2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
47 static qboolean r_gpuskeletal;
54 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!"};
55 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!"};
56 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
57 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
58 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)"};
59 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
60 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"};
61 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"};
62 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"};
63 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"};
64 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"};
65 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"};
67 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
68 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"};
69 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
70 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)"};
71 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
73 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"};
74 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
75 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
76 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
77 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
78 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
79 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
80 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"};
81 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"};
82 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"};
83 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
84 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 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)"};
86 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 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"};
89 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"};
90 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
91 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"};
92 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"};
93 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"};
94 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
95 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
96 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
97 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
98 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
99 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
100 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
101 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)"};
102 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)"};
103 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
104 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
105 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
106 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
107 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
109 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
110 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
111 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
113 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
114 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
115 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
116 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."};
117 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
118 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
119 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
120 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."};
121 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
122 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
123 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
124 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."};
125 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
126 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"};
127 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"};
128 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
129 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
130 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
131 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
132 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
133 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"};
134 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
135 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
136 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
137 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
138 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
140 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
141 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
142 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
143 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
144 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
145 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
146 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
147 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
149 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)"};
150 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"};
152 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
153 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
154 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
156 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"};
157 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"};
158 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"};
159 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
160 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
161 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"};
162 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)"};
163 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)"};
164 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
166 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
167 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)"};
168 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
169 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)"};
170 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
174 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"};
175 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."};
176 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
177 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)"};
178 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)"};
179 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)"};
180 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)"};
181 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)"};
182 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)"};
183 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)"};
184 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)"};
186 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)"};
187 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
188 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"};
189 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
190 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
191 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
192 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"};
193 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"};
194 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)"};
196 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
197 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
198 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
199 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
201 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
202 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
204 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
205 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
206 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
207 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
208 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
209 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
211 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
212 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
213 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
214 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
215 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
216 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
217 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
218 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
219 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
220 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
222 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"};
224 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"};
226 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
228 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
230 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)"};
231 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)"};
232 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
234 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
235 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"};
237 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."};
239 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)"};
241 extern cvar_t v_glslgamma;
242 extern cvar_t v_glslgamma_2d;
244 extern qboolean v_flipped_state;
246 r_framebufferstate_t r_fb;
248 /// shadow volume bsp struct with automatically growing nodes buffer
251 rtexture_t *r_texture_blanknormalmap;
252 rtexture_t *r_texture_white;
253 rtexture_t *r_texture_grey128;
254 rtexture_t *r_texture_black;
255 rtexture_t *r_texture_notexture;
256 rtexture_t *r_texture_whitecube;
257 rtexture_t *r_texture_normalizationcube;
258 rtexture_t *r_texture_fogattenuation;
259 rtexture_t *r_texture_fogheighttexture;
260 rtexture_t *r_texture_gammaramps;
261 unsigned int r_texture_gammaramps_serial;
262 //rtexture_t *r_texture_fogintensity;
263 rtexture_t *r_texture_reflectcube;
265 // TODO: hash lookups?
266 typedef struct cubemapinfo_s
273 int r_texture_numcubemaps;
274 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
276 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
277 unsigned int r_numqueries;
278 unsigned int r_maxqueries;
280 typedef struct r_qwskincache_s
282 char name[MAX_QPATH];
283 skinframe_t *skinframe;
287 static r_qwskincache_t *r_qwskincache;
288 static int r_qwskincache_size;
290 /// vertex coordinates for a quad that covers the screen exactly
291 extern const float r_screenvertex3f[12];
292 extern const float r_d3dscreenvertex3f[12];
293 const float r_screenvertex3f[12] =
300 const float r_d3dscreenvertex3f[12] =
308 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
311 for (i = 0;i < verts;i++)
322 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
325 for (i = 0;i < verts;i++)
335 // FIXME: move this to client?
338 if (gamemode == GAME_NEHAHRA)
340 Cvar_Set("gl_fogenable", "0");
341 Cvar_Set("gl_fogdensity", "0.2");
342 Cvar_Set("gl_fogred", "0.3");
343 Cvar_Set("gl_foggreen", "0.3");
344 Cvar_Set("gl_fogblue", "0.3");
346 r_refdef.fog_density = 0;
347 r_refdef.fog_red = 0;
348 r_refdef.fog_green = 0;
349 r_refdef.fog_blue = 0;
350 r_refdef.fog_alpha = 1;
351 r_refdef.fog_start = 0;
352 r_refdef.fog_end = 16384;
353 r_refdef.fog_height = 1<<30;
354 r_refdef.fog_fadedepth = 128;
355 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
358 static void R_BuildBlankTextures(void)
360 unsigned char data[4];
361 data[2] = 128; // normal X
362 data[1] = 128; // normal Y
363 data[0] = 255; // normal Z
364 data[3] = 255; // height
365 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
375 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
383 static void R_BuildNoTexture(void)
386 unsigned char pix[16][16][4];
387 // this makes a light grey/dark grey checkerboard texture
388 for (y = 0;y < 16;y++)
390 for (x = 0;x < 16;x++)
392 if ((y < 8) ^ (x < 8))
408 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
411 static void R_BuildWhiteCube(void)
413 unsigned char data[6*1*1*4];
414 memset(data, 255, sizeof(data));
415 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
418 static void R_BuildNormalizationCube(void)
422 vec_t s, t, intensity;
425 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
426 for (side = 0;side < 6;side++)
428 for (y = 0;y < NORMSIZE;y++)
430 for (x = 0;x < NORMSIZE;x++)
432 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
433 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
468 intensity = 127.0f / sqrt(DotProduct(v, v));
469 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
470 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
471 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
472 data[((side*64+y)*64+x)*4+3] = 255;
476 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
480 static void R_BuildFogTexture(void)
484 unsigned char data1[FOGWIDTH][4];
485 //unsigned char data2[FOGWIDTH][4];
488 r_refdef.fogmasktable_start = r_refdef.fog_start;
489 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
490 r_refdef.fogmasktable_range = r_refdef.fogrange;
491 r_refdef.fogmasktable_density = r_refdef.fog_density;
493 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
494 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
496 d = (x * r - r_refdef.fogmasktable_start);
497 if(developer_extra.integer)
498 Con_DPrintf("%f ", d);
500 if (r_fog_exp2.integer)
501 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
503 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
504 if(developer_extra.integer)
505 Con_DPrintf(" : %f ", alpha);
506 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
507 if(developer_extra.integer)
508 Con_DPrintf(" = %f\n", alpha);
509 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
512 for (x = 0;x < FOGWIDTH;x++)
514 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
519 //data2[x][0] = 255 - b;
520 //data2[x][1] = 255 - b;
521 //data2[x][2] = 255 - b;
524 if (r_texture_fogattenuation)
526 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
527 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
531 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
532 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
536 static void R_BuildFogHeightTexture(void)
538 unsigned char *inpixels;
546 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
547 if (r_refdef.fogheighttexturename[0])
548 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
551 r_refdef.fog_height_tablesize = 0;
552 if (r_texture_fogheighttexture)
553 R_FreeTexture(r_texture_fogheighttexture);
554 r_texture_fogheighttexture = NULL;
555 if (r_refdef.fog_height_table2d)
556 Mem_Free(r_refdef.fog_height_table2d);
557 r_refdef.fog_height_table2d = NULL;
558 if (r_refdef.fog_height_table1d)
559 Mem_Free(r_refdef.fog_height_table1d);
560 r_refdef.fog_height_table1d = NULL;
564 r_refdef.fog_height_tablesize = size;
565 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
566 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
567 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
569 // LordHavoc: now the magic - what is that table2d for? it is a cooked
570 // average fog color table accounting for every fog layer between a point
571 // and the camera. (Note: attenuation is handled separately!)
572 for (y = 0;y < size;y++)
574 for (x = 0;x < size;x++)
580 for (j = x;j <= y;j++)
582 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
588 for (j = x;j >= y;j--)
590 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
595 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
596 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
597 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
598 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
601 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
604 //=======================================================================================================================================================
606 static const char *builtinshaderstrings[] =
608 #include "shader_glsl.h"
612 const char *builtinhlslshaderstrings[] =
614 #include "shader_hlsl.h"
618 char *glslshaderstring = NULL;
619 char *hlslshaderstring = NULL;
621 //=======================================================================================================================================================
623 typedef struct shaderpermutationinfo_s
628 shaderpermutationinfo_t;
630 typedef struct shadermodeinfo_s
632 const char *filename;
638 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
639 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
641 {"#define USEDIFFUSE\n", " diffuse"},
642 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
643 {"#define USEVIEWTINT\n", " viewtint"},
644 {"#define USECOLORMAPPING\n", " colormapping"},
645 {"#define USESATURATION\n", " saturation"},
646 {"#define USEFOGINSIDE\n", " foginside"},
647 {"#define USEFOGOUTSIDE\n", " fogoutside"},
648 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
649 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
650 {"#define USEGAMMARAMPS\n", " gammaramps"},
651 {"#define USECUBEFILTER\n", " cubefilter"},
652 {"#define USEGLOW\n", " glow"},
653 {"#define USEBLOOM\n", " bloom"},
654 {"#define USESPECULAR\n", " specular"},
655 {"#define USEPOSTPROCESSING\n", " postprocessing"},
656 {"#define USEREFLECTION\n", " reflection"},
657 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
658 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
659 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
660 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
661 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
662 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
663 {"#define USEALPHAKILL\n", " alphakill"},
664 {"#define USEREFLECTCUBE\n", " reflectcube"},
665 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
666 {"#define USEBOUNCEGRID\n", " bouncegrid"},
667 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
