // generate texcoords based on the chosen texcoord source
9243 switch(rsurface.texture->tcgen.tcgen)
9246 case Q3TCGEN_TEXTURE:
9248 case Q3TCGEN_LIGHTMAP:
9249 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9250 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9251 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9252 if (rsurface.batchtexcoordlightmap2f)
9253 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9255 case Q3TCGEN_VECTOR:
9256 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9257 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9258 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9259 for (j = 0;j < batchnumvertices;j++)
9261 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9262 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9265 case Q3TCGEN_ENVIRONMENT:
9266 // make environment reflections using a spheremap
9267 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9268 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9269 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9270 for (j = 0;j < batchnumvertices;j++)
9272 // identical to Q3A's method, but executed in worldspace so
9273 // carried models can be shiny too
9275 float viewer[3], d, reflected[3], worldreflected[3];
9277 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9278 // VectorNormalize(viewer);
9280 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9282 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9283 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9284 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9285 // note: this is proportinal to viewer, so we can normalize later
9287 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9288 VectorNormalize(worldreflected);
9290 // note: this sphere map only uses world x and z!
9291 // so positive and negative y will LOOK THE SAME.
9292 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9293 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9297 // the only tcmod that needs software vertex processing is turbulent, so
9298 // check for it here and apply the changes if needed
9299 // and we only support that as the first one
9300 // (handling a mixture of turbulent and other tcmods would be problematic
9301 // without punting it entirely to a software path)
9302 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9304 amplitude = rsurface.texture->tcmods[0].parms[1];
9305 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9306 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9307 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9308 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9309 for (j = 0;j < batchnumvertices;j++)
9311 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9312 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9316 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9318 // convert the modified arrays to vertex structs
9319 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9320 // rsurface.batchvertexmeshbuffer = NULL;
9321 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9322 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9323 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9324 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9325 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9326 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9327 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9329 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9331 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9332 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9335 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9336 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9337 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9338 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9339 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9340 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9341 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9342 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9343 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9347 void RSurf_DrawBatch(void)
9349 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9350 // through the pipeline, killing it earlier in the pipeline would have
9351 // per-surface overhead rather than per-batch overhead, so it's best to
9352 // reject it here, before it hits glDraw.
9353 if (rsurface.batchnumtriangles == 0)
9356 // batch debugging code
9357 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9363 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9364 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9367 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9369 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9371 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9372 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9379 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9382 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9384 // pick the closest matching water plane
9385 int planeindex, vertexindex, bestplaneindex = -1;
9389 r_waterstate_waterplane_t *p;
9390 qboolean prepared = false;
9392 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9394 if(p->camera_entity != rsurface.texture->camera_entity)
9399 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9401 if(rsurface.batchnumvertices == 0)
9404 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9406 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9407 d += fabs(PlaneDiff(vert, &p->plane));
9409 if (bestd > d || bestplaneindex < 0)
9412 bestplaneindex = planeindex;
9415 return bestplaneindex;
9416 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9417 // this situation though, as it might be better to render single larger
9418 // batches with useless stuff (backface culled for example) than to
9419 // render multiple smaller batches
9422 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9425 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9426 rsurface.passcolor4f_vertexbuffer = 0;
9427 rsurface.passcolor4f_bufferoffset = 0;
9428 for (i = 0;i < rsurface.batchnumvertices;i++)
9429 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9432 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9439 if (rsurface.passcolor4f)
9441 // generate color arrays
9442 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9443 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9444 rsurface.passcolor4f_vertexbuffer = 0;
9445 rsurface.passcolor4f_bufferoffset = 0;
9446 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9448 f = RSurf_FogVertex(v);
9457 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9458 rsurface.passcolor4f_vertexbuffer = 0;
9459 rsurface.passcolor4f_bufferoffset = 0;
9460 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9462 f = RSurf_FogVertex(v);
9471 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9478 if (!rsurface.passcolor4f)
9480 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9481 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9482 rsurface.passcolor4f_vertexbuffer = 0;
9483 rsurface.passcolor4f_bufferoffset = 0;
9484 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9486 f = RSurf_FogVertex(v);
9487 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9488 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9489 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9494 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9499 if (!rsurface.passcolor4f)
9501 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9502 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9503 rsurface.passcolor4f_vertexbuffer = 0;
9504 rsurface.passcolor4f_bufferoffset = 0;
9505 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9514 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9519 if (!rsurface.passcolor4f)
9521 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9522 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9523 rsurface.passcolor4f_vertexbuffer = 0;
9524 rsurface.passcolor4f_bufferoffset = 0;
9525 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9527 c2[0] = c[0] + r_refdef.scene.ambient;
9528 c2[1] = c[1] + r_refdef.scene.ambient;
9529 c2[2] = c[2] + r_refdef.scene.ambient;
9534 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9537 rsurface.passcolor4f = NULL;
9538 rsurface.passcolor4f_vertexbuffer = 0;
9539 rsurface.passcolor4f_bufferoffset = 0;
9540 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9541 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9542 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9543 GL_Color(r, g, b, a);
9544 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9548 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9550 // TODO: optimize applyfog && applycolor case
9551 // just apply fog if necessary, and tint the fog color array if necessary
9552 rsurface.passcolor4f = NULL;
9553 rsurface.passcolor4f_vertexbuffer = 0;
9554 rsurface.passcolor4f_bufferoffset = 0;
9555 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9556 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9557 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9558 GL_Color(r, g, b, a);
9562 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9565 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9566 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9567 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9568 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9569 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9570 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9571 GL_Color(r, g, b, a);
9575 static void RSurf_DrawBatch_GL11_ClampColor(void)
9580 if (!rsurface.passcolor4f)
9582 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9584 c2[0] = bound(0.0f, c1[0], 1.0f);
9585 c2[1] = bound(0.0f, c1[1], 1.0f);
9586 c2[2] = bound(0.0f, c1[2], 1.0f);
9587 c2[3] = bound(0.0f, c1[3], 1.0f);
9591 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9601 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9602 rsurface.passcolor4f_vertexbuffer = 0;
9603 rsurface.passcolor4f_bufferoffset = 0;
9604 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9606 f = -DotProduct(r_refdef.view.forward, n);
9608 f = f * 0.85 + 0.15; // work around so stuff won't get black
9609 f *= r_refdef.lightmapintensity;
9610 Vector4Set(c, f, f, f, 1);
9614 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9616 RSurf_DrawBatch_GL11_ApplyFakeLight();
9617 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9618 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9619 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9620 GL_Color(r, g, b, a);
9624 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9632 vec3_t ambientcolor;
9633 vec3_t diffusecolor;
9637 VectorCopy(rsurface.modellight_lightdir, lightdir);
9638 f = 0.5f * r_refdef.lightmapintensity;
9639 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9640 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9641 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9642 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9643 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9644 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9646 if (VectorLength2(diffusecolor) > 0)
9648 // q3-style directional shading
9649 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9650 rsurface.passcolor4f_vertexbuffer = 0;
9651 rsurface.passcolor4f_bufferoffset = 0;
9652 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9654 if ((f = DotProduct(n, lightdir)) > 0)
9655 VectorMA(ambientcolor, f, diffusecolor, c);
9657 VectorCopy(ambientcolor, c);
9664 *applycolor = false;
9668 *r = ambientcolor[0];
9669 *g = ambientcolor[1];
9670 *b = ambientcolor[2];
9671 rsurface.passcolor4f = NULL;
9672 rsurface.passcolor4f_vertexbuffer = 0;
9673 rsurface.passcolor4f_bufferoffset = 0;
9677 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9679 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9680 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9681 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9682 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9683 GL_Color(r, g, b, a);
9687 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9695 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9696 rsurface.passcolor4f_vertexbuffer = 0;
9697 rsurface.passcolor4f_bufferoffset = 0;
9699 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9701 f = 1 - RSurf_FogVertex(v);
9709 void RSurf_SetupDepthAndCulling(void)
9711 // submodels are biased to avoid z-fighting with world surfaces that they
9712 // may be exactly overlapping (avoids z-fighting artifacts on certain
9713 // doors and things in Quake maps)
9714 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9715 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9716 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9717 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9720 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9722 // transparent sky would be ridiculous
9723 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9725 R_SetupShader_Generic_NoTexture(false, false);
9726 skyrenderlater = true;
9727 RSurf_SetupDepthAndCulling();
9729 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9730 // skymasking on them, and Quake3 never did sky masking (unlike
9731 // software Quake and software Quake2), so disable the sky masking
9732 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9733 // and skymasking also looks very bad when noclipping outside the
9734 // level, so don't use it then either.
