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"
31 #include "cl_collision.h"
35 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
39 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
43 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
49 mempool_t *r_main_mempool;
50 rtexturepool_t *r_main_texturepool;
52 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
54 static qboolean r_loadnormalmap;
55 static qboolean r_loadgloss;
57 static qboolean r_loaddds;
58 static qboolean r_savedds;
59 static qboolean r_gpuskeletal;
66 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
68 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
69 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
70 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)"};
71 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
72 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"};
73 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"};
74 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"};
75 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"};
76 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"};
77 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"};
79 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
80 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 (DEPRECATED)"};
81 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
82 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) (DEPRECATED)"};
83 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
85 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"};
86 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
87 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
88 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
89 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
90 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
91 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
92 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"};
93 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"};
94 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"};
95 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
96 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
97 cvar_t r_showbboxes_client = { 0, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)" };
98 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)"};
99 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
100 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
101 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"};
102 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"};
103 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
104 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"};
105 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"};
106 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"};
107 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
108 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
109 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
110 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
111 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
112 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
113 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
114 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
115 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)"};
116 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)"};
117 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
118 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
119 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
120 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
121 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
122 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
124 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
125 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
126 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
128 cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
129 cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
130 cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
131 cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
132 cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
134 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
135 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
136 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
137 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."};
138 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
139 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
140 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
141 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."};
142 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
143 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
144 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
145 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
146 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
147 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"};
148 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"};
149 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
150 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
151 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
152 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
153 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
154 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"};
155 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
156 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
157 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
158 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
159 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
161 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
162 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
163 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
164 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
165 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
166 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
167 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
168 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
170 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)"};
171 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"};
173 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
174 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
175 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
177 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"};
178 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"};
179 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"};
180 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
181 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
182 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"};
183 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)"};
184 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)"};
185 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
187 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
188 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)"};
189 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
190 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)"};
191 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
192 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)"};
193 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)"};
194 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
195 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"};
196 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."};
197 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
198 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)"};
199 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)"};
200 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)"};
201 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)"};
202 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)"};
203 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)"};
204 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)"};
205 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)"};
207 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)"};
208 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
209 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
210 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"};
211 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
212 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
213 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
214 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"};
215 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"};
216 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)"};
218 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
219 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
220 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
221 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
223 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
224 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
226 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
227 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
228 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
229 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
230 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
231 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
233 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
234 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
235 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
236 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
237 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
238 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
239 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
240 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
241 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
242 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
244 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"};
246 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"};
248 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
250 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
252 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
253 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
254 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
255 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
257 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
258 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"};
260 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, requires mod_q3shader_force_terrain_alphaflag on."};
262 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)"};
263 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
265 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
266 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
267 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
268 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
271 extern cvar_t v_glslgamma;
272 extern cvar_t v_glslgamma_2d;
274 extern qboolean v_flipped_state;
276 r_framebufferstate_t r_fb;
278 /// shadow volume bsp struct with automatically growing nodes buffer
281 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
283 rtexture_t *r_texture_blanknormalmap;
284 rtexture_t *r_texture_white;
285 rtexture_t *r_texture_grey128;
286 rtexture_t *r_texture_black;
287 rtexture_t *r_texture_notexture;
288 rtexture_t *r_texture_whitecube;
289 rtexture_t *r_texture_normalizationcube;
290 rtexture_t *r_texture_fogattenuation;
291 rtexture_t *r_texture_fogheighttexture;
292 rtexture_t *r_texture_gammaramps;
293 unsigned int r_texture_gammaramps_serial;
294 //rtexture_t *r_texture_fogintensity;
295 rtexture_t *r_texture_reflectcube;
297 // TODO: hash lookups?
298 typedef struct cubemapinfo_s
305 int r_texture_numcubemaps;
306 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
308 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
309 unsigned int r_numqueries;
310 unsigned int r_maxqueries;
312 typedef struct r_qwskincache_s
314 char name[MAX_QPATH];
315 skinframe_t *skinframe;
319 static r_qwskincache_t *r_qwskincache;
320 static int r_qwskincache_size;
322 /// vertex coordinates for a quad that covers the screen exactly
323 extern const float r_screenvertex3f[12];
324 extern const float r_d3dscreenvertex3f[12];
325 const float r_screenvertex3f[12] =
332 const float r_d3dscreenvertex3f[12] =
340 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
343 for (i = 0;i < verts;i++)
354 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
357 for (i = 0;i < verts;i++)
367 // FIXME: move this to client?
370 if (gamemode == GAME_NEHAHRA)
372 Cvar_Set("gl_fogenable", "0");
373 Cvar_Set("gl_fogdensity", "0.2");
374 Cvar_Set("gl_fogred", "0.3");
375 Cvar_Set("gl_foggreen", "0.3");
376 Cvar_Set("gl_fogblue", "0.3");
378 r_refdef.fog_density = 0;
379 r_refdef.fog_red = 0;
380 r_refdef.fog_green = 0;
381 r_refdef.fog_blue = 0;
382 r_refdef.fog_alpha = 1;
383 r_refdef.fog_start = 0;
384 r_refdef.fog_end = 16384;
385 r_refdef.fog_height = 1<<30;
386 r_refdef.fog_fadedepth = 128;
387 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
390 static void R_BuildBlankTextures(void)
392 unsigned char data[4];
393 data[2] = 128; // normal X
394 data[1] = 128; // normal Y
395 data[0] = 255; // normal Z
396 data[3] = 255; // height
397 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
402 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
407 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
412 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
415 static void R_BuildNoTexture(void)
418 unsigned char pix[16][16][4];
419 // this makes a light grey/dark grey checkerboard texture
420 for (y = 0;y < 16;y++)
422 for (x = 0;x < 16;x++)
424 if ((y < 8) ^ (x < 8))
440 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
443 static void R_BuildWhiteCube(void)
445 unsigned char data[6*1*1*4];
446 memset(data, 255, sizeof(data));
447 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
450 static void R_BuildNormalizationCube(void)
454 vec_t s, t, intensity;
457 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
458 for (side = 0;side < 6;side++)
460 for (y = 0;y < NORMSIZE;y++)
462 for (x = 0;x < NORMSIZE;x++)
464 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
465 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
500 intensity = 127.0f / sqrt(DotProduct(v, v));
501 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
502 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
503 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
504 data[((side*64+y)*64+x)*4+3] = 255;
508 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
512 static void R_BuildFogTexture(void)
516 unsigned char data1[FOGWIDTH][4];
517 //unsigned char data2[FOGWIDTH][4];
520 r_refdef.fogmasktable_start = r_refdef.fog_start;
521 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
522 r_refdef.fogmasktable_range = r_refdef.fogrange;
523 r_refdef.fogmasktable_density = r_refdef.fog_density;
525 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
526 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
528 d = (x * r - r_refdef.fogmasktable_start);
529 if(developer_extra.integer)
530 Con_DPrintf("%f ", d);
532 if (r_fog_exp2.integer)
533 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
535 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
536 if(developer_extra.integer)
537 Con_DPrintf(" : %f ", alpha);
538 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
539 if(developer_extra.integer)
540 Con_DPrintf(" = %f\n", alpha);
541 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
544 for (x = 0;x < FOGWIDTH;x++)
546 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
551 //data2[x][0] = 255 - b;
552 //data2[x][1] = 255 - b;
553 //data2[x][2] = 255 - b;
556 if (r_texture_fogattenuation)
558 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
559 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
563 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
564 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
568 static void R_BuildFogHeightTexture(void)
570 unsigned char *inpixels;
578 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
579 if (r_refdef.fogheighttexturename[0])
580 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
583 r_refdef.fog_height_tablesize = 0;
584 if (r_texture_fogheighttexture)
585 R_FreeTexture(r_texture_fogheighttexture);
586 r_texture_fogheighttexture = NULL;
587 if (r_refdef.fog_height_table2d)
588 Mem_Free(r_refdef.fog_height_table2d);
589 r_refdef.fog_height_table2d = NULL;
590 if (r_refdef.fog_height_table1d)
591 Mem_Free(r_refdef.fog_height_table1d);
592 r_refdef.fog_height_table1d = NULL;
596 r_refdef.fog_height_tablesize = size;
597 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
598 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
599 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
601 // LordHavoc: now the magic - what is that table2d for? it is a cooked
602 // average fog color table accounting for every fog layer between a point
603 // and the camera. (Note: attenuation is handled separately!)
604 for (y = 0;y < size;y++)
606 for (x = 0;x < size;x++)
612 for (j = x;j <= y;j++)
614 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
620 for (j = x;j >= y;j--)
622 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
627 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
628 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
629 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
630 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
633 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
636 //=======================================================================================================================================================
638 static const char *builtinshaderstrings[] =
640 #include "shader_glsl.h"
644 const char *builtinhlslshaderstrings[] =
646 #include "shader_hlsl.h"
650 //=======================================================================================================================================================
652 typedef struct shaderpermutationinfo_s
657 shaderpermutationinfo_t;
659 typedef struct shadermodeinfo_s
661 const char *sourcebasename;
662 const char *extension;
663 const char **builtinshaderstrings;
672 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
673 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
675 {"#define USEDIFFUSE\n", " diffuse"},
676 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
677 {"#define USEVIEWTINT\n", " viewtint"},
678 {"#define USECOLORMAPPING\n", " colormapping"},
679 {"#define USESATURATION\n", " saturation"},
680 {"#define USEFOGINSIDE\n", " foginside"},
681 {"#define USEFOGOUTSIDE\n", " fogoutside"},
682 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
683 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
684 {"#define USEGAMMARAMPS\n", " gammaramps"},
685 {"#define USECUBEFILTER\n", " cubefilter"},
686 {"#define USEGLOW\n", " glow"},
687 {"#define USEBLOOM\n", " bloom"},
688 {"#define USESPECULAR\n", " specular"},
689 {"#define USEPOSTPROCESSING\n", " postprocessing"},
690 {"#define USEREFLECTION\n", " reflection"},
691 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
692 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
693 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
694 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
695 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
696 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
697 {"#define USEALPHAKILL\n", " alphakill"},
698 {"#define USEREFLECTCUBE\n", " reflectcube"},
699 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
700 {"#define USEBOUNCEGRID\n", " bouncegrid"},
701 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
702 {"#define USETRIPPY\n", " trippy"},
703 {"#define USEDEPTHRGB\n", " depthrgb"},
704 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
705 {"#define USESKELETAL\n", " skeletal"},
706 {"#define USEOCCLUDE\n", " occlude"}
709 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
710 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
712 // SHADERLANGUAGE_GLSL
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
724 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
725 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
726 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
727 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
728 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
729 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
730 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
732 // SHADERLANGUAGE_HLSL
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
744 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
745 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
746 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
747 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
748 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
749 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
750 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
754 struct r_glsl_permutation_s;
755 typedef struct r_glsl_permutation_s
758 struct r_glsl_permutation_s *hashnext;
760 dpuint64 permutation;
762 /// indicates if we have tried compiling this permutation already
764 /// 0 if compilation failed
766 // texture units assigned to each detected uniform
767 int tex_Texture_First;
768 int tex_Texture_Second;
769 int tex_Texture_GammaRamps;
770 int tex_Texture_Normal;
771 int tex_Texture_Color;
772 int tex_Texture_Gloss;
773 int tex_Texture_Glow;
774 int tex_Texture_SecondaryNormal;
775 int tex_Texture_SecondaryColor;
776 int tex_Texture_SecondaryGloss;
777 int tex_Texture_SecondaryGlow;
778 int tex_Texture_Pants;
779 int tex_Texture_Shirt;
780 int tex_Texture_FogHeightTexture;
781 int tex_Texture_FogMask;
782 int tex_Texture_Lightmap;
783 int tex_Texture_Deluxemap;
784 int tex_Texture_Attenuation;
785 int tex_Texture_Cube;
786 int tex_Texture_Refraction;
787 int tex_Texture_Reflection;
788 int tex_Texture_ShadowMap2D;
789 int tex_Texture_CubeProjection;
790 int tex_Texture_ScreenNormalMap;
791 int tex_Texture_ScreenDiffuse;
792 int tex_Texture_ScreenSpecular;
793 int tex_Texture_ReflectMask;
794 int tex_Texture_ReflectCube;
795 int tex_Texture_BounceGrid;
796 /// locations of detected uniforms in program object, or -1 if not found
797 int loc_Texture_First;
798 int loc_Texture_Second;
799 int loc_Texture_GammaRamps;
800 int loc_Texture_Normal;
801 int loc_Texture_Color;
802 int loc_Texture_Gloss;
803 int loc_Texture_Glow;
804 int loc_Texture_SecondaryNormal;
805 int loc_Texture_SecondaryColor;
806 int loc_Texture_SecondaryGloss;
807 int loc_Texture_SecondaryGlow;
808 int loc_Texture_Pants;
809 int loc_Texture_Shirt;
810 int loc_Texture_FogHeightTexture;
811 int loc_Texture_FogMask;
812 int loc_Texture_Lightmap;
813 int loc_Texture_Deluxemap;
814 int loc_Texture_Attenuation;
815 int loc_Texture_Cube;
816 int loc_Texture_Refraction;
817 int loc_Texture_Reflection;
818 int loc_Texture_ShadowMap2D;
819 int loc_Texture_CubeProjection;
820 int loc_Texture_ScreenNormalMap;
821 int loc_Texture_ScreenDiffuse;
822 int loc_Texture_ScreenSpecular;
823 int loc_Texture_ReflectMask;
824 int loc_Texture_ReflectCube;
825 int loc_Texture_BounceGrid;
827 int loc_BloomBlur_Parameters;
829 int loc_Color_Ambient;
830 int loc_Color_Diffuse;
831 int loc_Color_Specular;
835 int loc_DeferredColor_Ambient;
836 int loc_DeferredColor_Diffuse;
837 int loc_DeferredColor_Specular;
838 int loc_DeferredMod_Diffuse;
839 int loc_DeferredMod_Specular;
840 int loc_DistortScaleRefractReflect;
843 int loc_FogHeightFade;
845 int loc_FogPlaneViewDist;
846 int loc_FogRangeRecip;
849 int loc_LightPosition;
850 int loc_OffsetMapping_ScaleSteps;
851 int loc_OffsetMapping_LodDistance;
852 int loc_OffsetMapping_Bias;
854 int loc_ReflectColor;
855 int loc_ReflectFactor;
856 int loc_ReflectOffset;
857 int loc_RefractColor;
859 int loc_ScreenCenterRefractReflect;
860 int loc_ScreenScaleRefractReflect;
861 int loc_ScreenToDepth;
862 int loc_ShadowMap_Parameters;
863 int loc_ShadowMap_TextureScale;
864 int loc_SpecularPower;
865 int loc_Skeletal_Transform12;
870 int loc_ViewTintColor;
872 int loc_ModelToLight;
874 int loc_BackgroundTexMatrix;
875 int loc_ModelViewProjectionMatrix;
876 int loc_ModelViewMatrix;
877 int loc_PixelToScreenTexCoord;
878 int loc_ModelToReflectCube;
879 int loc_ShadowMapMatrix;
880 int loc_BloomColorSubtract;
881 int loc_NormalmapScrollBlend;
882 int loc_BounceGridMatrix;
883 int loc_BounceGridIntensity;
884 /// uniform block bindings
885 int ubibind_Skeletal_Transform12_UniformBlock;
886 /// uniform block indices
887 int ubiloc_Skeletal_Transform12_UniformBlock;
889 r_glsl_permutation_t;
891 #define SHADERPERMUTATION_HASHSIZE 256
894 // non-degradable "lightweight" shader parameters to keep the permutations simpler
895 // these can NOT degrade! only use for simple stuff
898 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
899 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
900 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
901 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
902 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
903 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
904 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
905 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
906 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
907 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
908 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
909 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
910 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
911 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
913 #define SHADERSTATICPARMS_COUNT 14
915 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
916 static int shaderstaticparms_count = 0;
918 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
919 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
921 extern qboolean r_shadow_shadowmapsampler;
922 extern int r_shadow_shadowmappcf;
923 qboolean R_CompileShader_CheckStaticParms(void)
925 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
926 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
927 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
930 if (r_glsl_saturation_redcompensate.integer)
931 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
932 if (r_glsl_vertextextureblend_usebothalphas.integer)
933 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
934 if (r_shadow_glossexact.integer)
935 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
936 if (r_glsl_postprocess.integer)
938 if (r_glsl_postprocess_uservec1_enable.integer)
939 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
940 if (r_glsl_postprocess_uservec2_enable.integer)
941 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
942 if (r_glsl_postprocess_uservec3_enable.integer)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
944 if (r_glsl_postprocess_uservec4_enable.integer)
945 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
948 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
949 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
950 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
952 if (r_shadow_shadowmapsampler)
953 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
954 if (r_shadow_shadowmappcf > 1)
955 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
956 else if (r_shadow_shadowmappcf)
957 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
958 if (r_celshading.integer)
959 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
960 if (r_celoutlines.integer)
961 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
963 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
966 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
967 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
968 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
970 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
971 static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
973 shaderstaticparms_count = 0;
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
983 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
984 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
985 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
986 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
987 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
988 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
989 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
992 /// information about each possible shader permutation
993 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
994 /// currently selected permutation
995 r_glsl_permutation_t *r_glsl_permutation;
996 /// storage for permutations linked in the hash table
997 memexpandablearray_t r_glsl_permutationarray;
999 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1001 //unsigned int hashdepth = 0;
1002 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1003 r_glsl_permutation_t *p;
1004 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1006 if (p->mode == mode && p->permutation == permutation)
1008 //if (hashdepth > 10)
1009 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1014 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1016 p->permutation = permutation;
1017 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1018 r_glsl_permutationhash[mode][hashindex] = p;
1019 //if (hashdepth > 10)
1020 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1024 static char *R_ShaderStrCat(const char **strings)
1027 const char **p = strings;
1030 for (p = strings;(t = *p);p++)
1033 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1035 for (p = strings;(t = *p);p++)
1045 static char *R_ShaderStrCat(const char **strings);
1046 static void R_InitShaderModeInfo(void)
1049 shadermodeinfo_t *modeinfo;
1050 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1051 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1053 for (i = 0; i < SHADERMODE_COUNT; i++)
1055 char filename[MAX_QPATH];
1056 modeinfo = &shadermodeinfo[language][i];
1057 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1058 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1059 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1060 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1065 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1068 // if the mode has no filename we have to return the builtin string
1069 if (builtinonly || !modeinfo->filename)
1070 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1071 // note that FS_LoadFile appends a 0 byte to make it a valid string
1072 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1075 if (printfromdisknotice)
1076 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1077 return shaderstring;
1079 // fall back to builtinstring
1080 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1083 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1088 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1090 char permutationname[256];
1091 int vertstrings_count = 0;
1092 int geomstrings_count = 0;
1093 int fragstrings_count = 0;
1094 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1095 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1096 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1103 permutationname[0] = 0;
1104 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1106 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1108 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1109 if(vid.support.glshaderversion >= 140)
1111 vertstrings_list[vertstrings_count++] = "#version 140\n";
1112 geomstrings_list[geomstrings_count++] = "#version 140\n";
1113 fragstrings_list[fragstrings_count++] = "#version 140\n";
1114 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1115 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1116 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1118 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1119 else if(vid.support.glshaderversion >= 130)
1121 vertstrings_list[vertstrings_count++] = "#version 130\n";
1122 geomstrings_list[geomstrings_count++] = "#version 130\n";
1123 fragstrings_list[fragstrings_count++] = "#version 130\n";
1124 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1125 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1126 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1128 // if we can do #version 120, we should (this adds the invariant keyword)
1129 else if(vid.support.glshaderversion >= 120)
1131 vertstrings_list[vertstrings_count++] = "#version 120\n";
1132 geomstrings_list[geomstrings_count++] = "#version 120\n";
1133 fragstrings_list[fragstrings_count++] = "#version 120\n";
1134 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1135 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1136 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1138 // GLES also adds several things from GLSL120
1139 switch(vid.renderpath)
1141 case RENDERPATH_GLES2:
1142 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1143 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1144 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1150 // the first pretext is which type of shader to compile as
1151 // (later these will all be bound together as a program object)
1152 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1153 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1154 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1156 // the second pretext is the mode (for example a light source)
1157 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1158 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1159 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1160 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1162 // now add all the permutation pretexts
1163 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1165 if (permutation & (1ll<<i))
1167 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1168 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1169 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1170 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1174 // keep line numbers correct
1175 vertstrings_list[vertstrings_count++] = "\n";
1176 geomstrings_list[geomstrings_count++] = "\n";
1177 fragstrings_list[fragstrings_count++] = "\n";
1182 R_CompileShader_AddStaticParms(mode, permutation);
1183 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1184 vertstrings_count += shaderstaticparms_count;
1185 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1186 geomstrings_count += shaderstaticparms_count;
1187 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1188 fragstrings_count += shaderstaticparms_count;
1190 // now append the shader text itself
1191 vertstrings_list[vertstrings_count++] = sourcestring;
1192 geomstrings_list[geomstrings_count++] = sourcestring;
1193 fragstrings_list[fragstrings_count++] = sourcestring;
1195 // compile the shader program
1196 if (vertstrings_count + geomstrings_count + fragstrings_count)
1197 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1201 qglUseProgram(p->program);CHECKGLERROR
1202 // look up all the uniform variable names we care about, so we don't
1203 // have to look them up every time we set them
1208 GLint activeuniformindex = 0;
1209 GLint numactiveuniforms = 0;
1210 char uniformname[128];
1211 GLsizei uniformnamelength = 0;
1212 GLint uniformsize = 0;
1213 GLenum uniformtype = 0;
1214 memset(uniformname, 0, sizeof(uniformname));
1215 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1216 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1217 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1219 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1220 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1225 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1226 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1227 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1228 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1229 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1230 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1231 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1232 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1233 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1234 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1235 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1236 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1237 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1238 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1239 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1240 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1241 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1242 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1243 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1244 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1245 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1246 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1247 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1248 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1249 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1250 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1251 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1252 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1253 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1254 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1255 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1256 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1257 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1258 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1259 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1260 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1261 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1262 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1263 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1264 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1265 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1266 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1267 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1268 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1269 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1270 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1271 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1272 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1273 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1274 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1275 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1276 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1277 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1278 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1279 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1280 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1281 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1282 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1283 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1284 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1285 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1286 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1287 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1288 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1289 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1290 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1291 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1292 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1293 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1294 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1295 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1296 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1297 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1298 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1299 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1300 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1301 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1302 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1303 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1304 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1305 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1306 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1307 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1308 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1309 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1310 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1311 // initialize the samplers to refer to the texture units we use
1312 p->tex_Texture_First = -1;
1313 p->tex_Texture_Second = -1;
1314 p->tex_Texture_GammaRamps = -1;
1315 p->tex_Texture_Normal = -1;
1316 p->tex_Texture_Color = -1;
1317 p->tex_Texture_Gloss = -1;
1318 p->tex_Texture_Glow = -1;
1319 p->tex_Texture_SecondaryNormal = -1;
1320 p->tex_Texture_SecondaryColor = -1;
1321 p->tex_Texture_SecondaryGloss = -1;
1322 p->tex_Texture_SecondaryGlow = -1;
1323 p->tex_Texture_Pants = -1;
1324 p->tex_Texture_Shirt = -1;
1325 p->tex_Texture_FogHeightTexture = -1;
1326 p->tex_Texture_FogMask = -1;
1327 p->tex_Texture_Lightmap = -1;
1328 p->tex_Texture_Deluxemap = -1;
1329 p->tex_Texture_Attenuation = -1;
1330 p->tex_Texture_Cube = -1;
1331 p->tex_Texture_Refraction = -1;
1332 p->tex_Texture_Reflection = -1;
1333 p->tex_Texture_ShadowMap2D = -1;
1334 p->tex_Texture_CubeProjection = -1;
1335 p->tex_Texture_ScreenNormalMap = -1;
1336 p->tex_Texture_ScreenDiffuse = -1;
1337 p->tex_Texture_ScreenSpecular = -1;
1338 p->tex_Texture_ReflectMask = -1;
1339 p->tex_Texture_ReflectCube = -1;
1340 p->tex_Texture_BounceGrid = -1;
1341 // bind the texture samplers in use
1343 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1344 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1345 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1346 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1347 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1348 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1349 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1350 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1351 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1352 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1353 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1354 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1355 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1356 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1357 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1358 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1359 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1360 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1361 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1362 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1363 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1364 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1365 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1366 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1367 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1368 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1369 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1370 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1371 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1372 // get the uniform block indices so we can bind them
1373 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1374 if (vid.support.arb_uniform_buffer_object)
1375 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1378 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1379 // clear the uniform block bindings
1380 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1381 // bind the uniform blocks in use
1383 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1384 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1386 // we're done compiling and setting up the shader, at least until it is used
1388 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1391 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1395 Mem_Free(sourcestring);
1398 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
1400 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1401 if (r_glsl_permutation != perm)
1403 r_glsl_permutation = perm;
1404 if (!r_glsl_permutation->program)
1406 if (!r_glsl_permutation->compiled)
1408 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1409 R_GLSL_CompilePermutation(perm, mode, permutation);
1411 if (!r_glsl_permutation->program)
1413 // remove features until we find a valid permutation
1415 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1417 // reduce i more quickly whenever it would not remove any bits
1418 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1419 if (!(permutation & j))
1422 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1423 if (!r_glsl_permutation->compiled)
1424 R_GLSL_CompilePermutation(perm, mode, permutation);
1425 if (r_glsl_permutation->program)
1428 if (i >= SHADERPERMUTATION_COUNT)
1430 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1431 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1432 qglUseProgram(0);CHECKGLERROR
1433 return; // no bit left to clear, entire mode is broken
1438 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1440 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1441 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1442 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1450 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1451 extern D3DCAPS9 vid_d3d9caps;
1454 struct r_hlsl_permutation_s;
1455 typedef struct r_hlsl_permutation_s
1457 /// hash lookup data
1458 struct r_hlsl_permutation_s *hashnext;
1460 dpuint64 permutation;
1462 /// indicates if we have tried compiling this permutation already
1464 /// NULL if compilation failed
1465 IDirect3DVertexShader9 *vertexshader;
1466 IDirect3DPixelShader9 *pixelshader;
1468 r_hlsl_permutation_t;
1470 typedef enum D3DVSREGISTER_e
1472 D3DVSREGISTER_TexMatrix = 0, // float4x4
1473 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1474 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1475 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1476 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1477 D3DVSREGISTER_ModelToLight = 20, // float4x4
1478 D3DVSREGISTER_EyePosition = 24,
1479 D3DVSREGISTER_FogPlane = 25,
1480 D3DVSREGISTER_LightDir = 26,
1481 D3DVSREGISTER_LightPosition = 27,
1485 typedef enum D3DPSREGISTER_e
1487 D3DPSREGISTER_Alpha = 0,
1488 D3DPSREGISTER_BloomBlur_Parameters = 1,
1489 D3DPSREGISTER_ClientTime = 2,
1490 D3DPSREGISTER_Color_Ambient = 3,
1491 D3DPSREGISTER_Color_Diffuse = 4,
1492 D3DPSREGISTER_Color_Specular = 5,
1493 D3DPSREGISTER_Color_Glow = 6,
1494 D3DPSREGISTER_Color_Pants = 7,
1495 D3DPSREGISTER_Color_Shirt = 8,
1496 D3DPSREGISTER_DeferredColor_Ambient = 9,
1497 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1498 D3DPSREGISTER_DeferredColor_Specular = 11,
1499 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1500 D3DPSREGISTER_DeferredMod_Specular = 13,
1501 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1502 D3DPSREGISTER_EyePosition = 15, // unused
1503 D3DPSREGISTER_FogColor = 16,
1504 D3DPSREGISTER_FogHeightFade = 17,
1505 D3DPSREGISTER_FogPlane = 18,
1506 D3DPSREGISTER_FogPlaneViewDist = 19,
1507 D3DPSREGISTER_FogRangeRecip = 20,
1508 D3DPSREGISTER_LightColor = 21,
1509 D3DPSREGISTER_LightDir = 22, // unused
1510 D3DPSREGISTER_LightPosition = 23,
1511 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1512 D3DPSREGISTER_PixelSize = 25,
1513 D3DPSREGISTER_ReflectColor = 26,
1514 D3DPSREGISTER_ReflectFactor = 27,
1515 D3DPSREGISTER_ReflectOffset = 28,
1516 D3DPSREGISTER_RefractColor = 29,
1517 D3DPSREGISTER_Saturation = 30,
1518 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1519 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1520 D3DPSREGISTER_ScreenToDepth = 33,
1521 D3DPSREGISTER_ShadowMap_Parameters = 34,
1522 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1523 D3DPSREGISTER_SpecularPower = 36,
1524 D3DPSREGISTER_UserVec1 = 37,
1525 D3DPSREGISTER_UserVec2 = 38,
1526 D3DPSREGISTER_UserVec3 = 39,
1527 D3DPSREGISTER_UserVec4 = 40,
1528 D3DPSREGISTER_ViewTintColor = 41,
1529 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1530 D3DPSREGISTER_BloomColorSubtract = 43,
1531 D3DPSREGISTER_ViewToLight = 44, // float4x4
1532 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1533 D3DPSREGISTER_NormalmapScrollBlend = 52,
1534 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1535 D3DPSREGISTER_OffsetMapping_Bias = 54,
1540 /// information about each possible shader permutation
1541 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1542 /// currently selected permutation
1543 r_hlsl_permutation_t *r_hlsl_permutation;
1544 /// storage for permutations linked in the hash table
1545 memexpandablearray_t r_hlsl_permutationarray;
1547 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
1549 //unsigned int hashdepth = 0;
1550 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1551 r_hlsl_permutation_t *p;
1552 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1554 if (p->mode == mode && p->permutation == permutation)
1556 //if (hashdepth > 10)
1557 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1562 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1564 p->permutation = permutation;
1565 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1566 r_hlsl_permutationhash[mode][hashindex] = p;
1567 //if (hashdepth > 10)
1568 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1573 //#include <d3dx9shader.h>
1574 //#include <d3dx9mesh.h>
1576 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1578 DWORD *vsbin = NULL;
1579 DWORD *psbin = NULL;
1580 fs_offset_t vsbinsize;
1581 fs_offset_t psbinsize;
1582 // IDirect3DVertexShader9 *vs = NULL;
1583 // IDirect3DPixelShader9 *ps = NULL;
1584 ID3DXBuffer *vslog = NULL;
1585 ID3DXBuffer *vsbuffer = NULL;
1586 ID3DXConstantTable *vsconstanttable = NULL;
1587 ID3DXBuffer *pslog = NULL;
1588 ID3DXBuffer *psbuffer = NULL;
1589 ID3DXConstantTable *psconstanttable = NULL;
1592 char temp[MAX_INPUTLINE];
1593 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1595 qboolean debugshader = gl_paranoid.integer != 0;
1596 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1597 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1600 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1601 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1603 if ((!vsbin && vertstring) || (!psbin && fragstring))
1605 const char* dllnames_d3dx9 [] =