668 {"#define USETRIPPY\n", " trippy"},
669 {"#define USEDEPTHRGB\n", " depthrgb"},
670 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
671 {"#define USESKELETAL\n", " skeletal"}
674 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
675 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
677 {"glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
678 {"glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
679 {"glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
680 {"glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
681 {"glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
682 {"glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
683 {"glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
684 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
685 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
686 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
687 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
688 {"glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
689 {"glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
690 {"glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
691 {"glsl/default.glsl", "#define MODE_WATER\n", " water"},
692 {"glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
693 {"glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
696 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
698 {"hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
699 {"hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
700 {"hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
701 {"hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
702 {"hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
703 {"hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
704 {"hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
705 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
706 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
707 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
708 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
709 {"hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
710 {"hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
711 {"hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
712 {"hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
713 {"hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
714 {"hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
717 struct r_glsl_permutation_s;
718 typedef struct r_glsl_permutation_s
721 struct r_glsl_permutation_s *hashnext;
723 unsigned int permutation;
725 /// indicates if we have tried compiling this permutation already
727 /// 0 if compilation failed
729 // texture units assigned to each detected uniform
730 int tex_Texture_First;
731 int tex_Texture_Second;
732 int tex_Texture_GammaRamps;
733 int tex_Texture_Normal;
734 int tex_Texture_Color;
735 int tex_Texture_Gloss;
736 int tex_Texture_Glow;
737 int tex_Texture_SecondaryNormal;
738 int tex_Texture_SecondaryColor;
739 int tex_Texture_SecondaryGloss;
740 int tex_Texture_SecondaryGlow;
741 int tex_Texture_Pants;
742 int tex_Texture_Shirt;
743 int tex_Texture_FogHeightTexture;
744 int tex_Texture_FogMask;
745 int tex_Texture_Lightmap;
746 int tex_Texture_Deluxemap;
747 int tex_Texture_Attenuation;
748 int tex_Texture_Cube;
749 int tex_Texture_Refraction;
750 int tex_Texture_Reflection;
751 int tex_Texture_ShadowMap2D;
752 int tex_Texture_CubeProjection;
753 int tex_Texture_ScreenNormalMap;
754 int tex_Texture_ScreenDiffuse;
755 int tex_Texture_ScreenSpecular;
756 int tex_Texture_ReflectMask;
757 int tex_Texture_ReflectCube;
758 int tex_Texture_BounceGrid;
759 /// locations of detected uniforms in program object, or -1 if not found
760 int loc_Texture_First;
761 int loc_Texture_Second;
762 int loc_Texture_GammaRamps;
763 int loc_Texture_Normal;
764 int loc_Texture_Color;
765 int loc_Texture_Gloss;
766 int loc_Texture_Glow;
767 int loc_Texture_SecondaryNormal;
768 int loc_Texture_SecondaryColor;
769 int loc_Texture_SecondaryGloss;
770 int loc_Texture_SecondaryGlow;
771 int loc_Texture_Pants;
772 int loc_Texture_Shirt;
773 int loc_Texture_FogHeightTexture;
774 int loc_Texture_FogMask;
775 int loc_Texture_Lightmap;
776 int loc_Texture_Deluxemap;
777 int loc_Texture_Attenuation;
778 int loc_Texture_Cube;
779 int loc_Texture_Refraction;
780 int loc_Texture_Reflection;
781 int loc_Texture_ShadowMap2D;
782 int loc_Texture_CubeProjection;
783 int loc_Texture_ScreenNormalMap;
784 int loc_Texture_ScreenDiffuse;
785 int loc_Texture_ScreenSpecular;
786 int loc_Texture_ReflectMask;
787 int loc_Texture_ReflectCube;
788 int loc_Texture_BounceGrid;
790 int loc_BloomBlur_Parameters;
792 int loc_Color_Ambient;
793 int loc_Color_Diffuse;
794 int loc_Color_Specular;
798 int loc_DeferredColor_Ambient;
799 int loc_DeferredColor_Diffuse;
800 int loc_DeferredColor_Specular;
801 int loc_DeferredMod_Diffuse;
802 int loc_DeferredMod_Specular;
803 int loc_DistortScaleRefractReflect;
806 int loc_FogHeightFade;
808 int loc_FogPlaneViewDist;
809 int loc_FogRangeRecip;
812 int loc_LightPosition;
813 int loc_OffsetMapping_ScaleSteps;
814 int loc_OffsetMapping_LodDistance;
815 int loc_OffsetMapping_Bias;
817 int loc_ReflectColor;
818 int loc_ReflectFactor;
819 int loc_ReflectOffset;
820 int loc_RefractColor;
822 int loc_ScreenCenterRefractReflect;
823 int loc_ScreenScaleRefractReflect;
824 int loc_ScreenToDepth;
825 int loc_ShadowMap_Parameters;
826 int loc_ShadowMap_TextureScale;
827 int loc_SpecularPower;
828 int loc_Skeletal_Transform12;
833 int loc_ViewTintColor;
835 int loc_ModelToLight;
837 int loc_BackgroundTexMatrix;
838 int loc_ModelViewProjectionMatrix;
839 int loc_ModelViewMatrix;
840 int loc_PixelToScreenTexCoord;
841 int loc_ModelToReflectCube;
842 int loc_ShadowMapMatrix;
843 int loc_BloomColorSubtract;
844 int loc_NormalmapScrollBlend;
845 int loc_BounceGridMatrix;
846 int loc_BounceGridIntensity;
848 r_glsl_permutation_t;
850 #define SHADERPERMUTATION_HASHSIZE 256
853 // non-degradable "lightweight" shader parameters to keep the permutations simpler
854 // these can NOT degrade! only use for simple stuff
857 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
858 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
859 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
862 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
863 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
864 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
865 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
866 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
867 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
868 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
869 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
871 #define SHADERSTATICPARMS_COUNT 13
873 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
874 static int shaderstaticparms_count = 0;
876 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
877 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
879 extern qboolean r_shadow_shadowmapsampler;
880 extern int r_shadow_shadowmappcf;
881 qboolean R_CompileShader_CheckStaticParms(void)
883 static int r_compileshader_staticparms_save[1];
884 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
885 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
888 if (r_glsl_saturation_redcompensate.integer)
889 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
890 if (r_glsl_vertextextureblend_usebothalphas.integer)
891 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
892 if (r_shadow_glossexact.integer)
893 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
894 if (r_glsl_postprocess.integer)
896 if (r_glsl_postprocess_uservec1_enable.integer)
897 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
898 if (r_glsl_postprocess_uservec2_enable.integer)
899 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
900 if (r_glsl_postprocess_uservec3_enable.integer)
901 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
902 if (r_glsl_postprocess_uservec4_enable.integer)
903 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
905 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
908 if (r_shadow_shadowmapsampler)
909 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
910 if (r_shadow_shadowmappcf > 1)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
912 else if (r_shadow_shadowmappcf)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
914 if (r_celshading.integer)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
916 if (r_celoutlines.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
919 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
922 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
923 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
924 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
926 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
927 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
929 shaderstaticparms_count = 0;
932 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
947 /// information about each possible shader permutation
948 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
949 /// currently selected permutation
950 r_glsl_permutation_t *r_glsl_permutation;
951 /// storage for permutations linked in the hash table
952 memexpandablearray_t r_glsl_permutationarray;
954 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
956 //unsigned int hashdepth = 0;
957 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
958 r_glsl_permutation_t *p;
959 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
961 if (p->mode == mode && p->permutation == permutation)
963 //if (hashdepth > 10)
964 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
969 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
971 p->permutation = permutation;
972 p->hashnext = r_glsl_permutationhash[mode][hashindex];
973 r_glsl_permutationhash[mode][hashindex] = p;
974 //if (hashdepth > 10)
975 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
979 static char *R_ShaderStrCat(const char **strings)
982 const char **p = strings;
985 for (p = strings;(t = *p);p++)
988 s = string = (char *)Mem_Alloc(r_main_mempool, len);
990 for (p = strings;(t = *p);p++)
1000 static char *R_GetShaderText(const char *filename, qboolean printfromdisknotice, qboolean builtinonly)
1003 if (!filename || !filename[0])
1005 // LordHavoc: note that FS_LoadFile appends a 0 byte to make it a valid string, so does R_ShaderStrCat
1006 if (!strcmp(filename, "glsl/default.glsl"))
1009 return R_ShaderStrCat(builtinshaderstrings);
1010 if (!glslshaderstring)
1012 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1013 if (glslshaderstring)
1014 Con_DPrintf("Loading shaders from file %s...\n", filename);
1016 glslshaderstring = R_ShaderStrCat(builtinshaderstrings);
1018 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
1019 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
1020 return shaderstring;
1022 if (!strcmp(filename, "hlsl/default.hlsl"))
1025 return R_ShaderStrCat(builtinhlslshaderstrings);
1026 if (!hlslshaderstring)
1028 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1029 if (hlslshaderstring)
1030 Con_DPrintf("Loading shaders from file %s...\n", filename);
1032 hlslshaderstring = R_ShaderStrCat(builtinhlslshaderstrings);
1034 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1035 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1036 return shaderstring;
1038 // we don't have builtin strings for any other files
1041 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1044 if (printfromdisknotice)
1045 Con_DPrintf("from disk %s... ", filename);
1046 return shaderstring;
1048 return shaderstring;
1051 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1055 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
1057 char permutationname[256];
1058 int vertstrings_count = 0;
1059 int geomstrings_count = 0;
1060 int fragstrings_count = 0;
1061 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1062 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1063 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1070 permutationname[0] = 0;
1071 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1073 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1075 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1076 if(vid.support.gl20shaders130)
1078 vertstrings_list[vertstrings_count++] = "#version 130\n";
1079 geomstrings_list[geomstrings_count++] = "#version 130\n";
1080 fragstrings_list[fragstrings_count++] = "#version 130\n";
1081 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1082 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1083 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1086 // the first pretext is which type of shader to compile as
1087 // (later these will all be bound together as a program object)
1088 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1089 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1090 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1092 // the second pretext is the mode (for example a light source)
1093 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1094 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1095 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1096 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1098 // now add all the permutation pretexts
1099 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1101 if (permutation & (1<<i))
1103 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1104 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1105 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1106 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1110 // keep line numbers correct
1111 vertstrings_list[vertstrings_count++] = "\n";
1112 geomstrings_list[geomstrings_count++] = "\n";
1113 fragstrings_list[fragstrings_count++] = "\n";
1118 R_CompileShader_AddStaticParms(mode, permutation);
1119 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1120 vertstrings_count += shaderstaticparms_count;
1121 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1122 geomstrings_count += shaderstaticparms_count;
1123 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1124 fragstrings_count += shaderstaticparms_count;
1126 // now append the shader text itself
1127 vertstrings_list[vertstrings_count++] = sourcestring;
1128 geomstrings_list[geomstrings_count++] = sourcestring;
1129 fragstrings_list[fragstrings_count++] = sourcestring;
1131 // compile the shader program
1132 if (vertstrings_count + geomstrings_count + fragstrings_count)
1133 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1137 qglUseProgram(p->program);CHECKGLERROR
1138 // look up all the uniform variable names we care about, so we don't
1139 // have to look them up every time we set them
1141 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1142 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1143 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1144 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1145 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1146 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1147 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1148 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1149 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1150 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1151 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1152 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1153 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1154 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1155 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1156 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1157 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1158 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1159 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1160 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1161 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1162 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1163 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1164 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1165 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1166 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1167 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1168 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1169 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1170 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1171 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1172 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1173 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1174 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1175 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1176 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1177 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1178 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1179 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1180 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1181 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1182 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1183 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1184 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1185 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1186 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1187 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1188 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1189 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1190 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1191 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1192 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1193 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1194 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1195 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1196 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1197 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1198 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1199 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1200 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1201 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1202 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1203 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1204 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1205 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1206 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1207 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1208 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1209 p->loc_Skeletal_Transform12 = qglGetUniformLocation(p->program, "Skeletal_Transform12");