9735 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9737 R_Mesh_ResetTextureState();
9738 if (skyrendermasked)
9740 R_SetupShader_DepthOrShadow(false, false);
9741 // depth-only (masking)
9742 GL_ColorMask(0,0,0,0);
9743 // just to make sure that braindead drivers don't draw
9744 // anything despite that colormask...
9745 GL_BlendFunc(GL_ZERO, GL_ONE);
9746 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9747 if (rsurface.batchvertex3fbuffer)
9748 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9750 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9754 R_SetupShader_Generic_NoTexture(false, false);
9756 GL_BlendFunc(GL_ONE, GL_ZERO);
9757 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9758 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9759 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9762 if (skyrendermasked)
9763 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9765 R_Mesh_ResetTextureState();
9766 GL_Color(1, 1, 1, 1);
9769 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9770 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9771 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9773 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9777 // render screenspace normalmap to texture
9779 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9784 // bind lightmap texture
9786 // water/refraction/reflection/camera surfaces have to be handled specially
9787 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9789 int start, end, startplaneindex;
9790 for (start = 0;start < texturenumsurfaces;start = end)
9792 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9793 if(startplaneindex < 0)
9795 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9796 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9800 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9802 // now that we have a batch using the same planeindex, render it
9803 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9805 // render water or distortion background
9807 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9809 // blend surface on top
9810 GL_DepthMask(false);
9811 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9814 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9816 // render surface with reflection texture as input
9817 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9818 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9825 // render surface batch normally
9826 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9827 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9831 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9833 // OpenGL 1.3 path - anything not completely ancient
9834 qboolean applycolor;
9837 const texturelayer_t *layer;
9838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9839 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9841 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9844 int layertexrgbscale;
9845 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9847 if (layerindex == 0)
9851 GL_AlphaTest(false);
9852 GL_DepthFunc(GL_EQUAL);
9855 GL_DepthMask(layer->depthmask && writedepth);
9856 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9857 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9859 layertexrgbscale = 4;
9860 VectorScale(layer->color, 0.25f, layercolor);
9862 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9864 layertexrgbscale = 2;
9865 VectorScale(layer->color, 0.5f, layercolor);
9869 layertexrgbscale = 1;
9870 VectorScale(layer->color, 1.0f, layercolor);
9872 layercolor[3] = layer->color[3];
9873 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9874 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9875 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9876 switch (layer->type)
9878 case TEXTURELAYERTYPE_LITTEXTURE:
9879 // single-pass lightmapped texture with 2x rgbscale
9880 R_Mesh_TexBind(0, r_texture_white);
9881 R_Mesh_TexMatrix(0, NULL);
9882 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9883 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9884 R_Mesh_TexBind(1, layer->texture);
9885 R_Mesh_TexMatrix(1, &layer->texmatrix);
9886 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9887 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9888 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9889 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9890 else if (FAKELIGHT_ENABLED)
9891 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9892 else if (rsurface.uselightmaptexture)
9893 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9895 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9897 case TEXTURELAYERTYPE_TEXTURE:
9898 // singletexture unlit texture with transparency support
9899 R_Mesh_TexBind(0, layer->texture);
9900 R_Mesh_TexMatrix(0, &layer->texmatrix);
9901 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9902 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9903 R_Mesh_TexBind(1, 0);
9904 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9905 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9907 case TEXTURELAYERTYPE_FOG:
9908 // singletexture fogging
9911 R_Mesh_TexBind(0, layer->texture);
9912 R_Mesh_TexMatrix(0, &layer->texmatrix);
9913 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9914 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9918 R_Mesh_TexBind(0, 0);
9919 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9921 R_Mesh_TexBind(1, 0);
9922 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9923 // generate a color array for the fog pass
9924 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9925 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9929 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9932 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9934 GL_DepthFunc(GL_LEQUAL);
9935 GL_AlphaTest(false);
9939 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9941 // OpenGL 1.1 - crusty old voodoo path
9944 const texturelayer_t *layer;
9945 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9946 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9948 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9950 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9952 if (layerindex == 0)
9956 GL_AlphaTest(false);
9957 GL_DepthFunc(GL_EQUAL);
9960 GL_DepthMask(layer->depthmask && writedepth);
9961 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9962 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9963 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9964 switch (layer->type)
9966 case TEXTURELAYERTYPE_LITTEXTURE:
9967 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9969 // two-pass lit texture with 2x rgbscale
9970 // first the lightmap pass
9971 R_Mesh_TexBind(0, r_texture_white);
9972 R_Mesh_TexMatrix(0, NULL);
9973 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9974 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9975 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9976 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9977 else if (FAKELIGHT_ENABLED)
9978 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9979 else if (rsurface.uselightmaptexture)
9980 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9982 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9983 // then apply the texture to it
9984 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9985 R_Mesh_TexBind(0, layer->texture);
9986 R_Mesh_TexMatrix(0, &layer->texmatrix);
9987 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9988 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9989 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9993 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9994 R_Mesh_TexBind(0, layer->texture);
9995 R_Mesh_TexMatrix(0, &layer->texmatrix);
9996 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9997 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9998 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9999 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10001 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10004 case TEXTURELAYERTYPE_TEXTURE:
10005 // singletexture unlit texture with transparency support
10006 R_Mesh_TexBind(0, layer->texture);
10007 R_Mesh_TexMatrix(0, &layer->texmatrix);
10008 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10009 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10010 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
10012 case TEXTURELAYERTYPE_FOG:
10013 // singletexture fogging
10014 if (layer->texture)
10016 R_Mesh_TexBind(0, layer->texture);
10017 R_Mesh_TexMatrix(0, &layer->texmatrix);
10018 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10019 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10023 R_Mesh_TexBind(0, 0);
10024 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10026 // generate a color array for the fog pass