1629 dllhandle_t d3dx9_dll = NULL;
1630 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1631 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1632 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1633 dllfunction_t d3dx9_dllfuncs[] =
1635 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1636 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1637 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1640 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1641 #ifndef ID3DXBuffer_GetBufferPointer
1642 #if !defined(__cplusplus) || defined(CINTERFACE)
1643 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1644 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1645 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1647 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1648 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1649 #define ID3DXBuffer_Release(p) (p)->Release()
1652 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1654 DWORD shaderflags = 0;
1656 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1657 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1658 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1659 if (vertstring && vertstring[0])
1663 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1664 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1667 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1670 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1671 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1672 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1673 ID3DXBuffer_Release(vsbuffer);
1677 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1678 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1679 ID3DXBuffer_Release(vslog);
1682 if (fragstring && fragstring[0])
1686 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1687 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1690 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1693 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1694 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1695 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1696 ID3DXBuffer_Release(psbuffer);
1700 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1701 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1702 ID3DXBuffer_Release(pslog);
1705 Sys_UnloadLibrary(&d3dx9_dll);
1708 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1712 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1713 if (FAILED(vsresult))
1714 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1715 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1716 if (FAILED(psresult))
1717 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1719 // free the shader data
1720 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1721 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1724 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
1727 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1728 int vertstring_length = 0;
1729 int geomstring_length = 0;
1730 int fragstring_length = 0;
1733 char *vertstring, *geomstring, *fragstring;
1734 char permutationname[256];
1735 char cachename[256];
1736 int vertstrings_count = 0;
1737 int geomstrings_count = 0;
1738 int fragstrings_count = 0;
1739 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1740 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1741 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1746 p->vertexshader = NULL;
1747 p->pixelshader = NULL;
1749 permutationname[0] = 0;
1751 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1753 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1754 strlcat(cachename, "hlsl/", sizeof(cachename));
1756 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1757 vertstrings_count = 0;
1758 geomstrings_count = 0;
1759 fragstrings_count = 0;
1760 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1761 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1762 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1764 // the first pretext is which type of shader to compile as
1765 // (later these will all be bound together as a program object)
1766 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1767 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1768 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1770 // the second pretext is the mode (for example a light source)
1771 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1772 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1773 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1774 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1775 strlcat(cachename, modeinfo->name, sizeof(cachename));
1777 // now add all the permutation pretexts
1778 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1780 if (permutation & (1ll<<i))
1782 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1783 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1784 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1785 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1786 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1790 // keep line numbers correct
1791 vertstrings_list[vertstrings_count++] = "\n";
1792 geomstrings_list[geomstrings_count++] = "\n";
1793 fragstrings_list[fragstrings_count++] = "\n";
1798 R_CompileShader_AddStaticParms(mode, permutation);
1799 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1800 vertstrings_count += shaderstaticparms_count;
1801 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1802 geomstrings_count += shaderstaticparms_count;
1803 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1804 fragstrings_count += shaderstaticparms_count;
1806 // replace spaces in the cachename with _ characters
1807 for (i = 0;cachename[i];i++)
1808 if (cachename[i] == ' ')
1811 // now append the shader text itself
1812 vertstrings_list[vertstrings_count++] = sourcestring;
1813 geomstrings_list[geomstrings_count++] = sourcestring;
1814 fragstrings_list[fragstrings_count++] = sourcestring;
1816 vertstring_length = 0;
1817 for (i = 0;i < vertstrings_count;i++)
1818 vertstring_length += (int)strlen(vertstrings_list[i]);
1819 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1820 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1821 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1823 geomstring_length = 0;
1824 for (i = 0;i < geomstrings_count;i++)
1825 geomstring_length += (int)strlen(geomstrings_list[i]);
1826 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1827 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1828 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1830 fragstring_length = 0;
1831 for (i = 0;i < fragstrings_count;i++)
1832 fragstring_length += (int)strlen(fragstrings_list[i]);
1833 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1834 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1835 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1837 // try to load the cached shader, or generate one
1838 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1840 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1841 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1843 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1847 Mem_Free(vertstring);
1849 Mem_Free(geomstring);
1851 Mem_Free(fragstring);
1853 Mem_Free(sourcestring);
1856 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1857 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1858 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);}
1859 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);}
1860 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);}
1861 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);}
1863 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1864 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1865 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);}
1866 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);}
1867 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);}
1868 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);}
1870 void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
1872 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1873 if (r_hlsl_permutation != perm)
1875 r_hlsl_permutation = perm;
1876 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1878 if (!r_hlsl_permutation->compiled)
1879 R_HLSL_CompilePermutation(perm, mode, permutation);
1880 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1882 // remove features until we find a valid permutation
1884 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1886 // reduce i more quickly whenever it would not remove any bits
1887 dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1888 if (!(permutation & j))
1891 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1892 if (!r_hlsl_permutation->compiled)
1893 R_HLSL_CompilePermutation(perm, mode, permutation);
1894 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1897 if (i >= SHADERPERMUTATION_COUNT)
1899 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1900 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1901 return; // no bit left to clear, entire mode is broken
1905 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1906 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1908 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1909 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1910 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1914 static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
1916 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1917 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1918 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1919 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1922 void R_GLSL_Restart_f(void)
1924 unsigned int i, limit;
1925 switch(vid.renderpath)
1927 case RENDERPATH_D3D9:
1930 r_hlsl_permutation_t *p;
1931 r_hlsl_permutation = NULL;
1932 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1933 for (i = 0;i < limit;i++)
1935 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1937 if (p->vertexshader)
1938 IDirect3DVertexShader9_Release(p->vertexshader);
1940 IDirect3DPixelShader9_Release(p->pixelshader);
1941 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1944 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1948 case RENDERPATH_D3D10:
1949 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1951 case RENDERPATH_D3D11:
1952 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1954 case RENDERPATH_GL20:
1955 case RENDERPATH_GLES2:
1957 r_glsl_permutation_t *p;
1958 r_glsl_permutation = NULL;
1959 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1960 for (i = 0;i < limit;i++)
1962 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1964 GL_Backend_FreeProgram(p->program);
1965 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1968 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1971 case RENDERPATH_GL11:
1972 case RENDERPATH_GL13:
1973 case RENDERPATH_GLES1:
1975 case RENDERPATH_SOFT:
1980 static void R_GLSL_DumpShader_f(void)
1982 int i, language, mode, dupe;
1984 shadermodeinfo_t *modeinfo;
1987 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1989 modeinfo = shadermodeinfo[language];
1990 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1992 // don't dump the same file multiple times (most or all shaders come from the same file)
1993 for (dupe = mode - 1;dupe >= 0;dupe--)
1994 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1998 text = modeinfo[mode].builtinstring;
2001 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
2004 FS_Print(file, "/* The engine may define the following macros:\n");
2005 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
2006 for (i = 0;i < SHADERMODE_COUNT;i++)
2007 FS_Print(file, modeinfo[i].pretext);
2008 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2009 FS_Print(file, shaderpermutationinfo[i].pretext);
2010 FS_Print(file, "*/\n");
2011 FS_Print(file, text);
2013 Con_Printf("%s written\n", modeinfo[mode].filename);
2016 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2021 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2023 dpuint64 permutation = 0;
2024 if (r_trippy.integer && !notrippy)
2025 permutation |= SHADERPERMUTATION_TRIPPY;
2026 permutation |= SHADERPERMUTATION_VIEWTINT;
2028 permutation |= SHADERPERMUTATION_DIFFUSE;
2030 permutation |= SHADERPERMUTATION_SPECULAR;
2031 if (texturemode == GL_MODULATE)
2032 permutation |= SHADERPERMUTATION_COLORMAPPING;
2033 else if (texturemode == GL_ADD)
2034 permutation |= SHADERPERMUTATION_GLOW;
2035 else if (texturemode == GL_DECAL)
2036 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2037 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2038 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2039 if (suppresstexalpha)
2040 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2042 texturemode = GL_MODULATE;
2043 if (vid.allowalphatocoverage)
2044 GL_AlphaToCoverage(false);
2045 switch (vid.renderpath)
2047 case RENDERPATH_D3D9:
2049 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2050 R_Mesh_TexBind(GL20TU_FIRST , first );
2051 R_Mesh_TexBind(GL20TU_SECOND, second);
2052 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2053 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2056 case RENDERPATH_D3D10:
2057 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2059 case RENDERPATH_D3D11:
2060 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2062 case RENDERPATH_GL20:
2063 case RENDERPATH_GLES2:
2064 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2065 if (r_glsl_permutation->tex_Texture_First >= 0)
2066 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2067 if (r_glsl_permutation->tex_Texture_Second >= 0)
2068 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2069 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2070 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2072 case RENDERPATH_GL13:
2073 case RENDERPATH_GLES1:
2074 R_Mesh_TexBind(0, first );
2075 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2076 R_Mesh_TexMatrix(0, NULL);
2077 R_Mesh_TexBind(1, second);
2080 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2081 R_Mesh_TexMatrix(1, NULL);
2084 case RENDERPATH_GL11:
2085 R_Mesh_TexBind(0, first );
2086 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2087 R_Mesh_TexMatrix(0, NULL);
2089 case RENDERPATH_SOFT:
2090 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2091 R_Mesh_TexBind(GL20TU_FIRST , first );
2092 R_Mesh_TexBind(GL20TU_SECOND, second);
2097 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2099 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2102 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2104 dpuint64 permutation = 0;
2105 if (r_trippy.integer && !notrippy)
2106 permutation |= SHADERPERMUTATION_TRIPPY;
2108 permutation |= SHADERPERMUTATION_DEPTHRGB;
2110 permutation |= SHADERPERMUTATION_SKELETAL;
2112 if (vid.allowalphatocoverage)
2113 GL_AlphaToCoverage(false);
2114 switch (vid.renderpath)
2116 case RENDERPATH_D3D9:
2118 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2121 case RENDERPATH_D3D10:
2122 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2124 case RENDERPATH_D3D11:
2125 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2127 case RENDERPATH_GL20:
2128 case RENDERPATH_GLES2:
2129 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2130 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2131 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2134 case RENDERPATH_GL13:
2135 case RENDERPATH_GLES1:
2136 R_Mesh_TexBind(0, 0);
2137 R_Mesh_TexBind(1, 0);
2139 case RENDERPATH_GL11:
2140 R_Mesh_TexBind(0, 0);
2142 case RENDERPATH_SOFT:
2143 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2148 extern qboolean r_shadow_usingdeferredprepass;
2149 extern rtexture_t *r_shadow_attenuationgradienttexture;
2150 extern rtexture_t *r_shadow_attenuation2dtexture;
2151 extern rtexture_t *r_shadow_attenuation3dtexture;
2152 extern qboolean r_shadow_usingshadowmap2d;
2153 extern qboolean r_shadow_usingshadowmaportho;
2154 extern float r_shadow_modelshadowmap_texturescale[4];
2155 extern float r_shadow_modelshadowmap_parameters[4];
2156 extern float r_shadow_lightshadowmap_texturescale[4];
2157 extern float r_shadow_lightshadowmap_parameters[4];
2158 extern qboolean r_shadow_shadowmapvsdct;
2159 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2160 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2161 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2162 extern matrix4x4_t r_shadow_shadowmapmatrix;
2163 extern int r_shadow_prepass_width;
2164 extern int r_shadow_prepass_height;
2165 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2166 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2167 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2168 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2170 #define BLENDFUNC_ALLOWS_COLORMOD 1
2171 #define BLENDFUNC_ALLOWS_FOG 2
2172 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2173 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2174 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2175 static int R_BlendFuncFlags(int src, int dst)
2179 // a blendfunc allows colormod if:
2180 // a) it can never keep the destination pixel invariant, or
2181 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2182 // this is to prevent unintended side effects from colormod
2184 // a blendfunc allows fog if:
2185 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2186 // this is to prevent unintended side effects from fog
2188 // these checks are the output of fogeval.pl
2190 r |= BLENDFUNC_ALLOWS_COLORMOD;
2191 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2192 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2193 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2194 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2195 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2196 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2197 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2198 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2199 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2200 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2201 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2202 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2203 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2204 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2205 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2206 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2207 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2208 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2209 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2210 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2211 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2216 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2218 // select a permutation of the lighting shader appropriate to this
2219 // combination of texture, entity, light source, and fogging, only use the
2220 // minimum features necessary to avoid wasting rendering time in the
2221 // fragment shader on features that are not being used
2222 dpuint64 permutation = 0;
2223 unsigned int mode = 0;
2225 texture_t *t = rsurface.texture;
2227 matrix4x4_t tempmatrix;
2228 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2229 if (r_trippy.integer && !notrippy)
2230 permutation |= SHADERPERMUTATION_TRIPPY;
2231 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2232 permutation |= SHADERPERMUTATION_ALPHAKILL;
2233 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2234 permutation |= SHADERPERMUTATION_OCCLUDE;
2235 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
2236 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2237 if (rsurfacepass == RSURFPASS_BACKGROUND)
2239 // distorted background
2240 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2242 mode = SHADERMODE_WATER;
2243 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2244 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2245 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2247 // this is the right thing to do for wateralpha
2248 GL_BlendFunc(GL_ONE, GL_ZERO);
2249 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2253 // this is the right thing to do for entity alpha
2254 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2255 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2258 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
2260 mode = SHADERMODE_REFRACTION;
2261 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2262 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2263 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2264 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2268 mode = SHADERMODE_GENERIC;
2269 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2270 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2271 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2273 if (vid.allowalphatocoverage)
2274 GL_AlphaToCoverage(false);
2276 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2278 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2280 switch(t->offsetmapping)
2282 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2283 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2284 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2285 case OFFSETMAPPING_OFF: break;
2288 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2289 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2290 // normalmap (deferred prepass), may use alpha test on diffuse
2291 mode = SHADERMODE_DEFERREDGEOMETRY;
2292 GL_BlendFunc(GL_ONE, GL_ZERO);
2293 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2294 if (vid.allowalphatocoverage)
2295 GL_AlphaToCoverage(false);
2297 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2299 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2301 switch(t->offsetmapping)
2303 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2304 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2305 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2306 case OFFSETMAPPING_OFF: break;
2309 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2310 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2311 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2312 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2314 mode = SHADERMODE_LIGHTSOURCE;
2315 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2316 permutation |= SHADERPERMUTATION_CUBEFILTER;
2317 if (VectorLength2(rtlightdiffuse) > 0)
2318 permutation |= SHADERPERMUTATION_DIFFUSE;
2319 if (VectorLength2(rtlightspecular) > 0)
2320 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2321 if (r_refdef.fogenabled)
2322 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2323 if (t->colormapping)
2324 permutation |= SHADERPERMUTATION_COLORMAPPING;
2325 if (r_shadow_usingshadowmap2d)
2327 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2328 if(r_shadow_shadowmapvsdct)
2329 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2331 if (r_shadow_shadowmap2ddepthbuffer)
2332 permutation |= SHADERPERMUTATION_DEPTHRGB;
2334 if (t->reflectmasktexture)
2335 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2336 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2337 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2338 if (vid.allowalphatocoverage)
2339 GL_AlphaToCoverage(false);
2341 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2343 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2345 switch(t->offsetmapping)
2347 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2348 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2349 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2350 case OFFSETMAPPING_OFF: break;
2353 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2354 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2355 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2356 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2357 // directional model lighting
2358 mode = SHADERMODE_LIGHTDIRECTION;
2359 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2360 permutation |= SHADERPERMUTATION_GLOW;
2361 if (VectorLength2(t->render_modellight_diffuse))
2362 permutation |= SHADERPERMUTATION_DIFFUSE;
2363 if (VectorLength2(t->render_modellight_specular) > 0)
2364 permutation |= SHADERPERMUTATION_SPECULAR;
2365 if (r_refdef.fogenabled)
2366 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2367 if (t->colormapping)
2368 permutation |= SHADERPERMUTATION_COLORMAPPING;
2369 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2371 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2372 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2374 if (r_shadow_shadowmap2ddepthbuffer)
2375 permutation |= SHADERPERMUTATION_DEPTHRGB;
2377 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2378 permutation |= SHADERPERMUTATION_REFLECTION;
2379 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2380 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2381 if (t->reflectmasktexture)
2382 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2383 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2385 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2386 if (r_shadow_bouncegrid_state.directional)
2387 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2389 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2390 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2391 // when using alphatocoverage, we don't need alphakill
2392 if (vid.allowalphatocoverage)
2394 if (r_transparent_alphatocoverage.integer)
2396 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2397 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2400 GL_AlphaToCoverage(false);
2405 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
2407 switch(t->offsetmapping)
2409 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2410 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2411 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2412 case OFFSETMAPPING_OFF: break;
2415 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2416 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2417 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2418 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2420 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2421 permutation |= SHADERPERMUTATION_GLOW;
2422 if (r_refdef.fogenabled)
2423 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2424 if (t->colormapping)
2425 permutation |= SHADERPERMUTATION_COLORMAPPING;
2426 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2428 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2429 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2431 if (r_shadow_shadowmap2ddepthbuffer)
2432 permutation |= SHADERPERMUTATION_DEPTHRGB;
2434 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
2435 permutation |= SHADERPERMUTATION_REFLECTION;
2436 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
2437 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2438 if (t->reflectmasktexture)
2439 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2440 if (FAKELIGHT_ENABLED)
2442 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2443 mode = SHADERMODE_FAKELIGHT;
2444 permutation |= SHADERPERMUTATION_DIFFUSE;
2445 if (VectorLength2(t->render_lightmap_specular) > 0)
2446 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2448 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2450 // deluxemapping (light direction texture)
2451 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2452 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2454 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2455 permutation |= SHADERPERMUTATION_DIFFUSE;
2456 if (VectorLength2(t->render_lightmap_specular) > 0)
2457 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2459 else if (r_glsl_deluxemapping.integer >= 2)
2461 // fake deluxemapping (uniform light direction in tangentspace)
2462 if (rsurface.uselightmaptexture)
2463 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2465 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2466 permutation |= SHADERPERMUTATION_DIFFUSE;
2467 if (VectorLength2(t->render_lightmap_specular) > 0)
2468 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2470 else if (rsurface.uselightmaptexture)
2472 // ordinary lightmapping (q1bsp, q3bsp)
2473 mode = SHADERMODE_LIGHTMAP;
2477 // ordinary vertex coloring (q3bsp)
2478 mode = SHADERMODE_VERTEXCOLOR;
2480 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2482 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2483 if (r_shadow_bouncegrid_state.directional)
2484 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2486 GL_BlendFunc(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2487 blendfuncflags = R_BlendFuncFlags(t->currentlayers[0].blendfunc1, t->currentlayers[0].blendfunc2);
2488 // when using alphatocoverage, we don't need alphakill
2489 if (vid.allowalphatocoverage)
2491 if (r_transparent_alphatocoverage.integer)
2493 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2494 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2497 GL_AlphaToCoverage(false);
2500 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2501 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2502 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2503 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2504 switch(vid.renderpath)
2506 case RENDERPATH_D3D9:
2508 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2509 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2510 R_SetupShader_SetPermutationHLSL(mode, permutation);
2511 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2512 if (mode == SHADERMODE_LIGHTSOURCE)
2514 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2515 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2519 if (mode == SHADERMODE_LIGHTDIRECTION)
2521 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2524 Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2525 Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2526 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2527 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2528 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2530 if (mode == SHADERMODE_LIGHTSOURCE)
2532 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2533 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2534 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2535 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2536 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2538 // additive passes are only darkened by fog, not tinted
2539 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2540 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2544 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2545 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2546 if (mode == SHADERMODE_FLATCOLOR)
2548 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2550 else if (mode == SHADERMODE_LIGHTDIRECTION)
2552 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2553 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2554 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2555 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED
2556 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2562 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2564 // additive passes are only darkened by fog, not tinted
2565 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2566 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2568 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2569 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2570 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2571 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2572 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2573 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2574 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin);
2575 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin);
2576 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2577 if (mode == SHADERMODE_WATER)
2578 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2580 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2582 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2587 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2588 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2590 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2591 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2592 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2593 if (t->pantstexture)
2594 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2596 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2597 if (t->shirttexture)
2598 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2600 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2601 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2602 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2603 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2604 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2605 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2606 r_glsl_offsetmapping_scale.value*t->offsetscale,
2607 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2608 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2609 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2611 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2612 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias);
2613 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2614 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2616 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2617 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2618 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2619 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2620 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2621 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2622 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2624 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2625 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2626 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2627 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2628 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2629 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2630 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2631 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2632 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2633 if (rsurfacepass == RSURFPASS_BACKGROUND)
2635 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2636 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2637 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2641 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2643 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2644 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2645 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2646 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2648 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2649 if (rsurface.rtlight)
2651 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2652 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2657 case RENDERPATH_D3D10:
2658 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2660 case RENDERPATH_D3D11:
2661 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663 case RENDERPATH_GL20:
2664 case RENDERPATH_GLES2:
2665 if (!vid.useinterleavedarrays)
2667 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2668 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2669 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2670 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2671 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2672 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2673 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2674 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2675 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2676 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2677 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2681 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) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2682 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2684 // this has to be after RSurf_PrepareVerticesForBatch
2685 if (rsurface.batchskeletaltransform3x4buffer)
2686 permutation |= SHADERPERMUTATION_SKELETAL;
2687 R_SetupShader_SetPermutationGLSL(mode, permutation);
2688 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2689 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2691 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2692 if (mode == SHADERMODE_LIGHTSOURCE)
2694 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2695 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2696 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2697 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2698 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2699 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2701 // additive passes are only darkened by fog, not tinted
2702 if (r_glsl_permutation->loc_FogColor >= 0)
2703 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2704 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2708 if (mode == SHADERMODE_FLATCOLOR)
2710 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2712 else if (mode == SHADERMODE_LIGHTDIRECTION)
2714 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2715 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2716 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2717 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2718 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2719 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
2720 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2724 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2725 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2726 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2727 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2728 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2730 // additive passes are only darkened by fog, not tinted
2731 if (r_glsl_permutation->loc_FogColor >= 0)
2733 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2734 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2736 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2738 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2739 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]);
2740 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]);
2741 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2742 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2743 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
2744 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
2745 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2746 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2748 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2749 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2750 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2751 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2753 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2754 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2758 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2759 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2762 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2763 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2764 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2765 if (r_glsl_permutation->loc_Color_Pants >= 0)
2767 if (t->pantstexture)
2768 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2770 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2772 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2774 if (t->shirttexture)
2775 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2777 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2779 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]);
2780 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2781 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2782 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2783 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2784 r_glsl_offsetmapping_scale.value*t->offsetscale,
2785 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2786 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2787 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2789 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2790 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2791 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]);
2792 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2793 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2794 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2796 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2797 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2798 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2799 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2800 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2801 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2802 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2803 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2804 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2805 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2806 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2807 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2808 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2809 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2810 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2811 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2812 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2813 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2814 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2815 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2816 if (rsurfacepass == RSURFPASS_BACKGROUND)
2818 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);
2819 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);
2820 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);
2824 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);
2826 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2827 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2828 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2829 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2831 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2832 if (rsurface.rtlight)
2834 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2835 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2838 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2841 case RENDERPATH_GL11:
2842 case RENDERPATH_GL13:
2843 case RENDERPATH_GLES1:
2845 case RENDERPATH_SOFT:
2846 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) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2847 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2848 R_SetupShader_SetPermutationSoft(mode, permutation);
2849 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2850 if (mode == SHADERMODE_LIGHTSOURCE)
2852 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2853 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
2856 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
2857 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
2859 // additive passes are only darkened by fog, not tinted
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2861 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2865 if (mode == SHADERMODE_FLATCOLOR)
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2869 else if (mode == SHADERMODE_LIGHTDIRECTION)
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
2874 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
2880 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
2881 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
2884 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
2885 // additive passes are only darkened by fog, not tinted
2886 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2887 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2889 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
2891 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]);
2892 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]);
2893 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
2894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
2895 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin);
2896 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin);
2897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2898 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
2900 {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2901 {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2902 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2903 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2905 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2906 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2910 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2911 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2914 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2916 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2917 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2919 if (t->pantstexture)
2920 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2922 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2924 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2926 if (t->shirttexture)
2927 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2929 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2931 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2932 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2933 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2934 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2935 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2936 r_glsl_offsetmapping_scale.value*t->offsetscale,
2937 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2938 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2939 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2941 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2942 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias);
2943 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2944 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2946 R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture );
2947 R_Mesh_TexBind(GL20TU_COLOR , t->basetexture );
2948 R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture );
2949 R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture );
2950 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture );
2951 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture );
2952 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture );
2953 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture );
2954 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture );
2955 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture );
2956 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture );
2957 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2958 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2959 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2960 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2961 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2962 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2963 if (rsurfacepass == RSURFPASS_BACKGROUND)
2965 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2966 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2967 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2971 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2973 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2974 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2975 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2976 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2978 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2979 if (rsurface.rtlight)
2981 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2982 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2989 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2991 // select a permutation of the lighting shader appropriate to this
2992 // combination of texture, entity, light source, and fogging, only use the
2993 // minimum features necessary to avoid wasting rendering time in the
2994 // fragment shader on features that are not being used
2995 dpuint64 permutation = 0;
2996 unsigned int mode = 0;
2997 const float *lightcolorbase = rtlight->currentcolor;
2998 float ambientscale = rtlight->ambientscale;
2999 float diffusescale = rtlight->diffusescale;
3000 float specularscale = rtlight->specularscale;
3001 // this is the location of the light in view space
3002 vec3_t viewlightorigin;
3003 // this transforms from view space (camera) to light space (cubemap)
3004 matrix4x4_t viewtolight;
3005 matrix4x4_t lighttoview;
3006 float viewtolight16f[16];
3008 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3009 if (rtlight->currentcubemap != r_texture_whitecube)
3010 permutation |= SHADERPERMUTATION_CUBEFILTER;
3011 if (diffusescale > 0)
3012 permutation |= SHADERPERMUTATION_DIFFUSE;
3013 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3014 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3015 if (r_shadow_usingshadowmap2d)
3017 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3018 if (r_shadow_shadowmapvsdct)
3019 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3021 if (r_shadow_shadowmap2ddepthbuffer)
3022 permutation |= SHADERPERMUTATION_DEPTHRGB;
3024 if (vid.allowalphatocoverage)
3025 GL_AlphaToCoverage(false);
3026 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3027 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3028 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3029 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3030 switch(vid.renderpath)
3032 case RENDERPATH_D3D9:
3034 R_SetupShader_SetPermutationHLSL(mode, permutation);
3035 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3036 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3037 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3038 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3039 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3040 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3041 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3042 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);
3043 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3044 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3046 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3047 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3048 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3049 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3050 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3053 case RENDERPATH_D3D10:
3054 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3056 case RENDERPATH_D3D11:
3057 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3059 case RENDERPATH_GL20:
3060 case RENDERPATH_GLES2:
3061 R_SetupShader_SetPermutationGLSL(mode, permutation);
3062 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3063 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3064 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3065 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3066 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3067 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3068 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3069 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);
3070 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]);
3071 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3073 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3074 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3075 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3076 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3077 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3079 case RENDERPATH_GL11:
3080 case RENDERPATH_GL13:
3081 case RENDERPATH_GLES1:
3083 case RENDERPATH_SOFT:
3084 R_SetupShader_SetPermutationGLSL(mode, permutation);
3085 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3086 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3087 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3088 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3089 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3090 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3091 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3092 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);
3093 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3094 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3096 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3097 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3098 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3099 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3100 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3105 #define SKINFRAME_HASH 1024
3109 unsigned int loadsequence; // incremented each level change
3110 memexpandablearray_t array;
3111 skinframe_t *hash[SKINFRAME_HASH];
3114 r_skinframe_t r_skinframe;
3116 void R_SkinFrame_PrepareForPurge(void)
3118 r_skinframe.loadsequence++;
3119 // wrap it without hitting zero
3120 if (r_skinframe.loadsequence >= 200)
3121 r_skinframe.loadsequence = 1;
3124 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3128 // mark the skinframe as used for the purging code
3129 skinframe->loadsequence = r_skinframe.loadsequence;
3132 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
3134 if (s->merged == s->base)
3136 R_PurgeTexture(s->stain); s->stain = NULL;
3137 R_PurgeTexture(s->merged); s->merged = NULL;
3138 R_PurgeTexture(s->base); s->base = NULL;
3139 R_PurgeTexture(s->pants); s->pants = NULL;
3140 R_PurgeTexture(s->shirt); s->shirt = NULL;
3141 R_PurgeTexture(s->nmap); s->nmap = NULL;
3142 R_PurgeTexture(s->gloss); s->gloss = NULL;
3143 R_PurgeTexture(s->glow); s->glow = NULL;
3144 R_PurgeTexture(s->fog); s->fog = NULL;
3145 R_PurgeTexture(s->reflect); s->reflect = NULL;
3146 s->loadsequence = 0;
3149 void R_SkinFrame_Purge(void)
3153 for (i = 0;i < SKINFRAME_HASH;i++)
3155 for (s = r_skinframe.hash[i];s;s = s->next)
3157 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3158 R_SkinFrame_PurgeSkinFrame(s);
3163 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3165 char basename[MAX_QPATH];
3167 Image_StripImageExtension(name, basename, sizeof(basename));
3169 if( last == NULL ) {
3171 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3172 item = r_skinframe.hash[hashindex];
3177 // linearly search through the hash bucket
3178 for( ; item ; item = item->next ) {
3179 if( !strcmp( item->basename, basename ) ) {
3186 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3190 char basename[MAX_QPATH];
3192 Image_StripImageExtension(name, basename, sizeof(basename));
3194 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3195 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3196 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3200 rtexture_t *dyntexture;
3201 // check whether its a dynamic texture
3202 dyntexture = CL_GetDynTexture( basename );
3203 if (!add && !dyntexture)
3205 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3206 memset(item, 0, sizeof(*item));
3207 strlcpy(item->basename, basename, sizeof(item->basename));
3208 item->base = dyntexture; // either NULL or dyntexture handle
3209 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3210 item->comparewidth = comparewidth;
3211 item->compareheight = compareheight;
3212 item->comparecrc = comparecrc;
3213 item->next = r_skinframe.hash[hashindex];
3214 r_skinframe.hash[hashindex] = item;
3216 else if (textureflags & TEXF_FORCE_RELOAD)
3218 rtexture_t *dyntexture;
3219 // check whether its a dynamic texture
3220 dyntexture = CL_GetDynTexture( basename );
3221 if (!add && !dyntexture)
3223 R_SkinFrame_PurgeSkinFrame(item);
3225 else if( item->base == NULL )
3227 rtexture_t *dyntexture;
3228 // check whether its a dynamic texture
3229 // 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]
3230 dyntexture = CL_GetDynTexture( basename );
3231 item->base = dyntexture; // either NULL or dyntexture handle
3234 R_SkinFrame_MarkUsed(item);
3238 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3240 unsigned long long avgcolor[5], wsum; \
3248 for(pix = 0; pix < cnt; ++pix) \
3251 for(comp = 0; comp < 3; ++comp) \
3253 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3256 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3258 for(comp = 0; comp < 3; ++comp) \
3259 avgcolor[comp] += getpixel * w; \
3262 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3263 avgcolor[4] += getpixel; \
3265 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3267 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3269 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3270 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3273 extern cvar_t gl_picmip;
3274 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3277 unsigned char *pixels;
3278 unsigned char *bumppixels;
3279 unsigned char *basepixels = NULL;
3280 int basepixels_width = 0;
3281 int basepixels_height = 0;
3282 skinframe_t *skinframe;
3283 rtexture_t *ddsbase = NULL;
3284 qboolean ddshasalpha = false;
3285 float ddsavgcolor[4];
3286 char basename[MAX_QPATH];
3287 int miplevel = R_PicmipForFlags(textureflags);
3288 int savemiplevel = miplevel;
3292 if (cls.state == ca_dedicated)
3295 // return an existing skinframe if already loaded
3296 // if loading of the first image fails, don't make a new skinframe as it
3297 // would cause all future lookups of this to be missing
3298 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3299 if (skinframe && skinframe->base)
3302 Image_StripImageExtension(name, basename, sizeof(basename));
3304 // check for DDS texture file first
3305 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3307 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3308 if (basepixels == NULL)
3312 // FIXME handle miplevel
3314 if (developer_loading.integer)
3315 Con_Printf("loading skin \"%s\"\n", name);
3317 // we've got some pixels to store, so really allocate this new texture now
3319 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3320 textureflags &= ~TEXF_FORCE_RELOAD;
3321 skinframe->stain = NULL;
3322 skinframe->merged = NULL;
3323 skinframe->base = NULL;
3324 skinframe->pants = NULL;
3325 skinframe->shirt = NULL;
3326 skinframe->nmap = NULL;
3327 skinframe->gloss = NULL;
3328 skinframe->glow = NULL;
3329 skinframe->fog = NULL;
3330 skinframe->reflect = NULL;
3331 skinframe->hasalpha = false;
3332 // we could store the q2animname here too
3336 skinframe->base = ddsbase;
3337 skinframe->hasalpha = ddshasalpha;
3338 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3339 if (r_loadfog && skinframe->hasalpha)
3340 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3341 //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]);
3345 basepixels_width = image_width;
3346 basepixels_height = image_height;
3347 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);
3348 if (textureflags & TEXF_ALPHA)
3350 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3352 if (basepixels[j] < 255)
3354 skinframe->hasalpha = true;
3358 if (r_loadfog && skinframe->hasalpha)
3360 // has transparent pixels
3361 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3362 for (j = 0;j < image_width * image_height * 4;j += 4)
3367 pixels[j+3] = basepixels[j+3];
3369 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);
3373 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3375 //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]);
3376 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3377 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3378 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3379 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3385 mymiplevel = savemiplevel;
3386 if (r_loadnormalmap)
3387 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, true);
3388 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3390 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3391 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3392 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3393 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3396 // _norm is the name used by tenebrae and has been adopted as standard
3397 if (r_loadnormalmap && skinframe->nmap == NULL)
3399 mymiplevel = savemiplevel;
3400 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3402 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);
3406 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3408 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3409 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3410 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 Mem_Free(bumppixels);
3414 else if (r_shadow_bumpscale_basetexture.value > 0)
3416 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3417 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3418 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);
3422 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3423 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3427 // _luma is supported only for tenebrae compatibility
3428 // _glow is the preferred name
3429 mymiplevel = savemiplevel;
3430 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))))
3432 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);
3434 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3435 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3437 Mem_Free(pixels);pixels = NULL;
3440 mymiplevel = savemiplevel;
3441 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3443 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);
3445 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3446 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3452 mymiplevel = savemiplevel;
3453 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3455 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);
3457 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3458 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3464 mymiplevel = savemiplevel;
3465 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3467 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);
3469 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3470 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3476 mymiplevel = savemiplevel;
3477 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3479 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);
3481 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3482 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3489 Mem_Free(basepixels);
3494 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3495 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3498 skinframe_t *skinframe;
3501 if (cls.state == ca_dedicated)
3504 // if already loaded just return it, otherwise make a new skinframe
3505 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3506 if (skinframe->base)
3508 textureflags &= ~TEXF_FORCE_RELOAD;
3510 skinframe->stain = NULL;
3511 skinframe->merged = NULL;
3512 skinframe->base = NULL;
3513 skinframe->pants = NULL;
3514 skinframe->shirt = NULL;
3515 skinframe->nmap = NULL;
3516 skinframe->gloss = NULL;
3517 skinframe->glow = NULL;
3518 skinframe->fog = NULL;
3519 skinframe->reflect = NULL;
3520 skinframe->hasalpha = false;
3522 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3526 if (developer_loading.integer)
3527 Con_Printf("loading 32bit skin \"%s\"\n", name);
3529 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3531 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3532 unsigned char *b = a + width * height * 4;
3533 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3534 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3537 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3538 if (textureflags & TEXF_ALPHA)
3540 for (i = 3;i < width * height * 4;i += 4)
3542 if (skindata[i] < 255)
3544 skinframe->hasalpha = true;
3548 if (r_loadfog && skinframe->hasalpha)
3550 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3551 memcpy(fogpixels, skindata, width * height * 4);
3552 for (i = 0;i < width * height * 4;i += 4)
3553 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3554 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3555 Mem_Free(fogpixels);
3559 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3560 //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]);
3565 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3569 skinframe_t *skinframe;
3571 if (cls.state == ca_dedicated)
3574 // if already loaded just return it, otherwise make a new skinframe
3575 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3576 if (skinframe->base)
3578 //textureflags &= ~TEXF_FORCE_RELOAD;
3580 skinframe->stain = NULL;
3581 skinframe->merged = NULL;
3582 skinframe->base = NULL;
3583 skinframe->pants = NULL;
3584 skinframe->shirt = NULL;
3585 skinframe->nmap = NULL;
3586 skinframe->gloss = NULL;
3587 skinframe->glow = NULL;
3588 skinframe->fog = NULL;
3589 skinframe->reflect = NULL;
3590 skinframe->hasalpha = false;
3592 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3596 if (developer_loading.integer)
3597 Con_Printf("loading quake skin \"%s\"\n", name);
3599 // 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)
3600 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3601 memcpy(skinframe->qpixels, skindata, width*height);
3602 skinframe->qwidth = width;
3603 skinframe->qheight = height;
3606 for (i = 0;i < width * height;i++)
3607 featuresmask |= palette_featureflags[skindata[i]];
3609 skinframe->hasalpha = false;
3612 skinframe->hasalpha = true;
3613 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3614 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3615 skinframe->qgeneratemerged = true;
3616 skinframe->qgeneratebase = skinframe->qhascolormapping;
3617 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3619 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3620 //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]);
3625 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3629 unsigned char *skindata;
3632 if (!skinframe->qpixels)
3635 if (!skinframe->qhascolormapping)
3636 colormapped = false;
3640 if (!skinframe->qgeneratebase)
3645 if (!skinframe->qgeneratemerged)
3649 width = skinframe->qwidth;
3650 height = skinframe->qheight;
3651 skindata = skinframe->qpixels;
3653 if (skinframe->qgeneratenmap)
3655 unsigned char *a, *b;
3656 skinframe->qgeneratenmap = false;
3657 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3658 b = a + width * height * 4;
3659 // use either a custom palette or the quake palette
3660 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3661 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3662 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3666 if (skinframe->qgenerateglow)
3668 skinframe->qgenerateglow = false;
3669 if (skinframe->hasalpha) // fence textures
3670 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 | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3672 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
3677 skinframe->qgeneratebase = false;
3678 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);
3679 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);
3680 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);
3684 skinframe->qgeneratemerged = false;
3685 if (skinframe->hasalpha) // fence textures
3686 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3688 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);
3691 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3693 Mem_Free(skinframe->qpixels);
3694 skinframe->qpixels = NULL;
3698 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)
3701 skinframe_t *skinframe;
3704 if (cls.state == ca_dedicated)
3707 // if already loaded just return it, otherwise make a new skinframe
3708 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3709 if (skinframe->base)
3711 textureflags &= ~TEXF_FORCE_RELOAD;
3713 skinframe->stain = NULL;
3714 skinframe->merged = NULL;
3715 skinframe->base = NULL;
3716 skinframe->pants = NULL;
3717 skinframe->shirt = NULL;
3718 skinframe->nmap = NULL;
3719 skinframe->gloss = NULL;
3720 skinframe->glow = NULL;
3721 skinframe->fog = NULL;
3722 skinframe->reflect = NULL;
3723 skinframe->hasalpha = false;
3725 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3729 if (developer_loading.integer)
3730 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3732 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3733 if (textureflags & TEXF_ALPHA)
3735 for (i = 0;i < width * height;i++)
3737 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3739 skinframe->hasalpha = true;
3743 if (r_loadfog && skinframe->hasalpha)
3744 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3747 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3748 //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]);
3753 skinframe_t *R_SkinFrame_LoadMissing(void)
3755 skinframe_t *skinframe;
3757 if (cls.state == ca_dedicated)
3760 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3761 skinframe->stain = NULL;
3762 skinframe->merged = NULL;
3763 skinframe->base = NULL;
3764 skinframe->pants = NULL;
3765 skinframe->shirt = NULL;
3766 skinframe->nmap = NULL;
3767 skinframe->gloss = NULL;
3768 skinframe->glow = NULL;
3769 skinframe->fog = NULL;
3770 skinframe->reflect = NULL;
3771 skinframe->hasalpha = false;
3773 skinframe->avgcolor[0] = rand() / RAND_MAX;
3774 skinframe->avgcolor[1] = rand() / RAND_MAX;
3775 skinframe->avgcolor[2] = rand() / RAND_MAX;
3776 skinframe->avgcolor[3] = 1;
3781 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3782 typedef struct suffixinfo_s
3785 qboolean flipx, flipy, flipdiagonal;
3788 static suffixinfo_t suffix[3][6] =
3791 {"px", false, false, false},
3792 {"nx", false, false, false},
3793 {"py", false, false, false},
3794 {"ny", false, false, false},
3795 {"pz", false, false, false},
3796 {"nz", false, false, false}
3799 {"posx", false, false, false},
3800 {"negx", false, false, false},
3801 {"posy", false, false, false},
3802 {"negy", false, false, false},
3803 {"posz", false, false, false},
3804 {"negz", false, false, false}
3807 {"rt", true, false, true},
3808 {"lf", false, true, true},
3809 {"ft", true, true, false},
3810 {"bk", false, false, false},
3811 {"up", true, false, true},
3812 {"dn", true, false, true}
3816 static int componentorder[4] = {0, 1, 2, 3};
3818 static rtexture_t *R_LoadCubemap(const char *basename)
3820 int i, j, cubemapsize;
3821 unsigned char *cubemappixels, *image_buffer;
3822 rtexture_t *cubemaptexture;
3824 // must start 0 so the first loadimagepixels has no requested width/height
3826 cubemappixels = NULL;
3827 cubemaptexture = NULL;
3828 // keep trying different suffix groups (posx, px, rt) until one loads
3829 for (j = 0;j < 3 && !cubemappixels;j++)
3831 // load the 6 images in the suffix group
3832 for (i = 0;i < 6;i++)
3834 // generate an image name based on the base and and suffix
3835 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3837 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3839 // an image loaded, make sure width and height are equal
3840 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3842 // if this is the first image to load successfully, allocate the cubemap memory
3843 if (!cubemappixels && image_width >= 1)
3845 cubemapsize = image_width;
3846 // note this clears to black, so unavailable sides are black
3847 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3849 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3851 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);
3854 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3856 Mem_Free(image_buffer);
3860 // if a cubemap loaded, upload it
3863 if (developer_loading.integer)
3864 Con_Printf("loading cubemap \"%s\"\n", basename);
3866 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);
3867 Mem_Free(cubemappixels);
3871 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3872 if (developer_loading.integer)
3874 Con_Printf("(tried tried images ");
3875 for (j = 0;j < 3;j++)
3876 for (i = 0;i < 6;i++)
3877 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3878 Con_Print(" and was unable to find any of them).\n");
3881 return cubemaptexture;
3884 rtexture_t *R_GetCubemap(const char *basename)
3887 for (i = 0;i < r_texture_numcubemaps;i++)
3888 if (r_texture_cubemaps[i] != NULL)
3889 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3890 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3891 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3892 return r_texture_whitecube;
3893 r_texture_numcubemaps++;
3894 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3895 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3896 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3897 return r_texture_cubemaps[i]->texture;
3900 static void R_Main_FreeViewCache(void)
3902 if (r_refdef.viewcache.entityvisible)
3903 Mem_Free(r_refdef.viewcache.entityvisible);
3904 if (r_refdef.viewcache.world_pvsbits)
3905 Mem_Free(r_refdef.viewcache.world_pvsbits);
3906 if (r_refdef.viewcache.world_leafvisible)
3907 Mem_Free(r_refdef.viewcache.world_leafvisible);
3908 if (r_refdef.viewcache.world_surfacevisible)
3909 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3910 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3913 static void R_Main_ResizeViewCache(void)
3915 int numentities = r_refdef.scene.numentities;
3916 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3917 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3918 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3919 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3920 if (r_refdef.viewcache.maxentities < numentities)
3922 r_refdef.viewcache.maxentities = numentities;
3923 if (r_refdef.viewcache.entityvisible)
3924 Mem_Free(r_refdef.viewcache.entityvisible);
3925 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3927 if (r_refdef.viewcache.world_numclusters != numclusters)
3929 r_refdef.viewcache.world_numclusters = numclusters;
3930 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3931 if (r_refdef.viewcache.world_pvsbits)
3932 Mem_Free(r_refdef.viewcache.world_pvsbits);
3933 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3935 if (r_refdef.viewcache.world_numleafs != numleafs)
3937 r_refdef.viewcache.world_numleafs = numleafs;
3938 if (r_refdef.viewcache.world_leafvisible)
3939 Mem_Free(r_refdef.viewcache.world_leafvisible);
3940 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3942 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3944 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3945 if (r_refdef.viewcache.world_surfacevisible)
3946 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3947 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3951 extern rtexture_t *loadingscreentexture;
3952 static void gl_main_start(void)
3954 loadingscreentexture = NULL;
3955 r_texture_blanknormalmap = NULL;
3956 r_texture_white = NULL;
3957 r_texture_grey128 = NULL;
3958 r_texture_black = NULL;
3959 r_texture_whitecube = NULL;
3960 r_texture_normalizationcube = NULL;
3961 r_texture_fogattenuation = NULL;
3962 r_texture_fogheighttexture = NULL;
3963 r_texture_gammaramps = NULL;
3964 r_texture_numcubemaps = 0;
3965 r_uniformbufferalignment = 32;
3967 r_loaddds = r_texture_dds_load.integer != 0;
3968 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3970 switch(vid.renderpath)
3972 case RENDERPATH_GL20:
3973 case RENDERPATH_D3D9:
3974 case RENDERPATH_D3D10:
3975 case RENDERPATH_D3D11:
3976 case RENDERPATH_SOFT:
3977 case RENDERPATH_GLES2:
3978 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3979 Cvar_SetValueQuick(&gl_combine, 1);
3980 Cvar_SetValueQuick(&r_glsl, 1);
3981 r_loadnormalmap = true;
3984 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3985 if (vid.support.arb_uniform_buffer_object)
3986 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3989 case RENDERPATH_GL13:
3990 case RENDERPATH_GLES1:
3991 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3992 Cvar_SetValueQuick(&gl_combine, 1);
3993 Cvar_SetValueQuick(&r_glsl, 0);
3994 r_loadnormalmap = false;
3995 r_loadgloss = false;
3998 case RENDERPATH_GL11:
3999 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4000 Cvar_SetValueQuick(&gl_combine, 0);
4001 Cvar_SetValueQuick(&r_glsl, 0);
4002 r_loadnormalmap = false;
4003 r_loadgloss = false;
4009 R_FrameData_Reset();
4010 R_BufferData_Reset();
4014 memset(r_queries, 0, sizeof(r_queries));
4016 r_qwskincache = NULL;
4017 r_qwskincache_size = 0;
4019 // due to caching of texture_t references, the collision cache must be reset
4020 Collision_Cache_Reset(true);
4022 // set up r_skinframe loading system for textures
4023 memset(&r_skinframe, 0, sizeof(r_skinframe));
4024 r_skinframe.loadsequence = 1;
4025 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4027 r_main_texturepool = R_AllocTexturePool();
4028 R_BuildBlankTextures();
4030 if (vid.support.arb_texture_cube_map)
4033 R_BuildNormalizationCube();
4035 r_texture_fogattenuation = NULL;
4036 r_texture_fogheighttexture = NULL;
4037 r_texture_gammaramps = NULL;
4038 //r_texture_fogintensity = NULL;
4039 memset(&r_fb, 0, sizeof(r_fb));
4040 r_glsl_permutation = NULL;
4041 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4042 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4044 r_hlsl_permutation = NULL;
4045 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4046 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4048 memset(&r_svbsp, 0, sizeof (r_svbsp));
4050 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4051 r_texture_numcubemaps = 0;
4053 r_refdef.fogmasktable_density = 0;
4056 // For Steelstorm Android
4057 // FIXME CACHE the program and reload
4058 // FIXME see possible combinations for SS:BR android
4059 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4060 R_SetupShader_SetPermutationGLSL(0, 12);
4061 R_SetupShader_SetPermutationGLSL(0, 13);
4062 R_SetupShader_SetPermutationGLSL(0, 8388621);
4063 R_SetupShader_SetPermutationGLSL(3, 0);
4064 R_SetupShader_SetPermutationGLSL(3, 2048);
4065 R_SetupShader_SetPermutationGLSL(5, 0);
4066 R_SetupShader_SetPermutationGLSL(5, 2);
4067 R_SetupShader_SetPermutationGLSL(5, 2048);
4068 R_SetupShader_SetPermutationGLSL(5, 8388608);
4069 R_SetupShader_SetPermutationGLSL(11, 1);
4070 R_SetupShader_SetPermutationGLSL(11, 2049);
4071 R_SetupShader_SetPermutationGLSL(11, 8193);
4072 R_SetupShader_SetPermutationGLSL(11, 10241);
4073 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4077 static void gl_main_shutdown(void)
4080 R_FrameData_Reset();
4081 R_BufferData_Reset();
4083 R_Main_FreeViewCache();
4085 switch(vid.renderpath)
4087 case RENDERPATH_GL11:
4088 case RENDERPATH_GL13:
4089 case RENDERPATH_GL20:
4090 case RENDERPATH_GLES1:
4091 case RENDERPATH_GLES2:
4092 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4094 qglDeleteQueriesARB(r_maxqueries, r_queries);
4097 case RENDERPATH_D3D9:
4098 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4100 case RENDERPATH_D3D10:
4101 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4103 case RENDERPATH_D3D11:
4104 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4106 case RENDERPATH_SOFT:
4112 memset(r_queries, 0, sizeof(r_queries));
4114 r_qwskincache = NULL;
4115 r_qwskincache_size = 0;
4117 // clear out the r_skinframe state
4118 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4119 memset(&r_skinframe, 0, sizeof(r_skinframe));
4122 Mem_Free(r_svbsp.nodes);
4123 memset(&r_svbsp, 0, sizeof (r_svbsp));
4124 R_FreeTexturePool(&r_main_texturepool);
4125 loadingscreentexture = NULL;
4126 r_texture_blanknormalmap = NULL;
4127 r_texture_white = NULL;
4128 r_texture_grey128 = NULL;
4129 r_texture_black = NULL;
4130 r_texture_whitecube = NULL;
4131 r_texture_normalizationcube = NULL;
4132 r_texture_fogattenuation = NULL;
4133 r_texture_fogheighttexture = NULL;
4134 r_texture_gammaramps = NULL;
4135 r_texture_numcubemaps = 0;
4136 //r_texture_fogintensity = NULL;
4137 memset(&r_fb, 0, sizeof(r_fb));
4140 r_glsl_permutation = NULL;
4141 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4142 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4144 r_hlsl_permutation = NULL;
4145 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4146 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4150 static void gl_main_newmap(void)
4152 // FIXME: move this code to client
4153 char *entities, entname[MAX_QPATH];
4155 Mem_Free(r_qwskincache);
4156 r_qwskincache = NULL;
4157 r_qwskincache_size = 0;
4160 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4161 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4163 CL_ParseEntityLump(entities);
4167 if (cl.worldmodel->brush.entities)
4168 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4170 R_Main_FreeViewCache();
4172 R_FrameData_Reset();
4173 R_BufferData_Reset();
4176 void GL_Main_Init(void)
4179 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4180 R_InitShaderModeInfo();
4182 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4183 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4184 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4185 if (gamemode == GAME_NEHAHRA)
4187 Cvar_RegisterVariable (&gl_fogenable);
4188 Cvar_RegisterVariable (&gl_fogdensity);
4189 Cvar_RegisterVariable (&gl_fogred);
4190 Cvar_RegisterVariable (&gl_foggreen);
4191 Cvar_RegisterVariable (&gl_fogblue);
4192 Cvar_RegisterVariable (&gl_fogstart);
4193 Cvar_RegisterVariable (&gl_fogend);
4194 Cvar_RegisterVariable (&gl_skyclip);
4196 Cvar_RegisterVariable(&r_motionblur);
4197 Cvar_RegisterVariable(&r_damageblur);
4198 Cvar_RegisterVariable(&r_motionblur_averaging);
4199 Cvar_RegisterVariable(&r_motionblur_randomize);
4200 Cvar_RegisterVariable(&r_motionblur_minblur);
4201 Cvar_RegisterVariable(&r_motionblur_maxblur);
4202 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4203 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4204 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4205 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4206 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4207 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4208 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4209 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4210 Cvar_RegisterVariable(&r_equalize_entities_by);
4211 Cvar_RegisterVariable(&r_equalize_entities_to);
4212 Cvar_RegisterVariable(&r_depthfirst);
4213 Cvar_RegisterVariable(&r_useinfinitefarclip);
4214 Cvar_RegisterVariable(&r_farclip_base);
4215 Cvar_RegisterVariable(&r_farclip_world);
4216 Cvar_RegisterVariable(&r_nearclip);
4217 Cvar_RegisterVariable(&r_deformvertexes);
4218 Cvar_RegisterVariable(&r_transparent);
4219 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4220 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4221 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4222 Cvar_RegisterVariable(&r_showoverdraw);
4223 Cvar_RegisterVariable(&r_showbboxes);
4224 Cvar_RegisterVariable(&r_showbboxes_client);
4225 Cvar_RegisterVariable(&r_showsurfaces);
4226 Cvar_RegisterVariable(&r_showtris);
4227 Cvar_RegisterVariable(&r_shownormals);
4228 Cvar_RegisterVariable(&r_showlighting);
4229 Cvar_RegisterVariable(&r_showshadowvolumes);
4230 Cvar_RegisterVariable(&r_showcollisionbrushes);
4231 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4232 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4233 Cvar_RegisterVariable(&r_showdisabledepthtest);
4234 Cvar_RegisterVariable(&r_drawportals);
4235 Cvar_RegisterVariable(&r_drawentities);
4236 Cvar_RegisterVariable(&r_draw2d);
4237 Cvar_RegisterVariable(&r_drawworld);
4238 Cvar_RegisterVariable(&r_cullentities_trace);
4239 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4240 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4241 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4242 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4243 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4244 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
4245 Cvar_RegisterVariable(&r_sortentities);
4246 Cvar_RegisterVariable(&r_drawviewmodel);
4247 Cvar_RegisterVariable(&r_drawexteriormodel);
4248 Cvar_RegisterVariable(&r_speeds);
4249 Cvar_RegisterVariable(&r_fullbrights);
4250 Cvar_RegisterVariable(&r_wateralpha);
4251 Cvar_RegisterVariable(&r_dynamic);
4252 Cvar_RegisterVariable(&r_fakelight);
4253 Cvar_RegisterVariable(&r_fakelight_intensity);
4254 Cvar_RegisterVariable(&r_fullbright_directed);
4255 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
4256 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
4257 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
4258 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
4259 Cvar_RegisterVariable(&r_fullbright);
4260 Cvar_RegisterVariable(&r_shadows);
4261 Cvar_RegisterVariable(&r_shadows_darken);
4262 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4263 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4264 Cvar_RegisterVariable(&r_shadows_throwdistance);
4265 Cvar_RegisterVariable(&r_shadows_throwdirection);
4266 Cvar_RegisterVariable(&r_shadows_focus);
4267 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4268 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4269 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4270 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4271 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4272 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4273 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4274 Cvar_RegisterVariable(&r_fog_exp2);
4275 Cvar_RegisterVariable(&r_fog_clear);
4276 Cvar_RegisterVariable(&r_drawfog);
4277 Cvar_RegisterVariable(&r_transparentdepthmasking);
4278 Cvar_RegisterVariable(&r_transparent_sortmindist);
4279 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4280 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4281 Cvar_RegisterVariable(&r_texture_dds_load);
4282 Cvar_RegisterVariable(&r_texture_dds_save);
4283 Cvar_RegisterVariable(&r_textureunits);
4284 Cvar_RegisterVariable(&gl_combine);
4285 Cvar_RegisterVariable(&r_usedepthtextures);
4286 Cvar_RegisterVariable(&r_viewfbo);
4287 Cvar_RegisterVariable(&r_viewscale);
4288 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4289 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4290 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4291 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4292 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4293 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4294 Cvar_RegisterVariable(&r_glsl);
4295 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4296 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4297 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4298 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4299 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4300 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4301 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4302 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4303 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4304 Cvar_RegisterVariable(&r_glsl_postprocess);
4305 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4306 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4307 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4308 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4309 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4310 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4311 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4312 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4313 Cvar_RegisterVariable(&r_celshading);
4314 Cvar_RegisterVariable(&r_celoutlines);
4316 Cvar_RegisterVariable(&r_water);
4317 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4318 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4319 Cvar_RegisterVariable(&r_water_clippingplanebias);
4320 Cvar_RegisterVariable(&r_water_refractdistort);
4321 Cvar_RegisterVariable(&r_water_reflectdistort);
4322 Cvar_RegisterVariable(&r_water_scissormode);
4323 Cvar_RegisterVariable(&r_water_lowquality);
4324 Cvar_RegisterVariable(&r_water_hideplayer);
4325 Cvar_RegisterVariable(&r_water_fbo);
4327 Cvar_RegisterVariable(&r_lerpsprites);
4328 Cvar_RegisterVariable(&r_lerpmodels);
4329 Cvar_RegisterVariable(&r_lerplightstyles);
4330 Cvar_RegisterVariable(&r_waterscroll);
4331 Cvar_RegisterVariable(&r_bloom);
4332 Cvar_RegisterVariable(&r_bloom_colorscale);
4333 Cvar_RegisterVariable(&r_bloom_brighten);
4334 Cvar_RegisterVariable(&r_bloom_blur);
4335 Cvar_RegisterVariable(&r_bloom_resolution);
4336 Cvar_RegisterVariable(&r_bloom_colorexponent);
4337 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4338 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4339 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4340 Cvar_RegisterVariable(&r_hdr_glowintensity);
4341 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4342 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4343 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4344 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4345 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4346 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4347 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4348 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4349 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4350 Cvar_RegisterVariable(&developer_texturelogging);
4351 Cvar_RegisterVariable(&gl_lightmaps);
4352 Cvar_RegisterVariable(&r_test);
4353 Cvar_RegisterVariable(&r_batch_multidraw);
4354 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4355 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4356 Cvar_RegisterVariable(&r_glsl_skeletal);
4357 Cvar_RegisterVariable(&r_glsl_saturation);
4358 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4359 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4360 Cvar_RegisterVariable(&r_framedatasize);
4361 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4362 Cvar_RegisterVariable(&r_buffermegs[i]);
4363 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4364 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4365 Cvar_SetValue("r_fullbrights", 0);
4366 #ifdef DP_MOBILETOUCH
4367 // GLES devices have terrible depth precision in general, so...
4368 Cvar_SetValueQuick(&r_nearclip, 4);
4369 Cvar_SetValueQuick(&r_farclip_base, 4096);
4370 Cvar_SetValueQuick(&r_farclip_world, 0);
4371 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4373 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4376 void Render_Init(void)
4389 R_LightningBeams_Init();
4399 extern char *ENGINE_EXTENSIONS;
4402 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4403 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4404 gl_version = (const char *)qglGetString(GL_VERSION);
4405 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4409 if (!gl_platformextensions)
4410 gl_platformextensions = "";
4412 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4413 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4414 Con_Printf("GL_VERSION: %s\n", gl_version);
4415 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4416 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4418 VID_CheckExtensions();
4420 // LordHavoc: report supported extensions
4422 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4424 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4427 // clear to black (loading plaque will be seen over this)
4428 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4432 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4436 if (r_trippy.integer)
4438 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4440 p = r_refdef.view.frustum + i;
4445 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4461 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4465 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4469 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4473 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4481 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4485 if (r_trippy.integer)
4487 for (i = 0;i < numplanes;i++)
4494 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4498 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4502 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4506 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4510 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4514 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4518 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4522 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4530 //==================================================================================
4532 // LordHavoc: this stores temporary data used within the same frame
4534 typedef struct r_framedata_mem_s
4536 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4537 size_t size; // how much usable space
4538 size_t current; // how much space in use
4539 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4540 size_t wantedsize; // how much space was allocated
4541 unsigned char *data; // start of real data (16byte aligned)
4545 static r_framedata_mem_t *r_framedata_mem;
4547 void R_FrameData_Reset(void)
4549 while (r_framedata_mem)
4551 r_framedata_mem_t *next = r_framedata_mem->purge;
4552 Mem_Free(r_framedata_mem);
4553 r_framedata_mem = next;
4557 static void R_FrameData_Resize(qboolean mustgrow)
4560 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4561 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4562 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4564 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4565 newmem->wantedsize = wantedsize;
4566 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4567 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4568 newmem->current = 0;
4570 newmem->purge = r_framedata_mem;
4571 r_framedata_mem = newmem;
4575 void R_FrameData_NewFrame(void)
4577 R_FrameData_Resize(false);
4578 if (!r_framedata_mem)
4580 // if we ran out of space on the last frame, free the old memory now
4581 while (r_framedata_mem->purge)
4583 // repeatedly remove the second item in the list, leaving only head
4584 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4585 Mem_Free(r_framedata_mem->purge);
4586 r_framedata_mem->purge = next;
4588 // reset the current mem pointer
4589 r_framedata_mem->current = 0;
4590 r_framedata_mem->mark = 0;
4593 void *R_FrameData_Alloc(size_t size)
4598 // align to 16 byte boundary - the data pointer is already aligned, so we
4599 // only need to ensure the size of every allocation is also aligned
4600 size = (size + 15) & ~15;
4602 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4604 // emergency - we ran out of space, allocate more memory
4605 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4606 newvalue = r_framedatasize.value * 2.0f;
4607 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4608 if (sizeof(size_t) >= 8)
4609 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4611 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4612 // this might not be a growing it, but we'll allocate another buffer every time
4613 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4614 R_FrameData_Resize(true);
4617 data = r_framedata_mem->data + r_framedata_mem->current;
4618 r_framedata_mem->current += size;
4620 // count the usage for stats
4621 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4622 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4624 return (void *)data;
4627 void *R_FrameData_Store(size_t size, void *data)
4629 void *d = R_FrameData_Alloc(size);
4631 memcpy(d, data, size);
4635 void R_FrameData_SetMark(void)
4637 if (!r_framedata_mem)
4639 r_framedata_mem->mark = r_framedata_mem->current;
4642 void R_FrameData_ReturnToMark(void)
4644 if (!r_framedata_mem)
4646 r_framedata_mem->current = r_framedata_mem->mark;
4649 //==================================================================================
4651 // avoid reusing the same buffer objects on consecutive frames
4652 #define R_BUFFERDATA_CYCLE 3
4654 typedef struct r_bufferdata_buffer_s
4656 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4657 size_t size; // how much usable space
4658 size_t current; // how much space in use
4659 r_meshbuffer_t *buffer; // the buffer itself
4661 r_bufferdata_buffer_t;
4663 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4664 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4666 /// frees all dynamic buffers
4667 void R_BufferData_Reset(void)
4670 r_bufferdata_buffer_t **p, *mem;
4671 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4673 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4676 p = &r_bufferdata_buffer[cycle][type];
4682 R_Mesh_DestroyMeshBuffer(mem->buffer);
4689 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4690 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4692 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4694 float newvalue = r_buffermegs[type].value;
4696 // increase the cvar if we have to (but only if we already have a mem)
4697 if (mustgrow && mem)
4699 newvalue = bound(0.25f, newvalue, 256.0f);
4700 while (newvalue * 1024*1024 < minsize)
4703 // clamp the cvar to valid range
4704 newvalue = bound(0.25f, newvalue, 256.0f);
4705 if (r_buffermegs[type].value != newvalue)
4706 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4708 // calculate size in bytes
4709 size = (size_t)(newvalue * 1024*1024);
4710 size = bound(131072, size, 256*1024*1024);
4712 // allocate a new buffer if the size is different (purge old one later)
4713 // or if we were told we must grow the buffer
4714 if (!mem || mem->size != size || mustgrow)
4716 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4719 if (type == R_BUFFERDATA_VERTEX)
4720 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4721 else if (type == R_BUFFERDATA_INDEX16)
4722 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4723 else if (type == R_BUFFERDATA_INDEX32)
4724 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4725 else if (type == R_BUFFERDATA_UNIFORM)
4726 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4727 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4728 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4732 void R_BufferData_NewFrame(void)
4735 r_bufferdata_buffer_t **p, *mem;
4736 // cycle to the next frame's buffers
4737 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4738 // if we ran out of space on the last time we used these buffers, free the old memory now
4739 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4741 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4743 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4744 // free all but the head buffer, this is how we recycle obsolete
4745 // buffers after they are no longer in use
4746 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4752 R_Mesh_DestroyMeshBuffer(mem->buffer);
4755 // reset the current offset
4756 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4761 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4763 r_bufferdata_buffer_t *mem;
4767 *returnbufferoffset = 0;
4769 // align size to a byte boundary appropriate for the buffer type, this
4770 // makes all allocations have aligned start offsets
4771 if (type == R_BUFFERDATA_UNIFORM)
4772 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4774 padsize = (datasize + 15) & ~15;
4776 // if we ran out of space in this buffer we must allocate a new one
4777 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4778 R_BufferData_Resize(type, true, padsize);
4780 // if the resize did not give us enough memory, fail
4781 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4782 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4784 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4785 offset = (int)mem->current;
4786 mem->current += padsize;
4788 // upload the data to the buffer at the chosen offset
4790 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4791 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4793 // count the usage for stats
4794 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4795 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4797 // return the buffer offset
4798 *returnbufferoffset = offset;
4803 //==================================================================================
4805 // LordHavoc: animcache originally written by Echon, rewritten since then
4808 * Animation cache prevents re-generating mesh data for an animated model
4809 * multiple times in one frame for lighting, shadowing, reflections, etc.
4812 void R_AnimCache_Free(void)
4816 void R_AnimCache_ClearCache(void)
4819 entity_render_t *ent;
4821 for (i = 0;i < r_refdef.scene.numentities;i++)
4823 ent = r_refdef.scene.entities[i];
4824 ent->animcache_vertex3f = NULL;
4825 ent->animcache_vertex3f_vertexbuffer = NULL;
4826 ent->animcache_vertex3f_bufferoffset = 0;
4827 ent->animcache_normal3f = NULL;
4828 ent->animcache_normal3f_vertexbuffer = NULL;
4829 ent->animcache_normal3f_bufferoffset = 0;
4830 ent->animcache_svector3f = NULL;
4831 ent->animcache_svector3f_vertexbuffer = NULL;
4832 ent->animcache_svector3f_bufferoffset = 0;
4833 ent->animcache_tvector3f = NULL;
4834 ent->animcache_tvector3f_vertexbuffer = NULL;
4835 ent->animcache_tvector3f_bufferoffset = 0;
4836 ent->animcache_vertexmesh = NULL;
4837 ent->animcache_vertexmesh_vertexbuffer = NULL;
4838 ent->animcache_vertexmesh_bufferoffset = 0;
4839 ent->animcache_skeletaltransform3x4 = NULL;
4840 ent->animcache_skeletaltransform3x4buffer = NULL;
4841 ent->animcache_skeletaltransform3x4offset = 0;
4842 ent->animcache_skeletaltransform3x4size = 0;
4846 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4850 // check if we need the meshbuffers
4851 if (!vid.useinterleavedarrays)
4854 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4855 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4856 // TODO: upload vertexbuffer?