1210 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1211 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1212 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1213 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1214 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1215 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1216 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1217 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1218 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1219 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1220 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1221 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1222 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1223 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1224 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1225 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1226 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1227 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1228 // initialize the samplers to refer to the texture units we use
1229 p->tex_Texture_First = -1;
1230 p->tex_Texture_Second = -1;
1231 p->tex_Texture_GammaRamps = -1;
1232 p->tex_Texture_Normal = -1;
1233 p->tex_Texture_Color = -1;
1234 p->tex_Texture_Gloss = -1;
1235 p->tex_Texture_Glow = -1;
1236 p->tex_Texture_SecondaryNormal = -1;
1237 p->tex_Texture_SecondaryColor = -1;
1238 p->tex_Texture_SecondaryGloss = -1;
1239 p->tex_Texture_SecondaryGlow = -1;
1240 p->tex_Texture_Pants = -1;
1241 p->tex_Texture_Shirt = -1;
1242 p->tex_Texture_FogHeightTexture = -1;
1243 p->tex_Texture_FogMask = -1;
1244 p->tex_Texture_Lightmap = -1;
1245 p->tex_Texture_Deluxemap = -1;
1246 p->tex_Texture_Attenuation = -1;
1247 p->tex_Texture_Cube = -1;
1248 p->tex_Texture_Refraction = -1;
1249 p->tex_Texture_Reflection = -1;
1250 p->tex_Texture_ShadowMap2D = -1;
1251 p->tex_Texture_CubeProjection = -1;
1252 p->tex_Texture_ScreenNormalMap = -1;
1253 p->tex_Texture_ScreenDiffuse = -1;
1254 p->tex_Texture_ScreenSpecular = -1;
1255 p->tex_Texture_ReflectMask = -1;
1256 p->tex_Texture_ReflectCube = -1;
1257 p->tex_Texture_BounceGrid = -1;
1259 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1260 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1261 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1262 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1263 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1264 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1265 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1266 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1267 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1268 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1269 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1270 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1271 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1272 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1273 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1274 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1275 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1276 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1277 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1278 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1279 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1280 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1281 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1282 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1283 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1284 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1285 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1286 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1287 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1289 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1292 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1296 Mem_Free(sourcestring);
1299 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1301 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1302 if (r_glsl_permutation != perm)
1304 r_glsl_permutation = perm;
1305 if (!r_glsl_permutation->program)
1307 if (!r_glsl_permutation->compiled)
1308 R_GLSL_CompilePermutation(perm, mode, permutation);
1309 if (!r_glsl_permutation->program)
1311 // remove features until we find a valid permutation
1313 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1315 // reduce i more quickly whenever it would not remove any bits
1316 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1317 if (!(permutation & j))
1320 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1321 if (!r_glsl_permutation->compiled)
1322 R_GLSL_CompilePermutation(perm, mode, permutation);
1323 if (r_glsl_permutation->program)
1326 if (i >= SHADERPERMUTATION_COUNT)
1328 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1329 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1330 qglUseProgram(0);CHECKGLERROR
1331 return; // no bit left to clear, entire mode is broken
1336 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1338 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1339 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1340 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1347 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1348 extern D3DCAPS9 vid_d3d9caps;
1351 struct r_hlsl_permutation_s;
1352 typedef struct r_hlsl_permutation_s
1354 /// hash lookup data
1355 struct r_hlsl_permutation_s *hashnext;
1357 unsigned int permutation;
1359 /// indicates if we have tried compiling this permutation already
1361 /// NULL if compilation failed
1362 IDirect3DVertexShader9 *vertexshader;
1363 IDirect3DPixelShader9 *pixelshader;
1365 r_hlsl_permutation_t;
1367 typedef enum D3DVSREGISTER_e
1369 D3DVSREGISTER_TexMatrix = 0, // float4x4
1370 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1371 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1372 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1373 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1374 D3DVSREGISTER_ModelToLight = 20, // float4x4
1375 D3DVSREGISTER_EyePosition = 24,
1376 D3DVSREGISTER_FogPlane = 25,
1377 D3DVSREGISTER_LightDir = 26,
1378 D3DVSREGISTER_LightPosition = 27,
1382 typedef enum D3DPSREGISTER_e
1384 D3DPSREGISTER_Alpha = 0,
1385 D3DPSREGISTER_BloomBlur_Parameters = 1,
1386 D3DPSREGISTER_ClientTime = 2,
1387 D3DPSREGISTER_Color_Ambient = 3,
1388 D3DPSREGISTER_Color_Diffuse = 4,
1389 D3DPSREGISTER_Color_Specular = 5,
1390 D3DPSREGISTER_Color_Glow = 6,
1391 D3DPSREGISTER_Color_Pants = 7,
1392 D3DPSREGISTER_Color_Shirt = 8,
1393 D3DPSREGISTER_DeferredColor_Ambient = 9,
1394 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1395 D3DPSREGISTER_DeferredColor_Specular = 11,
1396 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1397 D3DPSREGISTER_DeferredMod_Specular = 13,
1398 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1399 D3DPSREGISTER_EyePosition = 15, // unused
1400 D3DPSREGISTER_FogColor = 16,
1401 D3DPSREGISTER_FogHeightFade = 17,
1402 D3DPSREGISTER_FogPlane = 18,
1403 D3DPSREGISTER_FogPlaneViewDist = 19,
1404 D3DPSREGISTER_FogRangeRecip = 20,
1405 D3DPSREGISTER_LightColor = 21,
1406 D3DPSREGISTER_LightDir = 22, // unused
1407 D3DPSREGISTER_LightPosition = 23,
1408 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1409 D3DPSREGISTER_PixelSize = 25,
1410 D3DPSREGISTER_ReflectColor = 26,
1411 D3DPSREGISTER_ReflectFactor = 27,
1412 D3DPSREGISTER_ReflectOffset = 28,
1413 D3DPSREGISTER_RefractColor = 29,
1414 D3DPSREGISTER_Saturation = 30,
1415 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1416 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1417 D3DPSREGISTER_ScreenToDepth = 33,
1418 D3DPSREGISTER_ShadowMap_Parameters = 34,
1419 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1420 D3DPSREGISTER_SpecularPower = 36,
1421 D3DPSREGISTER_UserVec1 = 37,
1422 D3DPSREGISTER_UserVec2 = 38,
1423 D3DPSREGISTER_UserVec3 = 39,
1424 D3DPSREGISTER_UserVec4 = 40,
1425 D3DPSREGISTER_ViewTintColor = 41,
1426 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1427 D3DPSREGISTER_BloomColorSubtract = 43,
1428 D3DPSREGISTER_ViewToLight = 44, // float4x4
1429 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1430 D3DPSREGISTER_NormalmapScrollBlend = 52,
1431 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1432 D3DPSREGISTER_OffsetMapping_Bias = 54,
1437 /// information about each possible shader permutation
1438 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1439 /// currently selected permutation
1440 r_hlsl_permutation_t *r_hlsl_permutation;
1441 /// storage for permutations linked in the hash table
1442 memexpandablearray_t r_hlsl_permutationarray;
1444 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1446 //unsigned int hashdepth = 0;
1447 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1448 r_hlsl_permutation_t *p;
1449 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1451 if (p->mode == mode && p->permutation == permutation)
1453 //if (hashdepth > 10)
1454 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1459 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1461 p->permutation = permutation;
1462 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1463 r_hlsl_permutationhash[mode][hashindex] = p;
1464 //if (hashdepth > 10)
1465 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1470 //#include <d3dx9shader.h>
1471 //#include <d3dx9mesh.h>
1473 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1475 DWORD *vsbin = NULL;
1476 DWORD *psbin = NULL;
1477 fs_offset_t vsbinsize;
1478 fs_offset_t psbinsize;
1479 // IDirect3DVertexShader9 *vs = NULL;
1480 // IDirect3DPixelShader9 *ps = NULL;
1481 ID3DXBuffer *vslog = NULL;
1482 ID3DXBuffer *vsbuffer = NULL;
1483 ID3DXConstantTable *vsconstanttable = NULL;
1484 ID3DXBuffer *pslog = NULL;
1485 ID3DXBuffer *psbuffer = NULL;
1486 ID3DXConstantTable *psconstanttable = NULL;
1489 char temp[MAX_INPUTLINE];
1490 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1492 qboolean debugshader = gl_paranoid.integer != 0;
1493 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1494 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1497 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1498 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1500 if ((!vsbin && vertstring) || (!psbin && fragstring))
1502 const char* dllnames_d3dx9 [] =
1526 dllhandle_t d3dx9_dll = NULL;
1527 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1528 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1529 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1530 dllfunction_t d3dx9_dllfuncs[] =
1532 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1533 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1534 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1537 // 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...
1538 #ifndef ID3DXBuffer_GetBufferPointer
1539 #if !defined(__cplusplus) || defined(CINTERFACE)
1540 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1541 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1542 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1544 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1545 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1546 #define ID3DXBuffer_Release(p) (p)->Release()
1549 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1551 DWORD shaderflags = 0;
1553 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1554 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1555 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1556 if (vertstring && vertstring[0])
1560 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1561 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1564 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1567 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1568 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1569 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1570 ID3DXBuffer_Release(vsbuffer);
1574 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1575 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1576 ID3DXBuffer_Release(vslog);
1579 if (fragstring && fragstring[0])
1583 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1584 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1587 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1590 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1591 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1592 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1593 ID3DXBuffer_Release(psbuffer);
1597 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1598 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1599 ID3DXBuffer_Release(pslog);
1602 Sys_UnloadLibrary(&d3dx9_dll);
1605 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1609 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1610 if (FAILED(vsresult))
1611 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1612 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1613 if (FAILED(psresult))
1614 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1616 // free the shader data
1617 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1618 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1621 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1624 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1625 int vertstring_length = 0;
1626 int geomstring_length = 0;
1627 int fragstring_length = 0;
1630 char *vertstring, *geomstring, *fragstring;
1631 char permutationname[256];
1632 char cachename[256];
1633 int vertstrings_count = 0;
1634 int geomstrings_count = 0;
1635 int fragstrings_count = 0;
1636 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1637 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1638 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1643 p->vertexshader = NULL;
1644 p->pixelshader = NULL;
1646 permutationname[0] = 0;
1648 sourcestring = R_GetShaderText(modeinfo->filename, true, false);
1650 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1651 strlcat(cachename, "hlsl/", sizeof(cachename));
1653 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1654 vertstrings_count = 0;
1655 geomstrings_count = 0;
1656 fragstrings_count = 0;
1657 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1658 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1659 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1661 // the first pretext is which type of shader to compile as
1662 // (later these will all be bound together as a program object)
1663 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1664 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1665 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1667 // the second pretext is the mode (for example a light source)
1668 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1669 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1670 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1671 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1672 strlcat(cachename, modeinfo->name, sizeof(cachename));
1674 // now add all the permutation pretexts
1675 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1677 if (permutation & (1<<i))
1679 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1680 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1681 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1682 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1683 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1687 // keep line numbers correct
1688 vertstrings_list[vertstrings_count++] = "\n";
1689 geomstrings_list[geomstrings_count++] = "\n";
1690 fragstrings_list[fragstrings_count++] = "\n";
1695 R_CompileShader_AddStaticParms(mode, permutation);
1696 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1697 vertstrings_count += shaderstaticparms_count;
1698 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1699 geomstrings_count += shaderstaticparms_count;
1700 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1701 fragstrings_count += shaderstaticparms_count;
1703 // replace spaces in the cachename with _ characters
1704 for (i = 0;cachename[i];i++)
1705 if (cachename[i] == ' ')
1708 // now append the shader text itself
1709 vertstrings_list[vertstrings_count++] = sourcestring;
1710 geomstrings_list[geomstrings_count++] = sourcestring;
1711 fragstrings_list[fragstrings_count++] = sourcestring;
1713 vertstring_length = 0;
1714 for (i = 0;i < vertstrings_count;i++)
1715 vertstring_length += strlen(vertstrings_list[i]);
1716 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1717 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1718 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1720 geomstring_length = 0;
1721 for (i = 0;i < geomstrings_count;i++)
1722 geomstring_length += strlen(geomstrings_list[i]);
1723 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1724 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1725 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1727 fragstring_length = 0;
1728 for (i = 0;i < fragstrings_count;i++)
1729 fragstring_length += strlen(fragstrings_list[i]);
1730 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1731 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1732 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1734 // try to load the cached shader, or generate one
1735 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1737 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1738 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1740 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1744 Mem_Free(vertstring);