10027 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10028 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10032 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10035 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10037 GL_DepthFunc(GL_LEQUAL);
10038 GL_AlphaTest(false);
10042 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10046 r_vertexgeneric_t *batchvertex;
10049 // R_Mesh_ResetTextureState();
10050 R_SetupShader_Generic_NoTexture(false, false);
10052 if(rsurface.texture && rsurface.texture->currentskinframe)
10054 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10055 c[3] *= rsurface.texture->currentalpha;
10065 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10067 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10068 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10069 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10072 // brighten it up (as texture value 127 means "unlit")
10073 c[0] *= 2 * r_refdef.view.colorscale;
10074 c[1] *= 2 * r_refdef.view.colorscale;
10075 c[2] *= 2 * r_refdef.view.colorscale;
10077 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10078 c[3] *= r_wateralpha.value;
10080 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10083 GL_DepthMask(false);
10085 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10087 GL_BlendFunc(GL_ONE, GL_ONE);
10088 GL_DepthMask(false);
10090 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10092 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10093 GL_DepthMask(false);
10095 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10097 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10098 GL_DepthMask(false);
10102 GL_BlendFunc(GL_ONE, GL_ZERO);
10103 GL_DepthMask(writedepth);
10106 if (r_showsurfaces.integer == 3)
10108 rsurface.passcolor4f = NULL;
10110 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10112 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10114 rsurface.passcolor4f = NULL;
10115 rsurface.passcolor4f_vertexbuffer = 0;
10116 rsurface.passcolor4f_bufferoffset = 0;
10118 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10120 qboolean applycolor = true;
10123 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10125 r_refdef.lightmapintensity = 1;
10126 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10127 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10129 else if (FAKELIGHT_ENABLED)
10131 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10133 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10134 RSurf_DrawBatch_GL11_ApplyFakeLight();
10135 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10139 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10141 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10142 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10143 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10146 if(!rsurface.passcolor4f)
10147 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10149 RSurf_DrawBatch_GL11_ApplyAmbient();
10150 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10151 if(r_refdef.fogenabled)
10152 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10153 RSurf_DrawBatch_GL11_ClampColor();
10155 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10156 R_SetupShader_Generic_NoTexture(false, false);
10159 else if (!r_refdef.view.showdebug)
10161 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10162 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10163 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10165 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10166 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10168 R_Mesh_PrepareVertices_Generic_Unlock();
10171 else if (r_showsurfaces.integer == 4)
10173 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10174 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10175 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10177 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10178 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10179 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10181 R_Mesh_PrepareVertices_Generic_Unlock();
10184 else if (r_showsurfaces.integer == 2)
10187 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10188 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10189 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10191 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10192 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10193 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10194 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10195 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10196 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10197 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10199 R_Mesh_PrepareVertices_Generic_Unlock();
10200 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10204 int texturesurfaceindex;
10206 const msurface_t *surface;
10207 float surfacecolor4f[4];
10208 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10209 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10211 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10213 surface = texturesurfacelist[texturesurfaceindex];
10214 k = (int)(((size_t)surface) / sizeof(msurface_t));
10215 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10216 for (j = 0;j < surface->num_vertices;j++)
10218 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10219 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10223 R_Mesh_PrepareVertices_Generic_Unlock();
10228 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10231 RSurf_SetupDepthAndCulling();
10232 if (r_showsurfaces.integer)
10234 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10237 switch (vid.renderpath)
10239 case RENDERPATH_GL20:
10240 case RENDERPATH_D3D9:
10241 case RENDERPATH_D3D10:
10242 case RENDERPATH_D3D11:
10243 case RENDERPATH_SOFT:
10244 case RENDERPATH_GLES2:
10245 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10247 case RENDERPATH_GL13:
10248 case RENDERPATH_GLES1:
10249 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10251 case RENDERPATH_GL11:
10252 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10258 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10261 RSurf_SetupDepthAndCulling();
10262 if (r_showsurfaces.integer)
10264 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10267 switch (vid.renderpath)
10269 case RENDERPATH_GL20:
10270 case RENDERPATH_D3D9:
10271 case RENDERPATH_D3D10:
10272 case RENDERPATH_D3D11:
10273 case RENDERPATH_SOFT:
10274 case RENDERPATH_GLES2:
10275 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10277 case RENDERPATH_GL13:
10278 case RENDERPATH_GLES1:
10279 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10281 case RENDERPATH_GL11:
10282 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10288 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10291 int texturenumsurfaces, endsurface;
10292 texture_t *texture;
10293 const msurface_t *surface;
10294 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10296 // if the model is static it doesn't matter what value we give for
10297 // wantnormals and wanttangents, so this logic uses only rules applicable
10298 // to a model, knowing that they are meaningless otherwise
10299 if (ent == r_refdef.scene.worldentity)
10300 RSurf_ActiveWorldEntity();
10301 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10302 RSurf_ActiveModelEntity(ent, false, false, false);
10305 switch (vid.renderpath)
10307 case RENDERPATH_GL20:
10308 case RENDERPATH_D3D9:
10309 case RENDERPATH_D3D10:
10310 case RENDERPATH_D3D11:
10311 case RENDERPATH_SOFT:
10312 case RENDERPATH_GLES2:
10313 RSurf_ActiveModelEntity(ent, true, true, false);
10315 case RENDERPATH_GL11:
10316 case RENDERPATH_GL13:
10317 case RENDERPATH_GLES1:
10318 RSurf_ActiveModelEntity(ent, true, false, false);
10323 if (r_transparentdepthmasking.integer)
10325 qboolean setup = false;
10326 for (i = 0;i < numsurfaces;i = j)
10329 surface = rsurface.modelsurfaces + surfacelist[i];
10330 texture = surface->texture;
10331 rsurface.texture = R_GetCurrentTexture(texture);
10332 rsurface.lightmaptexture = NULL;
10333 rsurface.deluxemaptexture = NULL;
10334 rsurface.uselightmaptexture = false;
10335 // scan ahead until we find a different texture
10336 endsurface = min(i + 1024, numsurfaces);
10337 texturenumsurfaces = 0;
10338 texturesurfacelist[texturenumsurfaces++] = surface;
10339 for (;j < endsurface;j++)
10341 surface = rsurface.modelsurfaces + surfacelist[j];
10342 if (texture != surface->texture)
10344 texturesurfacelist[texturenumsurfaces++] = surface;
10346 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10348 // render the range of surfaces as depth
10352 GL_ColorMask(0,0,0,0);
10354 GL_DepthTest(true);
10355 GL_BlendFunc(GL_ONE, GL_ZERO);