4857 if (ent->animcache_vertexmesh)
4859 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4860 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4861 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4862 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4863 for (i = 0;i < numvertices;i++)
4864 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4865 if (ent->animcache_svector3f)
4866 for (i = 0;i < numvertices;i++)
4867 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4868 if (ent->animcache_tvector3f)
4869 for (i = 0;i < numvertices;i++)
4870 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4871 if (ent->animcache_normal3f)
4872 for (i = 0;i < numvertices;i++)
4873 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4877 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4879 dp_model_t *model = ent->model;
4882 // see if this ent is worth caching
4883 if (!model || !model->Draw || !model->AnimateVertices)
4885 // nothing to cache if it contains no animations and has no skeleton
4886 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4888 // see if it is already cached for gpuskeletal
4889 if (ent->animcache_skeletaltransform3x4)
4891 // see if it is already cached as a mesh
4892 if (ent->animcache_vertex3f)
4894 // check if we need to add normals or tangents
4895 if (ent->animcache_normal3f)
4896 wantnormals = false;
4897 if (ent->animcache_svector3f)
4898 wanttangents = false;
4899 if (!wantnormals && !wanttangents)
4903 // check which kind of cache we need to generate
4904 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4906 // cache the skeleton so the vertex shader can use it
4907 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4908 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4909 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4910 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4911 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
4912 // note: this can fail if the buffer is at the grow limit
4913 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
4914 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
4916 else if (ent->animcache_vertex3f)
4918 // mesh was already cached but we may need to add normals/tangents
4919 // (this only happens with multiple views, reflections, cameras, etc)
4920 if (wantnormals || wanttangents)
4922 numvertices = model->surfmesh.num_vertices;
4924 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4927 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4928 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4930 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4931 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4932 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4933 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4934 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4939 // generate mesh cache
4940 numvertices = model->surfmesh.num_vertices;
4941 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4943 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4946 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4947 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4949 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4950 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4951 if (wantnormals || wanttangents)
4953 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4954 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4955 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4957 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4958 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4959 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4964 void R_AnimCache_CacheVisibleEntities(void)
4967 qboolean wantnormals = true;
4968 qboolean wanttangents = !r_showsurfaces.integer;
4970 switch(vid.renderpath)
4972 case RENDERPATH_GL20:
4973 case RENDERPATH_D3D9:
4974 case RENDERPATH_D3D10:
4975 case RENDERPATH_D3D11:
4976 case RENDERPATH_GLES2:
4978 case RENDERPATH_GL11:
4979 case RENDERPATH_GL13:
4980 case RENDERPATH_GLES1:
4981 wanttangents = false;
4983 case RENDERPATH_SOFT:
4987 if (r_shownormals.integer)
4988 wanttangents = wantnormals = true;
4990 // TODO: thread this
4991 // NOTE: R_PrepareRTLights() also caches entities
4993 for (i = 0;i < r_refdef.scene.numentities;i++)
4994 if (r_refdef.viewcache.entityvisible[i])
4995 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4998 //==================================================================================
5000 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5003 vec3_t eyemins, eyemaxs;
5004 vec3_t boxmins, boxmaxs;
5007 dp_model_t *model = r_refdef.scene.worldmodel;
5008 static vec3_t positions[] = {
5009 { 0.5f, 0.5f, 0.5f },
5010 { 0.0f, 0.0f, 0.0f },
5011 { 0.0f, 0.0f, 1.0f },
5012 { 0.0f, 1.0f, 0.0f },
5013 { 0.0f, 1.0f, 1.0f },
5014 { 1.0f, 0.0f, 0.0f },
5015 { 1.0f, 0.0f, 1.0f },
5016 { 1.0f, 1.0f, 0.0f },
5017 { 1.0f, 1.0f, 1.0f },
5020 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5024 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5025 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5028 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5031 // expand the eye box a little
5032 eyemins[0] = eye[0] - eyejitter;
5033 eyemaxs[0] = eye[0] + eyejitter;
5034 eyemins[1] = eye[1] - eyejitter;
5035 eyemaxs[1] = eye[1] + eyejitter;
5036 eyemins[2] = eye[2] - eyejitter;
5037 eyemaxs[2] = eye[2] + eyejitter;
5038 // expand the box a little
5039 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5040 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5041 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5042 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5043 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5044 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5046 // return true if eye overlaps enlarged box
5047 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5050 // try specific positions in the box first - note that these can be cached
5051 if (r_cullentities_trace_entityocclusion.integer)
5053 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5055 VectorCopy(eye, start);
5056 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5057 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5058 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5059 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5060 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5061 // not picky - if the trace ended anywhere in the box we're good
5062 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5066 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5069 // try various random positions
5070 for (i = 0; i < numsamples; i++)
5072 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5073 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5074 if (r_cullentities_trace_entityocclusion.integer)
5076 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
5077 // not picky - if the trace ended anywhere in the box we're good
5078 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5081 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5089 static void R_View_UpdateEntityVisible (void)
5094 entity_render_t *ent;
5096 if (r_refdef.envmap || r_fb.water.hideplayer)
5097 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5098 else if (chase_active.integer || r_fb.water.renderingscene)
5099 renderimask = RENDER_VIEWMODEL;
5101 renderimask = RENDER_EXTERIORMODEL;
5102 if (!r_drawviewmodel.integer)
5103 renderimask |= RENDER_VIEWMODEL;
5104 if (!r_drawexteriormodel.integer)
5105 renderimask |= RENDER_EXTERIORMODEL;
5106 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5107 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5109 // worldmodel can check visibility
5110 for (i = 0;i < r_refdef.scene.numentities;i++)
5112 ent = r_refdef.scene.entities[i];
5113 if (!(ent->flags & renderimask))
5114 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)))
5115 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))
5116 r_refdef.viewcache.entityvisible[i] = true;
5121 // no worldmodel or it can't check visibility
5122 for (i = 0;i < r_refdef.scene.numentities;i++)
5124 ent = r_refdef.scene.entities[i];
5125 if (!(ent->flags & renderimask))
5126 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)))
5127 r_refdef.viewcache.entityvisible[i] = true;
5130 if (r_cullentities_trace.integer)
5132 for (i = 0;i < r_refdef.scene.numentities;i++)
5134 if (!r_refdef.viewcache.entityvisible[i])
5136 ent = r_refdef.scene.entities[i];
5137 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5139 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5140 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5141 ent->last_trace_visibility = realtime;
5142 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5143 r_refdef.viewcache.entityvisible[i] = 0;
5149 /// only used if skyrendermasked, and normally returns false
5150 static int R_DrawBrushModelsSky (void)
5153 entity_render_t *ent;
5156 for (i = 0;i < r_refdef.scene.numentities;i++)
5158 if (!r_refdef.viewcache.entityvisible[i])
5160 ent = r_refdef.scene.entities[i];
5161 if (!ent->model || !ent->model->DrawSky)
5163 ent->model->DrawSky(ent);
5169 static void R_DrawNoModel(entity_render_t *ent);
5170 static void R_DrawModels(void)
5173 entity_render_t *ent;
5175 for (i = 0;i < r_refdef.scene.numentities;i++)
5177 if (!r_refdef.viewcache.entityvisible[i])
5179 ent = r_refdef.scene.entities[i];
5180 r_refdef.stats[r_stat_entities]++;
5182 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5185 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5186 Con_Printf("R_DrawModels\n");
5187 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]);
5188 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);
5189 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);
5192 if (ent->model && ent->model->Draw != NULL)
5193 ent->model->Draw(ent);
5199 static void R_DrawModelsDepth(void)
5202 entity_render_t *ent;
5204 for (i = 0;i < r_refdef.scene.numentities;i++)
5206 if (!r_refdef.viewcache.entityvisible[i])
5208 ent = r_refdef.scene.entities[i];
5209 if (ent->model && ent->model->DrawDepth != NULL)
5210 ent->model->DrawDepth(ent);
5214 static void R_DrawModelsDebug(void)
5217 entity_render_t *ent;
5219 for (i = 0;i < r_refdef.scene.numentities;i++)
5221 if (!r_refdef.viewcache.entityvisible[i])
5223 ent = r_refdef.scene.entities[i];
5224 if (ent->model && ent->model->DrawDebug != NULL)
5225 ent->model->DrawDebug(ent);
5229 static void R_DrawModelsAddWaterPlanes(void)
5232 entity_render_t *ent;
5234 for (i = 0;i < r_refdef.scene.numentities;i++)
5236 if (!r_refdef.viewcache.entityvisible[i])
5238 ent = r_refdef.scene.entities[i];
5239 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5240 ent->model->DrawAddWaterPlanes(ent);
5244 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}};
5246 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5248 if (r_hdr_irisadaptation.integer)
5253 vec3_t diffusenormal;
5255 vec_t brightness = 0.0f;
5260 VectorCopy(r_refdef.view.forward, forward);
5261 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5263 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5264 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5265 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5266 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
5267 d = DotProduct(forward, diffusenormal);
5268 brightness += VectorLength(ambient);
5270 brightness += d * VectorLength(diffuse);
5272 brightness *= 1.0f / c;
5273 brightness += 0.00001f; // make sure it's never zero
5274 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5275 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5276 current = r_hdr_irisadaptation_value.value;
5278 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5279 else if (current > goal)
5280 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5281 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5282 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5284 else if (r_hdr_irisadaptation_value.value != 1.0f)
5285 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5288 static void R_View_SetFrustum(const int *scissor)
5291 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5292 vec3_t forward, left, up, origin, v;
5296 // flipped x coordinates (because x points left here)
5297 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5298 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5300 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5301 switch(vid.renderpath)
5303 case RENDERPATH_D3D9:
5304 case RENDERPATH_D3D10:
5305 case RENDERPATH_D3D11:
5306 // non-flipped y coordinates
5307 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5308 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5310 case RENDERPATH_SOFT:
5311 case RENDERPATH_GL11:
5312 case RENDERPATH_GL13:
5313 case RENDERPATH_GL20:
5314 case RENDERPATH_GLES1:
5315 case RENDERPATH_GLES2:
5316 // non-flipped y coordinates
5317 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5318 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5323 // we can't trust r_refdef.view.forward and friends in reflected scenes
5324 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5327 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5328 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5329 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5330 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5331 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5332 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5333 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5334 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5335 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5336 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5337 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5338 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5342 zNear = r_refdef.nearclip;
5343 nudge = 1.0 - 1.0 / (1<<23);
5344 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5345 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5346 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5347 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5348 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5349 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5350 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5351 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5357 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5358 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5359 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5360 r_refdef.view.frustum[0].dist = m[15] - m[12];
5362 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5363 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5364 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5365 r_refdef.view.frustum[1].dist = m[15] + m[12];
5367 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5368 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5369 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5370 r_refdef.view.frustum[2].dist = m[15] - m[13];
5372 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5373 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5374 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5375 r_refdef.view.frustum[3].dist = m[15] + m[13];
5377 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5378 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5379 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5380 r_refdef.view.frustum[4].dist = m[15] - m[14];
5382 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5383 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5384 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5385 r_refdef.view.frustum[5].dist = m[15] + m[14];
5388 if (r_refdef.view.useperspective)
5390 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5391 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]);
5392 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]);
5393 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]);
5394 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]);
5396 // then the normals from the corners relative to origin
5397 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5398 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5399 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5400 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5402 // in a NORMAL view, forward cross left == up
5403 // in a REFLECTED view, forward cross left == down
5404 // so our cross products above need to be adjusted for a left handed coordinate system
5405 CrossProduct(forward, left, v);
5406 if(DotProduct(v, up) < 0)
5408 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5409 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5410 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5411 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5414 // Leaving those out was a mistake, those were in the old code, and they
5415 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5416 // I couldn't reproduce it after adding those normalizations. --blub
5417 VectorNormalize(r_refdef.view.frustum[0].normal);
5418 VectorNormalize(r_refdef.view.frustum[1].normal);
5419 VectorNormalize(r_refdef.view.frustum[2].normal);
5420 VectorNormalize(r_refdef.view.frustum[3].normal);
5422 // make the corners absolute
5423 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5424 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5425 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5426 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5429 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5431 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5432 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5433 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5434 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5435 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5439 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5440 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5441 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5442 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5443 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5444 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5445 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5446 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5447 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5448 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5450 r_refdef.view.numfrustumplanes = 5;
5452 if (r_refdef.view.useclipplane)
5454 r_refdef.view.numfrustumplanes = 6;
5455 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5458 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5459 PlaneClassify(r_refdef.view.frustum + i);
5461 // LordHavoc: note to all quake engine coders, Quake had a special case
5462 // for 90 degrees which assumed a square view (wrong), so I removed it,
5463 // Quake2 has it disabled as well.
5465 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5466 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5467 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5468 //PlaneClassify(&frustum[0]);
5470 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5471 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5472 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5473 //PlaneClassify(&frustum[1]);
5475 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5476 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5477 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5478 //PlaneClassify(&frustum[2]);
5480 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5481 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5482 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5483 //PlaneClassify(&frustum[3]);
5486 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5487 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5488 //PlaneClassify(&frustum[4]);
5491 static void R_View_UpdateWithScissor(const int *myscissor)
5493 R_Main_ResizeViewCache();
5494 R_View_SetFrustum(myscissor);
5495 R_View_WorldVisibility(r_refdef.view.useclipplane);
5496 R_View_UpdateEntityVisible();
5499 static void R_View_Update(void)
5501 R_Main_ResizeViewCache();
5502 R_View_SetFrustum(NULL);
5503 R_View_WorldVisibility(r_refdef.view.useclipplane);
5504 R_View_UpdateEntityVisible();
5507 float viewscalefpsadjusted = 1.0f;
5509 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5511 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5512 scale = bound(0.03125f, scale, 1.0f);
5513 *outwidth = (int)ceil(width * scale);
5514 *outheight = (int)ceil(height * scale);
5517 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5519 const float *customclipplane = NULL;
5521 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5522 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5524 // LordHavoc: couldn't figure out how to make this approach the
5525 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5526 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5527 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5528 dist = r_refdef.view.clipplane.dist;
5529 plane[0] = r_refdef.view.clipplane.normal[0];
5530 plane[1] = r_refdef.view.clipplane.normal[1];
5531 plane[2] = r_refdef.view.clipplane.normal[2];
5533 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5536 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5537 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5539 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5540 if (!r_refdef.view.useperspective)
5541 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);
5542 else if (vid.stencil && r_useinfinitefarclip.integer)
5543 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);
5545 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);
5546 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5547 R_SetViewport(&r_refdef.view.viewport);
5548 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5550 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5551 float screenplane[4];
5552 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5553 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5554 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5555 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5556 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5560 void R_EntityMatrix(const matrix4x4_t *matrix)
5562 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5564 gl_modelmatrixchanged = false;
5565 gl_modelmatrix = *matrix;
5566 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5567 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5568 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5569 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5571 switch(vid.renderpath)
5573 case RENDERPATH_D3D9:
5575 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5576 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5579 case RENDERPATH_D3D10:
5580 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5582 case RENDERPATH_D3D11:
5583 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5585 case RENDERPATH_GL11:
5586 case RENDERPATH_GL13:
5587 case RENDERPATH_GLES1:
5589 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5592 case RENDERPATH_SOFT:
5593 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5594 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5596 case RENDERPATH_GL20:
5597 case RENDERPATH_GLES2:
5598 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5599 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5605 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5607 r_viewport_t viewport;
5611 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5612 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);
5613 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5614 R_SetViewport(&viewport);
5615 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5616 GL_Color(1, 1, 1, 1);
5617 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5618 GL_BlendFunc(GL_ONE, GL_ZERO);
5619 GL_ScissorTest(false);
5620 GL_DepthMask(false);
5621 GL_DepthRange(0, 1);
5622 GL_DepthTest(false);
5623 GL_DepthFunc(GL_LEQUAL);
5624 R_EntityMatrix(&identitymatrix);
5625 R_Mesh_ResetTextureState();
5626 GL_PolygonOffset(0, 0);
5627 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5628 switch(vid.renderpath)
5630 case RENDERPATH_GL11:
5631 case RENDERPATH_GL13:
5632 case RENDERPATH_GL20:
5633 case RENDERPATH_GLES1:
5634 case RENDERPATH_GLES2:
5635 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5637 case RENDERPATH_D3D9:
5638 case RENDERPATH_D3D10:
5639 case RENDERPATH_D3D11:
5640 case RENDERPATH_SOFT:
5643 GL_CullFace(GL_NONE);
5648 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5652 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5655 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5659 R_SetupView(true, fbo, depthtexture, colortexture);
5660 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5661 GL_Color(1, 1, 1, 1);
5662 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5663 GL_BlendFunc(GL_ONE, GL_ZERO);
5664 GL_ScissorTest(true);
5666 GL_DepthRange(0, 1);
5668 GL_DepthFunc(GL_LEQUAL);
5669 R_EntityMatrix(&identitymatrix);
5670 R_Mesh_ResetTextureState();
5671 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5672 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5673 switch(vid.renderpath)
5675 case RENDERPATH_GL11:
5676 case RENDERPATH_GL13:
5677 case RENDERPATH_GL20:
5678 case RENDERPATH_GLES1:
5679 case RENDERPATH_GLES2:
5680 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5682 case RENDERPATH_D3D9:
5683 case RENDERPATH_D3D10:
5684 case RENDERPATH_D3D11:
5685 case RENDERPATH_SOFT:
5688 GL_CullFace(r_refdef.view.cullface_back);
5693 R_RenderView_UpdateViewVectors
5696 void R_RenderView_UpdateViewVectors(void)
5698 // break apart the view matrix into vectors for various purposes
5699 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5700 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5701 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5702 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5703 // make an inverted copy of the view matrix for tracking sprites
5704 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5707 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5708 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5710 static void R_Water_StartFrame(void)
5713 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5714 r_waterstate_waterplane_t *p;
5715 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5717 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5720 switch(vid.renderpath)
5722 case RENDERPATH_GL20:
5723 case RENDERPATH_D3D9:
5724 case RENDERPATH_D3D10:
5725 case RENDERPATH_D3D11:
5726 case RENDERPATH_SOFT:
5727 case RENDERPATH_GLES2:
5729 case RENDERPATH_GL11:
5730 case RENDERPATH_GL13:
5731 case RENDERPATH_GLES1:
5735 // set waterwidth and waterheight to the water resolution that will be
5736 // used (often less than the screen resolution for faster rendering)
5737 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5739 // calculate desired texture sizes
5740 // can't use water if the card does not support the texture size
5741 if (!r_water.integer || r_showsurfaces.integer)
5742 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5743 else if (vid.support.arb_texture_non_power_of_two)
5745 texturewidth = waterwidth;
5746 textureheight = waterheight;
5747 camerawidth = waterwidth;
5748 cameraheight = waterheight;
5752 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5753 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5754 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5755 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5758 // allocate textures as needed
5759 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))
5761 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5762 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5764 if (p->texture_refraction)
5765 R_FreeTexture(p->texture_refraction);
5766 p->texture_refraction = NULL;
5767 if (p->fbo_refraction)
5768 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5769 p->fbo_refraction = 0;
5770 if (p->texture_reflection)
5771 R_FreeTexture(p->texture_reflection);
5772 p->texture_reflection = NULL;
5773 if (p->fbo_reflection)
5774 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5775 p->fbo_reflection = 0;
5776 if (p->texture_camera)
5777 R_FreeTexture(p->texture_camera);
5778 p->texture_camera = NULL;
5780 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5783 memset(&r_fb.water, 0, sizeof(r_fb.water));
5784 r_fb.water.texturewidth = texturewidth;
5785 r_fb.water.textureheight = textureheight;
5786 r_fb.water.camerawidth = camerawidth;
5787 r_fb.water.cameraheight = cameraheight;
5790 if (r_fb.water.texturewidth)
5792 int scaledwidth, scaledheight;
5794 r_fb.water.enabled = true;
5796 // water resolution is usually reduced
5797 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5798 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5799 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5801 // set up variables that will be used in shader setup
5802 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5803 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5804 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5805 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5808 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5809 r_fb.water.numwaterplanes = 0;
5812 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5814 int planeindex, bestplaneindex, vertexindex;
5815 vec3_t mins, maxs, normal, center, v, n;
5816 vec_t planescore, bestplanescore;
5818 r_waterstate_waterplane_t *p;
5819 texture_t *t = R_GetCurrentTexture(surface->texture);
5821 rsurface.texture = t;
5822 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5823 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5824 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5826 // average the vertex normals, find the surface bounds (after deformvertexes)
5827 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5828 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5829 VectorCopy(n, normal);
5830 VectorCopy(v, mins);
5831 VectorCopy(v, maxs);
5832 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5834 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5835 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5836 VectorAdd(normal, n, normal);
5837 mins[0] = min(mins[0], v[0]);
5838 mins[1] = min(mins[1], v[1]);
5839 mins[2] = min(mins[2], v[2]);
5840 maxs[0] = max(maxs[0], v[0]);
5841 maxs[1] = max(maxs[1], v[1]);
5842 maxs[2] = max(maxs[2], v[2]);
5844 VectorNormalize(normal);
5845 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5847 VectorCopy(normal, plane.normal);
5848 VectorNormalize(plane.normal);
5849 plane.dist = DotProduct(center, plane.normal);
5850 PlaneClassify(&plane);
5851 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5853 // skip backfaces (except if nocullface is set)
5854 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5856 VectorNegate(plane.normal, plane.normal);
5858 PlaneClassify(&plane);
5862 // find a matching plane if there is one
5863 bestplaneindex = -1;
5864 bestplanescore = 1048576.0f;
5865 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5867 if(p->camera_entity == t->camera_entity)
5869 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5870 if (bestplaneindex < 0 || bestplanescore > planescore)
5872 bestplaneindex = planeindex;
5873 bestplanescore = planescore;
5877 planeindex = bestplaneindex;
5879 // if this surface does not fit any known plane rendered this frame, add one
5880 if (planeindex < 0 || bestplanescore > 0.001f)
5882 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5884 // store the new plane
5885 planeindex = r_fb.water.numwaterplanes++;
5886 p = r_fb.water.waterplanes + planeindex;
5888 // clear materialflags and pvs
5889 p->materialflags = 0;
5890 p->pvsvalid = false;
5891 p->camera_entity = t->camera_entity;
5892 VectorCopy(mins, p->mins);
5893 VectorCopy(maxs, p->maxs);
5897 // We're totally screwed.
5903 // merge mins/maxs when we're adding this surface to the plane
5904 p = r_fb.water.waterplanes + planeindex;
5905 p->mins[0] = min(p->mins[0], mins[0]);
5906 p->mins[1] = min(p->mins[1], mins[1]);
5907 p->mins[2] = min(p->mins[2], mins[2]);
5908 p->maxs[0] = max(p->maxs[0], maxs[0]);
5909 p->maxs[1] = max(p->maxs[1], maxs[1]);
5910 p->maxs[2] = max(p->maxs[2], maxs[2]);
5912 // merge this surface's materialflags into the waterplane
5913 p->materialflags |= t->currentmaterialflags;
5914 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5916 // merge this surface's PVS into the waterplane
5917 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5918 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5920 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5926 extern cvar_t r_drawparticles;
5927 extern cvar_t r_drawdecals;
5929 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5932 r_refdef_view_t originalview;
5933 r_refdef_view_t myview;
5934 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;
5935 r_waterstate_waterplane_t *p;
5937 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5940 originalview = r_refdef.view;
5942 // lowquality hack, temporarily shut down some cvars and restore afterwards
5943 qualityreduction = r_water_lowquality.integer;
5944 if (qualityreduction > 0)
5946 if (qualityreduction >= 1)
5948 old_r_shadows = r_shadows.integer;
5949 old_r_worldrtlight = r_shadow_realtime_world.integer;
5950 old_r_dlight = r_shadow_realtime_dlight.integer;
5951 Cvar_SetValueQuick(&r_shadows, 0);
5952 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5953 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5955 if (qualityreduction >= 2)
5957 old_r_dynamic = r_dynamic.integer;
5958 old_r_particles = r_drawparticles.integer;
5959 old_r_decals = r_drawdecals.integer;
5960 Cvar_SetValueQuick(&r_dynamic, 0);
5961 Cvar_SetValueQuick(&r_drawparticles, 0);
5962 Cvar_SetValueQuick(&r_drawdecals, 0);
5966 // make sure enough textures are allocated
5967 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5969 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
5971 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5973 if (!p->texture_refraction)
5974 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);
5975 if (!p->texture_refraction)
5979 if (r_fb.water.depthtexture == NULL)
5980 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5981 if (p->fbo_refraction == 0)
5982 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5985 else if (p->materialflags & MATERIALFLAG_CAMERA)
5987 if (!p->texture_camera)
5988 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);
5989 if (!p->texture_camera)
5993 if (r_fb.water.depthtexture == NULL)
5994 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5995 if (p->fbo_camera == 0)
5996 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6000 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6002 if (!p->texture_reflection)
6003 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);
6004 if (!p->texture_reflection)
6008 if (r_fb.water.depthtexture == NULL)
6009 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6010 if (p->fbo_reflection == 0)
6011 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6017 r_refdef.view = originalview;
6018 r_refdef.view.showdebug = false;
6019 r_refdef.view.width = r_fb.water.waterwidth;
6020 r_refdef.view.height = r_fb.water.waterheight;
6021 r_refdef.view.useclipplane = true;
6022 myview = r_refdef.view;
6023 r_fb.water.renderingscene = true;
6024 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6026 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6028 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6030 r_refdef.view = myview;
6031 if(r_water_scissormode.integer)
6033 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6034 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6035 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6038 // render reflected scene and copy into texture
6039 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6040 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6041 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6042 r_refdef.view.clipplane = p->plane;
6043 // reverse the cullface settings for this render
6044 r_refdef.view.cullface_front = GL_FRONT;
6045 r_refdef.view.cullface_back = GL_BACK;
6046 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6048 r_refdef.view.usecustompvs = true;
6050 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6052 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6055 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6056 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6057 R_ClearScreen(r_refdef.fogenabled);
6058 if(r_water_scissormode.integer & 2)
6059 R_View_UpdateWithScissor(myscissor);
6062 R_AnimCache_CacheVisibleEntities();
6063 if(r_water_scissormode.integer & 1)
6064 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6065 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6067 if (!p->fbo_reflection)
6068 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);
6069 r_fb.water.hideplayer = false;
6072 // render the normal view scene and copy into texture
6073 // (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)
6074 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6076 r_refdef.view = myview;
6077 if(r_water_scissormode.integer)
6079 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6080 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6081 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6084 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6086 r_refdef.view.clipplane = p->plane;
6087 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6088 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6090 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6092 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6093 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6094 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6095 R_RenderView_UpdateViewVectors();
6096 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6098 r_refdef.view.usecustompvs = true;
6099 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);
6103 PlaneClassify(&r_refdef.view.clipplane);
6105 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6106 R_ClearScreen(r_refdef.fogenabled);
6107 if(r_water_scissormode.integer & 2)
6108 R_View_UpdateWithScissor(myscissor);
6111 R_AnimCache_CacheVisibleEntities();
6112 if(r_water_scissormode.integer & 1)
6113 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6114 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6116 if (!p->fbo_refraction)
6117 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);
6118 r_fb.water.hideplayer = false;
6120 else if (p->materialflags & MATERIALFLAG_CAMERA)
6122 r_refdef.view = myview;
6124 r_refdef.view.clipplane = p->plane;
6125 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6126 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6128 r_refdef.view.width = r_fb.water.camerawidth;
6129 r_refdef.view.height = r_fb.water.cameraheight;
6130 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6131 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6132 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6133 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6135 if(p->camera_entity)
6137 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6138 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6141 // note: all of the view is used for displaying... so
6142 // there is no use in scissoring
6144 // reverse the cullface settings for this render
6145 r_refdef.view.cullface_front = GL_FRONT;
6146 r_refdef.view.cullface_back = GL_BACK;
6147 // also reverse the view matrix
6148 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
6149 R_RenderView_UpdateViewVectors();
6150 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6152 r_refdef.view.usecustompvs = true;
6153 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);
6156 // camera needs no clipplane
6157 r_refdef.view.useclipplane = false;
6159 PlaneClassify(&r_refdef.view.clipplane);
6161 r_fb.water.hideplayer = false;
6163 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6164 R_ClearScreen(r_refdef.fogenabled);
6166 R_AnimCache_CacheVisibleEntities();
6167 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6170 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);
6171 r_fb.water.hideplayer = false;
6175 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6176 r_fb.water.renderingscene = false;
6177 r_refdef.view = originalview;
6178 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6179 if (!r_fb.water.depthtexture)
6180 R_ClearScreen(r_refdef.fogenabled);
6182 R_AnimCache_CacheVisibleEntities();
6185 r_refdef.view = originalview;
6186 r_fb.water.renderingscene = false;
6187 Cvar_SetValueQuick(&r_water, 0);
6188 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6190 // lowquality hack, restore cvars
6191 if (qualityreduction > 0)
6193 if (qualityreduction >= 1)
6195 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6196 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6197 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6199 if (qualityreduction >= 2)
6201 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6202 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6203 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6208 static void R_Bloom_StartFrame(void)
6211 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6212 int viewwidth, viewheight;
6213 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6214 textype_t textype = TEXTYPE_COLORBUFFER;
6216 switch (vid.renderpath)
6218 case RENDERPATH_GL20:
6219 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6220 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6222 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6223 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6226 case RENDERPATH_GL11:
6227 case RENDERPATH_GL13:
6228 case RENDERPATH_GLES1:
6229 case RENDERPATH_GLES2:
6230 case RENDERPATH_D3D9:
6231 case RENDERPATH_D3D10:
6232 case RENDERPATH_D3D11:
6233 r_fb.usedepthtextures = false;
6235 case RENDERPATH_SOFT:
6236 r_fb.usedepthtextures = true;
6240 if (r_viewscale_fpsscaling.integer)
6242 double actualframetime;
6243 double targetframetime;
6245 actualframetime = r_refdef.lastdrawscreentime;
6246 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6247 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6248 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6249 if (r_viewscale_fpsscaling_stepsize.value > 0)
6250 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6251 viewscalefpsadjusted += adjust;
6252 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6255 viewscalefpsadjusted = 1.0f;
6257 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6259 switch(vid.renderpath)
6261 case RENDERPATH_GL20:
6262 case RENDERPATH_D3D9:
6263 case RENDERPATH_D3D10:
6264 case RENDERPATH_D3D11:
6265 case RENDERPATH_SOFT:
6266 case RENDERPATH_GLES2:
6268 case RENDERPATH_GL11:
6269 case RENDERPATH_GL13:
6270 case RENDERPATH_GLES1:
6274 // set bloomwidth and bloomheight to the bloom resolution that will be
6275 // used (often less than the screen resolution for faster rendering)
6276 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6277 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6278 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6279 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6280 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6282 // calculate desired texture sizes
6283 if (vid.support.arb_texture_non_power_of_two)
6285 screentexturewidth = vid.width;
6286 screentextureheight = vid.height;
6287 bloomtexturewidth = r_fb.bloomwidth;
6288 bloomtextureheight = r_fb.bloomheight;
6292 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6293 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6294 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6295 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6298 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))
6300 Cvar_SetValueQuick(&r_bloom, 0);
6301 Cvar_SetValueQuick(&r_motionblur, 0);
6302 Cvar_SetValueQuick(&r_damageblur, 0);
6305 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6307 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6309 && r_viewscale.value == 1.0f
6310 && !r_viewscale_fpsscaling.integer)
6311 screentexturewidth = screentextureheight = 0;
6312 if (!r_bloom.integer)
6313 bloomtexturewidth = bloomtextureheight = 0;
6315 // allocate textures as needed
6316 if (r_fb.screentexturewidth != screentexturewidth
6317 || r_fb.screentextureheight != screentextureheight
6318 || r_fb.bloomtexturewidth != bloomtexturewidth
6319 || r_fb.bloomtextureheight != bloomtextureheight
6320 || r_fb.textype != textype
6321 || useviewfbo != (r_fb.fbo != 0))
6323 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6325 if (r_fb.bloomtexture[i])
6326 R_FreeTexture(r_fb.bloomtexture[i]);
6327 r_fb.bloomtexture[i] = NULL;
6329 if (r_fb.bloomfbo[i])
6330 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6331 r_fb.bloomfbo[i] = 0;
6335 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6338 if (r_fb.colortexture)
6339 R_FreeTexture(r_fb.colortexture);
6340 r_fb.colortexture = NULL;
6342 if (r_fb.depthtexture)
6343 R_FreeTexture(r_fb.depthtexture);
6344 r_fb.depthtexture = NULL;
6346 if (r_fb.ghosttexture)
6347 R_FreeTexture(r_fb.ghosttexture);
6348 r_fb.ghosttexture = NULL;
6350 r_fb.screentexturewidth = screentexturewidth;
6351 r_fb.screentextureheight = screentextureheight;
6352 r_fb.bloomtexturewidth = bloomtexturewidth;
6353 r_fb.bloomtextureheight = bloomtextureheight;
6354 r_fb.textype = textype;
6356 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6358 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6359 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);
6360 r_fb.ghosttexture_valid = false;
6361 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);
6364 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6365 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6366 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6370 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6372 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6374 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);
6376 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6381 // bloom texture is a different resolution
6382 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6383 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6384 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6385 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6386 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6388 // set up a texcoord array for the full resolution screen image
6389 // (we have to keep this around to copy back during final render)
6390 r_fb.screentexcoord2f[0] = 0;
6391 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6392 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6393 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6394 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6395 r_fb.screentexcoord2f[5] = 0;
6396 r_fb.screentexcoord2f[6] = 0;
6397 r_fb.screentexcoord2f[7] = 0;
6401 for (i = 1;i < 8;i += 2)
6403 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6407 // set up a texcoord array for the reduced resolution bloom image
6408 // (which will be additive blended over the screen image)
6409 r_fb.bloomtexcoord2f[0] = 0;
6410 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6411 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6412 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6413 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6414 r_fb.bloomtexcoord2f[5] = 0;
6415 r_fb.bloomtexcoord2f[6] = 0;
6416 r_fb.bloomtexcoord2f[7] = 0;
6418 switch(vid.renderpath)
6420 case RENDERPATH_GL11:
6421 case RENDERPATH_GL13:
6422 case RENDERPATH_GL20:
6423 case RENDERPATH_SOFT:
6424 case RENDERPATH_GLES1:
6425 case RENDERPATH_GLES2:
6427 case RENDERPATH_D3D9:
6428 case RENDERPATH_D3D10:
6429 case RENDERPATH_D3D11:
6430 for (i = 0;i < 4;i++)
6432 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6433 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6434 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6435 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6440 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6443 r_refdef.view.clear = true;
6446 static void R_Bloom_MakeTexture(void)
6449 float xoffset, yoffset, r, brighten;
6451 float colorscale = r_bloom_colorscale.value;
6453 r_refdef.stats[r_stat_bloom]++;
6456 // this copy is unnecessary since it happens in R_BlendView already
6459 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);
6460 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6464 // scale down screen texture to the bloom texture size
6466 r_fb.bloomindex = 0;
6467 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6468 R_SetViewport(&r_fb.bloomviewport);
6469 GL_CullFace(GL_NONE);
6470 GL_DepthTest(false);
6471 GL_BlendFunc(GL_ONE, GL_ZERO);
6472 GL_Color(colorscale, colorscale, colorscale, 1);
6473 // 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...