1746 Mem_Free(geomstring);
1748 Mem_Free(fragstring);
1750 Mem_Free(sourcestring);
1753 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1754 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1755 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);}
1756 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);}
1757 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);}
1758 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);}
1760 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1761 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1762 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);}
1763 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);}
1764 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);}
1765 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);}
1767 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1769 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1770 if (r_hlsl_permutation != perm)
1772 r_hlsl_permutation = perm;
1773 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1775 if (!r_hlsl_permutation->compiled)
1776 R_HLSL_CompilePermutation(perm, mode, permutation);
1777 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1779 // remove features until we find a valid permutation
1781 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1783 // reduce i more quickly whenever it would not remove any bits
1784 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1785 if (!(permutation & j))
1788 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1789 if (!r_hlsl_permutation->compiled)
1790 R_HLSL_CompilePermutation(perm, mode, permutation);
1791 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1794 if (i >= SHADERPERMUTATION_COUNT)
1796 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1797 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1798 return; // no bit left to clear, entire mode is broken
1802 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1803 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1805 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1806 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1807 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1811 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1813 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1814 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1815 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1816 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1819 void R_GLSL_Restart_f(void)
1821 unsigned int i, limit;
1822 if (glslshaderstring)
1823 Mem_Free(glslshaderstring);
1824 glslshaderstring = NULL;
1825 if (hlslshaderstring)
1826 Mem_Free(hlslshaderstring);
1827 hlslshaderstring = NULL;
1828 switch(vid.renderpath)
1830 case RENDERPATH_D3D9:
1833 r_hlsl_permutation_t *p;
1834 r_hlsl_permutation = NULL;
1835 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1836 for (i = 0;i < limit;i++)
1838 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1840 if (p->vertexshader)
1841 IDirect3DVertexShader9_Release(p->vertexshader);
1843 IDirect3DPixelShader9_Release(p->pixelshader);
1844 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1847 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1851 case RENDERPATH_D3D10:
1852 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1854 case RENDERPATH_D3D11:
1855 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1857 case RENDERPATH_GL20:
1858 case RENDERPATH_GLES2:
1860 r_glsl_permutation_t *p;
1861 r_glsl_permutation = NULL;
1862 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1863 for (i = 0;i < limit;i++)
1865 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1867 GL_Backend_FreeProgram(p->program);
1868 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1871 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1874 case RENDERPATH_GL11:
1875 case RENDERPATH_GL13:
1876 case RENDERPATH_GLES1:
1878 case RENDERPATH_SOFT:
1883 static void R_GLSL_DumpShader_f(void)
1885 int i, language, mode, dupe;
1887 shadermodeinfo_t *modeinfo;
1890 for (language = 0;language < 2;language++)
1892 modeinfo = (language == 0 ? glslshadermodeinfo : hlslshadermodeinfo);
1893 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1895 // don't dump the same file multiple times (most or all shaders come from the same file)
1896 for (dupe = mode - 1;dupe >= 0;dupe--)
1897 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1901 text = R_GetShaderText(modeinfo[mode].filename, false, true);
1904 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1907 FS_Print(file, "/* The engine may define the following macros:\n");
1908 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1909 for (i = 0;i < SHADERMODE_COUNT;i++)
1910 FS_Print(file, modeinfo[i].pretext);
1911 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1912 FS_Print(file, shaderpermutationinfo[i].pretext);
1913 FS_Print(file, "*/\n");
1914 FS_Print(file, text);
1916 Con_Printf("%s written\n", modeinfo[mode].filename);
1919 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
1925 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1927 unsigned int permutation = 0;
1928 if (r_trippy.integer && !notrippy)
1929 permutation |= SHADERPERMUTATION_TRIPPY;
1930 permutation |= SHADERPERMUTATION_VIEWTINT;
1932 permutation |= SHADERPERMUTATION_DIFFUSE;
1934 permutation |= SHADERPERMUTATION_SPECULAR;
1935 if (texturemode == GL_MODULATE)
1936 permutation |= SHADERPERMUTATION_COLORMAPPING;
1937 else if (texturemode == GL_ADD)
1938 permutation |= SHADERPERMUTATION_GLOW;
1939 else if (texturemode == GL_DECAL)
1940 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1941 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1942 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1943 if (suppresstexalpha)
1944 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1946 texturemode = GL_MODULATE;
1947 if (vid.allowalphatocoverage)
1948 GL_AlphaToCoverage(false);
1949 switch (vid.renderpath)
1951 case RENDERPATH_D3D9:
1953 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1954 R_Mesh_TexBind(GL20TU_FIRST , first );
1955 R_Mesh_TexBind(GL20TU_SECOND, second);
1956 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1957 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1960 case RENDERPATH_D3D10:
1961 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1963 case RENDERPATH_D3D11:
1964 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1966 case RENDERPATH_GL20:
1967 case RENDERPATH_GLES2:
1968 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1969 if (r_glsl_permutation->tex_Texture_First >= 0)
1970 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1971 if (r_glsl_permutation->tex_Texture_Second >= 0)
1972 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1973 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1974 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1976 case RENDERPATH_GL13:
1977 case RENDERPATH_GLES1:
1978 R_Mesh_TexBind(0, first );
1979 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1980 R_Mesh_TexMatrix(0, NULL);
1981 R_Mesh_TexBind(1, second);
1984 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1985 R_Mesh_TexMatrix(1, NULL);
1988 case RENDERPATH_GL11:
1989 R_Mesh_TexBind(0, first );
1990 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1991 R_Mesh_TexMatrix(0, NULL);
1993 case RENDERPATH_SOFT:
1994 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1995 R_Mesh_TexBind(GL20TU_FIRST , first );
1996 R_Mesh_TexBind(GL20TU_SECOND, second);
2001 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2003 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2006 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2008 unsigned int permutation = 0;
2009 if (r_trippy.integer && !notrippy)
2010 permutation |= SHADERPERMUTATION_TRIPPY;
2012 permutation |= SHADERPERMUTATION_DEPTHRGB;
2014 permutation |= SHADERPERMUTATION_SKELETAL;
2016 if (vid.allowalphatocoverage)
2017 GL_AlphaToCoverage(false);
2018 switch (vid.renderpath)
2020 case RENDERPATH_D3D9:
2022 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2025 case RENDERPATH_D3D10:
2026 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2028 case RENDERPATH_D3D11:
2029 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2031 case RENDERPATH_GL20:
2032 case RENDERPATH_GLES2:
2033 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2035 case RENDERPATH_GL13:
2036 case RENDERPATH_GLES1:
2037 R_Mesh_TexBind(0, 0);
2038 R_Mesh_TexBind(1, 0);
2040 case RENDERPATH_GL11:
2041 R_Mesh_TexBind(0, 0);
2043 case RENDERPATH_SOFT:
2044 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2049 extern qboolean r_shadow_usingdeferredprepass;
2050 extern rtexture_t *r_shadow_attenuationgradienttexture;
2051 extern rtexture_t *r_shadow_attenuation2dtexture;
2052 extern rtexture_t *r_shadow_attenuation3dtexture;
2053 extern qboolean r_shadow_usingshadowmap2d;
2054 extern qboolean r_shadow_usingshadowmaportho;
2055 extern float r_shadow_shadowmap_texturescale[2];
2056 extern float r_shadow_shadowmap_parameters[4];
2057 extern qboolean r_shadow_shadowmapvsdct;
2058 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2059 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2060 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2061 extern matrix4x4_t r_shadow_shadowmapmatrix;
2062 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2063 extern int r_shadow_prepass_width;
2064 extern int r_shadow_prepass_height;
2065 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2066 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2067 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2068 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2070 #define BLENDFUNC_ALLOWS_COLORMOD 1
2071 #define BLENDFUNC_ALLOWS_FOG 2
2072 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2073 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2074 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2075 static int R_BlendFuncFlags(int src, int dst)
2079 // a blendfunc allows colormod if:
2080 // a) it can never keep the destination pixel invariant, or
2081 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2082 // this is to prevent unintended side effects from colormod
2084 // a blendfunc allows fog if:
2085 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2086 // this is to prevent unintended side effects from fog
2088 // these checks are the output of fogeval.pl
2090 r |= BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2092 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2093 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2094 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2096 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2097 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2098 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2100 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2101 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2102 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2105 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2106 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2107 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2108 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2109 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2110 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2111 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2116 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2118 // select a permutation of the lighting shader appropriate to this
2119 // combination of texture, entity, light source, and fogging, only use the
2120 // minimum features necessary to avoid wasting rendering time in the
2121 // fragment shader on features that are not being used
2122 unsigned int permutation = 0;
2123 unsigned int mode = 0;
2125 static float dummy_colormod[3] = {1, 1, 1};
2126 float *colormod = rsurface.colormod;
2128 matrix4x4_t tempmatrix;
2129 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2130 if (r_trippy.integer && !notrippy)
2131 permutation |= SHADERPERMUTATION_TRIPPY;
2132 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2133 permutation |= SHADERPERMUTATION_ALPHAKILL;
2134 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2135 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2136 if (rsurfacepass == RSURFPASS_BACKGROUND)
2138 // distorted background
2139 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2141 mode = SHADERMODE_WATER;
2142 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2143 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2144 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2146 // this is the right thing to do for wateralpha
2147 GL_BlendFunc(GL_ONE, GL_ZERO);
2148 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2152 // this is the right thing to do for entity alpha
2153 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2154 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2157 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2159 mode = SHADERMODE_REFRACTION;
2160 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2161 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2162 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2163 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2167 mode = SHADERMODE_GENERIC;
2168 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2169 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2170 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2172 if (vid.allowalphatocoverage)
2173 GL_AlphaToCoverage(false);
2175 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2177 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2179 switch(rsurface.texture->offsetmapping)
2181 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2182 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2183 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2184 case OFFSETMAPPING_OFF: break;
2187 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2188 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2189 // normalmap (deferred prepass), may use alpha test on diffuse
2190 mode = SHADERMODE_DEFERREDGEOMETRY;
2191 GL_BlendFunc(GL_ONE, GL_ZERO);
2192 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2193 if (vid.allowalphatocoverage)
2194 GL_AlphaToCoverage(false);
2196 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2198 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2200 switch(rsurface.texture->offsetmapping)
2202 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2203 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2204 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2205 case OFFSETMAPPING_OFF: break;
2208 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2209 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2210 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2211 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2213 mode = SHADERMODE_LIGHTSOURCE;
2214 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2215 permutation |= SHADERPERMUTATION_CUBEFILTER;
2216 if (diffusescale > 0)
2217 permutation |= SHADERPERMUTATION_DIFFUSE;
2218 if (specularscale > 0)
2219 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2220 if (r_refdef.fogenabled)
2221 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2222 if (rsurface.texture->colormapping)
2223 permutation |= SHADERPERMUTATION_COLORMAPPING;
2224 if (r_shadow_usingshadowmap2d)
2226 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2227 if(r_shadow_shadowmapvsdct)
2228 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2230 if (r_shadow_shadowmap2ddepthbuffer)
2231 permutation |= SHADERPERMUTATION_DEPTHRGB;
2233 if (rsurface.texture->reflectmasktexture)
2234 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2235 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2236 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2237 if (vid.allowalphatocoverage)
2238 GL_AlphaToCoverage(false);
2240 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2242 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2244 switch(rsurface.texture->offsetmapping)
2246 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2247 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2248 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2249 case OFFSETMAPPING_OFF: break;
2252 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2253 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2254 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2255 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2256 // unshaded geometry (fullbright or ambient model lighting)
2257 mode = SHADERMODE_FLATCOLOR;
2258 ambientscale = diffusescale = specularscale = 0;
2259 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2260 permutation |= SHADERPERMUTATION_GLOW;
2261 if (r_refdef.fogenabled)
2262 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2263 if (rsurface.texture->colormapping)
2264 permutation |= SHADERPERMUTATION_COLORMAPPING;
2265 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2267 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2268 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2270 if (r_shadow_shadowmap2ddepthbuffer)
2271 permutation |= SHADERPERMUTATION_DEPTHRGB;
2273 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2274 permutation |= SHADERPERMUTATION_REFLECTION;
2275 if (rsurface.texture->reflectmasktexture)
2276 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2277 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2278 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2279 // when using alphatocoverage, we don't need alphakill
2280 if (vid.allowalphatocoverage)
2282 if (r_transparent_alphatocoverage.integer)
2284 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2285 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2288 GL_AlphaToCoverage(false);
2291 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2293 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2295 switch(rsurface.texture->offsetmapping)
2297 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2298 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2299 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_OFF: break;