10356 GL_DepthMask(true);
10357 // R_Mesh_ResetTextureState();
10358 R_SetupShader_DepthOrShadow(false, false);
10360 RSurf_SetupDepthAndCulling();
10361 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10362 if (rsurface.batchvertex3fbuffer)
10363 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10365 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10369 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10372 for (i = 0;i < numsurfaces;i = j)
10375 surface = rsurface.modelsurfaces + surfacelist[i];
10376 texture = surface->texture;
10377 rsurface.texture = R_GetCurrentTexture(texture);
10378 // scan ahead until we find a different texture
10379 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10380 texturenumsurfaces = 0;
10381 texturesurfacelist[texturenumsurfaces++] = surface;
10382 if(FAKELIGHT_ENABLED)
10384 rsurface.lightmaptexture = NULL;
10385 rsurface.deluxemaptexture = NULL;
10386 rsurface.uselightmaptexture = false;
10387 for (;j < endsurface;j++)
10389 surface = rsurface.modelsurfaces + surfacelist[j];
10390 if (texture != surface->texture)
10392 texturesurfacelist[texturenumsurfaces++] = surface;
10397 rsurface.lightmaptexture = surface->lightmaptexture;
10398 rsurface.deluxemaptexture = surface->deluxemaptexture;
10399 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10400 for (;j < endsurface;j++)
10402 surface = rsurface.modelsurfaces + surfacelist[j];
10403 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10405 texturesurfacelist[texturenumsurfaces++] = surface;
10408 // render the range of surfaces
10409 if (ent == r_refdef.scene.worldentity)
10410 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10412 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10414 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10417 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10419 // transparent surfaces get pushed off into the transparent queue
10420 int surfacelistindex;
10421 const msurface_t *surface;
10422 vec3_t tempcenter, center;
10423 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10425 surface = texturesurfacelist[surfacelistindex];
10426 if (r_transparent_sortsurfacesbynearest.integer)
10428 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
10429 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
10430 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
10434 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10435 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10436 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10438 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10439 if (rsurface.entity->transparent_offset) // transparent offset
10441 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
10442 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
10443 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
10445 R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10449 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10451 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10453 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10455 RSurf_SetupDepthAndCulling();
10456 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10457 if (rsurface.batchvertex3fbuffer)
10458 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10460 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10464 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10468 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10471 if (!rsurface.texture->currentnumlayers)
10473 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10474 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10476 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10478 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10479 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10480 else if (!rsurface.texture->currentnumlayers)
10482 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10484 // in the deferred case, transparent surfaces were queued during prepass
10485 if (!r_shadow_usingdeferredprepass)
10486 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10490 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10491 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10496 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10499 texture_t *texture;
10500 R_FrameData_SetMark();
10501 // break the surface list down into batches by texture and use of lightmapping
10502 for (i = 0;i < numsurfaces;i = j)
10505 // texture is the base texture pointer, rsurface.texture is the
10506 // current frame/skin the texture is directing us to use (for example
10507 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10508 // use skin 1 instead)
10509 texture = surfacelist[i]->texture;
10510 rsurface.texture = R_GetCurrentTexture(texture);
10511 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10513 // if this texture is not the kind we want, skip ahead to the next one
10514 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10518 if(FAKELIGHT_ENABLED || depthonly || prepass)
10520 rsurface.lightmaptexture = NULL;
10521 rsurface.deluxemaptexture = NULL;
10522 rsurface.uselightmaptexture = false;
10523 // simply scan ahead until we find a different texture or lightmap state
10524 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10529 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10530 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10531 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10532 // simply scan ahead until we find a different texture or lightmap state
10533 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10536 // render the range of surfaces
10537 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10539 R_FrameData_ReturnToMark();
10542 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10546 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10549 if (!rsurface.texture->currentnumlayers)
10551 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10552 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10554 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10556 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10557 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10558 else if (!rsurface.texture->currentnumlayers)
10560 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
10562 // in the deferred case, transparent surfaces were queued during prepass
10563 if (!r_shadow_usingdeferredprepass)
10564 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
10568 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10569 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10574 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10577 texture_t *texture;
10578 R_FrameData_SetMark();
10579 // break the surface list down into batches by texture and use of lightmapping
10580 for (i = 0;i < numsurfaces;i = j)
10583 // texture is the base texture pointer, rsurface.texture is the
10584 // current frame/skin the texture is directing us to use (for example
10585 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10586 // use skin 1 instead)
10587 texture = surfacelist[i]->texture;
10588 rsurface.texture = R_GetCurrentTexture(texture);
10589 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10591 // if this texture is not the kind we want, skip ahead to the next one
10592 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10596 if(FAKELIGHT_ENABLED || depthonly || prepass)
10598 rsurface.lightmaptexture = NULL;
10599 rsurface.deluxemaptexture = NULL;
10600 rsurface.uselightmaptexture = false;
10601 // simply scan ahead until we find a different texture or lightmap state
10602 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10607 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10608 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10609 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10610 // simply scan ahead until we find a different texture or lightmap state
10611 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10614 // render the range of surfaces
10615 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10617 R_FrameData_ReturnToMark();
10620 float locboxvertex3f[6*4*3] =
10622 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10623 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10624 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10625 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10626 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10627 1,0,0, 0,0,0, 0,1,0, 1,1,0
10630 unsigned short locboxelements[6*2*3] =
10635 12,13,14, 12,14,15,
10636 16,17,18, 16,18,19,
10640 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10643 cl_locnode_t *loc = (cl_locnode_t *)ent;
10645 float vertex3f[6*4*3];
10647 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10648 GL_DepthMask(false);
10649 GL_DepthRange(0, 1);