6474 switch(vid.renderpath)
6476 case RENDERPATH_GL11:
6477 case RENDERPATH_GL13:
6478 case RENDERPATH_GL20:
6479 case RENDERPATH_GLES1:
6480 case RENDERPATH_GLES2:
6481 case RENDERPATH_SOFT:
6482 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6484 case RENDERPATH_D3D9:
6485 case RENDERPATH_D3D10:
6486 case RENDERPATH_D3D11:
6487 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6490 // TODO: do boxfilter scale-down in shader?
6491 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6492 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6493 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6495 // we now have a properly scaled bloom image
6496 if (!r_fb.bloomfbo[r_fb.bloomindex])
6498 // copy it into the bloom texture
6499 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);
6500 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6503 // multiply bloom image by itself as many times as desired
6504 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6506 intex = r_fb.bloomtexture[r_fb.bloomindex];
6507 r_fb.bloomindex ^= 1;
6508 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6510 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6511 if (!r_fb.bloomfbo[r_fb.bloomindex])
6513 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6514 GL_Color(r,r,r,1); // apply fix factor
6519 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6520 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6521 GL_Color(1,1,1,1); // no fix factor supported here
6523 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6524 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6525 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6526 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6528 if (!r_fb.bloomfbo[r_fb.bloomindex])
6530 // copy the darkened image to a texture
6531 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);
6532 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6536 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6537 brighten = r_bloom_brighten.value;
6538 brighten = sqrt(brighten);
6540 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6542 for (dir = 0;dir < 2;dir++)
6544 intex = r_fb.bloomtexture[r_fb.bloomindex];
6545 r_fb.bloomindex ^= 1;
6546 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6547 // blend on at multiple vertical offsets to achieve a vertical blur
6548 // TODO: do offset blends using GLSL
6549 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6550 GL_BlendFunc(GL_ONE, GL_ZERO);
6551 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6552 for (x = -range;x <= range;x++)
6554 if (!dir){xoffset = 0;yoffset = x;}
6555 else {xoffset = x;yoffset = 0;}
6556 xoffset /= (float)r_fb.bloomtexturewidth;
6557 yoffset /= (float)r_fb.bloomtextureheight;
6558 // compute a texcoord array with the specified x and y offset
6559 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6560 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6561 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6562 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6563 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6564 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6565 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6566 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6567 // this r value looks like a 'dot' particle, fading sharply to
6568 // black at the edges
6569 // (probably not realistic but looks good enough)
6570 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6571 //r = brighten/(range*2+1);
6572 r = brighten / (range * 2 + 1);
6574 r *= (1 - x*x/(float)(range*range));
6575 GL_Color(r, r, r, 1);
6576 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6577 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6578 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6579 GL_BlendFunc(GL_ONE, GL_ONE);
6582 if (!r_fb.bloomfbo[r_fb.bloomindex])
6584 // copy the vertically or horizontally blurred bloom view to a texture
6585 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);
6586 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6591 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6593 dpuint64 permutation;
6594 float uservecs[4][4];
6596 R_EntityMatrix(&identitymatrix);
6598 switch (vid.renderpath)
6600 case RENDERPATH_GL20:
6601 case RENDERPATH_D3D9:
6602 case RENDERPATH_D3D10:
6603 case RENDERPATH_D3D11:
6604 case RENDERPATH_SOFT:
6605 case RENDERPATH_GLES2:
6607 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6608 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6609 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6610 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6611 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6613 if (r_fb.colortexture)
6617 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);
6618 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6621 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6623 // declare variables
6624 float blur_factor, blur_mouseaccel, blur_velocity;
6625 static float blur_average;
6626 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6628 // set a goal for the factoring
6629 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6630 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6631 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6632 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6633 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6634 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6636 // from the goal, pick an averaged value between goal and last value
6637 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6638 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6640 // enforce minimum amount of blur
6641 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6643 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6645 // calculate values into a standard alpha
6646 cl.motionbluralpha = 1 - exp(-
6648 (r_motionblur.value * blur_factor / 80)
6650 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6653 max(0.0001, cl.time - cl.oldtime) // fps independent
6656 // randomization for the blur value to combat persistent ghosting
6657 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6658 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6661 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6662 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6664 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6665 GL_Color(1, 1, 1, cl.motionbluralpha);
6666 switch(vid.renderpath)
6668 case RENDERPATH_GL11:
6669 case RENDERPATH_GL13:
6670 case RENDERPATH_GL20:
6671 case RENDERPATH_GLES1:
6672 case RENDERPATH_GLES2:
6673 case RENDERPATH_SOFT:
6674 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6676 case RENDERPATH_D3D9:
6677 case RENDERPATH_D3D10:
6678 case RENDERPATH_D3D11:
6679 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6682 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6683 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6684 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6687 // updates old view angles for next pass
6688 VectorCopy(cl.viewangles, blur_oldangles);
6690 // copy view into the ghost texture
6691 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);
6692 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6693 r_fb.ghosttexture_valid = true;
6698 // no r_fb.colortexture means we're rendering to the real fb
6699 // we may still have to do view tint...
6700 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6702 // apply a color tint to the whole view
6703 R_ResetViewRendering2D(0, NULL, NULL);
6704 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6705 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6706 R_SetupShader_Generic_NoTexture(false, true);
6707 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6708 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6710 break; // no screen processing, no bloom, skip it
6713 if (r_fb.bloomtexture[0])
6715 // make the bloom texture
6716 R_Bloom_MakeTexture();
6719 #if _MSC_VER >= 1400
6720 #define sscanf sscanf_s
6722 memset(uservecs, 0, sizeof(uservecs));
6723 if (r_glsl_postprocess_uservec1_enable.integer)
6724 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6725 if (r_glsl_postprocess_uservec2_enable.integer)
6726 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6727 if (r_glsl_postprocess_uservec3_enable.integer)
6728 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6729 if (r_glsl_postprocess_uservec4_enable.integer)
6730 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6732 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6733 GL_Color(1, 1, 1, 1);
6734 GL_BlendFunc(GL_ONE, GL_ZERO);
6736 switch(vid.renderpath)
6738 case RENDERPATH_GL20:
6739 case RENDERPATH_GLES2:
6740 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6741 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6742 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6743 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6744 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6745 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]);
6746 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6747 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]);
6748 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]);
6749 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]);
6750 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]);
6751 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6752 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6753 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);
6755 case RENDERPATH_D3D9:
6757 // 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...
6758 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6759 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6760 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6761 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6762 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6763 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6764 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6765 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6766 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6767 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6768 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6769 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6770 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6771 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6774 case RENDERPATH_D3D10:
6775 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6777 case RENDERPATH_D3D11:
6778 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6780 case RENDERPATH_SOFT:
6781 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6782 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6783 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6784 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6785 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6786 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6787 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6788 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6789 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6790 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6791 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6792 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6793 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6794 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6799 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6800 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6802 case RENDERPATH_GL11:
6803 case RENDERPATH_GL13:
6804 case RENDERPATH_GLES1:
6805 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6807 // apply a color tint to the whole view
6808 R_ResetViewRendering2D(0, NULL, NULL);
6809 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6810 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6811 R_SetupShader_Generic_NoTexture(false, true);
6812 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6813 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6819 matrix4x4_t r_waterscrollmatrix;
6821 void R_UpdateFog(void)
6824 if (gamemode == GAME_NEHAHRA)
6826 if (gl_fogenable.integer)
6828 r_refdef.oldgl_fogenable = true;
6829 r_refdef.fog_density = gl_fogdensity.value;
6830 r_refdef.fog_red = gl_fogred.value;
6831 r_refdef.fog_green = gl_foggreen.value;
6832 r_refdef.fog_blue = gl_fogblue.value;
6833 r_refdef.fog_alpha = 1;
6834 r_refdef.fog_start = 0;
6835 r_refdef.fog_end = gl_skyclip.value;
6836 r_refdef.fog_height = 1<<30;
6837 r_refdef.fog_fadedepth = 128;
6839 else if (r_refdef.oldgl_fogenable)
6841 r_refdef.oldgl_fogenable = false;
6842 r_refdef.fog_density = 0;
6843 r_refdef.fog_red = 0;
6844 r_refdef.fog_green = 0;
6845 r_refdef.fog_blue = 0;
6846 r_refdef.fog_alpha = 0;
6847 r_refdef.fog_start = 0;
6848 r_refdef.fog_end = 0;
6849 r_refdef.fog_height = 1<<30;
6850 r_refdef.fog_fadedepth = 128;
6855 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6856 r_refdef.fog_start = max(0, r_refdef.fog_start);
6857 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6859 if (r_refdef.fog_density && r_drawfog.integer)
6861 r_refdef.fogenabled = true;
6862 // this is the point where the fog reaches 0.9986 alpha, which we
6863 // consider a good enough cutoff point for the texture
6864 // (0.9986 * 256 == 255.6)
6865 if (r_fog_exp2.integer)
6866 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6868 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6869 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6870 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6871 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6872 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6873 R_BuildFogHeightTexture();
6874 // fog color was already set
6875 // update the fog texture
6876 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)
6877 R_BuildFogTexture();
6878 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6879 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6882 r_refdef.fogenabled = false;
6885 if (r_refdef.fog_density)
6887 r_refdef.fogcolor[0] = r_refdef.fog_red;
6888 r_refdef.fogcolor[1] = r_refdef.fog_green;
6889 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6891 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6892 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6893 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6894 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6898 VectorCopy(r_refdef.fogcolor, fogvec);
6899 // color.rgb *= ContrastBoost * SceneBrightness;
6900 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6901 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6902 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6903 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6908 void R_UpdateVariables(void)
6912 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
6914 r_refdef.farclip = r_farclip_base.value;
6915 if (r_refdef.scene.worldmodel)
6916 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6917 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6919 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6920 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6921 r_refdef.polygonfactor = 0;
6922 r_refdef.polygonoffset = 0;
6923 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6924 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6926 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6927 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6928 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6929 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6930 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6931 if (FAKELIGHT_ENABLED)
6933 r_refdef.scene.lightmapintensity *= r_fakelight_intensity.value;
6935 else if (r_refdef.scene.worldmodel)
6937 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6939 if (r_showsurfaces.integer)
6941 r_refdef.scene.rtworld = false;
6942 r_refdef.scene.rtworldshadows = false;
6943 r_refdef.scene.rtdlight = false;
6944 r_refdef.scene.rtdlightshadows = false;
6945 r_refdef.scene.lightmapintensity = 0;
6948 r_gpuskeletal = false;
6949 switch(vid.renderpath)
6951 case RENDERPATH_GL20:
6952 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6953 case RENDERPATH_D3D9:
6954 case RENDERPATH_D3D10:
6955 case RENDERPATH_D3D11:
6956 case RENDERPATH_SOFT:
6957 case RENDERPATH_GLES2:
6958 if(v_glslgamma.integer && !vid_gammatables_trivial)
6960 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6962 // build GLSL gamma texture
6963 #define RAMPWIDTH 256
6964 unsigned short ramp[RAMPWIDTH * 3];
6965 unsigned char rampbgr[RAMPWIDTH][4];
6968 r_texture_gammaramps_serial = vid_gammatables_serial;
6970 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6971 for(i = 0; i < RAMPWIDTH; ++i)
6973 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6974 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6975 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6978 if (r_texture_gammaramps)
6980 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6984 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6990 // remove GLSL gamma texture
6993 case RENDERPATH_GL11:
6994 case RENDERPATH_GL13:
6995 case RENDERPATH_GLES1:
7000 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7001 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7007 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7008 if( scenetype != r_currentscenetype ) {
7009 // store the old scenetype
7010 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7011 r_currentscenetype = scenetype;
7012 // move in the new scene
7013 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7022 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7024 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7025 if( scenetype == r_currentscenetype ) {
7026 return &r_refdef.scene;
7028 return &r_scenes_store[ scenetype ];
7032 static int R_SortEntities_Compare(const void *ap, const void *bp)
7034 const entity_render_t *a = *(const entity_render_t **)ap;
7035 const entity_render_t *b = *(const entity_render_t **)bp;
7038 if(a->model < b->model)
7040 if(a->model > b->model)
7044 // TODO possibly calculate the REAL skinnum here first using
7046 if(a->skinnum < b->skinnum)
7048 if(a->skinnum > b->skinnum)
7051 // everything we compared is equal
7054 static void R_SortEntities(void)
7056 // below or equal 2 ents, sorting never gains anything
7057 if(r_refdef.scene.numentities <= 2)
7060 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7068 int dpsoftrast_test;
7069 extern cvar_t r_shadow_bouncegrid;
7070 void R_RenderView(void)
7072 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7074 rtexture_t *depthtexture;
7075 rtexture_t *colortexture;
7077 dpsoftrast_test = r_test.integer;
7079 if (r_timereport_active)
7080 R_TimeReport("start");
7081 r_textureframe++; // used only by R_GetCurrentTexture
7082 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
7084 if(R_CompileShader_CheckStaticParms())
7087 if (!r_drawentities.integer)
7088 r_refdef.scene.numentities = 0;
7089 else if (r_sortentities.integer)
7092 R_AnimCache_ClearCache();
7094 /* adjust for stereo display */
7095 if(R_Stereo_Active())
7097 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);
7098 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7101 if (r_refdef.view.isoverlay)
7103 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7104 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7105 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7106 R_TimeReport("depthclear");
7108 r_refdef.view.showdebug = false;
7110 r_fb.water.enabled = false;
7111 r_fb.water.numwaterplanes = 0;
7113 R_RenderScene(0, NULL, NULL);
7115 r_refdef.view.matrix = originalmatrix;
7121 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7123 r_refdef.view.matrix = originalmatrix;
7127 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7129 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7130 // in sRGB fallback, behave similar to true sRGB: convert this
7131 // value from linear to sRGB
7132 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7134 R_RenderView_UpdateViewVectors();
7136 R_Shadow_UpdateWorldLightSelection();
7138 R_Bloom_StartFrame();
7140 // apply bloom brightness offset
7141 if(r_fb.bloomtexture[0])
7142 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7144 R_Water_StartFrame();
7146 // now we probably have an fbo to render into
7148 depthtexture = r_fb.depthtexture;
7149 colortexture = r_fb.colortexture;
7152 if (r_timereport_active)
7153 R_TimeReport("viewsetup");
7155 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7157 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7159 R_ClearScreen(r_refdef.fogenabled);
7160 if (r_timereport_active)
7161 R_TimeReport("viewclear");
7163 r_refdef.view.clear = true;
7165 r_refdef.view.showdebug = true;
7168 if (r_timereport_active)
7169 R_TimeReport("visibility");
7171 R_AnimCache_CacheVisibleEntities();
7172 if (r_timereport_active)
7173 R_TimeReport("animcache");
7175 R_Shadow_UpdateBounceGridTexture();
7176 if (r_timereport_active && r_shadow_bouncegrid.integer)
7177 R_TimeReport("bouncegrid");
7179 r_fb.water.numwaterplanes = 0;
7180 if (r_fb.water.enabled)
7181 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7183 R_RenderScene(fbo, depthtexture, colortexture);
7184 r_fb.water.numwaterplanes = 0;
7186 R_BlendView(fbo, depthtexture, colortexture);
7187 if (r_timereport_active)
7188 R_TimeReport("blendview");
7190 GL_Scissor(0, 0, vid.width, vid.height);
7191 GL_ScissorTest(false);
7193 r_refdef.view.matrix = originalmatrix;
7198 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7200 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7202 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7203 if (r_timereport_active)
7204 R_TimeReport("waterworld");
7207 // don't let sound skip if going slow
7208 if (r_refdef.scene.extraupdate)
7211 R_DrawModelsAddWaterPlanes();
7212 if (r_timereport_active)
7213 R_TimeReport("watermodels");
7215 if (r_fb.water.numwaterplanes)
7217 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7218 if (r_timereport_active)
7219 R_TimeReport("waterscenes");
7223 extern cvar_t cl_locs_show;
7224 static void R_DrawLocs(void);
7225 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
7226 static void R_DrawModelDecals(void);
7227 extern cvar_t cl_decals_newsystem;
7228 extern qboolean r_shadow_usingdeferredprepass;
7229 extern int r_shadow_shadowmapatlas_modelshadows_size;
7230 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7232 qboolean shadowmapping = false;
7234 if (r_timereport_active)
7235 R_TimeReport("beginscene");
7237 r_refdef.stats[r_stat_renders]++;
7241 // don't let sound skip if going slow
7242 if (r_refdef.scene.extraupdate)
7245 R_MeshQueue_BeginScene();
7249 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);
7251 if (r_timereport_active)
7252 R_TimeReport("skystartframe");
7254 if (cl.csqc_vidvars.drawworld)
7256 // don't let sound skip if going slow
7257 if (r_refdef.scene.extraupdate)
7260 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7262 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7263 if (r_timereport_active)
7264 R_TimeReport("worldsky");
7267 if (R_DrawBrushModelsSky() && r_timereport_active)
7268 R_TimeReport("bmodelsky");
7270 if (skyrendermasked && skyrenderlater)
7272 // we have to force off the water clipping plane while rendering sky
7273 R_SetupView(false, fbo, depthtexture, colortexture);
7275 R_SetupView(true, fbo, depthtexture, colortexture);
7276 if (r_timereport_active)
7277 R_TimeReport("sky");
7281 R_Shadow_PrepareModelShadows();
7282 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7283 if (r_timereport_active)
7284 R_TimeReport("preparelights");
7286 // render all the shadowmaps that will be used for this view
7287 shadowmapping = R_Shadow_ShadowMappingEnabled();
7288 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7290 R_Shadow_DrawShadowMaps();
7291 if (r_timereport_active)
7292 R_TimeReport("shadowmaps");
7295 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7296 if (r_shadow_usingdeferredprepass)
7297 R_Shadow_DrawPrepass();
7299 // now we begin the forward pass of the view render
7300 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7302 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7303 if (r_timereport_active)
7304 R_TimeReport("worlddepth");
7306 if (r_depthfirst.integer >= 2)
7308 R_DrawModelsDepth();
7309 if (r_timereport_active)
7310 R_TimeReport("modeldepth");
7313 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7315 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7316 if (r_timereport_active)
7317 R_TimeReport("world");
7320 // don't let sound skip if going slow
7321 if (r_refdef.scene.extraupdate)
7325 if (r_timereport_active)
7326 R_TimeReport("models");
7328 // don't let sound skip if going slow
7329 if (r_refdef.scene.extraupdate)
7332 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7334 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7335 R_Shadow_DrawModelShadows();
7336 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7337 // don't let sound skip if going slow
7338 if (r_refdef.scene.extraupdate)
7342 if (!r_shadow_usingdeferredprepass)
7344 R_Shadow_DrawLights();
7345 if (r_timereport_active)
7346 R_TimeReport("rtlights");
7349 // don't let sound skip if going slow
7350 if (r_refdef.scene.extraupdate)
7353 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0)
7355 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7356 R_Shadow_DrawModelShadows();
7357 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7358 // don't let sound skip if going slow
7359 if (r_refdef.scene.extraupdate)
7363 if (cl.csqc_vidvars.drawworld)
7365 if (cl_decals_newsystem.integer)
7367 R_DrawModelDecals();
7368 if (r_timereport_active)
7369 R_TimeReport("modeldecals");
7374 if (r_timereport_active)
7375 R_TimeReport("decals");
7379 if (r_timereport_active)
7380 R_TimeReport("particles");
7383 if (r_timereport_active)
7384 R_TimeReport("explosions");
7388 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7390 if (r_refdef.view.showdebug)
7392 if (cl_locs_show.integer)
7395 if (r_timereport_active)
7396 R_TimeReport("showlocs");
7399 if (r_drawportals.integer)
7402 if (r_timereport_active)
7403 R_TimeReport("portals");
7406 if (r_showbboxes_client.value > 0)
7408 R_DrawEntityBBoxes(CLVM_prog);
7409 if (r_timereport_active)
7410 R_TimeReport("clbboxes");
7412 if (r_showbboxes.value > 0)
7414 R_DrawEntityBBoxes(SVVM_prog);
7415 if (r_timereport_active)
7416 R_TimeReport("svbboxes");
7420 if (r_transparent.integer)
7422 R_MeshQueue_RenderTransparent();
7423 if (r_timereport_active)
7424 R_TimeReport("drawtrans");
7427 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))
7429 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7430 if (r_timereport_active)
7431 R_TimeReport("worlddebug");
7432 R_DrawModelsDebug();
7433 if (r_timereport_active)
7434 R_TimeReport("modeldebug");
7437 if (cl.csqc_vidvars.drawworld)
7439 R_Shadow_DrawCoronas();
7440 if (r_timereport_active)
7441 R_TimeReport("coronas");
7446 GL_DepthTest(false);
7447 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7448 GL_Color(1, 1, 1, 1);
7449 qglBegin(GL_POLYGON);
7450 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7451 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7452 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7453 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7455 qglBegin(GL_POLYGON);
7456 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]);
7457 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]);
7458 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]);
7459 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]);
7461 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7465 // don't let sound skip if going slow
7466 if (r_refdef.scene.extraupdate)
7470 static const unsigned short bboxelements[36] =
7480 #define BBOXEDGES 13
7481 static const float bboxedges[BBOXEDGES][6] =
7484 { 0, 0, 0, 1, 1, 1 },
7486 { 0, 0, 0, 0, 1, 0 },
7487 { 0, 0, 0, 1, 0, 0 },
7488 { 0, 1, 0, 1, 1, 0 },
7489 { 1, 0, 0, 1, 1, 0 },
7491 { 0, 0, 1, 0, 1, 1 },
7492 { 0, 0, 1, 1, 0, 1 },
7493 { 0, 1, 1, 1, 1, 1 },
7494 { 1, 0, 1, 1, 1, 1 },
7496 { 0, 0, 0, 0, 0, 1 },
7497 { 1, 0, 0, 1, 0, 1 },
7498 { 0, 1, 0, 0, 1, 1 },
7499 { 1, 1, 0, 1, 1, 1 },
7502 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7504 int numvertices = BBOXEDGES * 8;
7505 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
7506 int numtriangles = BBOXEDGES * 12;
7507 unsigned short elements[BBOXEDGES * 36];
7509 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
7511 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
7513 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7514 GL_DepthMask(false);
7515 GL_DepthRange(0, 1);
7516 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7518 for (edge = 0; edge < BBOXEDGES; edge++)
7520 for (i = 0; i < 3; i++)
7522 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
7523 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
7525 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
7526 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
7527 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
7528 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
7529 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
7530 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
7531 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
7532 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
7533 for (i = 0; i < 36; i++)
7534 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
7536 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
7537 if (r_refdef.fogenabled)
7539 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
7541 f1 = RSurf_FogVertex(v);
7543 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7544 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7545 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7548 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
7549 R_Mesh_ResetTextureState();
7550 R_SetupShader_Generic_NoTexture(false, false);
7551 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
7554 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7556 // hacky overloading of the parameters
7557 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
7560 prvm_edict_t *edict;
7562 GL_CullFace(GL_NONE);
7563 R_SetupShader_Generic_NoTexture(false, false);
7565 for (i = 0;i < numsurfaces;i++)
7567 edict = PRVM_EDICT_NUM(surfacelist[i]);
7568 switch ((int)PRVM_serveredictfloat(edict, solid))
7570 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7571 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7572 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7573 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7574 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7575 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7576 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7578 if (prog == CLVM_prog)
7579 color[3] *= r_showbboxes_client.value;
7581 color[3] *= r_showbboxes.value;
7582 color[3] = bound(0, color[3], 1);
7583 GL_DepthTest(!r_showdisabledepthtest.integer);
7584 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7588 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
7591 prvm_edict_t *edict;
7597 for (i = 0; i < prog->num_edicts; i++)
7599 edict = PRVM_EDICT_NUM(i);
7600 if (edict->priv.server->free)
7602 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7603 if (PRVM_serveredictedict(edict, tag_entity) != 0)
7605 if (PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7607 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7608 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
7612 static const int nomodelelement3i[24] =
7624 static const unsigned short nomodelelement3s[24] =
7636 static const float nomodelvertex3f[6*3] =
7646 static const float nomodelcolor4f[6*4] =
7648 0.0f, 0.0f, 0.5f, 1.0f,
7649 0.0f, 0.0f, 0.5f, 1.0f,
7650 0.0f, 0.5f, 0.0f, 1.0f,
7651 0.0f, 0.5f, 0.0f, 1.0f,
7652 0.5f, 0.0f, 0.0f, 1.0f,
7653 0.5f, 0.0f, 0.0f, 1.0f
7656 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7662 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);
7664 // this is only called once per entity so numsurfaces is always 1, and
7665 // surfacelist is always {0}, so this code does not handle batches
7667 if (rsurface.ent_flags & RENDER_ADDITIVE)
7669 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7670 GL_DepthMask(false);
7672 else if (ent->alpha < 1)
7674 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7675 GL_DepthMask(false);
7679 GL_BlendFunc(GL_ONE, GL_ZERO);
7682 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7683 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7684 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7685 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7686 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7687 for (i = 0, c = color4f;i < 6;i++, c += 4)
7689 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
7690 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
7691 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
7694 if (r_refdef.fogenabled)
7696 for (i = 0, c = color4f;i < 6;i++, c += 4)
7698 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7700 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7701 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7702 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7705 // R_Mesh_ResetTextureState();
7706 R_SetupShader_Generic_NoTexture(false, false);
7707 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7708 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7711 void R_DrawNoModel(entity_render_t *ent)
7714 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7715 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7716 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7718 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7721 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7723 vec3_t right1, right2, diff, normal;
7725 VectorSubtract (org2, org1, normal);
7727 // calculate 'right' vector for start
7728 VectorSubtract (r_refdef.view.origin, org1, diff);
7729 CrossProduct (normal, diff, right1);
7730 VectorNormalize (right1);
7732 // calculate 'right' vector for end
7733 VectorSubtract (r_refdef.view.origin, org2, diff);
7734 CrossProduct (normal, diff, right2);
7735 VectorNormalize (right2);
7737 vert[ 0] = org1[0] + width * right1[0];
7738 vert[ 1] = org1[1] + width * right1[1];
7739 vert[ 2] = org1[2] + width * right1[2];
7740 vert[ 3] = org1[0] - width * right1[0];
7741 vert[ 4] = org1[1] - width * right1[1];
7742 vert[ 5] = org1[2] - width * right1[2];
7743 vert[ 6] = org2[0] - width * right2[0];
7744 vert[ 7] = org2[1] - width * right2[1];
7745 vert[ 8] = org2[2] - width * right2[2];
7746 vert[ 9] = org2[0] + width * right2[0];
7747 vert[10] = org2[1] + width * right2[1];
7748 vert[11] = org2[2] + width * right2[2];
7751 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)
7753 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7754 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7755 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7756 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7757 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7758 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7759 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7760 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7761 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7762 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7763 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7764 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7767 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7772 VectorSet(v, x, y, z);
7773 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7774 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7776 if (i == mesh->numvertices)
7778 if (mesh->numvertices < mesh->maxvertices)
7780 VectorCopy(v, vertex3f);
7781 mesh->numvertices++;
7783 return mesh->numvertices;
7789 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7793 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7794 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7795 e = mesh->element3i + mesh->numtriangles * 3;
7796 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7798 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7799 if (mesh->numtriangles < mesh->maxtriangles)
7804 mesh->numtriangles++;
7806 element[1] = element[2];
7810 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7814 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7815 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7816 e = mesh->element3i + mesh->numtriangles * 3;
7817 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7819 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7820 if (mesh->numtriangles < mesh->maxtriangles)
7825 mesh->numtriangles++;
7827 element[1] = element[2];
7831 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7832 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7834 int planenum, planenum2;
7837 mplane_t *plane, *plane2;
7839 double temppoints[2][256*3];
7840 // figure out how large a bounding box we need to properly compute this brush
7842 for (w = 0;w < numplanes;w++)
7843 maxdist = max(maxdist, fabs(planes[w].dist));
7844 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7845 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7846 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7850 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7851 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7853 if (planenum2 == planenum)
7855 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);
7858 if (tempnumpoints < 3)
7860 // generate elements forming a triangle fan for this polygon
7861 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7865 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)
7867 texturelayer_t *layer;
7868 layer = t->currentlayers + t->currentnumlayers++;
7870 layer->depthmask = depthmask;
7871 layer->blendfunc1 = blendfunc1;
7872 layer->blendfunc2 = blendfunc2;
7873 layer->texture = texture;
7874 layer->texmatrix = *matrix;
7875 layer->color[0] = r;
7876 layer->color[1] = g;
7877 layer->color[2] = b;
7878 layer->color[3] = a;
7881 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7883 if(parms[0] == 0 && parms[1] == 0)
7885 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7886 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7891 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7894 index = parms[2] + rsurface.shadertime * parms[3];
7895 index -= floor(index);
7896 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7899 case Q3WAVEFUNC_NONE:
7900 case Q3WAVEFUNC_NOISE:
7901 case Q3WAVEFUNC_COUNT:
7904 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7905 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7906 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7907 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7908 case Q3WAVEFUNC_TRIANGLE:
7910 f = index - floor(index);
7923 f = parms[0] + parms[1] * f;
7924 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7925 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7929 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7936 matrix4x4_t matrix, temp;
7937 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
7938 // it's better to have one huge fixup every 9 hours than gradual
7939 // degradation over time which looks consistently bad after many hours.
7941 // tcmod scroll in particular suffers from this degradation which can't be
7942 // effectively worked around even with floor() tricks because we don't
7943 // know if tcmod scroll is the last tcmod being applied, and for clampmap
7944 // a workaround involving floor() would be incorrect anyway...
7945 shadertime = rsurface.shadertime;
7946 if (shadertime >= 32768.0f)
7947 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
7948 switch(tcmod->tcmod)
7952 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7953 matrix = r_waterscrollmatrix;
7955 matrix = identitymatrix;
7957 case Q3TCMOD_ENTITYTRANSLATE:
7958 // this is used in Q3 to allow the gamecode to control texcoord
7959 // scrolling on the entity, which is not supported in darkplaces yet.
7960 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7962 case Q3TCMOD_ROTATE:
7963 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7964 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
7965 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7968 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7970 case Q3TCMOD_SCROLL:
7971 // this particular tcmod is a "bug for bug" compatible one with regards to
7972 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
7973 // specifically did the wrapping and so we must mimic that...