2303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2304 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2305 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2306 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2307 // directional model lighting
2308 mode = SHADERMODE_LIGHTDIRECTION;
2309 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2310 permutation |= SHADERPERMUTATION_GLOW;
2311 permutation |= SHADERPERMUTATION_DIFFUSE;
2312 if (specularscale > 0)
2313 permutation |= SHADERPERMUTATION_SPECULAR;
2314 if (r_refdef.fogenabled)
2315 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2316 if (rsurface.texture->colormapping)
2317 permutation |= SHADERPERMUTATION_COLORMAPPING;
2318 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2320 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2321 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2323 if (r_shadow_shadowmap2ddepthbuffer)
2324 permutation |= SHADERPERMUTATION_DEPTHRGB;
2326 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2327 permutation |= SHADERPERMUTATION_REFLECTION;
2328 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2329 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2330 if (rsurface.texture->reflectmasktexture)
2331 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2332 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2334 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2335 if (r_shadow_bouncegriddirectional)
2336 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2338 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2339 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2340 // when using alphatocoverage, we don't need alphakill
2341 if (vid.allowalphatocoverage)
2343 if (r_transparent_alphatocoverage.integer)
2345 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2346 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2349 GL_AlphaToCoverage(false);
2352 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2354 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2356 switch(rsurface.texture->offsetmapping)
2358 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2359 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2360 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2361 case OFFSETMAPPING_OFF: break;
2364 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2365 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2366 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2367 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2368 // ambient model lighting
2369 mode = SHADERMODE_LIGHTDIRECTION;
2370 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2371 permutation |= SHADERPERMUTATION_GLOW;
2372 if (r_refdef.fogenabled)
2373 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2374 if (rsurface.texture->colormapping)
2375 permutation |= SHADERPERMUTATION_COLORMAPPING;
2376 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2378 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2379 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2381 if (r_shadow_shadowmap2ddepthbuffer)
2382 permutation |= SHADERPERMUTATION_DEPTHRGB;
2384 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2385 permutation |= SHADERPERMUTATION_REFLECTION;
2386 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2387 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2388 if (rsurface.texture->reflectmasktexture)
2389 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2390 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2392 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2393 if (r_shadow_bouncegriddirectional)
2394 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2396 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2397 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2398 // when using alphatocoverage, we don't need alphakill
2399 if (vid.allowalphatocoverage)
2401 if (r_transparent_alphatocoverage.integer)
2403 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2404 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2407 GL_AlphaToCoverage(false);
2412 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2414 switch(rsurface.texture->offsetmapping)
2416 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2417 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2418 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2419 case OFFSETMAPPING_OFF: break;
2422 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2423 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2424 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2425 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2427 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2428 permutation |= SHADERPERMUTATION_GLOW;
2429 if (r_refdef.fogenabled)
2430 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2431 if (rsurface.texture->colormapping)
2432 permutation |= SHADERPERMUTATION_COLORMAPPING;
2433 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2435 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2436 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2438 if (r_shadow_shadowmap2ddepthbuffer)
2439 permutation |= SHADERPERMUTATION_DEPTHRGB;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2442 permutation |= SHADERPERMUTATION_REFLECTION;
2443 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2444 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2445 if (rsurface.texture->reflectmasktexture)
2446 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2447 if (FAKELIGHT_ENABLED)
2449 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2450 mode = SHADERMODE_FAKELIGHT;
2451 permutation |= SHADERPERMUTATION_DIFFUSE;
2452 if (specularscale > 0)
2453 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2455 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2457 // deluxemapping (light direction texture)
2458 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2459 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2462 permutation |= SHADERPERMUTATION_DIFFUSE;
2463 if (specularscale > 0)
2464 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2466 else if (r_glsl_deluxemapping.integer >= 2)
2468 // fake deluxemapping (uniform light direction in tangentspace)
2469 if (rsurface.uselightmaptexture)
2470 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2472 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2473 permutation |= SHADERPERMUTATION_DIFFUSE;
2474 if (specularscale > 0)
2475 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2477 else if (rsurface.uselightmaptexture)
2479 // ordinary lightmapping (q1bsp, q3bsp)
2480 mode = SHADERMODE_LIGHTMAP;
2484 // ordinary vertex coloring (q3bsp)
2485 mode = SHADERMODE_VERTEXCOLOR;
2487 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2490 if (r_shadow_bouncegriddirectional)
2491 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2493 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495 // when using alphatocoverage, we don't need alphakill
2496 if (vid.allowalphatocoverage)
2498 if (r_transparent_alphatocoverage.integer)
2500 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2501 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2504 GL_AlphaToCoverage(false);
2507 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2508 colormod = dummy_colormod;
2509 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2510 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2511 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2512 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2513 switch(vid.renderpath)
2515 case RENDERPATH_D3D9:
2517 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);
2518 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2519 R_SetupShader_SetPermutationHLSL(mode, permutation);
2520 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2521 if (mode == SHADERMODE_LIGHTSOURCE)
2523 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2524 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2528 if (mode == SHADERMODE_LIGHTDIRECTION)
2530 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2533 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2534 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2535 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2536 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2537 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2542 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2543 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2544 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2545 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2547 // additive passes are only darkened by fog, not tinted
2548 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2549 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2553 if (mode == SHADERMODE_FLATCOLOR)
2555 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2557 else if (mode == SHADERMODE_LIGHTDIRECTION)
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2564 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2565 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2575 // additive passes are only darkened by fog, not tinted
2576 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2577 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2579 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2580 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2581 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2586 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2587 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2588 if (mode == SHADERMODE_WATER)
2589 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2591 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2594 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2595 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2596 if (rsurface.texture->pantstexture)
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2600 if (rsurface.texture->shirttexture)
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2604 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2606 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2607 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2608 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2609 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2610 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2614 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2615 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2616 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2617 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2619 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2620 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2621 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2622 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2624 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2625 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2626 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2627 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2628 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2629 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2630 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2631 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2632 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2633 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2634 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2635 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2636 if (rsurfacepass == RSURFPASS_BACKGROUND)
2638 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2639 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2640 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2644 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2646 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2647 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2648 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2649 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2651 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2652 if (rsurface.rtlight)
2654 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2655 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2660 case RENDERPATH_D3D10:
2661 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2663 case RENDERPATH_D3D11:
2664 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2666 case RENDERPATH_GL20:
2667 case RENDERPATH_GLES2:
2668 if (!vid.useinterleavedarrays)
2670 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);
2671 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2672 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2673 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2674 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2675 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2676 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2677 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2678 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2679 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2680 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2684 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);
2685 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2687 // this has to be after RSurf_PrepareVerticesForBatch
2688 if (rsurface.batchskeletaltransform3x4)
2689 permutation |= SHADERPERMUTATION_SKELETAL;
2690 R_SetupShader_SetPermutationGLSL(mode, permutation);
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, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2697 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2698 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2699 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
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, rsurface.texture->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, colormod[0], colormod[1], colormod[2]);
2712 else if (mode == SHADERMODE_LIGHTDIRECTION)
2714 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2715 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2716 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2717 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2718 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2719 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2720 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2724 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2725 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2726 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2727 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2728 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
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 * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->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, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2742 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2743 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2744 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2745 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2746 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2748 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2749 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->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 (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2752 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2754 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2755 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2756 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2757 if (r_glsl_permutation->loc_Color_Pants >= 0)
2759 if (rsurface.texture->pantstexture)
2760 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2762 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2764 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2766 if (rsurface.texture->shirttexture)
2767 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2769 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2771 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]);
2772 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2773 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2774 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2775 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2776 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2777 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2778 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2779 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2781 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);
2782 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2783 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]);
2784 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2785 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2786 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2788 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2789 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2790 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2791 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2792 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2793 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2794 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2795 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2796 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2797 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2798 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2799 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2800 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2801 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2802 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2803 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2804 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2805 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2806 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2807 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2808 if (rsurfacepass == RSURFPASS_BACKGROUND)
2810 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);