10650 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10651 GL_DepthTest(true);
10652 GL_CullFace(GL_NONE);
10653 R_EntityMatrix(&identitymatrix);
10655 // R_Mesh_ResetTextureState();
10657 i = surfacelist[0];
10658 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10659 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10660 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10661 surfacelist[0] < 0 ? 0.5f : 0.125f);
10663 if (VectorCompare(loc->mins, loc->maxs))
10665 VectorSet(size, 2, 2, 2);
10666 VectorMA(loc->mins, -0.5f, size, mins);
10670 VectorCopy(loc->mins, mins);
10671 VectorSubtract(loc->maxs, loc->mins, size);
10674 for (i = 0;i < 6*4*3;)
10675 for (j = 0;j < 3;j++, i++)
10676 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10678 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10679 R_SetupShader_Generic_NoTexture(false, false);
10680 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10683 void R_DrawLocs(void)
10686 cl_locnode_t *loc, *nearestloc;
10688 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10689 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10691 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10692 R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10696 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10698 if (decalsystem->decals)
10699 Mem_Free(decalsystem->decals);
10700 memset(decalsystem, 0, sizeof(*decalsystem));
10703 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10706 tridecal_t *decals;
10709 // expand or initialize the system
10710 if (decalsystem->maxdecals <= decalsystem->numdecals)
10712 decalsystem_t old = *decalsystem;
10713 qboolean useshortelements;
10714 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10715 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10716 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10717 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10718 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10719 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10720 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10721 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10722 if (decalsystem->numdecals)
10723 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10725 Mem_Free(old.decals);
10726 for (i = 0;i < decalsystem->maxdecals*3;i++)
10727 decalsystem->element3i[i] = i;
10728 if (useshortelements)
10729 for (i = 0;i < decalsystem->maxdecals*3;i++)
10730 decalsystem->element3s[i] = i;
10733 // grab a decal and search for another free slot for the next one
10734 decals = decalsystem->decals;
10735 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10736 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10738 decalsystem->freedecal = i;
10739 if (decalsystem->numdecals <= i)
10740 decalsystem->numdecals = i + 1;
10742 // initialize the decal
10744 decal->triangleindex = triangleindex;
10745 decal->surfaceindex = surfaceindex;
10746 decal->decalsequence = decalsequence;
10747 decal->color4f[0][0] = c0[0];
10748 decal->color4f[0][1] = c0[1];
10749 decal->color4f[0][2] = c0[2];
10750 decal->color4f[0][3] = 1;
10751 decal->color4f[1][0] = c1[0];
10752 decal->color4f[1][1] = c1[1];
10753 decal->color4f[1][2] = c1[2];
10754 decal->color4f[1][3] = 1;
10755 decal->color4f[2][0] = c2[0];
10756 decal->color4f[2][1] = c2[1];
10757 decal->color4f[2][2] = c2[2];
10758 decal->color4f[2][3] = 1;
10759 decal->vertex3f[0][0] = v0[0];
10760 decal->vertex3f[0][1] = v0[1];
10761 decal->vertex3f[0][2] = v0[2];
10762 decal->vertex3f[1][0] = v1[0];
10763 decal->vertex3f[1][1] = v1[1];
10764 decal->vertex3f[1][2] = v1[2];
10765 decal->vertex3f[2][0] = v2[0];
10766 decal->vertex3f[2][1] = v2[1];
10767 decal->vertex3f[2][2] = v2[2];
10768 decal->texcoord2f[0][0] = t0[0];
10769 decal->texcoord2f[0][1] = t0[1];
10770 decal->texcoord2f[1][0] = t1[0];
10771 decal->texcoord2f[1][1] = t1[1];
10772 decal->texcoord2f[2][0] = t2[0];
10773 decal->texcoord2f[2][1] = t2[1];
10774 TriangleNormal(v0, v1, v2, decal->plane);
10775 VectorNormalize(decal->plane);
10776 decal->plane[3] = DotProduct(v0, decal->plane);
10779 extern cvar_t cl_decals_bias;
10780 extern cvar_t cl_decals_models;
10781 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10782 // baseparms, parms, temps
10783 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10788 const float *vertex3f;
10789 const float *normal3f;
10791 float points[2][9][3];
10798 e = rsurface.modelelement3i + 3*triangleindex;
10800 vertex3f = rsurface.modelvertex3f;
10801 normal3f = rsurface.modelnormal3f;
10805 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10807 index = 3*e[cornerindex];
10808 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10813 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10815 index = 3*e[cornerindex];
10816 VectorCopy(vertex3f + index, v[cornerindex]);
10821 //TriangleNormal(v[0], v[1], v[2], normal);
10822 //if (DotProduct(normal, localnormal) < 0.0f)
10824 // clip by each of the box planes formed from the projection matrix
10825 // if anything survives, we emit the decal
10826 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10829 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10832 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10835 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10838 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10841 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10844 // some part of the triangle survived, so we have to accept it...
10847 // dynamic always uses the original triangle
10849 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10851 index = 3*e[cornerindex];
10852 VectorCopy(vertex3f + index, v[cornerindex]);
10855 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10857 // convert vertex positions to texcoords
10858 Matrix4x4_Transform(projection, v[cornerindex], temp);
10859 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10860 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10861 // calculate distance fade from the projection origin
10862 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10863 f = bound(0.0f, f, 1.0f);
10864 c[cornerindex][0] = r * f;
10865 c[cornerindex][1] = g * f;
10866 c[cornerindex][2] = b * f;
10867 c[cornerindex][3] = 1.0f;
10868 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10871 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10873 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10874 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10876 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10878 matrix4x4_t projection;
10879 decalsystem_t *decalsystem;
10882 const msurface_t *surface;
10883 const msurface_t *surfaces;
10884 const int *surfacelist;
10885 const texture_t *texture;
10887 int numsurfacelist;
10888 int surfacelistindex;
10891 float localorigin[3];
10892 float localnormal[3];
10893 float localmins[3];
10894 float localmaxs[3];
10897 float planes[6][4];
10900 int bih_triangles_count;
10901 int bih_triangles[256];
10902 int bih_surfaces[256];
10904 decalsystem = &ent->decalsystem;
10905 model = ent->model;
10906 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10908 R_DecalSystem_Reset(&ent->decalsystem);
10912 if (!model->brush.data_leafs && !cl_decals_models.integer)
10914 if (decalsystem->model)
10915 R_DecalSystem_Reset(decalsystem);
10919 if (decalsystem->model != model)
10920 R_DecalSystem_Reset(decalsystem);
10921 decalsystem->model = model;
10923 RSurf_ActiveModelEntity(ent, true, false, false);
10925 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10926 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10927 VectorNormalize(localnormal);
10928 localsize = worldsize*rsurface.inversematrixscale;
10929 localmins[0] = localorigin[0] - localsize;
10930 localmins[1] = localorigin[1] - localsize;
10931 localmins[2] = localorigin[2] - localsize;
10932 localmaxs[0] = localorigin[0] + localsize;
10933 localmaxs[1] = localorigin[1] + localsize;
10934 localmaxs[2] = localorigin[2] + localsize;
10936 //VectorCopy(localnormal, planes[4]);
10937 //VectorVectors(planes[4], planes[2], planes[0]);
10938 AnglesFromVectors(angles, localnormal, NULL, false);
10939 AngleVectors(angles, planes[0], planes[2], planes[4]);
10940 VectorNegate(planes[0], planes[1]);
10941 VectorNegate(planes[2], planes[3]);
10942 VectorNegate(planes[4], planes[5]);
10943 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10944 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10945 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10946 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10947 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10948 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10953 matrix4x4_t forwardprojection;
10954 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10955 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10960 float projectionvector[4][3];