7974 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7975 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7976 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7978 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7979 w = (int) tcmod->parms[0];
7980 h = (int) tcmod->parms[1];
7981 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7983 idx = (int) floor(f * w * h);
7984 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7986 case Q3TCMOD_STRETCH:
7987 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7988 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7990 case Q3TCMOD_TRANSFORM:
7991 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7992 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7993 VectorSet(tcmat + 6, 0 , 0 , 1);
7994 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7995 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7997 case Q3TCMOD_TURBULENT:
7998 // this is handled in the RSurf_PrepareVertices function
7999 matrix = identitymatrix;
8003 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8006 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8008 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8009 char name[MAX_QPATH];
8010 skinframe_t *skinframe;
8011 unsigned char pixels[296*194];
8012 strlcpy(cache->name, skinname, sizeof(cache->name));
8013 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8014 if (developer_loading.integer)
8015 Con_Printf("loading %s\n", name);
8016 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8017 if (!skinframe || !skinframe->base)
8020 fs_offset_t filesize;
8022 f = FS_LoadFile(name, tempmempool, true, &filesize);
8025 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8026 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8030 cache->skinframe = skinframe;
8033 texture_t *R_GetCurrentTexture(texture_t *t)
8036 const entity_render_t *ent = rsurface.entity;
8037 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8038 q3shaderinfo_layer_tcmod_t *tcmod;
8039 float specularscale = 0.0f;
8041 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8042 return t->currentframe;
8043 t->update_lastrenderframe = r_textureframe;
8044 t->update_lastrenderentity = (void *)ent;
8046 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8047 t->camera_entity = ent->entitynumber;
8049 t->camera_entity = 0;
8051 // switch to an alternate material if this is a q1bsp animated material
8053 texture_t *texture = t;
8054 int s = rsurface.ent_skinnum;
8055 if ((unsigned int)s >= (unsigned int)model->numskins)
8057 if (model->skinscenes)
8059 if (model->skinscenes[s].framecount > 1)
8060 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8062 s = model->skinscenes[s].firstframe;
8065 t = t + s * model->num_surfaces;
8068 // use an alternate animation if the entity's frame is not 0,
8069 // and only if the texture has an alternate animation
8070 if (t->animated == 2) // q2bsp
8071 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8072 else if (rsurface.ent_alttextures && t->anim_total[1])
8073 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8075 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8077 texture->currentframe = t;
8080 // update currentskinframe to be a qw skin or animation frame
8081 if (rsurface.ent_qwskin >= 0)
8083 i = rsurface.ent_qwskin;
8084 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8086 r_qwskincache_size = cl.maxclients;
8088 Mem_Free(r_qwskincache);
8089 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8091 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8092 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8093 t->currentskinframe = r_qwskincache[i].skinframe;
8094 if (t->materialshaderpass && t->currentskinframe == NULL)
8095 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8097 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8098 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8099 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8100 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8102 t->currentmaterialflags = t->basematerialflags;
8103 t->currentalpha = rsurface.entity->alpha * t->basealpha;
8104 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8105 t->currentalpha *= r_wateralpha.value;
8106 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8107 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8108 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8109 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8111 // decide on which type of lighting to use for this surface
8112 if (rsurface.entity->render_modellight_forced)
8113 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8114 if (rsurface.entity->render_rtlight_disabled)
8115 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
8116 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
8118 // some CUSTOMBLEND blendfuncs are too weird for anything but fullbright rendering, and even then we have to ignore colormod and view colorscale
8119 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
8120 for (q = 0; q < 3; q++)
8122 t->render_glowmod[q] = rsurface.entity->glowmod[q];
8123 t->render_modellight_lightdir[q] = q == 2;
8124 t->render_modellight_ambient[q] = 1;
8125 t->render_modellight_diffuse[q] = 0;
8126 t->render_modellight_specular[q] = 0;
8127 t->render_lightmap_ambient[q] = 0;
8128 t->render_lightmap_diffuse[q] = 0;
8129 t->render_lightmap_specular[q] = 0;
8130 t->render_rtlight_diffuse[q] = 0;
8131 t->render_rtlight_specular[q] = 0;
8134 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
8136 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
8137 t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
8138 for (q = 0; q < 3; q++)
8140 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8141 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
8142 t->render_modellight_lightdir[q] = q == 2;
8143 t->render_modellight_diffuse[q] = 0;
8144 t->render_modellight_specular[q] = 0;
8145 t->render_lightmap_ambient[q] = 0;
8146 t->render_lightmap_diffuse[q] = 0;
8147 t->render_lightmap_specular[q] = 0;
8148 t->render_rtlight_diffuse[q] = 0;
8149 t->render_rtlight_specular[q] = 0;
8152 else if (FAKELIGHT_ENABLED)
8154 // no modellight if using fakelight for the map
8155 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT) & ~(MATERIALFLAG_MODELLIGHT);
8156 for (q = 0; q < 3; q++)
8158 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8159 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8160 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8161 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8162 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8163 t->render_lightmap_ambient[q] = 0;
8164 t->render_lightmap_diffuse[q] = 0;
8165 t->render_lightmap_specular[q] = 0;
8166 t->render_rtlight_diffuse[q] = 0;
8167 t->render_rtlight_specular[q] = 0;
8170 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
8172 // ambient + single direction light (modellight)
8173 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8174 for (q = 0; q < 3; q++)
8176 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8177 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
8178 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8179 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
8180 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
8181 t->render_lightmap_ambient[q] = 0;
8182 t->render_lightmap_diffuse[q] = 0;
8183 t->render_lightmap_specular[q] = 0;
8184 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8185 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8190 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
8191 for (q = 0; q < 3; q++)
8193 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
8194 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q] * r_refdef.view.colorscale;
8195 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
8196 t->render_modellight_diffuse[q] = 0;
8197 t->render_modellight_specular[q] = 0;
8198 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
8199 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
8200 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
8201 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
8202 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
8206 for (q = 0; q < 3; q++)
8208 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
8209 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
8212 if (rsurface.ent_flags & RENDER_ADDITIVE)
8213 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8214 else if (t->currentalpha < 1)
8215 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8216 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8217 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8218 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8219 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8220 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8221 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8222 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8223 if (t->backgroundshaderpass)
8224 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8225 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8227 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8228 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8231 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8232 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8234 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8235 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8237 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8238 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8240 // there is no tcmod
8241 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8243 t->currenttexmatrix = r_waterscrollmatrix;
8244 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8246 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8248 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8249 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8252 if (t->materialshaderpass)
8253 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8254 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8256 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
8257 if (t->currentskinframe->qpixels)
8258 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8259 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8260 if (!t->basetexture)
8261 t->basetexture = r_texture_notexture;
8262 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8263 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8264 t->nmaptexture = t->currentskinframe->nmap;
8265 if (!t->nmaptexture)
8266 t->nmaptexture = r_texture_blanknormalmap;
8267 t->glosstexture = r_texture_black;
8268 t->glowtexture = t->currentskinframe->glow;
8269 t->fogtexture = t->currentskinframe->fog;
8270 t->reflectmasktexture = t->currentskinframe->reflect;
8271 if (t->backgroundshaderpass)
8273 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8274 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8275 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8276 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8277 t->backgroundglosstexture = r_texture_black;
8278 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8279 if (!t->backgroundnmaptexture)
8280 t->backgroundnmaptexture = r_texture_blanknormalmap;
8281 // make sure that if glow is going to be used, both textures are not NULL
8282 if (!t->backgroundglowtexture && t->glowtexture)
8283 t->backgroundglowtexture = r_texture_black;
8284 if (!t->glowtexture && t->backgroundglowtexture)
8285 t->glowtexture = r_texture_black;
8289 t->backgroundbasetexture = r_texture_white;
8290 t->backgroundnmaptexture = r_texture_blanknormalmap;
8291 t->backgroundglosstexture = r_texture_black;
8292 t->backgroundglowtexture = NULL;
8294 t->specularpower = r_shadow_glossexponent.value;
8295 // TODO: store reference values for these in the texture?
8296 if (r_shadow_gloss.integer > 0)
8298 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8300 if (r_shadow_glossintensity.value > 0)
8302 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8303 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8304 specularscale = r_shadow_glossintensity.value;
8307 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8309 t->glosstexture = r_texture_white;
8310 t->backgroundglosstexture = r_texture_white;
8311 specularscale = r_shadow_gloss2intensity.value;
8312 t->specularpower = r_shadow_gloss2exponent.value;
8315 specularscale *= t->specularscalemod;
8316 t->specularpower *= t->specularpowermod;
8318 // lightmaps mode looks bad with dlights using actual texturing, so turn
8319 // off the colormap and glossmap, but leave the normalmap on as it still
8320 // accurately represents the shading involved
8321 if (gl_lightmaps.integer)
8323 t->basetexture = r_texture_grey128;
8324 t->pantstexture = r_texture_black;
8325 t->shirttexture = r_texture_black;
8326 if (gl_lightmaps.integer < 2)
8327 t->nmaptexture = r_texture_blanknormalmap;
8328 t->glosstexture = r_texture_black;
8329 t->glowtexture = NULL;
8330 t->fogtexture = NULL;
8331 t->reflectmasktexture = NULL;
8332 t->backgroundbasetexture = NULL;
8333 if (gl_lightmaps.integer < 2)
8334 t->backgroundnmaptexture = r_texture_blanknormalmap;
8335 t->backgroundglosstexture = r_texture_black;
8336 t->backgroundglowtexture = NULL;
8338 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8341 if (specularscale != 1.0f)
8343 for (q = 0; q < 3; q++)
8345 t->render_modellight_specular[q] *= specularscale;
8346 t->render_lightmap_specular[q] *= specularscale;
8347 t->render_rtlight_specular[q] *= specularscale;
8351 t->currentnumlayers = 0;
8352 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8354 int blendfunc1, blendfunc2;
8356 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8358 blendfunc1 = GL_SRC_ALPHA;
8359 blendfunc2 = GL_ONE;
8361 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8363 blendfunc1 = GL_SRC_ALPHA;
8364 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8366 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8368 blendfunc1 = t->customblendfunc[0];
8369 blendfunc2 = t->customblendfunc[1];
8373 blendfunc1 = GL_ONE;
8374 blendfunc2 = GL_ZERO;
8376 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8377 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
8379 // basic lit geometry
8380 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8381 // add pants/shirt if needed
8382 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8383 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8384 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8385 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8389 // basic lit geometry
8390 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha);
8391 // add pants/shirt if needed
8392 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8393 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8394 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8395 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha);
8396 // now add ambient passes if needed
8397 if (VectorLength2(t->render_lightmap_ambient) >= (1.0f/1048576.0f))
8399 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2], t->currentalpha);
8400 if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture)
8401 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_ambient[0], t->render_colormap_pants[1] * t->render_lightmap_ambient[1], t->render_colormap_pants[2] * t->render_lightmap_ambient[2], t->currentalpha);
8402 if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture)
8403 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_ambient[0], t->render_colormap_shirt[1] * t->render_lightmap_ambient[1], t->render_colormap_shirt[2] * t->render_lightmap_ambient[2], t->currentalpha);
8406 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8407 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2], t->currentalpha);
8408 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8410 // if this is opaque use alpha blend which will darken the earlier
8413 // if this is an alpha blended material, all the earlier passes
8414 // were darkened by fog already, so we only need to add the fog
8415 // color ontop through the fog mask texture
8417 // if this is an additive blended material, all the earlier passes
8418 // were darkened by fog already, and we should not add fog color
8419 // (because the background was not darkened, there is no fog color
8420 // that was lost behind it).
8421 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->currentalpha);
8428 rsurfacestate_t rsurface;
8430 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8432 dp_model_t *model = ent->model;
8433 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8435 rsurface.entity = (entity_render_t *)ent;
8436 rsurface.skeleton = ent->skeleton;
8437 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8438 rsurface.ent_skinnum = ent->skinnum;
8439 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;
8440 rsurface.ent_flags = ent->flags;
8441 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
8442 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
8443 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8444 rsurface.matrix = ent->matrix;
8445 rsurface.inversematrix = ent->inversematrix;
8446 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8447 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8448 R_EntityMatrix(&rsurface.matrix);
8449 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8450 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8451 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
8452 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8453 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8454 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8455 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8456 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8457 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8458 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8459 if (ent->model->brush.submodel && !prepass)
8461 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8462 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8464 // if the animcache code decided it should use the shader path, skip the deform step
8465 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8466 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8467 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8468 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8469 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8470 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8472 if (ent->animcache_vertex3f)
8474 r_refdef.stats[r_stat_batch_entitycache_count]++;
8475 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8476 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8477 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8478 rsurface.modelvertex3f = ent->animcache_vertex3f;
8479 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8480 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8481 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8482 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8483 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8484 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8485 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8486 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8487 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8488 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8489 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8490 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8491 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8492 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8494 else if (wanttangents)
8496 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8497 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8498 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8499 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8500 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8501 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8502 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8503 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8504 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8505 rsurface.modelvertexmesh = NULL;
8506 rsurface.modelvertexmesh_vertexbuffer = NULL;
8507 rsurface.modelvertexmesh_bufferoffset = 0;
8508 rsurface.modelvertex3f_vertexbuffer = NULL;
8509 rsurface.modelvertex3f_bufferoffset = 0;
8510 rsurface.modelvertex3f_vertexbuffer = 0;
8511 rsurface.modelvertex3f_bufferoffset = 0;
8512 rsurface.modelsvector3f_vertexbuffer = 0;
8513 rsurface.modelsvector3f_bufferoffset = 0;
8514 rsurface.modeltvector3f_vertexbuffer = 0;
8515 rsurface.modeltvector3f_bufferoffset = 0;
8516 rsurface.modelnormal3f_vertexbuffer = 0;
8517 rsurface.modelnormal3f_bufferoffset = 0;
8519 else if (wantnormals)
8521 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8522 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8523 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8524 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8525 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8526 rsurface.modelsvector3f = NULL;
8527 rsurface.modeltvector3f = NULL;
8528 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8529 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8530 rsurface.modelvertexmesh = NULL;
8531 rsurface.modelvertexmesh_vertexbuffer = NULL;
8532 rsurface.modelvertexmesh_bufferoffset = 0;
8533 rsurface.modelvertex3f_vertexbuffer = NULL;
8534 rsurface.modelvertex3f_bufferoffset = 0;
8535 rsurface.modelvertex3f_vertexbuffer = 0;
8536 rsurface.modelvertex3f_bufferoffset = 0;
8537 rsurface.modelsvector3f_vertexbuffer = 0;
8538 rsurface.modelsvector3f_bufferoffset = 0;
8539 rsurface.modeltvector3f_vertexbuffer = 0;
8540 rsurface.modeltvector3f_bufferoffset = 0;
8541 rsurface.modelnormal3f_vertexbuffer = 0;
8542 rsurface.modelnormal3f_bufferoffset = 0;
8546 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8547 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8548 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8549 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8550 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8551 rsurface.modelsvector3f = NULL;
8552 rsurface.modeltvector3f = NULL;
8553 rsurface.modelnormal3f = NULL;
8554 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8555 rsurface.modelvertexmesh = NULL;
8556 rsurface.modelvertexmesh_vertexbuffer = NULL;
8557 rsurface.modelvertexmesh_bufferoffset = 0;
8558 rsurface.modelvertex3f_vertexbuffer = NULL;
8559 rsurface.modelvertex3f_bufferoffset = 0;
8560 rsurface.modelvertex3f_vertexbuffer = 0;
8561 rsurface.modelvertex3f_bufferoffset = 0;
8562 rsurface.modelsvector3f_vertexbuffer = 0;
8563 rsurface.modelsvector3f_bufferoffset = 0;
8564 rsurface.modeltvector3f_vertexbuffer = 0;
8565 rsurface.modeltvector3f_bufferoffset = 0;
8566 rsurface.modelnormal3f_vertexbuffer = 0;
8567 rsurface.modelnormal3f_bufferoffset = 0;
8569 rsurface.modelgeneratedvertex = true;
8573 if (rsurface.entityskeletaltransform3x4)
8575 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8576 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8577 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8578 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8582 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8583 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8584 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8585 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8587 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8588 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8589 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8590 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8591 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8592 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8593 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8594 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8595 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8596 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8597 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8598 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8599 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8600 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8601 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8602 rsurface.modelgeneratedvertex = false;
8604 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8605 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8606 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8607 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8608 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8609 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8610 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8611 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8612 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8613 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8614 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8615 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8616 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8617 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8618 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8619 rsurface.modelelement3i = model->surfmesh.data_element3i;
8620 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8621 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8622 rsurface.modelelement3s = model->surfmesh.data_element3s;
8623 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8624 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8625 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8626 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8627 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8628 rsurface.modelsurfaces = model->data_surfaces;
8629 rsurface.batchgeneratedvertex = false;
8630 rsurface.batchfirstvertex = 0;
8631 rsurface.batchnumvertices = 0;
8632 rsurface.batchfirsttriangle = 0;
8633 rsurface.batchnumtriangles = 0;
8634 rsurface.batchvertex3f = NULL;
8635 rsurface.batchvertex3f_vertexbuffer = NULL;
8636 rsurface.batchvertex3f_bufferoffset = 0;
8637 rsurface.batchsvector3f = NULL;
8638 rsurface.batchsvector3f_vertexbuffer = NULL;
8639 rsurface.batchsvector3f_bufferoffset = 0;
8640 rsurface.batchtvector3f = NULL;
8641 rsurface.batchtvector3f_vertexbuffer = NULL;
8642 rsurface.batchtvector3f_bufferoffset = 0;
8643 rsurface.batchnormal3f = NULL;
8644 rsurface.batchnormal3f_vertexbuffer = NULL;
8645 rsurface.batchnormal3f_bufferoffset = 0;
8646 rsurface.batchlightmapcolor4f = NULL;
8647 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8648 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8649 rsurface.batchtexcoordtexture2f = NULL;
8650 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8651 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8652 rsurface.batchtexcoordlightmap2f = NULL;
8653 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8654 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8655 rsurface.batchskeletalindex4ub = NULL;
8656 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8657 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8658 rsurface.batchskeletalweight4ub = NULL;
8659 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8660 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8661 rsurface.batchvertexmesh = NULL;
8662 rsurface.batchvertexmesh_vertexbuffer = NULL;
8663 rsurface.batchvertexmesh_bufferoffset = 0;
8664 rsurface.batchelement3i = NULL;
8665 rsurface.batchelement3i_indexbuffer = NULL;
8666 rsurface.batchelement3i_bufferoffset = 0;
8667 rsurface.batchelement3s = NULL;
8668 rsurface.batchelement3s_indexbuffer = NULL;
8669 rsurface.batchelement3s_bufferoffset = 0;
8670 rsurface.passcolor4f = NULL;
8671 rsurface.passcolor4f_vertexbuffer = NULL;
8672 rsurface.passcolor4f_bufferoffset = 0;
8673 rsurface.forcecurrenttextureupdate = false;
8676 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)
8678 rsurface.entity = r_refdef.scene.worldentity;
8679 rsurface.skeleton = NULL;
8680 rsurface.ent_skinnum = 0;
8681 rsurface.ent_qwskin = -1;
8682 rsurface.ent_flags = entflags;
8683 rsurface.shadertime = r_refdef.scene.time - shadertime;
8684 rsurface.modelnumvertices = numvertices;
8685 rsurface.modelnumtriangles = numtriangles;
8686 rsurface.matrix = *matrix;
8687 rsurface.inversematrix = *inversematrix;
8688 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8689 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8690 R_EntityMatrix(&rsurface.matrix);
8691 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8692 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8693 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8694 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8695 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8696 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8697 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8698 rsurface.frameblend[0].lerp = 1;
8699 rsurface.ent_alttextures = false;
8700 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8701 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8702 rsurface.entityskeletaltransform3x4 = NULL;
8703 rsurface.entityskeletaltransform3x4buffer = NULL;
8704 rsurface.entityskeletaltransform3x4offset = 0;
8705 rsurface.entityskeletaltransform3x4size = 0;
8706 rsurface.entityskeletalnumtransforms = 0;
8707 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8708 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8709 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8710 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8713 rsurface.modelvertex3f = (float *)vertex3f;
8714 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8715 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8716 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8718 else if (wantnormals)
8720 rsurface.modelvertex3f = (float *)vertex3f;
8721 rsurface.modelsvector3f = NULL;
8722 rsurface.modeltvector3f = NULL;
8723 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8727 rsurface.modelvertex3f = (float *)vertex3f;
8728 rsurface.modelsvector3f = NULL;
8729 rsurface.modeltvector3f = NULL;
8730 rsurface.modelnormal3f = NULL;
8732 rsurface.modelvertexmesh = NULL;
8733 rsurface.modelvertexmesh_vertexbuffer = NULL;
8734 rsurface.modelvertexmesh_bufferoffset = 0;
8735 rsurface.modelvertex3f_vertexbuffer = 0;
8736 rsurface.modelvertex3f_bufferoffset = 0;
8737 rsurface.modelsvector3f_vertexbuffer = 0;
8738 rsurface.modelsvector3f_bufferoffset = 0;
8739 rsurface.modeltvector3f_vertexbuffer = 0;
8740 rsurface.modeltvector3f_bufferoffset = 0;
8741 rsurface.modelnormal3f_vertexbuffer = 0;
8742 rsurface.modelnormal3f_bufferoffset = 0;
8743 rsurface.modelgeneratedvertex = true;
8744 rsurface.modellightmapcolor4f = (float *)color4f;
8745 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8746 rsurface.modellightmapcolor4f_bufferoffset = 0;
8747 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8748 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8749 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8750 rsurface.modeltexcoordlightmap2f = NULL;
8751 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8752 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8753 rsurface.modelskeletalindex4ub = NULL;
8754 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8755 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8756 rsurface.modelskeletalweight4ub = NULL;
8757 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8758 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8759 rsurface.modelelement3i = (int *)element3i;
8760 rsurface.modelelement3i_indexbuffer = NULL;
8761 rsurface.modelelement3i_bufferoffset = 0;
8762 rsurface.modelelement3s = (unsigned short *)element3s;
8763 rsurface.modelelement3s_indexbuffer = NULL;
8764 rsurface.modelelement3s_bufferoffset = 0;
8765 rsurface.modellightmapoffsets = NULL;
8766 rsurface.modelsurfaces = NULL;
8767 rsurface.batchgeneratedvertex = false;
8768 rsurface.batchfirstvertex = 0;
8769 rsurface.batchnumvertices = 0;
8770 rsurface.batchfirsttriangle = 0;
8771 rsurface.batchnumtriangles = 0;
8772 rsurface.batchvertex3f = NULL;
8773 rsurface.batchvertex3f_vertexbuffer = NULL;
8774 rsurface.batchvertex3f_bufferoffset = 0;
8775 rsurface.batchsvector3f = NULL;
8776 rsurface.batchsvector3f_vertexbuffer = NULL;
8777 rsurface.batchsvector3f_bufferoffset = 0;
8778 rsurface.batchtvector3f = NULL;
8779 rsurface.batchtvector3f_vertexbuffer = NULL;
8780 rsurface.batchtvector3f_bufferoffset = 0;
8781 rsurface.batchnormal3f = NULL;
8782 rsurface.batchnormal3f_vertexbuffer = NULL;
8783 rsurface.batchnormal3f_bufferoffset = 0;
8784 rsurface.batchlightmapcolor4f = NULL;
8785 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8786 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8787 rsurface.batchtexcoordtexture2f = NULL;
8788 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8789 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8790 rsurface.batchtexcoordlightmap2f = NULL;
8791 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8792 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8793 rsurface.batchskeletalindex4ub = NULL;
8794 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8795 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8796 rsurface.batchskeletalweight4ub = NULL;
8797 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8798 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8799 rsurface.batchvertexmesh = NULL;
8800 rsurface.batchvertexmesh_vertexbuffer = NULL;
8801 rsurface.batchvertexmesh_bufferoffset = 0;
8802 rsurface.batchelement3i = NULL;
8803 rsurface.batchelement3i_indexbuffer = NULL;
8804 rsurface.batchelement3i_bufferoffset = 0;
8805 rsurface.batchelement3s = NULL;
8806 rsurface.batchelement3s_indexbuffer = NULL;
8807 rsurface.batchelement3s_bufferoffset = 0;
8808 rsurface.passcolor4f = NULL;
8809 rsurface.passcolor4f_vertexbuffer = NULL;
8810 rsurface.passcolor4f_bufferoffset = 0;
8811 rsurface.forcecurrenttextureupdate = true;
8813 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8815 if ((wantnormals || wanttangents) && !normal3f)
8817 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8818 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8820 if (wanttangents && !svector3f)
8822 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8823 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8824 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8829 float RSurf_FogPoint(const float *v)
8831 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8832 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8833 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8834 float FogHeightFade = r_refdef.fogheightfade;
8836 unsigned int fogmasktableindex;
8837 if (r_refdef.fogplaneviewabove)
8838 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8840 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8841 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8842 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8845 float RSurf_FogVertex(const float *v)
8847 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8848 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8849 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8850 float FogHeightFade = rsurface.fogheightfade;
8852 unsigned int fogmasktableindex;
8853 if (r_refdef.fogplaneviewabove)
8854 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8856 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8857 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8858 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8861 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8864 for (i = 0;i < numelements;i++)
8865 outelement3i[i] = inelement3i[i] + adjust;
8868 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8869 extern cvar_t gl_vbo;
8870 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8878 int surfacefirsttriangle;
8879 int surfacenumtriangles;
8880 int surfacefirstvertex;
8881 int surfaceendvertex;
8882 int surfacenumvertices;
8883 int batchnumsurfaces = texturenumsurfaces;
8884 int batchnumvertices;
8885 int batchnumtriangles;
8889 qboolean dynamicvertex;
8892 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8895 q3shaderinfo_deform_t *deform;
8896 const msurface_t *surface, *firstsurface;
8897 r_vertexmesh_t *vertexmesh;
8898 if (!texturenumsurfaces)
8900 // find vertex range of this surface batch
8902 firstsurface = texturesurfacelist[0];
8903 firsttriangle = firstsurface->num_firsttriangle;
8904 batchnumvertices = 0;
8905 batchnumtriangles = 0;
8906 firstvertex = endvertex = firstsurface->num_firstvertex;
8907 for (i = 0;i < texturenumsurfaces;i++)
8909 surface = texturesurfacelist[i];
8910 if (surface != firstsurface + i)
8912 surfacefirstvertex = surface->num_firstvertex;
8913 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8914 surfacenumvertices = surface->num_vertices;
8915 surfacenumtriangles = surface->num_triangles;
8916 if (firstvertex > surfacefirstvertex)
8917 firstvertex = surfacefirstvertex;
8918 if (endvertex < surfaceendvertex)
8919 endvertex = surfaceendvertex;
8920 batchnumvertices += surfacenumvertices;
8921 batchnumtriangles += surfacenumtriangles;
8924 r_refdef.stats[r_stat_batch_batches]++;
8926 r_refdef.stats[r_stat_batch_withgaps]++;
8927 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8928 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8929 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8931 // we now know the vertex range used, and if there are any gaps in it
8932 rsurface.batchfirstvertex = firstvertex;
8933 rsurface.batchnumvertices = endvertex - firstvertex;
8934 rsurface.batchfirsttriangle = firsttriangle;
8935 rsurface.batchnumtriangles = batchnumtriangles;
8937 // this variable holds flags for which properties have been updated that
8938 // may require regenerating vertexmesh array...
8941 // check if any dynamic vertex processing must occur
8942 dynamicvertex = false;
8944 // a cvar to force the dynamic vertex path to be taken, for debugging
8945 if (r_batch_debugdynamicvertexpath.integer)
8949 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8950 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8951 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8952 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8954 dynamicvertex = true;
8957 // if there is a chance of animated vertex colors, it's a dynamic batch
8958 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8962 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8963 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8964 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8965 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8967 dynamicvertex = true;
8968 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8971 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8973 switch (deform->deform)
8976 case Q3DEFORM_PROJECTIONSHADOW:
8977 case Q3DEFORM_TEXT0:
8978 case Q3DEFORM_TEXT1:
8979 case Q3DEFORM_TEXT2:
8980 case Q3DEFORM_TEXT3:
8981 case Q3DEFORM_TEXT4:
8982 case Q3DEFORM_TEXT5:
8983 case Q3DEFORM_TEXT6:
8984 case Q3DEFORM_TEXT7:
8987 case Q3DEFORM_AUTOSPRITE:
8990 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
8991 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
8992 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
8993 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
8995 dynamicvertex = true;
8996 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8997 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8999 case Q3DEFORM_AUTOSPRITE2:
9002 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9003 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9004 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9005 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9007 dynamicvertex = true;
9008 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9009 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9011 case Q3DEFORM_NORMAL:
9014 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9015 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9016 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9017 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9019 dynamicvertex = true;
9020 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9021 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9024 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9025 break; // if wavefunc is a nop, ignore this transform
9028 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9029 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9030 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9031 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9033 dynamicvertex = true;
9034 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9035 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9037 case Q3DEFORM_BULGE:
9040 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9041 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9042 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9043 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9045 dynamicvertex = true;
9046 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9047 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9050 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9051 break; // if wavefunc is a nop, ignore this transform
9054 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9055 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9056 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9057 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9059 dynamicvertex = true;
9060 batchneed |= BATCHNEED_ARRAY_VERTEX;
9061 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9065 if (rsurface.texture->materialshaderpass)
9067 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9070 case Q3TCGEN_TEXTURE:
9072 case Q3TCGEN_LIGHTMAP:
9075 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9076 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9077 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9078 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9080 dynamicvertex = true;
9081 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9082 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9084 case Q3TCGEN_VECTOR:
9087 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9088 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9089 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9090 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9092 dynamicvertex = true;
9093 batchneed |= BATCHNEED_ARRAY_VERTEX;
9094 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9096 case Q3TCGEN_ENVIRONMENT:
9099 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9100 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9101 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9102 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9104 dynamicvertex = true;
9105 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9106 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9109 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9113 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9114 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9115 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9116 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9118 dynamicvertex = true;
9119 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9120 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9124 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9128 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9129 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9130 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9131 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9133 dynamicvertex = true;
9134 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9137 // when the model data has no vertex buffer (dynamic mesh), we need to
9139 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9140 batchneed |= BATCHNEED_NOGAPS;
9142 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9143 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9144 // we ensure this by treating the vertex batch as dynamic...
9145 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9149 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9150 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9151 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9152 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9154 dynamicvertex = true;
9159 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9160 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9161 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9162 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9163 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9164 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9165 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9166 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9169 // if needsupdate, we have to do a dynamic vertex batch for sure
9170 if (needsupdate & batchneed)
9174 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9175 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9176 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9177 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9179 dynamicvertex = true;
9182 // see if we need to build vertexmesh from arrays
9183 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9187 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9188 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9189 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9190 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9192 dynamicvertex = true;
9195 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9196 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9197 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9199 rsurface.batchvertex3f = rsurface.modelvertex3f;
9200 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9201 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9202 rsurface.batchsvector3f = rsurface.modelsvector3f;
9203 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9204 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9205 rsurface.batchtvector3f = rsurface.modeltvector3f;
9206 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9207 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9208 rsurface.batchnormal3f = rsurface.modelnormal3f;
9209 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9210 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9211 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9212 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9213 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9214 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9215 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9216 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9217 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9218 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9219 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9220 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9221 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9222 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9223 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9224 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9225 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9226 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9227 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9228 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9229 rsurface.batchelement3i = rsurface.modelelement3i;
9230 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9231 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9232 rsurface.batchelement3s = rsurface.modelelement3s;
9233 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9234 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9235 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9236 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9237 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9238 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9239 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9241 // if any dynamic vertex processing has to occur in software, we copy the
9242 // entire surface list together before processing to rebase the vertices
9243 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9245 // if any gaps exist and we do not have a static vertex buffer, we have to
9246 // copy the surface list together to avoid wasting upload bandwidth on the
9247 // vertices in the gaps.
9249 // if gaps exist and we have a static vertex buffer, we can choose whether
9250 // to combine the index buffer ranges into one dynamic index buffer or
9251 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9253 // in many cases the batch is reduced to one draw call.
9255 rsurface.batchmultidraw = false;
9256 rsurface.batchmultidrawnumsurfaces = 0;
9257 rsurface.batchmultidrawsurfacelist = NULL;
9261 // static vertex data, just set pointers...
9262 rsurface.batchgeneratedvertex = false;
9263 // if there are gaps, we want to build a combined index buffer,
9264 // otherwise use the original static buffer with an appropriate offset
9267 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9268 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9269 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9270 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9271 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9273 rsurface.batchmultidraw = true;
9274 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9275 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9278 // build a new triangle elements array for this batch
9279 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9280 rsurface.batchfirsttriangle = 0;
9282 for (i = 0;i < texturenumsurfaces;i++)
9284 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9285 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9286 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9287 numtriangles += surfacenumtriangles;
9289 rsurface.batchelement3i_indexbuffer = NULL;
9290 rsurface.batchelement3i_bufferoffset = 0;
9291 rsurface.batchelement3s = NULL;
9292 rsurface.batchelement3s_indexbuffer = NULL;
9293 rsurface.batchelement3s_bufferoffset = 0;
9294 if (endvertex <= 65536)
9296 // make a 16bit (unsigned short) index array if possible
9297 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9298 for (i = 0;i < numtriangles*3;i++)
9299 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9301 // upload buffer data for the copytriangles batch
9302 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9304 if (rsurface.batchelement3s)
9305 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9306 else if (rsurface.batchelement3i)
9307 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9312 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9313 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9314 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9315 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9320 // something needs software processing, do it for real...
9321 // we only directly handle separate array data in this case and then
9322 // generate interleaved data if needed...