2811 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);
2812 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);
2816 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);
2818 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2819 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2820 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2821 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2823 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2824 if (rsurface.rtlight)
2826 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2827 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2830 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2831 if (r_glsl_permutation->loc_Skeletal_Transform12 >= 0 && rsurface.batchskeletalnumtransforms > 0)
2832 qglUniform4fv(r_glsl_permutation->loc_Skeletal_Transform12, rsurface.batchskeletalnumtransforms*3, rsurface.batchskeletaltransform3x4);
2835 case RENDERPATH_GL11:
2836 case RENDERPATH_GL13:
2837 case RENDERPATH_GLES1:
2839 case RENDERPATH_SOFT:
2840 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);
2841 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2842 R_SetupShader_SetPermutationSoft(mode, permutation);
2843 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2844 if (mode == SHADERMODE_LIGHTSOURCE)
2846 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2847 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2849 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2850 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2851 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2853 // additive passes are only darkened by fog, not tinted
2854 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2855 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2859 if (mode == SHADERMODE_FLATCOLOR)
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2863 else if (mode == SHADERMODE_LIGHTDIRECTION)
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2866 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2867 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2868 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2875 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2876 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2878 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2881 // additive passes are only darkened by fog, not tinted
2882 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2883 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2885 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2886 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2887 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]);
2888 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]);
2889 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2890 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2891 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2892 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2893 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2894 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2896 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2897 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2898 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2899 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2900 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2903 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2905 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2907 if (rsurface.texture->pantstexture)
2908 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2910 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2912 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2914 if (rsurface.texture->shirttexture)
2915 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2917 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2919 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2920 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2921 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2922 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2923 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2924 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2925 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2926 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2927 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2929 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2930 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2931 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2932 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2934 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2935 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2936 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2937 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2938 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2939 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2940 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2941 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2942 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2943 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2944 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2945 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2946 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2947 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2948 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2949 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2950 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2951 if (rsurfacepass == RSURFPASS_BACKGROUND)
2953 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2954 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2955 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2959 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2961 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2962 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2963 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2964 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2966 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2967 if (rsurface.rtlight)
2969 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2970 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2977 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2979 // select a permutation of the lighting shader appropriate to this
2980 // combination of texture, entity, light source, and fogging, only use the
2981 // minimum features necessary to avoid wasting rendering time in the
2982 // fragment shader on features that are not being used
2983 unsigned int permutation = 0;
2984 unsigned int mode = 0;
2985 const float *lightcolorbase = rtlight->currentcolor;
2986 float ambientscale = rtlight->ambientscale;
2987 float diffusescale = rtlight->diffusescale;
2988 float specularscale = rtlight->specularscale;
2989 // this is the location of the light in view space
2990 vec3_t viewlightorigin;
2991 // this transforms from view space (camera) to light space (cubemap)
2992 matrix4x4_t viewtolight;
2993 matrix4x4_t lighttoview;
2994 float viewtolight16f[16];
2996 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2997 if (rtlight->currentcubemap != r_texture_whitecube)
2998 permutation |= SHADERPERMUTATION_CUBEFILTER;
2999 if (diffusescale > 0)
3000 permutation |= SHADERPERMUTATION_DIFFUSE;
3001 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3002 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3003 if (r_shadow_usingshadowmap2d)
3005 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3006 if (r_shadow_shadowmapvsdct)
3007 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3009 if (r_shadow_shadowmap2ddepthbuffer)
3010 permutation |= SHADERPERMUTATION_DEPTHRGB;
3012 if (vid.allowalphatocoverage)
3013 GL_AlphaToCoverage(false);
3014 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018 switch(vid.renderpath)
3020 case RENDERPATH_D3D9:
3022 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3028 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3031 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3035 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3036 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3037 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3038 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3041 case RENDERPATH_D3D10:
3042 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3044 case RENDERPATH_D3D11:
3045 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3047 case RENDERPATH_GL20:
3048 case RENDERPATH_GLES2:
3049 R_SetupShader_SetPermutationGLSL(mode, permutation);
3050 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3051 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3052 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3053 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3054 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3055 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3056 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3057 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);
3058 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]);
3059 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3061 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3062 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3063 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3064 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3065 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3067 case RENDERPATH_GL11:
3068 case RENDERPATH_GL13:
3069 case RENDERPATH_GLES1:
3071 case RENDERPATH_SOFT:
3072 R_SetupShader_SetPermutationGLSL(mode, permutation);
3073 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3074 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3076 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3078 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3079 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3080 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);
3081 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3082 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3084 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3085 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3086 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3087 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3088 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3093 #define SKINFRAME_HASH 1024
3097 int loadsequence; // incremented each level change
3098 memexpandablearray_t array;
3099 skinframe_t *hash[SKINFRAME_HASH];
3102 r_skinframe_t r_skinframe;
3104 void R_SkinFrame_PrepareForPurge(void)
3106 r_skinframe.loadsequence++;
3107 // wrap it without hitting zero
3108 if (r_skinframe.loadsequence >= 200)
3109 r_skinframe.loadsequence = 1;
3112 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3116 // mark the skinframe as used for the purging code
3117 skinframe->loadsequence = r_skinframe.loadsequence;
3120 void R_SkinFrame_Purge(void)
3124 for (i = 0;i < SKINFRAME_HASH;i++)
3126 for (s = r_skinframe.hash[i];s;s = s->next)
3128 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3130 if (s->merged == s->base)
3132 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3133 R_PurgeTexture(s->stain );s->stain = NULL;
3134 R_PurgeTexture(s->merged);s->merged = NULL;
3135 R_PurgeTexture(s->base );s->base = NULL;
3136 R_PurgeTexture(s->pants );s->pants = NULL;
3137 R_PurgeTexture(s->shirt );s->shirt = NULL;
3138 R_PurgeTexture(s->nmap );s->nmap = NULL;
3139 R_PurgeTexture(s->gloss );s->gloss = NULL;
3140 R_PurgeTexture(s->glow );s->glow = NULL;
3141 R_PurgeTexture(s->fog );s->fog = NULL;
3142 R_PurgeTexture(s->reflect);s->reflect = NULL;
3143 s->loadsequence = 0;
3149 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3151 char basename[MAX_QPATH];
3153 Image_StripImageExtension(name, basename, sizeof(basename));
3155 if( last == NULL ) {
3157 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3158 item = r_skinframe.hash[hashindex];
3163 // linearly search through the hash bucket
3164 for( ; item ; item = item->next ) {
3165 if( !strcmp( item->basename, basename ) ) {
3172 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3176 char basename[MAX_QPATH];
3178 Image_StripImageExtension(name, basename, sizeof(basename));
3180 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3181 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3182 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3186 rtexture_t *dyntexture;
3187 // check whether its a dynamic texture
3188 dyntexture = CL_GetDynTexture( basename );
3189 if (!add && !dyntexture)
3191 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3192 memset(item, 0, sizeof(*item));
3193 strlcpy(item->basename, basename, sizeof(item->basename));
3194 item->base = dyntexture; // either NULL or dyntexture handle
3195 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3196 item->comparewidth = comparewidth;
3197 item->compareheight = compareheight;
3198 item->comparecrc = comparecrc;
3199 item->next = r_skinframe.hash[hashindex];
3200 r_skinframe.hash[hashindex] = item;
3202 else if (textureflags & TEXF_FORCE_RELOAD)
3204 rtexture_t *dyntexture;
3205 // check whether its a dynamic texture
3206 dyntexture = CL_GetDynTexture( basename );
3207 if (!add && !dyntexture)
3209 if (item->merged == item->base)
3210 item->merged = NULL;
3211 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3212 R_PurgeTexture(item->stain );item->stain = NULL;
3213 R_PurgeTexture(item->merged);item->merged = NULL;
3214 R_PurgeTexture(item->base );item->base = NULL;
3215 R_PurgeTexture(item->pants );item->pants = NULL;
3216 R_PurgeTexture(item->shirt );item->shirt = NULL;
3217 R_PurgeTexture(item->nmap );item->nmap = NULL;
3218 R_PurgeTexture(item->gloss );item->gloss = NULL;
3219 R_PurgeTexture(item->glow );item->glow = NULL;
3220 R_PurgeTexture(item->fog );item->fog = NULL;
3221 R_PurgeTexture(item->reflect);item->reflect = NULL;
3222 item->loadsequence = 0;
3224 else if( item->base == NULL )
3226 rtexture_t *dyntexture;
3227 // check whether its a dynamic texture
3228 // 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]
3229 dyntexture = CL_GetDynTexture( basename );
3230 item->base = dyntexture; // either NULL or dyntexture handle
3233 R_SkinFrame_MarkUsed(item);
3237 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3239 unsigned long long avgcolor[5], wsum; \
3247 for(pix = 0; pix < cnt; ++pix) \
3250 for(comp = 0; comp < 3; ++comp) \
3252 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3255 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3257 for(comp = 0; comp < 3; ++comp) \
3258 avgcolor[comp] += getpixel * w; \
3261 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3262 avgcolor[4] += getpixel; \
3264 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3266 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3267 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3268 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3269 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3272 extern cvar_t gl_picmip;
3273 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3276 unsigned char *pixels;
3277 unsigned char *bumppixels;
3278 unsigned char *basepixels = NULL;
3279 int basepixels_width = 0;
3280 int basepixels_height = 0;
3281 skinframe_t *skinframe;
3282 rtexture_t *ddsbase = NULL;
3283 qboolean ddshasalpha = false;
3284 float ddsavgcolor[4];
3285 char basename[MAX_QPATH];
3286 int miplevel = R_PicmipForFlags(textureflags);
3287 int savemiplevel = miplevel;
3291 if (cls.state == ca_dedicated)
3294 // return an existing skinframe if already loaded
3295 // if loading of the first image fails, don't make a new skinframe as it
3296 // would cause all future lookups of this to be missing
3297 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3298 if (skinframe && skinframe->base)
3301 Image_StripImageExtension(name, basename, sizeof(basename));
3303 // check for DDS texture file first
3304 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3306 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3307 if (basepixels == NULL)
3311 // FIXME handle miplevel
3313 if (developer_loading.integer)
3314 Con_Printf("loading skin \"%s\"\n", name);
3316 // we've got some pixels to store, so really allocate this new texture now
3318 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3319 textureflags &= ~TEXF_FORCE_RELOAD;
3320 skinframe->stain = NULL;
3321 skinframe->merged = NULL;
3322 skinframe->base = NULL;
3323 skinframe->pants = NULL;
3324 skinframe->shirt = NULL;
3325 skinframe->nmap = NULL;
3326 skinframe->gloss = NULL;
3327 skinframe->glow = NULL;
3328 skinframe->fog = NULL;
3329 skinframe->reflect = NULL;
3330 skinframe->hasalpha = false;
3334 skinframe->base = ddsbase;
3335 skinframe->hasalpha = ddshasalpha;
3336 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3337 if (r_loadfog && skinframe->hasalpha)
3338 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);
3339 //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]);
3343 basepixels_width = image_width;
3344 basepixels_height = image_height;
3345 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);
3346 if (textureflags & TEXF_ALPHA)
3348 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3350 if (basepixels[j] < 255)
3352 skinframe->hasalpha = true;
3356 if (r_loadfog && skinframe->hasalpha)
3358 // has transparent pixels
3359 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3360 for (j = 0;j < image_width * image_height * 4;j += 4)
3365 pixels[j+3] = basepixels[j+3];
3367 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);
3371 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3373 //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]);
3374 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3375 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3376 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3377 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3383 mymiplevel = savemiplevel;
3384 if (r_loadnormalmap)
3385 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);