10961 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10962 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10963 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10964 projectionvector[0][0] = planes[0][0] * ilocalsize;
10965 projectionvector[0][1] = planes[1][0] * ilocalsize;
10966 projectionvector[0][2] = planes[2][0] * ilocalsize;
10967 projectionvector[1][0] = planes[0][1] * ilocalsize;
10968 projectionvector[1][1] = planes[1][1] * ilocalsize;
10969 projectionvector[1][2] = planes[2][1] * ilocalsize;
10970 projectionvector[2][0] = planes[0][2] * ilocalsize;
10971 projectionvector[2][1] = planes[1][2] * ilocalsize;
10972 projectionvector[2][2] = planes[2][2] * ilocalsize;
10973 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10974 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10975 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10976 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10980 dynamic = model->surfmesh.isanimated;
10981 numsurfacelist = model->nummodelsurfaces;
10982 surfacelist = model->sortedmodelsurfaces;
10983 surfaces = model->data_surfaces;
10986 bih_triangles_count = -1;
10989 if(model->render_bih.numleafs)
10990 bih = &model->render_bih;
10991 else if(model->collision_bih.numleafs)
10992 bih = &model->collision_bih;
10995 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10996 if(bih_triangles_count == 0)
10998 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11000 if(bih_triangles_count > 0)
11002 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11004 surfaceindex = bih_surfaces[triangleindex];
11005 surface = surfaces + surfaceindex;
11006 texture = surface->texture;
11007 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11009 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11011 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11016 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11018 surfaceindex = surfacelist[surfacelistindex];
11019 surface = surfaces + surfaceindex;
11020 // check cull box first because it rejects more than any other check
11021 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11023 // skip transparent surfaces
11024 texture = surface->texture;
11025 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11027 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11029 numtriangles = surface->num_triangles;
11030 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11031 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11036 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11037 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11039 int renderentityindex;
11040 float worldmins[3];
11041 float worldmaxs[3];
11042 entity_render_t *ent;
11044 if (!cl_decals_newsystem.integer)
11047 worldmins[0] = worldorigin[0] - worldsize;
11048 worldmins[1] = worldorigin[1] - worldsize;
11049 worldmins[2] = worldorigin[2] - worldsize;
11050 worldmaxs[0] = worldorigin[0] + worldsize;
11051 worldmaxs[1] = worldorigin[1] + worldsize;
11052 worldmaxs[2] = worldorigin[2] + worldsize;
11054 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11056 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11058 ent = r_refdef.scene.entities[renderentityindex];
11059 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11062 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11066 typedef struct r_decalsystem_splatqueue_s
11068 vec3_t worldorigin;
11069 vec3_t worldnormal;
11075 r_decalsystem_splatqueue_t;
11077 int r_decalsystem_numqueued = 0;
11078 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11080 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11082 r_decalsystem_splatqueue_t *queue;
11084 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11087 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11088 VectorCopy(worldorigin, queue->worldorigin);
11089 VectorCopy(worldnormal, queue->worldnormal);
11090 Vector4Set(queue->color, r, g, b, a);
11091 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11092 queue->worldsize = worldsize;
11093 queue->decalsequence = cl.decalsequence++;
11096 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11099 r_decalsystem_splatqueue_t *queue;
11101 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11102 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11103 r_decalsystem_numqueued = 0;
11106 extern cvar_t cl_decals_max;
11107 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11110 decalsystem_t *decalsystem = &ent->decalsystem;
11117 if (!decalsystem->numdecals)
11120 if (r_showsurfaces.integer)
11123 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11125 R_DecalSystem_Reset(decalsystem);
11129 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11130 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11132 if (decalsystem->lastupdatetime)
11133 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11136 decalsystem->lastupdatetime = r_refdef.scene.time;
11137 decal = decalsystem->decals;
11138 numdecals = decalsystem->numdecals;
11140 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11142 if (decal->color4f[0][3])
11144 decal->lived += frametime;
11145 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11147 memset(decal, 0, sizeof(*decal));
11148 if (decalsystem->freedecal > i)
11149 decalsystem->freedecal = i;
11153 decal = decalsystem->decals;
11154 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11157 // collapse the array by shuffling the tail decals into the gaps
11160 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11161 decalsystem->freedecal++;
11162 if (decalsystem->freedecal == numdecals)
11164 decal[decalsystem->freedecal] = decal[--numdecals];
11167 decalsystem->numdecals = numdecals;
11169 if (numdecals <= 0)
11171 // if there are no decals left, reset decalsystem
11172 R_DecalSystem_Reset(decalsystem);
11176 extern skinframe_t *decalskinframe;
11177 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11180 decalsystem_t *decalsystem = &ent->decalsystem;
11189 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11192 numdecals = decalsystem->numdecals;
11196 if (r_showsurfaces.integer)
11199 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11201 R_DecalSystem_Reset(decalsystem);
11205 // if the model is static it doesn't matter what value we give for
11206 // wantnormals and wanttangents, so this logic uses only rules applicable
11207 // to a model, knowing that they are meaningless otherwise
11208 if (ent == r_refdef.scene.worldentity)
11209 RSurf_ActiveWorldEntity();
11211 RSurf_ActiveModelEntity(ent, false, false, false);
11213 decalsystem->lastupdatetime = r_refdef.scene.time;
11214 decal = decalsystem->decals;
11216 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11218 // update vertex positions for animated models
11219 v3f = decalsystem->vertex3f;
11220 c4f = decalsystem->color4f;
11221 t2f = decalsystem->texcoord2f;
11222 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11224 if (!decal->color4f[0][3])
11227 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11231 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11234 // update color values for fading decals
11235 if (decal->lived >= cl_decals_time.value)
11236 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11240 c4f[ 0] = decal->color4f[0][0] * alpha;
11241 c4f[ 1] = decal->color4f[0][1] * alpha;
11242 c4f[ 2] = decal->color4f[0][2] * alpha;
11244 c4f[ 4] = decal->color4f[1][0] * alpha;
11245 c4f[ 5] = decal->color4f[1][1] * alpha;
11246 c4f[ 6] = decal->color4f[1][2] * alpha;
11248 c4f[ 8] = decal->color4f[2][0] * alpha;
11249 c4f[ 9] = decal->color4f[2][1] * alpha;
11250 c4f[10] = decal->color4f[2][2] * alpha;
11253 t2f[0] = decal->texcoord2f[0][0];
11254 t2f[1] = decal->texcoord2f[0][1];
11255 t2f[2] = decal->texcoord2f[1][0];
11256 t2f[3] = decal->texcoord2f[1][1];
11257 t2f[4] = decal->texcoord2f[2][0];
11258 t2f[5] = decal->texcoord2f[2][1];
11260 // update vertex positions for animated models
11261 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11263 e = rsurface.modelelement3i + 3*decal->triangleindex;
11264 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11265 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11266 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11270 VectorCopy(decal->vertex3f[0], v3f);
11271 VectorCopy(decal->vertex3f[1], v3f + 3);
11272 VectorCopy(decal->vertex3f[2], v3f + 6);
11275 if (r_refdef.fogenabled)
11277 alpha = RSurf_FogVertex(v3f);
11278 VectorScale(c4f, alpha, c4f);
11279 alpha = RSurf_FogVertex(v3f + 3);
11280 VectorScale(c4f + 4, alpha, c4f + 4);
11281 alpha = RSurf_FogVertex(v3f + 6);
11282 VectorScale(c4f + 8, alpha, c4f + 8);
11293 r_refdef.stats.drawndecals += numtris;
11295 // now render the decals all at once
11296 // (this assumes they all use one particle font texture!)