9323 rsurface.batchgeneratedvertex = true;
9324 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9325 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9326 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9327 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9329 // now copy the vertex data into a combined array and make an index array
9330 // (this is what Quake3 does all the time)
9331 // we also apply any skeletal animation here that would have been done in
9332 // the vertex shader, because most of the dynamic vertex animation cases
9333 // need actual vertex positions and normals
9334 //if (dynamicvertex)
9336 rsurface.batchvertexmesh = NULL;
9337 rsurface.batchvertexmesh_vertexbuffer = NULL;
9338 rsurface.batchvertexmesh_bufferoffset = 0;
9339 rsurface.batchvertex3f = NULL;
9340 rsurface.batchvertex3f_vertexbuffer = NULL;
9341 rsurface.batchvertex3f_bufferoffset = 0;
9342 rsurface.batchsvector3f = NULL;
9343 rsurface.batchsvector3f_vertexbuffer = NULL;
9344 rsurface.batchsvector3f_bufferoffset = 0;
9345 rsurface.batchtvector3f = NULL;
9346 rsurface.batchtvector3f_vertexbuffer = NULL;
9347 rsurface.batchtvector3f_bufferoffset = 0;
9348 rsurface.batchnormal3f = NULL;
9349 rsurface.batchnormal3f_vertexbuffer = NULL;
9350 rsurface.batchnormal3f_bufferoffset = 0;
9351 rsurface.batchlightmapcolor4f = NULL;
9352 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9353 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9354 rsurface.batchtexcoordtexture2f = NULL;
9355 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9356 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9357 rsurface.batchtexcoordlightmap2f = NULL;
9358 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9359 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9360 rsurface.batchskeletalindex4ub = NULL;
9361 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9362 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9363 rsurface.batchskeletalweight4ub = NULL;
9364 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9365 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9366 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9367 rsurface.batchelement3i_indexbuffer = NULL;
9368 rsurface.batchelement3i_bufferoffset = 0;
9369 rsurface.batchelement3s = NULL;
9370 rsurface.batchelement3s_indexbuffer = NULL;
9371 rsurface.batchelement3s_bufferoffset = 0;
9372 rsurface.batchskeletaltransform3x4buffer = NULL;
9373 rsurface.batchskeletaltransform3x4offset = 0;
9374 rsurface.batchskeletaltransform3x4size = 0;
9375 // we'll only be setting up certain arrays as needed
9376 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9377 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9378 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9379 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9380 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9381 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9382 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9384 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9385 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9387 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9388 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9389 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9390 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9391 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9392 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9393 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9395 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9396 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9400 for (i = 0;i < texturenumsurfaces;i++)
9402 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9403 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9404 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9405 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9406 // copy only the data requested
9407 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9408 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9409 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9411 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9413 if (rsurface.batchvertex3f)
9414 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9416 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9418 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9420 if (rsurface.modelnormal3f)
9421 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9423 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9425 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9427 if (rsurface.modelsvector3f)
9429 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9430 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9434 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9435 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9438 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9440 if (rsurface.modellightmapcolor4f)
9441 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9443 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9445 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9447 if (rsurface.modeltexcoordtexture2f)
9448 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9450 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9452 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9454 if (rsurface.modeltexcoordlightmap2f)
9455 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9457 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9459 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9461 if (rsurface.modelskeletalindex4ub)
9463 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9464 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9468 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9469 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9470 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9471 for (j = 0;j < surfacenumvertices;j++)
9476 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9477 numvertices += surfacenumvertices;
9478 numtriangles += surfacenumtriangles;
9481 // generate a 16bit index array as well if possible
9482 // (in general, dynamic batches fit)
9483 if (numvertices <= 65536)
9485 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9486 for (i = 0;i < numtriangles*3;i++)
9487 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9490 // since we've copied everything, the batch now starts at 0
9491 rsurface.batchfirstvertex = 0;
9492 rsurface.batchnumvertices = batchnumvertices;
9493 rsurface.batchfirsttriangle = 0;
9494 rsurface.batchnumtriangles = batchnumtriangles;
9497 // apply skeletal animation that would have been done in the vertex shader
9498 if (rsurface.batchskeletaltransform3x4)
9500 const unsigned char *si;
9501 const unsigned char *sw;
9503 const float *b = rsurface.batchskeletaltransform3x4;
9504 float *vp, *vs, *vt, *vn;
9506 float m[3][4], n[3][4];
9507 float tp[3], ts[3], tt[3], tn[3];
9508 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9509 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9510 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9511 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9512 si = rsurface.batchskeletalindex4ub;
9513 sw = rsurface.batchskeletalweight4ub;
9514 vp = rsurface.batchvertex3f;
9515 vs = rsurface.batchsvector3f;
9516 vt = rsurface.batchtvector3f;
9517 vn = rsurface.batchnormal3f;
9518 memset(m[0], 0, sizeof(m));
9519 memset(n[0], 0, sizeof(n));
9520 for (i = 0;i < batchnumvertices;i++)
9522 t[0] = b + si[0]*12;
9525 // common case - only one matrix
9539 else if (sw[2] + sw[3])
9542 t[1] = b + si[1]*12;
9543 t[2] = b + si[2]*12;
9544 t[3] = b + si[3]*12;
9545 w[0] = sw[0] * (1.0f / 255.0f);
9546 w[1] = sw[1] * (1.0f / 255.0f);
9547 w[2] = sw[2] * (1.0f / 255.0f);
9548 w[3] = sw[3] * (1.0f / 255.0f);
9549 // blend the matrices
9550 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9551 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9552 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9553 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9554 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9555 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9556 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9557 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9558 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9559 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9560 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9561 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9566 t[1] = b + si[1]*12;
9567 w[0] = sw[0] * (1.0f / 255.0f);
9568 w[1] = sw[1] * (1.0f / 255.0f);
9569 // blend the matrices
9570 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9571 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9572 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9573 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9574 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9575 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9576 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9577 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9578 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9579 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9580 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9581 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9585 // modify the vertex
9587 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9588 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9589 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9593 // the normal transformation matrix is a set of cross products...
9594 CrossProduct(m[1], m[2], n[0]);
9595 CrossProduct(m[2], m[0], n[1]);
9596 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9598 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9599 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9600 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9601 VectorNormalize(vn);
9606 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9607 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9608 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9609 VectorNormalize(vs);
9612 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9613 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9614 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9615 VectorNormalize(vt);
9620 rsurface.batchskeletaltransform3x4 = NULL;
9621 rsurface.batchskeletalnumtransforms = 0;
9624 // q1bsp surfaces rendered in vertex color mode have to have colors
9625 // calculated based on lightstyles
9626 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9628 // generate color arrays for the surfaces in this list
9633 const unsigned char *lm;
9634 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9635 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9636 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9638 for (i = 0;i < texturenumsurfaces;i++)
9640 surface = texturesurfacelist[i];
9641 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9642 surfacenumvertices = surface->num_vertices;
9643 if (surface->lightmapinfo->samples)
9645 for (j = 0;j < surfacenumvertices;j++)
9647 lm = surface->lightmapinfo->samples + offsets[j];
9648 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9649 VectorScale(lm, scale, c);
9650 if (surface->lightmapinfo->styles[1] != 255)
9652 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9654 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9655 VectorMA(c, scale, lm, c);
9656 if (surface->lightmapinfo->styles[2] != 255)
9659 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9660 VectorMA(c, scale, lm, c);
9661 if (surface->lightmapinfo->styles[3] != 255)
9664 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9665 VectorMA(c, scale, lm, c);
9672 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);
9678 for (j = 0;j < surfacenumvertices;j++)
9680 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9687 // if vertices are deformed (sprite flares and things in maps, possibly
9688 // water waves, bulges and other deformations), modify the copied vertices
9690 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9693 switch (deform->deform)
9696 case Q3DEFORM_PROJECTIONSHADOW:
9697 case Q3DEFORM_TEXT0:
9698 case Q3DEFORM_TEXT1:
9699 case Q3DEFORM_TEXT2:
9700 case Q3DEFORM_TEXT3:
9701 case Q3DEFORM_TEXT4:
9702 case Q3DEFORM_TEXT5:
9703 case Q3DEFORM_TEXT6:
9704 case Q3DEFORM_TEXT7:
9707 case Q3DEFORM_AUTOSPRITE:
9708 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9709 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9710 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9711 VectorNormalize(newforward);
9712 VectorNormalize(newright);
9713 VectorNormalize(newup);
9714 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9715 // rsurface.batchvertex3f_vertexbuffer = NULL;
9716 // rsurface.batchvertex3f_bufferoffset = 0;
9717 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9718 // rsurface.batchsvector3f_vertexbuffer = NULL;
9719 // rsurface.batchsvector3f_bufferoffset = 0;
9720 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9721 // rsurface.batchtvector3f_vertexbuffer = NULL;
9722 // rsurface.batchtvector3f_bufferoffset = 0;
9723 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9724 // rsurface.batchnormal3f_vertexbuffer = NULL;
9725 // rsurface.batchnormal3f_bufferoffset = 0;
9726 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9727 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9728 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9729 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9730 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);
9731 // a single autosprite surface can contain multiple sprites...
9732 for (j = 0;j < batchnumvertices - 3;j += 4)
9734 VectorClear(center);
9735 for (i = 0;i < 4;i++)
9736 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9737 VectorScale(center, 0.25f, center);
9738 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9739 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9740 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9741 for (i = 0;i < 4;i++)
9743 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9744 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9747 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9748 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9749 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);
9751 case Q3DEFORM_AUTOSPRITE2:
9752 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9753 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9754 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9755 VectorNormalize(newforward);
9756 VectorNormalize(newright);
9757 VectorNormalize(newup);
9758 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9759 // rsurface.batchvertex3f_vertexbuffer = NULL;
9760 // rsurface.batchvertex3f_bufferoffset = 0;
9762 const float *v1, *v2;
9772 memset(shortest, 0, sizeof(shortest));
9773 // a single autosprite surface can contain multiple sprites...
9774 for (j = 0;j < batchnumvertices - 3;j += 4)
9776 VectorClear(center);
9777 for (i = 0;i < 4;i++)
9778 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9779 VectorScale(center, 0.25f, center);
9780 // find the two shortest edges, then use them to define the
9781 // axis vectors for rotating around the central axis
9782 for (i = 0;i < 6;i++)
9784 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9785 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9786 l = VectorDistance2(v1, v2);
9787 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9789 l += (1.0f / 1024.0f);
9790 if (shortest[0].length2 > l || i == 0)
9792 shortest[1] = shortest[0];
9793 shortest[0].length2 = l;
9794 shortest[0].v1 = v1;
9795 shortest[0].v2 = v2;
9797 else if (shortest[1].length2 > l || i == 1)
9799 shortest[1].length2 = l;
9800 shortest[1].v1 = v1;
9801 shortest[1].v2 = v2;
9804 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9805 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9806 // this calculates the right vector from the shortest edge
9807 // and the up vector from the edge midpoints
9808 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9809 VectorNormalize(right);
9810 VectorSubtract(end, start, up);
9811 VectorNormalize(up);
9812 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9813 VectorSubtract(rsurface.localvieworigin, center, forward);
9814 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9815 VectorNegate(forward, forward);
9816 VectorReflect(forward, 0, up, forward);
9817 VectorNormalize(forward);
9818 CrossProduct(up, forward, newright);
9819 VectorNormalize(newright);
9820 // rotate the quad around the up axis vector, this is made
9821 // especially easy by the fact we know the quad is flat,
9822 // so we only have to subtract the center position and
9823 // measure distance along the right vector, and then
9824 // multiply that by the newright vector and add back the
9826 // we also need to subtract the old position to undo the
9827 // displacement from the center, which we do with a
9828 // DotProduct, the subtraction/addition of center is also
9829 // optimized into DotProducts here
9830 l = DotProduct(right, center);
9831 for (i = 0;i < 4;i++)
9833 v1 = rsurface.batchvertex3f + 3*(j+i);
9834 f = DotProduct(right, v1) - l;
9835 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9839 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9841 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9842 // rsurface.batchnormal3f_vertexbuffer = NULL;
9843 // rsurface.batchnormal3f_bufferoffset = 0;
9844 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9846 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9848 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9849 // rsurface.batchsvector3f_vertexbuffer = NULL;
9850 // rsurface.batchsvector3f_bufferoffset = 0;
9851 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9852 // rsurface.batchtvector3f_vertexbuffer = NULL;
9853 // rsurface.batchtvector3f_bufferoffset = 0;
9854 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);
9857 case Q3DEFORM_NORMAL:
9858 // deform the normals to make reflections wavey
9859 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9860 rsurface.batchnormal3f_vertexbuffer = NULL;
9861 rsurface.batchnormal3f_bufferoffset = 0;
9862 for (j = 0;j < batchnumvertices;j++)
9865 float *normal = rsurface.batchnormal3f + 3*j;
9866 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9867 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9868 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9869 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9870 VectorNormalize(normal);
9872 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9874 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9875 // rsurface.batchsvector3f_vertexbuffer = NULL;
9876 // rsurface.batchsvector3f_bufferoffset = 0;
9877 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9878 // rsurface.batchtvector3f_vertexbuffer = NULL;
9879 // rsurface.batchtvector3f_bufferoffset = 0;
9880 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);
9884 // deform vertex array to make wavey water and flags and such
9885 waveparms[0] = deform->waveparms[0];
9886 waveparms[1] = deform->waveparms[1];
9887 waveparms[2] = deform->waveparms[2];
9888 waveparms[3] = deform->waveparms[3];
9889 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9890 break; // if wavefunc is a nop, don't make a dynamic vertex array
9891 // this is how a divisor of vertex influence on deformation
9892 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9893 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9894 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9895 // rsurface.batchvertex3f_vertexbuffer = NULL;
9896 // rsurface.batchvertex3f_bufferoffset = 0;
9897 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9898 // rsurface.batchnormal3f_vertexbuffer = NULL;
9899 // rsurface.batchnormal3f_bufferoffset = 0;
9900 for (j = 0;j < batchnumvertices;j++)
9902 // if the wavefunc depends on time, evaluate it per-vertex
9905 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9906 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9908 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9910 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9911 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9912 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9914 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9915 // rsurface.batchsvector3f_vertexbuffer = NULL;
9916 // rsurface.batchsvector3f_bufferoffset = 0;
9917 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9918 // rsurface.batchtvector3f_vertexbuffer = NULL;
9919 // rsurface.batchtvector3f_bufferoffset = 0;
9920 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);
9923 case Q3DEFORM_BULGE:
9924 // deform vertex array to make the surface have moving bulges
9925 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9926 // rsurface.batchvertex3f_vertexbuffer = NULL;
9927 // rsurface.batchvertex3f_bufferoffset = 0;
9928 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9929 // rsurface.batchnormal3f_vertexbuffer = NULL;
9930 // rsurface.batchnormal3f_bufferoffset = 0;
9931 for (j = 0;j < batchnumvertices;j++)
9933 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9934 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9936 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9937 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9938 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9940 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9941 // rsurface.batchsvector3f_vertexbuffer = NULL;
9942 // rsurface.batchsvector3f_bufferoffset = 0;
9943 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9944 // rsurface.batchtvector3f_vertexbuffer = NULL;
9945 // rsurface.batchtvector3f_bufferoffset = 0;
9946 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);
9950 // deform vertex array
9951 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9952 break; // if wavefunc is a nop, don't make a dynamic vertex array
9953 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9954 VectorScale(deform->parms, scale, waveparms);
9955 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9956 // rsurface.batchvertex3f_vertexbuffer = NULL;
9957 // rsurface.batchvertex3f_bufferoffset = 0;
9958 for (j = 0;j < batchnumvertices;j++)
9959 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9964 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
9966 // generate texcoords based on the chosen texcoord source
9967 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
9970 case Q3TCGEN_TEXTURE:
9972 case Q3TCGEN_LIGHTMAP:
9973 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9974 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9975 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9976 if (rsurface.batchtexcoordlightmap2f)
9977 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
9979 case Q3TCGEN_VECTOR:
9980 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9981 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9982 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9983 for (j = 0;j < batchnumvertices;j++)
9985 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
9986 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
9989 case Q3TCGEN_ENVIRONMENT:
9990 // make environment reflections using a spheremap
9991 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9992 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9993 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9994 for (j = 0;j < batchnumvertices;j++)
9996 // identical to Q3A's method, but executed in worldspace so
9997 // carried models can be shiny too
9999 float viewer[3], d, reflected[3], worldreflected[3];
10001 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10002 // VectorNormalize(viewer);
10004 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10006 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10007 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10008 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10009 // note: this is proportinal to viewer, so we can normalize later
10011 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10012 VectorNormalize(worldreflected);
10014 // note: this sphere map only uses world x and z!
10015 // so positive and negative y will LOOK THE SAME.
10016 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10017 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10021 // the only tcmod that needs software vertex processing is turbulent, so
10022 // check for it here and apply the changes if needed
10023 // and we only support that as the first one
10024 // (handling a mixture of turbulent and other tcmods would be problematic
10025 // without punting it entirely to a software path)
10026 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10028 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10029 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10030 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10031 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10032 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10033 for (j = 0;j < batchnumvertices;j++)
10035 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);
10036 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10041 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10043 // convert the modified arrays to vertex structs
10044 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10045 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10046 // rsurface.batchvertexmesh_bufferoffset = 0;
10047 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10048 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10049 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10050 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10051 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10052 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10053 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10055 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10057 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10058 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10061 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10062 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10063 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10064 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10065 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10066 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10067 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10068 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10069 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10070 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10072 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10074 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10075 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10080 // upload buffer data for the dynamic batch
10081 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10083 if (rsurface.batchvertexmesh)
10084 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10087 if (rsurface.batchvertex3f)
10088 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10089 if (rsurface.batchsvector3f)
10090 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10091 if (rsurface.batchtvector3f)
10092 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10093 if (rsurface.batchnormal3f)
10094 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10095 if (rsurface.batchlightmapcolor4f)
10096 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10097 if (rsurface.batchtexcoordtexture2f)
10098 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10099 if (rsurface.batchtexcoordlightmap2f)
10100 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10101 if (rsurface.batchskeletalindex4ub)
10102 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10103 if (rsurface.batchskeletalweight4ub)
10104 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10106 if (rsurface.batchelement3s)
10107 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10108 else if (rsurface.batchelement3i)
10109 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10113 void RSurf_DrawBatch(void)
10115 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10116 // through the pipeline, killing it earlier in the pipeline would have
10117 // per-surface overhead rather than per-batch overhead, so it's best to
10118 // reject it here, before it hits glDraw.
10119 if (rsurface.batchnumtriangles == 0)
10122 // batch debugging code
10123 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10129 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10130 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10133 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10135 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10137 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10138 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);
10145 if (rsurface.batchmultidraw)
10147 // issue multiple draws rather than copying index data
10148 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10149 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10150 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10151 for (i = 0;i < numsurfaces;)
10153 // combine consecutive surfaces as one draw
10154 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10155 if (surfacelist[j] != surfacelist[k] + 1)
10157 firstvertex = surfacelist[i]->num_firstvertex;
10158 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10159 firsttriangle = surfacelist[i]->num_firsttriangle;
10160 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10161 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10167 // there is only one consecutive run of index data (may have been combined)
10168 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);
10172 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10174 // pick the closest matching water plane
10175 int planeindex, vertexindex, bestplaneindex = -1;
10179 r_waterstate_waterplane_t *p;
10180 qboolean prepared = false;
10182 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10184 if(p->camera_entity != rsurface.texture->camera_entity)
10189 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10191 if(rsurface.batchnumvertices == 0)
10194 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10196 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10197 d += fabs(PlaneDiff(vert, &p->plane));
10199 if (bestd > d || bestplaneindex < 0)
10202 bestplaneindex = planeindex;
10205 return bestplaneindex;
10206 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10207 // this situation though, as it might be better to render single larger
10208 // batches with useless stuff (backface culled for example) than to
10209 // render multiple smaller batches
10212 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10215 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10216 rsurface.passcolor4f_vertexbuffer = 0;
10217 rsurface.passcolor4f_bufferoffset = 0;
10218 for (i = 0;i < rsurface.batchnumvertices;i++)
10219 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10222 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10229 if (rsurface.passcolor4f)
10231 // generate color arrays
10232 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10233 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10234 rsurface.passcolor4f_vertexbuffer = 0;
10235 rsurface.passcolor4f_bufferoffset = 0;
10236 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)
10238 f = RSurf_FogVertex(v);
10247 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10248 rsurface.passcolor4f_vertexbuffer = 0;
10249 rsurface.passcolor4f_bufferoffset = 0;
10250 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10252 f = RSurf_FogVertex(v);
10261 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10268 if (!rsurface.passcolor4f)
10270 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10271 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10272 rsurface.passcolor4f_vertexbuffer = 0;
10273 rsurface.passcolor4f_bufferoffset = 0;
10274 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)
10276 f = RSurf_FogVertex(v);
10277 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10278 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10279 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10284 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10289 if (!rsurface.passcolor4f)
10291 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10292 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10293 rsurface.passcolor4f_vertexbuffer = 0;
10294 rsurface.passcolor4f_bufferoffset = 0;
10295 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10304 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10309 if (!rsurface.passcolor4f)
10311 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10312 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10313 rsurface.passcolor4f_vertexbuffer = 0;
10314 rsurface.passcolor4f_bufferoffset = 0;
10315 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10317 c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0];
10318 c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1];
10319 c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2];
10324 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10327 rsurface.passcolor4f = NULL;
10328 rsurface.passcolor4f_vertexbuffer = 0;
10329 rsurface.passcolor4f_bufferoffset = 0;
10330 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10331 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10332 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10333 GL_Color(r, g, b, a);
10334 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10335 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10336 R_Mesh_TexMatrix(0, NULL);
10340 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10342 // TODO: optimize applyfog && applycolor case
10343 // just apply fog if necessary, and tint the fog color array if necessary
10344 rsurface.passcolor4f = NULL;
10345 rsurface.passcolor4f_vertexbuffer = 0;
10346 rsurface.passcolor4f_bufferoffset = 0;
10347 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10348 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10349 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10350 GL_Color(r, g, b, a);
10354 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10357 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10358 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10359 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10360 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10361 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10362 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10363 GL_Color(r, g, b, a);
10367 static void RSurf_DrawBatch_GL11_ClampColor(void)
10372 if (!rsurface.passcolor4f)
10374 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10376 c2[0] = bound(0.0f, c1[0], 1.0f);
10377 c2[1] = bound(0.0f, c1[1], 1.0f);
10378 c2[2] = bound(0.0f, c1[2], 1.0f);
10379 c2[3] = bound(0.0f, c1[3], 1.0f);
10383 static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity)
10393 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10394 rsurface.passcolor4f_vertexbuffer = 0;
10395 rsurface.passcolor4f_bufferoffset = 0;
10396 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)
10398 f = -DotProduct(r_refdef.view.forward, n);
10400 f = f * 0.85 + 0.15; // work around so stuff won't get black
10401 f *= fakelightintensity;
10402 Vector4Set(c, f, f, f, 1);
10406 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10408 RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value);
10409 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10410 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10411 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10412 GL_Color(r, g, b, a);
10416 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor)
10424 vec3_t ambientcolor;
10425 vec3_t diffusecolor;
10429 VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir);
10430 f = 0.5f * lightmapintensity;
10431 ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f;
10432 ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f;
10433 ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f;
10434 diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f;
10435 diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f;
10436 diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f;
10438 if (VectorLength2(diffusecolor) > 0)
10440 // q3-style directional shading
10441 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10442 rsurface.passcolor4f_vertexbuffer = 0;
10443 rsurface.passcolor4f_bufferoffset = 0;
10444 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)
10446 if ((f = DotProduct(n, lightdir)) > 0)
10447 VectorMA(ambientcolor, f, diffusecolor, c);
10449 VectorCopy(ambientcolor, c);
10456 *applycolor = false;
10460 *r = ambientcolor[0];
10461 *g = ambientcolor[1];
10462 *b = ambientcolor[2];
10463 rsurface.passcolor4f = NULL;
10464 rsurface.passcolor4f_vertexbuffer = 0;
10465 rsurface.passcolor4f_bufferoffset = 0;
10469 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10471 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor);
10472 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10473 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10474 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10475 GL_Color(r, g, b, a);
10479 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10487 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10488 rsurface.passcolor4f_vertexbuffer = 0;
10489 rsurface.passcolor4f_bufferoffset = 0;
10491 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10493 f = 1 - RSurf_FogVertex(v);
10501 void RSurf_SetupDepthAndCulling(void)
10503 // submodels are biased to avoid z-fighting with world surfaces that they
10504 // may be exactly overlapping (avoids z-fighting artifacts on certain
10505 // doors and things in Quake maps)
10506 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10507 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10508 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10509 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10512 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10514 // transparent sky would be ridiculous
10515 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10517 R_SetupShader_Generic_NoTexture(false, false);
10518 skyrenderlater = true;
10519 RSurf_SetupDepthAndCulling();
10520 GL_DepthMask(true);
10521 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10522 // skymasking on them, and Quake3 never did sky masking (unlike
10523 // software Quake and software Quake2), so disable the sky masking
10524 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10525 // and skymasking also looks very bad when noclipping outside the
10526 // level, so don't use it then either.
10527 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10529 R_Mesh_ResetTextureState();
10530 if (skyrendermasked)
10532 R_SetupShader_DepthOrShadow(false, false, false);
10533 // depth-only (masking)
10534 GL_ColorMask(0,0,0,0);
10535 // just to make sure that braindead drivers don't draw
10536 // anything despite that colormask...