3386 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3388 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3389 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3390 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3391 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3394 // _norm is the name used by tenebrae and has been adopted as standard
3395 if (r_loadnormalmap && skinframe->nmap == NULL)
3397 mymiplevel = savemiplevel;
3398 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3400 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);
3404 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3406 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3407 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3408 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3410 Mem_Free(bumppixels);
3412 else if (r_shadow_bumpscale_basetexture.value > 0)
3414 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3415 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3416 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);
3420 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3421 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3425 // _luma is supported only for tenebrae compatibility
3426 // _glow is the preferred name
3427 mymiplevel = savemiplevel;
3428 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))))
3430 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);
3432 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3433 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3435 Mem_Free(pixels);pixels = NULL;
3438 mymiplevel = savemiplevel;
3439 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3441 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);
3443 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3444 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3450 mymiplevel = savemiplevel;
3451 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3453 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);
3455 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3456 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3462 mymiplevel = savemiplevel;
3463 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3465 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);
3467 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3468 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3474 mymiplevel = savemiplevel;
3475 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3477 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);
3479 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3480 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3487 Mem_Free(basepixels);
3492 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3493 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3496 unsigned char *temp1, *temp2;
3497 skinframe_t *skinframe;
3500 if (cls.state == ca_dedicated)
3503 // if already loaded just return it, otherwise make a new skinframe
3504 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3505 if (skinframe->base)
3507 textureflags &= ~TEXF_FORCE_RELOAD;
3509 skinframe->stain = NULL;
3510 skinframe->merged = NULL;
3511 skinframe->base = NULL;
3512 skinframe->pants = NULL;
3513 skinframe->shirt = NULL;
3514 skinframe->nmap = NULL;
3515 skinframe->gloss = NULL;
3516 skinframe->glow = NULL;
3517 skinframe->fog = NULL;
3518 skinframe->reflect = NULL;
3519 skinframe->hasalpha = false;
3521 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3525 if (developer_loading.integer)
3526 Con_Printf("loading 32bit skin \"%s\"\n", name);
3528 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3530 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3531 temp2 = temp1 + width * height * 4;
3532 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3533 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3536 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3537 if (textureflags & TEXF_ALPHA)
3539 for (i = 3;i < width * height * 4;i += 4)
3541 if (skindata[i] < 255)
3543 skinframe->hasalpha = true;
3547 if (r_loadfog && skinframe->hasalpha)
3549 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3550 memcpy(fogpixels, skindata, width * height * 4);
3551 for (i = 0;i < width * height * 4;i += 4)
3552 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3553 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3554 Mem_Free(fogpixels);
3558 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3559 //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]);
3564 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3568 skinframe_t *skinframe;
3570 if (cls.state == ca_dedicated)
3573 // if already loaded just return it, otherwise make a new skinframe
3574 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3575 if (skinframe->base)
3577 //textureflags &= ~TEXF_FORCE_RELOAD;
3579 skinframe->stain = NULL;
3580 skinframe->merged = NULL;
3581 skinframe->base = NULL;
3582 skinframe->pants = NULL;
3583 skinframe->shirt = NULL;
3584 skinframe->nmap = NULL;
3585 skinframe->gloss = NULL;
3586 skinframe->glow = NULL;
3587 skinframe->fog = NULL;
3588 skinframe->reflect = NULL;
3589 skinframe->hasalpha = false;
3591 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3595 if (developer_loading.integer)
3596 Con_Printf("loading quake skin \"%s\"\n", name);
3598 // 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)
3599 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3600 memcpy(skinframe->qpixels, skindata, width*height);
3601 skinframe->qwidth = width;
3602 skinframe->qheight = height;
3605 for (i = 0;i < width * height;i++)
3606 featuresmask |= palette_featureflags[skindata[i]];
3608 skinframe->hasalpha = false;
3609 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3610 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3611 skinframe->qgeneratemerged = true;
3612 skinframe->qgeneratebase = skinframe->qhascolormapping;
3613 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3615 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3616 //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]);
3621 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3625 unsigned char *skindata;
3628 if (!skinframe->qpixels)
3631 if (!skinframe->qhascolormapping)
3632 colormapped = false;
3636 if (!skinframe->qgeneratebase)
3641 if (!skinframe->qgeneratemerged)
3645 width = skinframe->qwidth;
3646 height = skinframe->qheight;
3647 skindata = skinframe->qpixels;
3649 if (skinframe->qgeneratenmap)
3651 unsigned char *temp1, *temp2;
3652 skinframe->qgeneratenmap = false;
3653 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3654 temp2 = temp1 + width * height * 4;
3655 // use either a custom palette or the quake palette
3656 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3657 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3658 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3662 if (skinframe->qgenerateglow)
3664 skinframe->qgenerateglow = false;
3665 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
3670 skinframe->qgeneratebase = false;
3671 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);
3672 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);
3673 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);
3677 skinframe->qgeneratemerged = false;
3678 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);
3681 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3683 Mem_Free(skinframe->qpixels);
3684 skinframe->qpixels = NULL;
3688 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)
3691 skinframe_t *skinframe;
3694 if (cls.state == ca_dedicated)
3697 // if already loaded just return it, otherwise make a new skinframe
3698 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3699 if (skinframe->base)
3701 textureflags &= ~TEXF_FORCE_RELOAD;
3703 skinframe->stain = NULL;
3704 skinframe->merged = NULL;
3705 skinframe->base = NULL;
3706 skinframe->pants = NULL;
3707 skinframe->shirt = NULL;
3708 skinframe->nmap = NULL;
3709 skinframe->gloss = NULL;
3710 skinframe->glow = NULL;
3711 skinframe->fog = NULL;
3712 skinframe->reflect = NULL;
3713 skinframe->hasalpha = false;
3715 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3719 if (developer_loading.integer)
3720 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3722 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3723 if (textureflags & TEXF_ALPHA)
3725 for (i = 0;i < width * height;i++)
3727 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3729 skinframe->hasalpha = true;
3733 if (r_loadfog && skinframe->hasalpha)
3734 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3737 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3738 //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]);
3743 skinframe_t *R_SkinFrame_LoadMissing(void)
3745 skinframe_t *skinframe;
3747 if (cls.state == ca_dedicated)
3750 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3751 skinframe->stain = NULL;
3752 skinframe->merged = NULL;
3753 skinframe->base = NULL;
3754 skinframe->pants = NULL;
3755 skinframe->shirt = NULL;
3756 skinframe->nmap = NULL;
3757 skinframe->gloss = NULL;
3758 skinframe->glow = NULL;
3759 skinframe->fog = NULL;
3760 skinframe->reflect = NULL;
3761 skinframe->hasalpha = false;
3763 skinframe->avgcolor[0] = rand() / RAND_MAX;
3764 skinframe->avgcolor[1] = rand() / RAND_MAX;
3765 skinframe->avgcolor[2] = rand() / RAND_MAX;
3766 skinframe->avgcolor[3] = 1;
3771 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3772 typedef struct suffixinfo_s
3775 qboolean flipx, flipy, flipdiagonal;
3778 static suffixinfo_t suffix[3][6] =
3781 {"px", false, false, false},
3782 {"nx", false, false, false},
3783 {"py", false, false, false},
3784 {"ny", false, false, false},
3785 {"pz", false, false, false},
3786 {"nz", false, false, false}
3789 {"posx", false, false, false},
3790 {"negx", false, false, false},
3791 {"posy", false, false, false},
3792 {"negy", false, false, false},
3793 {"posz", false, false, false},
3794 {"negz", false, false, false}
3797 {"rt", true, false, true},
3798 {"lf", false, true, true},
3799 {"ft", true, true, false},
3800 {"bk", false, false, false},
3801 {"up", true, false, true},
3802 {"dn", true, false, true}
3806 static int componentorder[4] = {0, 1, 2, 3};
3808 static rtexture_t *R_LoadCubemap(const char *basename)
3810 int i, j, cubemapsize;
3811 unsigned char *cubemappixels, *image_buffer;
3812 rtexture_t *cubemaptexture;
3814 // must start 0 so the first loadimagepixels has no requested width/height
3816 cubemappixels = NULL;
3817 cubemaptexture = NULL;
3818 // keep trying different suffix groups (posx, px, rt) until one loads
3819 for (j = 0;j < 3 && !cubemappixels;j++)
3821 // load the 6 images in the suffix group
3822 for (i = 0;i < 6;i++)
3824 // generate an image name based on the base and and suffix
3825 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3827 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3829 // an image loaded, make sure width and height are equal
3830 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3832 // if this is the first image to load successfully, allocate the cubemap memory
3833 if (!cubemappixels && image_width >= 1)
3835 cubemapsize = image_width;
3836 // note this clears to black, so unavailable sides are black
3837 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3839 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3841 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);
3844 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3846 Mem_Free(image_buffer);
3850 // if a cubemap loaded, upload it
3853 if (developer_loading.integer)
3854 Con_Printf("loading cubemap \"%s\"\n", basename);
3856 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);
3857 Mem_Free(cubemappixels);
3861 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3862 if (developer_loading.integer)
3864 Con_Printf("(tried tried images ");
3865 for (j = 0;j < 3;j++)
3866 for (i = 0;i < 6;i++)
3867 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3868 Con_Print(" and was unable to find any of them).\n");
3871 return cubemaptexture;
3874 rtexture_t *R_GetCubemap(const char *basename)
3877 for (i = 0;i < r_texture_numcubemaps;i++)
3878 if (r_texture_cubemaps[i] != NULL)
3879 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3880 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3881 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3882 return r_texture_whitecube;
3883 r_texture_numcubemaps++;
3884 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3885 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3886 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3887 return r_texture_cubemaps[i]->texture;
3890 static void R_Main_FreeViewCache(void)
3892 if (r_refdef.viewcache.entityvisible)
3893 Mem_Free(r_refdef.viewcache.entityvisible);
3894 if (r_refdef.viewcache.world_pvsbits)
3895 Mem_Free(r_refdef.viewcache.world_pvsbits);
3896 if (r_refdef.viewcache.world_leafvisible)
3897 Mem_Free(r_refdef.viewcache.world_leafvisible);
3898 if (r_refdef.viewcache.world_surfacevisible)
3899 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3900 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3903 static void R_Main_ResizeViewCache(void)
3905 int numentities = r_refdef.scene.numentities;
3906 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3907 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3908 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3909 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3910 if (r_refdef.viewcache.maxentities < numentities)
3912 r_refdef.viewcache.maxentities = numentities;
3913 if (r_refdef.viewcache.entityvisible)
3914 Mem_Free(r_refdef.viewcache.entityvisible);
3915 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3917 if (r_refdef.viewcache.world_numclusters != numclusters)
3919 r_refdef.viewcache.world_numclusters = numclusters;
3920 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3921 if (r_refdef.viewcache.world_pvsbits)
3922 Mem_Free(r_refdef.viewcache.world_pvsbits);
3923 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3925 if (r_refdef.viewcache.world_numleafs != numleafs)
3927 r_refdef.viewcache.world_numleafs = numleafs;
3928 if (r_refdef.viewcache.world_leafvisible)
3929 Mem_Free(r_refdef.viewcache.world_leafvisible);
3930 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3932 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3934 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3935 if (r_refdef.viewcache.world_surfacevisible)
3936 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3937 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3941 extern rtexture_t *loadingscreentexture;
3942 static void gl_main_start(void)
3944 loadingscreentexture = NULL;
3945 r_texture_blanknormalmap = NULL;
3946 r_texture_white = NULL;
3947 r_texture_grey128 = NULL;
3948 r_texture_black = NULL;
3949 r_texture_whitecube = NULL;
3950 r_texture_normalizationcube = NULL;
3951 r_texture_fogattenuation = NULL;
3952 r_texture_fogheighttexture = NULL;
3953 r_texture_gammaramps = NULL;
3954 r_texture_numcubemaps = 0;
3956 r_loaddds = r_texture_dds_load.integer != 0;
3957 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3959 switch(vid.renderpath)
3961 case RENDERPATH_GL20:
3962 case RENDERPATH_D3D9:
3963 case RENDERPATH_D3D10:
3964 case RENDERPATH_D3D11:
3965 case RENDERPATH_SOFT:
3966 case RENDERPATH_GLES2:
3967 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3968 Cvar_SetValueQuick(&gl_combine, 1);
3969 Cvar_SetValueQuick(&r_glsl, 1);
3970 r_loadnormalmap = true;
3974 case RENDERPATH_GL13:
3975 case RENDERPATH_GLES1:
3976 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3977 Cvar_SetValueQuick(&gl_combine, 1);
3978 Cvar_SetValueQuick(&r_glsl, 0);
3979 r_loadnormalmap = false;
3980 r_loadgloss = false;
3983 case RENDERPATH_GL11:
3984 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3985 Cvar_SetValueQuick(&gl_combine, 0);
3986 Cvar_SetValueQuick(&r_glsl, 0);
3987 r_loadnormalmap = false;
3988 r_loadgloss = false;
3994 R_FrameData_Reset();
3998 memset(r_queries, 0, sizeof(r_queries));
4000 r_qwskincache = NULL;
4001 r_qwskincache_size = 0;
4003 // due to caching of texture_t references, the collision cache must be reset
4004 Collision_Cache_Reset(true);
4006 // set up r_skinframe loading system for textures
4007 memset(&r_skinframe, 0, sizeof(r_skinframe));
4008 r_skinframe.loadsequence = 1;
4009 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4011 r_main_texturepool = R_AllocTexturePool();
4012 R_BuildBlankTextures();
4014 if (vid.support.arb_texture_cube_map)
4017 R_BuildNormalizationCube();
4019 r_texture_fogattenuation = NULL;
4020 r_texture_fogheighttexture = NULL;
4021 r_texture_gammaramps = NULL;
4022 //r_texture_fogintensity = NULL;
4023 memset(&r_fb, 0, sizeof(r_fb));
4024 r_glsl_permutation = NULL;
4025 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4026 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4027 glslshaderstring = NULL;
4029 r_hlsl_permutation = NULL;
4030 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4031 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4033 hlslshaderstring = NULL;
4034 memset(&r_svbsp, 0, sizeof (r_svbsp));
4036 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4037 r_texture_numcubemaps = 0;
4039 r_refdef.fogmasktable_density = 0;
4042 static void gl_main_shutdown(void)
4045 R_FrameData_Reset();
4047 R_Main_FreeViewCache();
4049 switch(vid.renderpath)
4051 case RENDERPATH_GL11:
4052 case RENDERPATH_GL13:
4053 case RENDERPATH_GL20:
4054 case RENDERPATH_GLES1:
4055 case RENDERPATH_GLES2:
4056 #ifdef GL_SAMPLES_PASSED_ARB
4058 qglDeleteQueriesARB(r_maxqueries, r_queries);
4061 case RENDERPATH_D3D9:
4062 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4064 case RENDERPATH_D3D10:
4065 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4067 case RENDERPATH_D3D11:
4068 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4070 case RENDERPATH_SOFT:
4076 memset(r_queries, 0, sizeof(r_queries));
4078 r_qwskincache = NULL;
4079 r_qwskincache_size = 0;
4081 // clear out the r_skinframe state
4082 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4083 memset(&r_skinframe, 0, sizeof(r_skinframe));
4086 Mem_Free(r_svbsp.nodes);
4087 memset(&r_svbsp, 0, sizeof (r_svbsp));
4088 R_FreeTexturePool(&r_main_texturepool);