11297 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11298 // R_Mesh_ResetTextureState();
11299 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11300 GL_DepthMask(false);
11301 GL_DepthRange(0, 1);
11302 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11303 GL_DepthTest(true);
11304 GL_CullFace(GL_NONE);
11305 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11306 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11307 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11311 static void R_DrawModelDecals(void)
11315 // fade faster when there are too many decals
11316 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11317 for (i = 0;i < r_refdef.scene.numentities;i++)
11318 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11320 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11321 for (i = 0;i < r_refdef.scene.numentities;i++)
11322 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11323 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11325 R_DecalSystem_ApplySplatEntitiesQueue();
11327 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11328 for (i = 0;i < r_refdef.scene.numentities;i++)
11329 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11331 r_refdef.stats.totaldecals += numdecals;
11333 if (r_showsurfaces.integer)
11336 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11338 for (i = 0;i < r_refdef.scene.numentities;i++)
11340 if (!r_refdef.viewcache.entityvisible[i])
11342 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11343 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11347 extern cvar_t mod_collision_bih;
11348 static void R_DrawDebugModel(void)
11350 entity_render_t *ent = rsurface.entity;
11351 int i, j, k, l, flagsmask;
11352 const msurface_t *surface;
11353 dp_model_t *model = ent->model;
11356 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11359 if (r_showoverdraw.value > 0)
11361 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11362 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11363 R_SetupShader_Generic_NoTexture(false, false);
11364 GL_DepthTest(false);
11365 GL_DepthMask(false);
11366 GL_DepthRange(0, 1);
11367 GL_BlendFunc(GL_ONE, GL_ONE);
11368 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11370 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11372 rsurface.texture = R_GetCurrentTexture(surface->texture);
11373 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11375 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11376 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11377 if (!rsurface.texture->currentlayers->depthmask)
11378 GL_Color(c, 0, 0, 1.0f);
11379 else if (ent == r_refdef.scene.worldentity)
11380 GL_Color(c, c, c, 1.0f);
11382 GL_Color(0, c, 0, 1.0f);
11383 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11387 rsurface.texture = NULL;
11390 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11392 // R_Mesh_ResetTextureState();
11393 R_SetupShader_Generic_NoTexture(false, false);
11394 GL_DepthRange(0, 1);
11395 GL_DepthTest(!r_showdisabledepthtest.integer);
11396 GL_DepthMask(false);
11397 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11399 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11403 qboolean cullbox = ent == r_refdef.scene.worldentity;
11404 const q3mbrush_t *brush;
11405 const bih_t *bih = &model->collision_bih;
11406 const bih_leaf_t *bihleaf;
11407 float vertex3f[3][3];
11408 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11410 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11412 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11414 switch (bihleaf->type)
11417 brush = model->brush.data_brushes + bihleaf->itemindex;
11418 if (brush->colbrushf && brush->colbrushf->numtriangles)
11420 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11421 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11422 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11425 case BIH_COLLISIONTRIANGLE:
11426 triangleindex = bihleaf->itemindex;
11427 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11428 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11429 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11430 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11431 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11432 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11434 case BIH_RENDERTRIANGLE:
11435 triangleindex = bihleaf->itemindex;
11436 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11437 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11438 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11439 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11440 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11441 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11447 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11450 if (r_showtris.integer && qglPolygonMode)
11452 if (r_showdisabledepthtest.integer)
11454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11455 GL_DepthMask(false);
11459 GL_BlendFunc(GL_ONE, GL_ZERO);
11460 GL_DepthMask(true);
11462 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11463 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11465 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11467 rsurface.texture = R_GetCurrentTexture(surface->texture);
11468 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11470 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11471 if (!rsurface.texture->currentlayers->depthmask)
11472 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11473 else if (ent == r_refdef.scene.worldentity)
11474 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11476 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11477 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11481 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11482 rsurface.texture = NULL;
11485 if (r_shownormals.value != 0 && qglBegin)
11487 if (r_showdisabledepthtest.integer)
11489 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11490 GL_DepthMask(false);
11494 GL_BlendFunc(GL_ONE, GL_ZERO);
11495 GL_DepthMask(true);
11497 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11499 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11501 rsurface.texture = R_GetCurrentTexture(surface->texture);
11502 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11504 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11505 qglBegin(GL_LINES);
11506 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11508 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11510 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11511 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11512 qglVertex3f(v[0], v[1], v[2]);
11513 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11514 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11515 qglVertex3f(v[0], v[1], v[2]);
11518 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11520 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11522 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11523 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11524 qglVertex3f(v[0], v[1], v[2]);
11525 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11526 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11527 qglVertex3f(v[0], v[1], v[2]);
11530 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11532 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11534 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11535 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11536 qglVertex3f(v[0], v[1], v[2]);
11537 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11538 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11539 qglVertex3f(v[0], v[1], v[2]);
11542 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11544 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11546 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11547 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11548 qglVertex3f(v[0], v[1], v[2]);