10537 GL_BlendFunc(GL_ZERO, GL_ONE);
10538 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10539 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10543 R_SetupShader_Generic_NoTexture(false, false);
10545 GL_BlendFunc(GL_ONE, GL_ZERO);
10546 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10547 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10548 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10551 if (skyrendermasked)
10552 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10554 R_Mesh_ResetTextureState();
10555 GL_Color(1, 1, 1, 1);
10558 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10559 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10560 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10562 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10566 // render screenspace normalmap to texture
10567 GL_DepthMask(true);
10568 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10573 // bind lightmap texture
10575 // water/refraction/reflection/camera surfaces have to be handled specially
10576 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10578 int start, end, startplaneindex;
10579 for (start = 0;start < texturenumsurfaces;start = end)
10581 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10582 if(startplaneindex < 0)
10584 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10585 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10589 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10591 // now that we have a batch using the same planeindex, render it
10592 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10594 // render water or distortion background
10595 GL_DepthMask(true);
10596 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10598 // blend surface on top
10599 GL_DepthMask(false);
10600 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10603 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10605 // render surface with reflection texture as input
10606 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10607 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10614 // render surface batch normally
10615 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10616 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10620 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10622 // OpenGL 1.3 path - anything not completely ancient
10623 qboolean applycolor;
10626 const texturelayer_t *layer;
10627 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10628 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10630 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10633 int layertexrgbscale;
10634 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10636 if (layerindex == 0)
10637 GL_AlphaTest(true);
10640 GL_AlphaTest(false);
10641 GL_DepthFunc(GL_EQUAL);
10644 GL_DepthMask(layer->depthmask && writedepth);
10645 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10646 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10648 layertexrgbscale = 4;
10649 VectorScale(layer->color, 0.25f, layercolor);
10651 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10653 layertexrgbscale = 2;
10654 VectorScale(layer->color, 0.5f, layercolor);
10658 layertexrgbscale = 1;
10659 VectorScale(layer->color, 1.0f, layercolor);
10661 layercolor[3] = layer->color[3];
10662 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10663 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10664 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10665 switch (layer->type)
10667 case TEXTURELAYERTYPE_LITTEXTURE:
10668 // single-pass lightmapped texture with 2x rgbscale
10669 R_Mesh_TexBind(0, r_texture_white);
10670 R_Mesh_TexMatrix(0, NULL);
10671 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10672 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10673 R_Mesh_TexBind(1, layer->texture);
10674 R_Mesh_TexMatrix(1, &layer->texmatrix);
10675 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10676 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10677 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10678 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10679 else if (FAKELIGHT_ENABLED)
10680 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10681 else if (rsurface.uselightmaptexture)
10682 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10684 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10686 case TEXTURELAYERTYPE_TEXTURE:
10687 // singletexture unlit texture with transparency support
10688 R_Mesh_TexBind(0, layer->texture);
10689 R_Mesh_TexMatrix(0, &layer->texmatrix);
10690 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10691 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10692 R_Mesh_TexBind(1, 0);
10693 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10694 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10696 case TEXTURELAYERTYPE_FOG:
10697 // singletexture fogging
10698 if (layer->texture)
10700 R_Mesh_TexBind(0, layer->texture);
10701 R_Mesh_TexMatrix(0, &layer->texmatrix);
10702 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10703 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10707 R_Mesh_TexBind(0, 0);
10708 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10710 R_Mesh_TexBind(1, 0);
10711 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10712 // generate a color array for the fog pass
10713 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10714 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10718 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10721 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10723 GL_DepthFunc(GL_LEQUAL);
10724 GL_AlphaTest(false);
10728 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10730 // OpenGL 1.1 - crusty old voodoo path
10733 const texturelayer_t *layer;
10734 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10735 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10737 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10739 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10741 if (layerindex == 0)
10742 GL_AlphaTest(true);
10745 GL_AlphaTest(false);
10746 GL_DepthFunc(GL_EQUAL);
10749 GL_DepthMask(layer->depthmask && writedepth);
10750 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10751 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10752 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10753 switch (layer->type)
10755 case TEXTURELAYERTYPE_LITTEXTURE:
10756 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10758 // two-pass lit texture with 2x rgbscale
10759 // first the lightmap pass
10760 R_Mesh_TexBind(0, r_texture_white);
10761 R_Mesh_TexMatrix(0, NULL);
10762 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10763 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10764 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10765 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10766 else if (FAKELIGHT_ENABLED)
10767 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10768 else if (rsurface.uselightmaptexture)
10769 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10771 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10772 // then apply the texture to it
10773 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10774 R_Mesh_TexBind(0, layer->texture);
10775 R_Mesh_TexMatrix(0, &layer->texmatrix);
10776 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10777 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10778 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);
10782 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10783 R_Mesh_TexBind(0, layer->texture);
10784 R_Mesh_TexMatrix(0, &layer->texmatrix);
10785 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10786 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10787 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10788 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);
10789 else if (FAKELIGHT_ENABLED)
10790 RSurf_DrawBatch_GL11_FakeLight(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);
10792 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);
10795 case TEXTURELAYERTYPE_TEXTURE:
10796 // singletexture unlit texture with transparency support
10797 R_Mesh_TexBind(0, layer->texture);
10798 R_Mesh_TexMatrix(0, &layer->texmatrix);
10799 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10800 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10801 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);
10803 case TEXTURELAYERTYPE_FOG:
10804 // singletexture fogging
10805 if (layer->texture)
10807 R_Mesh_TexBind(0, layer->texture);
10808 R_Mesh_TexMatrix(0, &layer->texmatrix);
10809 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10810 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10814 R_Mesh_TexBind(0, 0);
10815 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10817 // generate a color array for the fog pass
10818 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10819 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10823 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10826 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10828 GL_DepthFunc(GL_LEQUAL);
10829 GL_AlphaTest(false);
10833 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10837 r_vertexgeneric_t *batchvertex;
10839 texture_t *t = rsurface.texture;
10841 // R_Mesh_ResetTextureState();
10842 R_SetupShader_Generic_NoTexture(false, false);
10844 if(t && t->currentskinframe)
10846 memcpy(c, t->currentskinframe->avgcolor, sizeof(c));
10847 c[3] *= t->currentalpha;
10857 if (t->pantstexture || t->shirttexture)
10859 c[0] = 0.5 * (t->render_colormap_pants[0] * 0.3 + t->render_colormap_shirt[0] * 0.7);
10860 c[1] = 0.5 * (t->render_colormap_pants[1] * 0.3 + t->render_colormap_shirt[1] * 0.7);
10861 c[2] = 0.5 * (t->render_colormap_pants[2] * 0.3 + t->render_colormap_shirt[2] * 0.7);
10864 // brighten it up (as texture value 127 means "unlit")
10865 c[0] *= 2 * r_refdef.view.colorscale;
10866 c[1] *= 2 * r_refdef.view.colorscale;
10867 c[2] *= 2 * r_refdef.view.colorscale;
10869 if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10870 c[3] *= r_wateralpha.value;
10872 if(t->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10874 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10875 GL_DepthMask(false);
10877 else if(t->currentmaterialflags & MATERIALFLAG_ADD)
10879 GL_BlendFunc(GL_ONE, GL_ONE);
10880 GL_DepthMask(false);
10882 else if(t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10884 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10885 GL_DepthMask(false);
10887 else if(t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10889 GL_BlendFunc(t->customblendfunc[0], t->customblendfunc[1]);
10890 GL_DepthMask(false);
10894 GL_BlendFunc(GL_ONE, GL_ZERO);
10895 GL_DepthMask(writedepth);
10898 if (r_showsurfaces.integer == 3)
10900 rsurface.passcolor4f = NULL;
10902 if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10904 qboolean applycolor = true;
10907 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10909 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor);
10911 else if (FAKELIGHT_ENABLED)
10913 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10915 RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value);
10919 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10921 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10922 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10923 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10924 RSurf_DrawBatch_GL11_ApplyAmbient();
10927 if(!rsurface.passcolor4f)
10928 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10930 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10931 if(r_refdef.fogenabled)
10932 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10933 RSurf_DrawBatch_GL11_ClampColor();
10935 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10936 R_SetupShader_Generic_NoTexture(false, false);
10939 else if (!r_refdef.view.showdebug)
10941 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10942 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10943 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10945 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10946 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10948 R_Mesh_PrepareVertices_Generic_Unlock();
10951 else if (r_showsurfaces.integer == 4)
10953 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10954 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10955 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10957 unsigned char d = (vi << 3) * (1.0f / 256.0f);
10958 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10959 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
10961 R_Mesh_PrepareVertices_Generic_Unlock();
10964 else if (r_showsurfaces.integer == 2)
10967 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10968 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10969 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10971 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10972 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10973 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10974 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10975 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
10976 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
10977 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
10979 R_Mesh_PrepareVertices_Generic_Unlock();
10980 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10984 int texturesurfaceindex;
10986 const msurface_t *surface;
10987 float surfacecolor4f[4];
10988 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10989 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10991 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10993 surface = texturesurfacelist[texturesurfaceindex];
10994 k = (int)(((size_t)surface) / sizeof(msurface_t));
10995 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10996 for (j = 0;j < surface->num_vertices;j++)
10998 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10999 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11003 R_Mesh_PrepareVertices_Generic_Unlock();
11008 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11011 RSurf_SetupDepthAndCulling();
11012 if (r_showsurfaces.integer)
11014 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11017 switch (vid.renderpath)
11019 case RENDERPATH_GL20:
11020 case RENDERPATH_D3D9:
11021 case RENDERPATH_D3D10:
11022 case RENDERPATH_D3D11:
11023 case RENDERPATH_SOFT:
11024 case RENDERPATH_GLES2:
11025 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11027 case RENDERPATH_GL13:
11028 case RENDERPATH_GLES1:
11029 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11031 case RENDERPATH_GL11:
11032 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11038 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11041 int texturenumsurfaces, endsurface;
11042 texture_t *texture;
11043 const msurface_t *surface;
11044 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11046 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11047 RSurf_ActiveModelEntity(ent, false, false, false);
11050 switch (vid.renderpath)
11052 case RENDERPATH_GL20:
11053 case RENDERPATH_D3D9:
11054 case RENDERPATH_D3D10:
11055 case RENDERPATH_D3D11:
11056 case RENDERPATH_SOFT:
11057 case RENDERPATH_GLES2:
11058 RSurf_ActiveModelEntity(ent, true, true, false);
11060 case RENDERPATH_GL11:
11061 case RENDERPATH_GL13:
11062 case RENDERPATH_GLES1:
11063 RSurf_ActiveModelEntity(ent, true, false, false);
11068 if (r_transparentdepthmasking.integer)
11070 qboolean setup = false;
11071 for (i = 0;i < numsurfaces;i = j)
11074 surface = rsurface.modelsurfaces + surfacelist[i];
11075 texture = surface->texture;
11076 rsurface.texture = R_GetCurrentTexture(texture);
11077 rsurface.lightmaptexture = NULL;
11078 rsurface.deluxemaptexture = NULL;
11079 rsurface.uselightmaptexture = false;
11080 // scan ahead until we find a different texture
11081 endsurface = min(i + 1024, numsurfaces);
11082 texturenumsurfaces = 0;
11083 texturesurfacelist[texturenumsurfaces++] = surface;
11084 for (;j < endsurface;j++)
11086 surface = rsurface.modelsurfaces + surfacelist[j];
11087 if (texture != surface->texture)
11089 texturesurfacelist[texturenumsurfaces++] = surface;
11091 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11093 // render the range of surfaces as depth
11097 GL_ColorMask(0,0,0,0);
11099 GL_DepthTest(true);
11100 GL_BlendFunc(GL_ONE, GL_ZERO);
11101 GL_DepthMask(true);
11102 // R_Mesh_ResetTextureState();
11104 RSurf_SetupDepthAndCulling();
11105 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11106 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11107 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11111 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11114 for (i = 0;i < numsurfaces;i = j)
11117 surface = rsurface.modelsurfaces + surfacelist[i];
11118 texture = surface->texture;
11119 rsurface.texture = R_GetCurrentTexture(texture);
11120 // scan ahead until we find a different texture
11121 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11122 texturenumsurfaces = 0;
11123 texturesurfacelist[texturenumsurfaces++] = surface;
11124 if(FAKELIGHT_ENABLED)
11126 rsurface.lightmaptexture = NULL;
11127 rsurface.deluxemaptexture = NULL;
11128 rsurface.uselightmaptexture = false;
11129 for (;j < endsurface;j++)
11131 surface = rsurface.modelsurfaces + surfacelist[j];
11132 if (texture != surface->texture)
11134 texturesurfacelist[texturenumsurfaces++] = surface;
11139 rsurface.lightmaptexture = surface->lightmaptexture;
11140 rsurface.deluxemaptexture = surface->deluxemaptexture;
11141 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11142 for (;j < endsurface;j++)
11144 surface = rsurface.modelsurfaces + surfacelist[j];
11145 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11147 texturesurfacelist[texturenumsurfaces++] = surface;
11150 // render the range of surfaces
11151 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11153 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
11156 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11158 // transparent surfaces get pushed off into the transparent queue
11159 int surfacelistindex;
11160 const msurface_t *surface;
11161 vec3_t tempcenter, center;
11162 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11164 surface = texturesurfacelist[surfacelistindex];
11165 if (r_transparent_sortsurfacesbynearest.integer)
11167 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11168 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11169 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11173 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11174 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11175 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11177 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11178 if (rsurface.entity->transparent_offset) // transparent offset
11180 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11181 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11182 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11184 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11188 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11190 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11192 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11194 RSurf_SetupDepthAndCulling();
11195 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11196 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11197 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11201 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11205 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11208 if (!rsurface.texture->currentnumlayers)
11210 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11211 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11213 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11215 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11216 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11217 else if (!rsurface.texture->currentnumlayers)
11219 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11221 // in the deferred case, transparent surfaces were queued during prepass
11222 if (!r_shadow_usingdeferredprepass)
11223 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11227 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11228 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11233 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11236 texture_t *texture;
11237 R_FrameData_SetMark();
11238 // break the surface list down into batches by texture and use of lightmapping
11239 for (i = 0;i < numsurfaces;i = j)
11242 // texture is the base texture pointer, rsurface.texture is the
11243 // current frame/skin the texture is directing us to use (for example
11244 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11245 // use skin 1 instead)
11246 texture = surfacelist[i]->texture;
11247 rsurface.texture = R_GetCurrentTexture(texture);
11248 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11250 // if this texture is not the kind we want, skip ahead to the next one
11251 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11255 if(FAKELIGHT_ENABLED || depthonly || prepass)
11257 rsurface.lightmaptexture = NULL;
11258 rsurface.deluxemaptexture = NULL;
11259 rsurface.uselightmaptexture = false;
11260 // simply scan ahead until we find a different texture or lightmap state
11261 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11266 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11267 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11268 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11269 // simply scan ahead until we find a different texture or lightmap state
11270 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11273 // render the range of surfaces
11274 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11276 R_FrameData_ReturnToMark();
11279 float locboxvertex3f[6*4*3] =
11281 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11282 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11283 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11284 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11285 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11286 1,0,0, 0,0,0, 0,1,0, 1,1,0
11289 unsigned short locboxelements[6*2*3] =
11294 12,13,14, 12,14,15,
11295 16,17,18, 16,18,19,
11299 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11302 cl_locnode_t *loc = (cl_locnode_t *)ent;
11304 float vertex3f[6*4*3];
11306 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11307 GL_DepthMask(false);
11308 GL_DepthRange(0, 1);
11309 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11310 GL_DepthTest(true);
11311 GL_CullFace(GL_NONE);
11312 R_EntityMatrix(&identitymatrix);
11314 // R_Mesh_ResetTextureState();
11316 i = surfacelist[0];
11317 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11318 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11319 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11320 surfacelist[0] < 0 ? 0.5f : 0.125f);
11322 if (VectorCompare(loc->mins, loc->maxs))
11324 VectorSet(size, 2, 2, 2);
11325 VectorMA(loc->mins, -0.5f, size, mins);
11329 VectorCopy(loc->mins, mins);
11330 VectorSubtract(loc->maxs, loc->mins, size);
11333 for (i = 0;i < 6*4*3;)
11334 for (j = 0;j < 3;j++, i++)
11335 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11337 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11338 R_SetupShader_Generic_NoTexture(false, false);
11339 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11342 void R_DrawLocs(void)
11345 cl_locnode_t *loc, *nearestloc;
11347 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11348 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11350 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11351 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11355 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11357 if (decalsystem->decals)
11358 Mem_Free(decalsystem->decals);
11359 memset(decalsystem, 0, sizeof(*decalsystem));
11362 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, unsigned int decalsequence)
11365 tridecal_t *decals;
11368 // expand or initialize the system
11369 if (decalsystem->maxdecals <= decalsystem->numdecals)
11371 decalsystem_t old = *decalsystem;
11372 qboolean useshortelements;
11373 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11374 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11375 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)));
11376 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11377 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11378 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11379 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11380 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11381 if (decalsystem->numdecals)
11382 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11384 Mem_Free(old.decals);
11385 for (i = 0;i < decalsystem->maxdecals*3;i++)
11386 decalsystem->element3i[i] = i;
11387 if (useshortelements)
11388 for (i = 0;i < decalsystem->maxdecals*3;i++)
11389 decalsystem->element3s[i] = i;
11392 // grab a decal and search for another free slot for the next one
11393 decals = decalsystem->decals;
11394 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11395 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11397 decalsystem->freedecal = i;
11398 if (decalsystem->numdecals <= i)
11399 decalsystem->numdecals = i + 1;
11401 // initialize the decal
11403 decal->triangleindex = triangleindex;
11404 decal->surfaceindex = surfaceindex;
11405 decal->decalsequence = decalsequence;
11406 decal->color4f[0][0] = c0[0];
11407 decal->color4f[0][1] = c0[1];
11408 decal->color4f[0][2] = c0[2];
11409 decal->color4f[0][3] = 1;
11410 decal->color4f[1][0] = c1[0];
11411 decal->color4f[1][1] = c1[1];
11412 decal->color4f[1][2] = c1[2];
11413 decal->color4f[1][3] = 1;
11414 decal->color4f[2][0] = c2[0];
11415 decal->color4f[2][1] = c2[1];
11416 decal->color4f[2][2] = c2[2];
11417 decal->color4f[2][3] = 1;
11418 decal->vertex3f[0][0] = v0[0];
11419 decal->vertex3f[0][1] = v0[1];
11420 decal->vertex3f[0][2] = v0[2];
11421 decal->vertex3f[1][0] = v1[0];
11422 decal->vertex3f[1][1] = v1[1];
11423 decal->vertex3f[1][2] = v1[2];
11424 decal->vertex3f[2][0] = v2[0];
11425 decal->vertex3f[2][1] = v2[1];
11426 decal->vertex3f[2][2] = v2[2];
11427 decal->texcoord2f[0][0] = t0[0];
11428 decal->texcoord2f[0][1] = t0[1];
11429 decal->texcoord2f[1][0] = t1[0];
11430 decal->texcoord2f[1][1] = t1[1];
11431 decal->texcoord2f[2][0] = t2[0];
11432 decal->texcoord2f[2][1] = t2[1];
11433 TriangleNormal(v0, v1, v2, decal->plane);
11434 VectorNormalize(decal->plane);
11435 decal->plane[3] = DotProduct(v0, decal->plane);
11438 extern cvar_t cl_decals_bias;
11439 extern cvar_t cl_decals_models;
11440 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11441 // baseparms, parms, temps
11442 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11447 const float *vertex3f;
11448 const float *normal3f;
11450 float points[2][9][3];
11457 e = rsurface.modelelement3i + 3*triangleindex;
11459 vertex3f = rsurface.modelvertex3f;
11460 normal3f = rsurface.modelnormal3f;
11464 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11466 index = 3*e[cornerindex];
11467 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11472 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11474 index = 3*e[cornerindex];
11475 VectorCopy(vertex3f + index, v[cornerindex]);
11480 //TriangleNormal(v[0], v[1], v[2], normal);
11481 //if (DotProduct(normal, localnormal) < 0.0f)
11483 // clip by each of the box planes formed from the projection matrix
11484 // if anything survives, we emit the decal
11485 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]);
11488 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]);
11491 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]);
11494 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]);
11497 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]);
11500 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]);
11503 // some part of the triangle survived, so we have to accept it...
11506 // dynamic always uses the original triangle
11508 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11510 index = 3*e[cornerindex];
11511 VectorCopy(vertex3f + index, v[cornerindex]);
11514 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11516 // convert vertex positions to texcoords
11517 Matrix4x4_Transform(projection, v[cornerindex], temp);
11518 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11519 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11520 // calculate distance fade from the projection origin
11521 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11522 f = bound(0.0f, f, 1.0f);
11523 c[cornerindex][0] = r * f;
11524 c[cornerindex][1] = g * f;
11525 c[cornerindex][2] = b * f;
11526 c[cornerindex][3] = 1.0f;
11527 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11530 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);
11532 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11533 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);
11535 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, unsigned int decalsequence)
11537 matrix4x4_t projection;
11538 decalsystem_t *decalsystem;
11541 const msurface_t *surface;
11542 const msurface_t *surfaces;
11543 const int *surfacelist;
11544 const texture_t *texture;
11546 int numsurfacelist;
11547 int surfacelistindex;
11550 float localorigin[3];
11551 float localnormal[3];
11552 float localmins[3];
11553 float localmaxs[3];
11556 float planes[6][4];
11559 int bih_triangles_count;
11560 int bih_triangles[256];
11561 int bih_surfaces[256];
11563 decalsystem = &ent->decalsystem;
11564 model = ent->model;
11565 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11567 R_DecalSystem_Reset(&ent->decalsystem);
11571 if (!model->brush.data_leafs && !cl_decals_models.integer)
11573 if (decalsystem->model)
11574 R_DecalSystem_Reset(decalsystem);
11578 if (decalsystem->model != model)
11579 R_DecalSystem_Reset(decalsystem);
11580 decalsystem->model = model;
11582 RSurf_ActiveModelEntity(ent, true, false, false);
11584 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11585 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11586 VectorNormalize(localnormal);
11587 localsize = worldsize*rsurface.inversematrixscale;
11588 localmins[0] = localorigin[0] - localsize;
11589 localmins[1] = localorigin[1] - localsize;
11590 localmins[2] = localorigin[2] - localsize;
11591 localmaxs[0] = localorigin[0] + localsize;
11592 localmaxs[1] = localorigin[1] + localsize;
11593 localmaxs[2] = localorigin[2] + localsize;
11595 //VectorCopy(localnormal, planes[4]);
11596 //VectorVectors(planes[4], planes[2], planes[0]);
11597 AnglesFromVectors(angles, localnormal, NULL, false);
11598 AngleVectors(angles, planes[0], planes[2], planes[4]);
11599 VectorNegate(planes[0], planes[1]);
11600 VectorNegate(planes[2], planes[3]);
11601 VectorNegate(planes[4], planes[5]);
11602 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11603 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11604 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11605 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11606 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11607 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11612 matrix4x4_t forwardprojection;
11613 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11614 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11619 float projectionvector[4][3];
11620 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11621 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11622 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11623 projectionvector[0][0] = planes[0][0] * ilocalsize;
11624 projectionvector[0][1] = planes[1][0] * ilocalsize;
11625 projectionvector[0][2] = planes[2][0] * ilocalsize;
11626 projectionvector[1][0] = planes[0][1] * ilocalsize;
11627 projectionvector[1][1] = planes[1][1] * ilocalsize;
11628 projectionvector[1][2] = planes[2][1] * ilocalsize;
11629 projectionvector[2][0] = planes[0][2] * ilocalsize;
11630 projectionvector[2][1] = planes[1][2] * ilocalsize;
11631 projectionvector[2][2] = planes[2][2] * ilocalsize;
11632 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11633 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11634 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11635 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11639 dynamic = model->surfmesh.isanimated;
11640 numsurfacelist = model->nummodelsurfaces;
11641 surfacelist = model->sortedmodelsurfaces;
11642 surfaces = model->data_surfaces;
11645 bih_triangles_count = -1;
11648 if(model->render_bih.numleafs)
11649 bih = &model->render_bih;
11650 else if(model->collision_bih.numleafs)
11651 bih = &model->collision_bih;
11654 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11655 if(bih_triangles_count == 0)
11657 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11659 if(bih_triangles_count > 0)
11661 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11663 surfaceindex = bih_surfaces[triangleindex];
11664 surface = surfaces + surfaceindex;
11665 texture = surface->texture;
11666 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11668 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11670 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11675 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11677 surfaceindex = surfacelist[surfacelistindex];
11678 surface = surfaces + surfaceindex;
11679 // check cull box first because it rejects more than any other check
11680 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11682 // skip transparent surfaces
11683 texture = surface->texture;
11684 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11686 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11688 numtriangles = surface->num_triangles;
11689 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11690 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11695 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11696 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, unsigned int decalsequence)
11698 int renderentityindex;
11699 float worldmins[3];
11700 float worldmaxs[3];
11701 entity_render_t *ent;
11703 if (!cl_decals_newsystem.integer)
11706 worldmins[0] = worldorigin[0] - worldsize;
11707 worldmins[1] = worldorigin[1] - worldsize;
11708 worldmins[2] = worldorigin[2] - worldsize;
11709 worldmaxs[0] = worldorigin[0] + worldsize;
11710 worldmaxs[1] = worldorigin[1] + worldsize;
11711 worldmaxs[2] = worldorigin[2] + worldsize;
11713 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11715 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11717 ent = r_refdef.scene.entities[renderentityindex];
11718 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11721 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11725 typedef struct r_decalsystem_splatqueue_s
11727 vec3_t worldorigin;
11728 vec3_t worldnormal;
11732 unsigned int decalsequence;
11734 r_decalsystem_splatqueue_t;
11736 int r_decalsystem_numqueued = 0;
11737 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11739 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)
11741 r_decalsystem_splatqueue_t *queue;
11743 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11746 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11747 VectorCopy(worldorigin, queue->worldorigin);
11748 VectorCopy(worldnormal, queue->worldnormal);
11749 Vector4Set(queue->color, r, g, b, a);
11750 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11751 queue->worldsize = worldsize;
11752 queue->decalsequence = cl.decalsequence++;
11755 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11758 r_decalsystem_splatqueue_t *queue;
11760 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11761 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);
11762 r_decalsystem_numqueued = 0;
11765 extern cvar_t cl_decals_max;
11766 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11769 decalsystem_t *decalsystem = &ent->decalsystem;
11771 unsigned int killsequence;
11776 if (!decalsystem->numdecals)
11779 if (r_showsurfaces.integer)
11782 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11784 R_DecalSystem_Reset(decalsystem);
11788 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
11789 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11791 if (decalsystem->lastupdatetime)
11792 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11795 decalsystem->lastupdatetime = r_refdef.scene.time;
11796 numdecals = decalsystem->numdecals;
11798 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11800 if (decal->color4f[0][3])
11802 decal->lived += frametime;
11803 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
11805 memset(decal, 0, sizeof(*decal));
11806 if (decalsystem->freedecal > i)
11807 decalsystem->freedecal = i;
11811 decal = decalsystem->decals;
11812 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11815 // collapse the array by shuffling the tail decals into the gaps
11818 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11819 decalsystem->freedecal++;
11820 if (decalsystem->freedecal == numdecals)
11822 decal[decalsystem->freedecal] = decal[--numdecals];
11825 decalsystem->numdecals = numdecals;
11827 if (numdecals <= 0)
11829 // if there are no decals left, reset decalsystem
11830 R_DecalSystem_Reset(decalsystem);
11834 extern skinframe_t *decalskinframe;
11835 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11838 decalsystem_t *decalsystem = &ent->decalsystem;
11847 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11850 numdecals = decalsystem->numdecals;
11854 if (r_showsurfaces.integer)
11857 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11859 R_DecalSystem_Reset(decalsystem);
11863 // if the model is static it doesn't matter what value we give for
11864 // wantnormals and wanttangents, so this logic uses only rules applicable
11865 // to a model, knowing that they are meaningless otherwise
11866 RSurf_ActiveModelEntity(ent, false, false, false);
11868 decalsystem->lastupdatetime = r_refdef.scene.time;
11870 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11872 // update vertex positions for animated models
11873 v3f = decalsystem->vertex3f;
11874 c4f = decalsystem->color4f;
11875 t2f = decalsystem->texcoord2f;
11876 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11878 if (!decal->color4f[0][3])
11881 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11885 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11888 // update color values for fading decals
11889 if (decal->lived >= cl_decals_time.value)
11890 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11894 c4f[ 0] = decal->color4f[0][0] * alpha;
11895 c4f[ 1] = decal->color4f[0][1] * alpha;
11896 c4f[ 2] = decal->color4f[0][2] * alpha;
11898 c4f[ 4] = decal->color4f[1][0] * alpha;
11899 c4f[ 5] = decal->color4f[1][1] * alpha;
11900 c4f[ 6] = decal->color4f[1][2] * alpha;
11902 c4f[ 8] = decal->color4f[2][0] * alpha;
11903 c4f[ 9] = decal->color4f[2][1] * alpha;
11904 c4f[10] = decal->color4f[2][2] * alpha;
11907 t2f[0] = decal->texcoord2f[0][0];
11908 t2f[1] = decal->texcoord2f[0][1];
11909 t2f[2] = decal->texcoord2f[1][0];
11910 t2f[3] = decal->texcoord2f[1][1];
11911 t2f[4] = decal->texcoord2f[2][0];
11912 t2f[5] = decal->texcoord2f[2][1];
11914 // update vertex positions for animated models
11915 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11917 e = rsurface.modelelement3i + 3*decal->triangleindex;
11918 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11919 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11920 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11924 VectorCopy(decal->vertex3f[0], v3f);
11925 VectorCopy(decal->vertex3f[1], v3f + 3);
11926 VectorCopy(decal->vertex3f[2], v3f + 6);
11929 if (r_refdef.fogenabled)
11931 alpha = RSurf_FogVertex(v3f);
11932 VectorScale(c4f, alpha, c4f);
11933 alpha = RSurf_FogVertex(v3f + 3);
11934 VectorScale(c4f + 4, alpha, c4f + 4);
11935 alpha = RSurf_FogVertex(v3f + 6);
11936 VectorScale(c4f + 8, alpha, c4f + 8);
11947 r_refdef.stats[r_stat_drawndecals] += numtris;
11949 // now render the decals all at once
11950 // (this assumes they all use one particle font texture!)
11951 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);
11952 // R_Mesh_ResetTextureState();
11953 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11954 GL_DepthMask(false);
11955 GL_DepthRange(0, 1);
11956 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11957 GL_DepthTest(true);
11958 GL_CullFace(GL_NONE);
11959 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11960 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11961 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11965 static void R_DrawModelDecals(void)
11969 // fade faster when there are too many decals
11970 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11971 for (i = 0;i < r_refdef.scene.numentities;i++)
11972 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11974 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11975 for (i = 0;i < r_refdef.scene.numentities;i++)
11976 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11977 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11979 R_DecalSystem_ApplySplatEntitiesQueue();
11981 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11982 for (i = 0;i < r_refdef.scene.numentities;i++)
11983 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11985 r_refdef.stats[r_stat_totaldecals] += numdecals;
11987 if (r_showsurfaces.integer)
11990 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11992 for (i = 0;i < r_refdef.scene.numentities;i++)
11994 if (!r_refdef.viewcache.entityvisible[i])
11996 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11997 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12001 extern cvar_t mod_collision_bih;
12002 static void R_DrawDebugModel(void)
12004 entity_render_t *ent = rsurface.entity;
12005 int i, j, flagsmask;
12006 const msurface_t *surface;
12007 dp_model_t *model = ent->model;
12009 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12012 if (r_showoverdraw.value > 0)
12014 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12015 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12016 R_SetupShader_Generic_NoTexture(false, false);
12017 GL_DepthTest(false);
12018 GL_DepthMask(false);
12019 GL_DepthRange(0, 1);
12020 GL_BlendFunc(GL_ONE, GL_ONE);
12021 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12023 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12025 rsurface.texture = R_GetCurrentTexture(surface->texture);
12026 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12028 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12029 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12030 if (!rsurface.texture->currentlayers->depthmask)
12031 GL_Color(c, 0, 0, 1.0f);
12032 else if (ent == r_refdef.scene.worldentity)
12033 GL_Color(c, c, c, 1.0f);
12035 GL_Color(0, c, 0, 1.0f);
12036 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12040 rsurface.texture = NULL;
12043 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12045 // R_Mesh_ResetTextureState();
12046 R_SetupShader_Generic_NoTexture(false, false);
12047 GL_DepthRange(0, 1);
12048 GL_DepthTest(!r_showdisabledepthtest.integer);
12049 GL_DepthMask(false);
12050 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12052 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12056 qboolean cullbox = false;
12057 const q3mbrush_t *brush;
12058 const bih_t *bih = &model->collision_bih;
12059 const bih_leaf_t *bihleaf;
12060 float vertex3f[3][3];
12061 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12062 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12064 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12066 switch (bihleaf->type)
12069 brush = model->brush.data_brushes + bihleaf->itemindex;
12070 if (brush->colbrushf && brush->colbrushf->numtriangles)
12072 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);
12073 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12074 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12077 case BIH_COLLISIONTRIANGLE:
12078 triangleindex = bihleaf->itemindex;
12079 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12080 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12081 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12082 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);
12083 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12084 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12086 case BIH_RENDERTRIANGLE:
12087 triangleindex = bihleaf->itemindex;
12088 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12089 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12090 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12091 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);
12092 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12093 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12099 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12102 if (r_showtris.integer && qglPolygonMode)
12104 if (r_showdisabledepthtest.integer)
12106 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12107 GL_DepthMask(false);
12111 GL_BlendFunc(GL_ONE, GL_ZERO);
12112 GL_DepthMask(true);
12114 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12115 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12117 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12119 rsurface.texture = R_GetCurrentTexture(surface->texture);
12120 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12122 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12123 if (!rsurface.texture->currentlayers->depthmask)
12124 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12125 else if (ent == r_refdef.scene.worldentity)
12126 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12128 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12129 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12133 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12134 rsurface.texture = NULL;
12137 if (r_shownormals.value != 0 && qglBegin)
12141 if (r_showdisabledepthtest.integer)
12143 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12144 GL_DepthMask(false);
12148 GL_BlendFunc(GL_ONE, GL_ZERO);
12149 GL_DepthMask(true);
12151 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12153 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12155 rsurface.texture = R_GetCurrentTexture(surface->texture);
12156 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12158 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12159 qglBegin(GL_LINES);
12160 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12162 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12164 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12165 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12166 qglVertex3f(v[0], v[1], v[2]);
12167 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12168 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12169 qglVertex3f(v[0], v[1], v[2]);
12172 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12174 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12176 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12177 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12178 qglVertex3f(v[0], v[1], v[2]);
12179 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12180 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12181 qglVertex3f(v[0], v[1], v[2]);
12184 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12186 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12188 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12189 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12190 qglVertex3f(v[0], v[1], v[2]);
12191 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12192 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12193 qglVertex3f(v[0], v[1], v[2]);
12196 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12198 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12200 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12201 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12202 qglVertex3f(v[0], v[1], v[2]);
12203 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12204 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12205 qglVertex3f(v[0], v[1], v[2]);
12212 rsurface.texture = NULL;
12217 int r_maxsurfacelist = 0;
12218 const msurface_t **r_surfacelist = NULL;
12219 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12221 int i, j, endj, flagsmask;
12222 dp_model_t *model = ent->model;
12223 msurface_t *surfaces;
12224 unsigned char *update;
12225 int numsurfacelist = 0;
12229 if (r_maxsurfacelist < model->num_surfaces)
12231 r_maxsurfacelist = model->num_surfaces;
12233 Mem_Free((msurface_t **)r_surfacelist);
12234 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12237 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12238 RSurf_ActiveModelEntity(ent, false, false, false);
12240 RSurf_ActiveModelEntity(ent, true, true, true);
12241 else if (depthonly)
12243 switch (vid.renderpath)
12245 case RENDERPATH_GL20:
12246 case RENDERPATH_D3D9:
12247 case RENDERPATH_D3D10:
12248 case RENDERPATH_D3D11:
12249 case RENDERPATH_SOFT:
12250 case RENDERPATH_GLES2:
12251 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12253 case RENDERPATH_GL11:
12254 case RENDERPATH_GL13:
12255 case RENDERPATH_GLES1:
12256 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12262 switch (vid.renderpath)
12264 case RENDERPATH_GL20:
12265 case RENDERPATH_D3D9:
12266 case RENDERPATH_D3D10:
12267 case RENDERPATH_D3D11:
12268 case RENDERPATH_SOFT:
12269 case RENDERPATH_GLES2:
12270 RSurf_ActiveModelEntity(ent, true, true, false);
12272 case RENDERPATH_GL11:
12273 case RENDERPATH_GL13:
12274 case RENDERPATH_GLES1:
12275 RSurf_ActiveModelEntity(ent, true, false, false);
12280 surfaces = model->data_surfaces;
12281 update = model->brushq1.lightmapupdateflags;
12283 // update light styles
12284 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
12286 model_brush_lightstyleinfo_t *style;
12287 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12289 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12291 int *list = style->surfacelist;
12292 style->value = r_refdef.scene.lightstylevalue[style->style];
12293 for (j = 0;j < style->numsurfaces;j++)
12294 update[list[j]] = true;
12299 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12303 R_DrawDebugModel();
12304 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12308 rsurface.lightmaptexture = NULL;
12309 rsurface.deluxemaptexture = NULL;
12310 rsurface.uselightmaptexture = false;
12311 rsurface.texture = NULL;
12312 rsurface.rtlight = NULL;
12313 numsurfacelist = 0;
12314 // add visible surfaces to draw list
12315 if (ent == r_refdef.scene.worldentity)
12317 // for the world entity, check surfacevisible
12318 for (i = 0;i < model->nummodelsurfaces;i++)
12320 j = model->sortedmodelsurfaces[i];
12321 if (r_refdef.viewcache.world_surfacevisible[j])
12322 r_surfacelist[numsurfacelist++] = surfaces + j;
12327 // add all surfaces
12328 for (i = 0; i < model->nummodelsurfaces; i++)
12329 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12331 // don't do anything if there were no surfaces
12332 if (!numsurfacelist)
12334 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12337 // update lightmaps if needed
12341 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12346 R_BuildLightMap(ent, surfaces + j);
12351 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12353 // add to stats if desired
12354 if (r_speeds.integer && !skysurfaces && !depthonly)
12356 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12357 for (j = 0;j < numsurfacelist;j++)
12358 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12361 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
12364 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12367 static texture_t texture;
12368 static msurface_t surface;
12369 const msurface_t *surfacelist = &surface;
12371 // fake enough texture and surface state to render this geometry
12373 texture.update_lastrenderframe = -1; // regenerate this texture
12374 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12375 texture.basealpha = 1.0f;
12376 texture.currentskinframe = skinframe;
12377 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12378 texture.offsetmapping = OFFSETMAPPING_OFF;
12379 texture.offsetscale = 1;
12380 texture.specularscalemod = 1;
12381 texture.specularpowermod = 1;
12382 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12383 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12384 // JUST GREP FOR "specularscalemod = 1".
12386 for (q = 0; q < 3; q++)
12388 texture.render_glowmod[q] = r_refdef.view.colorscale * r_hdr_glowintensity.value;
12389 texture.render_modellight_lightdir[q] = q == 2;
12390 texture.render_modellight_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12391 texture.render_modellight_diffuse[q] = r_refdef.view.colorscale;
12392 texture.render_modellight_specular[q] = r_refdef.view.colorscale;
12393 texture.render_lightmap_ambient[q] = r_refdef.view.colorscale * r_refdef.scene.ambientintensity;
12394 texture.render_lightmap_diffuse[q] = r_refdef.view.colorscale * r_refdef.scene.lightmapintensity;
12395 texture.render_lightmap_specular[q] = r_refdef.view.colorscale;
12396 texture.render_rtlight_diffuse[q] = r_refdef.view.colorscale;
12397 texture.render_rtlight_specular[q] = r_refdef.view.colorscale;
12399 texture.currentalpha = 1.0f;
12401 surface.texture = &texture;
12402 surface.num_triangles = numtriangles;
12403 surface.num_firsttriangle = firsttriangle;
12404 surface.num_vertices = numvertices;
12405 surface.num_firstvertex = firstvertex;
12408 rsurface.texture = R_GetCurrentTexture(surface.texture);
12409 rsurface.lightmaptexture = NULL;
12410 rsurface.deluxemaptexture = NULL;
12411 rsurface.uselightmaptexture = false;
12412 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12415 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)
12417 static msurface_t surface;
12418 const msurface_t *surfacelist = &surface;
12420 // fake enough texture and surface state to render this geometry
12421 surface.texture = texture;
12422 surface.num_triangles = numtriangles;
12423 surface.num_firsttriangle = firsttriangle;
12424 surface.num_vertices = numvertices;
12425 surface.num_firstvertex = firstvertex;
12428 rsurface.texture = R_GetCurrentTexture(surface.texture);
12429 rsurface.lightmaptexture = NULL;
12430 rsurface.deluxemaptexture = NULL;
12431 rsurface.uselightmaptexture = false;
12432 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);