11549 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11550 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11551 qglVertex3f(v[0], v[1], v[2]);
11558 rsurface.texture = NULL;
11563 int r_maxsurfacelist = 0;
11564 const msurface_t **r_surfacelist = NULL;
11565 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11567 int i, j, endj, flagsmask;
11568 dp_model_t *model = r_refdef.scene.worldmodel;
11569 msurface_t *surfaces;
11570 unsigned char *update;
11571 int numsurfacelist = 0;
11575 if (r_maxsurfacelist < model->num_surfaces)
11577 r_maxsurfacelist = model->num_surfaces;
11579 Mem_Free((msurface_t**)r_surfacelist);
11580 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11583 RSurf_ActiveWorldEntity();
11585 surfaces = model->data_surfaces;
11586 update = model->brushq1.lightmapupdateflags;
11588 // update light styles on this submodel
11589 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11591 model_brush_lightstyleinfo_t *style;
11592 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11594 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11596 int *list = style->surfacelist;
11597 style->value = r_refdef.scene.lightstylevalue[style->style];
11598 for (j = 0;j < style->numsurfaces;j++)
11599 update[list[j]] = true;
11604 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11608 R_DrawDebugModel();
11609 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11613 rsurface.lightmaptexture = NULL;
11614 rsurface.deluxemaptexture = NULL;
11615 rsurface.uselightmaptexture = false;
11616 rsurface.texture = NULL;
11617 rsurface.rtlight = NULL;
11618 numsurfacelist = 0;
11619 // add visible surfaces to draw list
11620 for (i = 0;i < model->nummodelsurfaces;i++)
11622 j = model->sortedmodelsurfaces[i];
11623 if (r_refdef.viewcache.world_surfacevisible[j])
11624 r_surfacelist[numsurfacelist++] = surfaces + j;
11626 // update lightmaps if needed
11627 if (model->brushq1.firstrender)
11629 model->brushq1.firstrender = false;
11630 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11632 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11636 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11637 if (r_refdef.viewcache.world_surfacevisible[j])
11639 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11641 // don't do anything if there were no surfaces
11642 if (!numsurfacelist)
11644 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11647 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11649 // add to stats if desired
11650 if (r_speeds.integer && !skysurfaces && !depthonly)
11652 r_refdef.stats.world_surfaces += numsurfacelist;
11653 for (j = 0;j < numsurfacelist;j++)
11654 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11657 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11660 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11662 int i, j, endj, flagsmask;
11663 dp_model_t *model = ent->model;
11664 msurface_t *surfaces;
11665 unsigned char *update;
11666 int numsurfacelist = 0;
11670 if (r_maxsurfacelist < model->num_surfaces)
11672 r_maxsurfacelist = model->num_surfaces;
11674 Mem_Free((msurface_t **)r_surfacelist);
11675 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11678 // if the model is static it doesn't matter what value we give for
11679 // wantnormals and wanttangents, so this logic uses only rules applicable
11680 // to a model, knowing that they are meaningless otherwise
11681 if (ent == r_refdef.scene.worldentity)
11682 RSurf_ActiveWorldEntity();
11683 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11684 RSurf_ActiveModelEntity(ent, false, false, false);
11686 RSurf_ActiveModelEntity(ent, true, true, true);
11687 else if (depthonly)
11689 switch (vid.renderpath)
11691 case RENDERPATH_GL20:
11692 case RENDERPATH_D3D9:
11693 case RENDERPATH_D3D10:
11694 case RENDERPATH_D3D11:
11695 case RENDERPATH_SOFT:
11696 case RENDERPATH_GLES2:
11697 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11699 case RENDERPATH_GL11:
11700 case RENDERPATH_GL13:
11701 case RENDERPATH_GLES1:
11702 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11708 switch (vid.renderpath)
11710 case RENDERPATH_GL20:
11711 case RENDERPATH_D3D9:
11712 case RENDERPATH_D3D10:
11713 case RENDERPATH_D3D11:
11714 case RENDERPATH_SOFT:
11715 case RENDERPATH_GLES2:
11716 RSurf_ActiveModelEntity(ent, true, true, false);
11718 case RENDERPATH_GL11:
11719 case RENDERPATH_GL13:
11720 case RENDERPATH_GLES1:
11721 RSurf_ActiveModelEntity(ent, true, false, false);
11726 surfaces = model->data_surfaces;
11727 update = model->brushq1.lightmapupdateflags;
11729 // update light styles
11730 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11732 model_brush_lightstyleinfo_t *style;
11733 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11735 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11737 int *list = style->surfacelist;
11738 style->value = r_refdef.scene.lightstylevalue[style->style];
11739 for (j = 0;j < style->numsurfaces;j++)
11740 update[list[j]] = true;
11745 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11749 R_DrawDebugModel();
11750 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11754 rsurface.lightmaptexture = NULL;
11755 rsurface.deluxemaptexture = NULL;
11756 rsurface.uselightmaptexture = false;
11757 rsurface.texture = NULL;
11758 rsurface.rtlight = NULL;
11759 numsurfacelist = 0;
11760 // add visible surfaces to draw list
11761 for (i = 0;i < model->nummodelsurfaces;i++)
11762 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11763 // don't do anything if there were no surfaces
11764 if (!numsurfacelist)
11766 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11769 // update lightmaps if needed
11773 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11778 R_BuildLightMap(ent, surfaces + j);
11783 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11785 R_BuildLightMap(ent, surfaces + j);
11786 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11788 // add to stats if desired
11789 if (r_speeds.integer && !skysurfaces && !depthonly)
11791 r_refdef.stats.entities_surfaces += numsurfacelist;
11792 for (j = 0;j < numsurfacelist;j++)
11793 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11796 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11799 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11801 static texture_t texture;
11802 static msurface_t surface;
11803 const msurface_t *surfacelist = &surface;
11805 // fake enough texture and surface state to render this geometry
11807 texture.update_lastrenderframe = -1; // regenerate this texture
11808 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11809 texture.currentskinframe = skinframe;
11810 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11811 texture.offsetmapping = OFFSETMAPPING_OFF;
11812 texture.offsetscale = 1;
11813 texture.specularscalemod = 1;
11814 texture.specularpowermod = 1;
11816 surface.texture = &texture;
11817 surface.num_triangles = numtriangles;
11818 surface.num_firsttriangle = firsttriangle;
11819 surface.num_vertices = numvertices;
11820 surface.num_firstvertex = firstvertex;
11823 rsurface.texture = R_GetCurrentTexture(surface.texture);
11824 rsurface.lightmaptexture = NULL;
11825 rsurface.deluxemaptexture = NULL;
11826 rsurface.uselightmaptexture = false;
11827 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11830 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11832 static msurface_t surface;
11833 const msurface_t *surfacelist = &surface;
11835 // fake enough texture and surface state to render this geometry
11836 surface.texture = texture;
11837 surface.num_triangles = numtriangles;
11838 surface.num_firsttriangle = firsttriangle;
11839 surface.num_vertices = numvertices;
11840 surface.num_firstvertex = firstvertex;
11843 rsurface.texture = R_GetCurrentTexture(surface.texture);
11844 rsurface.lightmaptexture = NULL;
11845 rsurface.deluxemaptexture = NULL;
11846 rsurface.uselightmaptexture = false;
11847 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);