4089 loadingscreentexture = NULL;
4090 r_texture_blanknormalmap = NULL;
4091 r_texture_white = NULL;
4092 r_texture_grey128 = NULL;
4093 r_texture_black = NULL;
4094 r_texture_whitecube = NULL;
4095 r_texture_normalizationcube = NULL;
4096 r_texture_fogattenuation = NULL;
4097 r_texture_fogheighttexture = NULL;
4098 r_texture_gammaramps = NULL;
4099 r_texture_numcubemaps = 0;
4100 //r_texture_fogintensity = NULL;
4101 memset(&r_fb, 0, sizeof(r_fb));
4104 r_glsl_permutation = NULL;
4105 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4106 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4107 glslshaderstring = NULL;
4109 r_hlsl_permutation = NULL;
4110 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4111 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4113 hlslshaderstring = NULL;
4116 static void gl_main_newmap(void)
4118 // FIXME: move this code to client
4119 char *entities, entname[MAX_QPATH];
4121 Mem_Free(r_qwskincache);
4122 r_qwskincache = NULL;
4123 r_qwskincache_size = 0;
4126 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4127 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4129 CL_ParseEntityLump(entities);
4133 if (cl.worldmodel->brush.entities)
4134 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4136 R_Main_FreeViewCache();
4138 R_FrameData_Reset();
4141 void GL_Main_Init(void)
4143 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4145 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4146 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4147 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4148 if (gamemode == GAME_NEHAHRA)
4150 Cvar_RegisterVariable (&gl_fogenable);
4151 Cvar_RegisterVariable (&gl_fogdensity);
4152 Cvar_RegisterVariable (&gl_fogred);
4153 Cvar_RegisterVariable (&gl_foggreen);
4154 Cvar_RegisterVariable (&gl_fogblue);
4155 Cvar_RegisterVariable (&gl_fogstart);
4156 Cvar_RegisterVariable (&gl_fogend);
4157 Cvar_RegisterVariable (&gl_skyclip);
4159 Cvar_RegisterVariable(&r_motionblur);
4160 Cvar_RegisterVariable(&r_damageblur);
4161 Cvar_RegisterVariable(&r_motionblur_averaging);
4162 Cvar_RegisterVariable(&r_motionblur_randomize);
4163 Cvar_RegisterVariable(&r_motionblur_minblur);
4164 Cvar_RegisterVariable(&r_motionblur_maxblur);
4165 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4166 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4167 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4168 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4169 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4170 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4171 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4172 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4173 Cvar_RegisterVariable(&r_equalize_entities_by);
4174 Cvar_RegisterVariable(&r_equalize_entities_to);
4175 Cvar_RegisterVariable(&r_depthfirst);
4176 Cvar_RegisterVariable(&r_useinfinitefarclip);
4177 Cvar_RegisterVariable(&r_farclip_base);
4178 Cvar_RegisterVariable(&r_farclip_world);
4179 Cvar_RegisterVariable(&r_nearclip);
4180 Cvar_RegisterVariable(&r_deformvertexes);
4181 Cvar_RegisterVariable(&r_transparent);
4182 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4183 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4184 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4185 Cvar_RegisterVariable(&r_showoverdraw);
4186 Cvar_RegisterVariable(&r_showbboxes);
4187 Cvar_RegisterVariable(&r_showsurfaces);
4188 Cvar_RegisterVariable(&r_showtris);
4189 Cvar_RegisterVariable(&r_shownormals);
4190 Cvar_RegisterVariable(&r_showlighting);
4191 Cvar_RegisterVariable(&r_showshadowvolumes);
4192 Cvar_RegisterVariable(&r_showcollisionbrushes);
4193 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4194 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4195 Cvar_RegisterVariable(&r_showdisabledepthtest);
4196 Cvar_RegisterVariable(&r_drawportals);
4197 Cvar_RegisterVariable(&r_drawentities);
4198 Cvar_RegisterVariable(&r_draw2d);
4199 Cvar_RegisterVariable(&r_drawworld);
4200 Cvar_RegisterVariable(&r_cullentities_trace);
4201 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4202 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4203 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4204 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4205 Cvar_RegisterVariable(&r_sortentities);
4206 Cvar_RegisterVariable(&r_drawviewmodel);
4207 Cvar_RegisterVariable(&r_drawexteriormodel);
4208 Cvar_RegisterVariable(&r_speeds);
4209 Cvar_RegisterVariable(&r_fullbrights);
4210 Cvar_RegisterVariable(&r_wateralpha);
4211 Cvar_RegisterVariable(&r_dynamic);
4212 Cvar_RegisterVariable(&r_fakelight);
4213 Cvar_RegisterVariable(&r_fakelight_intensity);
4214 Cvar_RegisterVariable(&r_fullbright);
4215 Cvar_RegisterVariable(&r_shadows);
4216 Cvar_RegisterVariable(&r_shadows_darken);
4217 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4218 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4219 Cvar_RegisterVariable(&r_shadows_throwdistance);
4220 Cvar_RegisterVariable(&r_shadows_throwdirection);
4221 Cvar_RegisterVariable(&r_shadows_focus);
4222 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4223 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4224 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4225 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4226 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4227 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4228 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4229 Cvar_RegisterVariable(&r_fog_exp2);
4230 Cvar_RegisterVariable(&r_fog_clear);
4231 Cvar_RegisterVariable(&r_drawfog);
4232 Cvar_RegisterVariable(&r_transparentdepthmasking);
4233 Cvar_RegisterVariable(&r_transparent_sortmindist);
4234 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4235 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4236 Cvar_RegisterVariable(&r_texture_dds_load);
4237 Cvar_RegisterVariable(&r_texture_dds_save);
4238 Cvar_RegisterVariable(&r_textureunits);
4239 Cvar_RegisterVariable(&gl_combine);
4240 Cvar_RegisterVariable(&r_usedepthtextures);
4241 Cvar_RegisterVariable(&r_viewfbo);
4242 Cvar_RegisterVariable(&r_viewscale);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4247 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4248 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4249 Cvar_RegisterVariable(&r_glsl);
4250 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4257 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4258 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4259 Cvar_RegisterVariable(&r_glsl_postprocess);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4266 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4267 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4268 Cvar_RegisterVariable(&r_celshading);
4269 Cvar_RegisterVariable(&r_celoutlines);
4271 Cvar_RegisterVariable(&r_water);
4272 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4273 Cvar_RegisterVariable(&r_water_clippingplanebias);
4274 Cvar_RegisterVariable(&r_water_refractdistort);
4275 Cvar_RegisterVariable(&r_water_reflectdistort);
4276 Cvar_RegisterVariable(&r_water_scissormode);
4277 Cvar_RegisterVariable(&r_water_lowquality);
4278 Cvar_RegisterVariable(&r_water_hideplayer);
4279 Cvar_RegisterVariable(&r_water_fbo);
4281 Cvar_RegisterVariable(&r_lerpsprites);
4282 Cvar_RegisterVariable(&r_lerpmodels);
4283 Cvar_RegisterVariable(&r_lerplightstyles);
4284 Cvar_RegisterVariable(&r_waterscroll);
4285 Cvar_RegisterVariable(&r_bloom);
4286 Cvar_RegisterVariable(&r_bloom_colorscale);
4287 Cvar_RegisterVariable(&r_bloom_brighten);
4288 Cvar_RegisterVariable(&r_bloom_blur);
4289 Cvar_RegisterVariable(&r_bloom_resolution);
4290 Cvar_RegisterVariable(&r_bloom_colorexponent);
4291 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4292 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4293 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4294 Cvar_RegisterVariable(&r_hdr_glowintensity);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4298 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4299 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4300 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4301 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4302 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4303 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4304 Cvar_RegisterVariable(&developer_texturelogging);
4305 Cvar_RegisterVariable(&gl_lightmaps);
4306 Cvar_RegisterVariable(&r_test);
4307 Cvar_RegisterVariable(&r_batch_multidraw);
4308 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4309 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4310 Cvar_RegisterVariable(&r_glsl_skeletal);
4311 Cvar_RegisterVariable(&r_glsl_saturation);
4312 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4313 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4314 Cvar_RegisterVariable(&r_framedatasize);
4315 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4316 Cvar_SetValue("r_fullbrights", 0);
4317 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4320 void Render_Init(void)
4333 R_LightningBeams_Init();
4343 extern char *ENGINE_EXTENSIONS;
4346 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4347 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4348 gl_version = (const char *)qglGetString(GL_VERSION);
4349 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4353 if (!gl_platformextensions)
4354 gl_platformextensions = "";
4356 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4357 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4358 Con_Printf("GL_VERSION: %s\n", gl_version);
4359 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4360 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4362 VID_CheckExtensions();
4364 // LordHavoc: report supported extensions
4365 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4367 // clear to black (loading plaque will be seen over this)
4368 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4372 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4376 if (r_trippy.integer)
4378 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4380 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4383 p = r_refdef.view.frustum + i;
4388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4404 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4412 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4416 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4424 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4428 if (r_trippy.integer)
4430 for (i = 0;i < numplanes;i++)
4437 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4461 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4465 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4473 //==================================================================================
4475 // LordHavoc: this stores temporary data used within the same frame
4477 typedef struct r_framedata_mem_s
4479 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4480 size_t size; // how much usable space
4481 size_t current; // how much space in use
4482 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4483 size_t wantedsize; // how much space was allocated
4484 unsigned char *data; // start of real data (16byte aligned)
4488 static r_framedata_mem_t *r_framedata_mem;
4490 void R_FrameData_Reset(void)
4492 while (r_framedata_mem)
4494 r_framedata_mem_t *next = r_framedata_mem->purge;
4495 Mem_Free(r_framedata_mem);
4496 r_framedata_mem = next;
4500 static void R_FrameData_Resize(void)
4503 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4504 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4505 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4507 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4508 newmem->wantedsize = wantedsize;
4509 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4510 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4511 newmem->current = 0;
4513 newmem->purge = r_framedata_mem;
4514 r_framedata_mem = newmem;
4518 void R_FrameData_NewFrame(void)
4520 R_FrameData_Resize();
4521 if (!r_framedata_mem)
4523 // if we ran out of space on the last frame, free the old memory now
4524 while (r_framedata_mem->purge)
4526 // repeatedly remove the second item in the list, leaving only head
4527 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4528 Mem_Free(r_framedata_mem->purge);
4529 r_framedata_mem->purge = next;
4531 // reset the current mem pointer
4532 r_framedata_mem->current = 0;
4533 r_framedata_mem->mark = 0;
4536 void *R_FrameData_Alloc(size_t size)
4540 // align to 16 byte boundary - the data pointer is already aligned, so we
4541 // only need to ensure the size of every allocation is also aligned
4542 size = (size + 15) & ~15;
4544 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4546 // emergency - we ran out of space, allocate more memory
4547 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4548 R_FrameData_Resize();
4551 data = r_framedata_mem->data + r_framedata_mem->current;
4552 r_framedata_mem->current += size;
4554 // count the usage for stats
4555 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4556 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4558 return (void *)data;
4561 void *R_FrameData_Store(size_t size, void *data)
4563 void *d = R_FrameData_Alloc(size);
4565 memcpy(d, data, size);
4569 void R_FrameData_SetMark(void)
4571 if (!r_framedata_mem)
4573 r_framedata_mem->mark = r_framedata_mem->current;
4576 void R_FrameData_ReturnToMark(void)
4578 if (!r_framedata_mem)
4580 r_framedata_mem->current = r_framedata_mem->mark;
4583 //==================================================================================
4585 // LordHavoc: animcache originally written by Echon, rewritten since then
4588 * Animation cache prevents re-generating mesh data for an animated model
4589 * multiple times in one frame for lighting, shadowing, reflections, etc.
4592 void R_AnimCache_Free(void)
4596 void R_AnimCache_ClearCache(void)
4599 entity_render_t *ent;
4601 for (i = 0;i < r_refdef.scene.numentities;i++)
4603 ent = r_refdef.scene.entities[i];
4604 ent->animcache_vertex3f = NULL;
4605 ent->animcache_normal3f = NULL;
4606 ent->animcache_svector3f = NULL;
4607 ent->animcache_tvector3f = NULL;
4608 ent->animcache_vertexmesh = NULL;
4609 ent->animcache_vertex3fbuffer = NULL;
4610 ent->animcache_vertexmeshbuffer = NULL;
4611 ent->animcache_skeletaltransform3x4 = NULL;
4615 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4619 // check if we need the meshbuffers
4620 if (!vid.useinterleavedarrays)
4623 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4624 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4625 // TODO: upload vertex3f buffer?
4626 if (ent->animcache_vertexmesh)
4628 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4629 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4630 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4631 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4632 for (i = 0;i < numvertices;i++)
4633 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4634 if (ent->animcache_svector3f)
4635 for (i = 0;i < numvertices;i++)
4636 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4637 if (ent->animcache_tvector3f)
4638 for (i = 0;i < numvertices;i++)
4639 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4640 if (ent->animcache_normal3f)
4641 for (i = 0;i < numvertices;i++)
4642 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4643 // TODO: upload vertexmeshbuffer?
4647 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4649 dp_model_t *model = ent->model;
4652 // see if this ent is worth caching
4653 if (!model || !model->Draw || !model->AnimateVertices)
4655 // nothing to cache if it contains no animations and has no skeleton
4656 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
4658 // see if it is already cached for gpuskeletal
4659 if (ent->animcache_skeletaltransform3x4)
4661 // see if it is already cached as a mesh
4662 if (ent->animcache_vertex3f)
4664 // check if we need to add normals or tangents
4665 if (ent->animcache_normal3f)
4666 wantnormals = false;
4667 if (ent->animcache_svector3f)
4668 wanttangents = false;
4669 if (!wantnormals && !wanttangents)
4673 // check which kind of cache we need to generate
4674 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
4676 // cache the skeleton so the vertex shader can use it
4679 const skeleton_t *skeleton = ent->skeleton;
4680 const frameblend_t *frameblend = ent->frameblend;
4681 float *boneposerelative;
4683 static float bonepose[256][12];
4684 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
4685 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
4686 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
4687 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
4688 boneposerelative = ent->animcache_skeletaltransform3x4;
4689 if (skeleton && !skeleton->relativetransforms)
4691 // resolve hierarchy and make relative transforms (deforms) which the shader wants
4694 for (i = 0;i < model->num_bones;i++)
4696 Matrix4x4_ToArray12FloatD3D(&skeleton->relativetransforms[i], m);
4697 if (model->data_bones[i].parent >= 0)
4698 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4700 memcpy(bonepose[i], m, sizeof(m));
4702 // create a relative deformation matrix to describe displacement
4703 // from the base mesh, which is used by the actual weighting
4704 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4709 for (i = 0;i < model->num_bones;i++)
4711 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[0].subframe * model->num_bones + i);
4712 float lerp = frameblend[0].lerp,
4713 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4714 rx = pose7s[3] * lerp,
4715 ry = pose7s[4] * lerp,
4716 rz = pose7s[5] * lerp,
4717 rw = pose7s[6] * lerp,
4718 dx = tx*rw + ty*rz - tz*ry,
4719 dy = -tx*rz + ty*rw + tz*rx,
4720 dz = tx*ry - ty*rx + tz*rw,
4721 dw = -tx*rx - ty*ry - tz*rz,
4722 scale, sx, sy, sz, sw;
4723 for (blends = 1;blends < MAX_FRAMEBLENDS && frameblend[blends].lerp > 0;blends++)
4725 const short * RESTRICT pose7s = model->data_poses7s + 7 * (frameblend[blends].subframe * model->num_bones + i);
4726 float lerp = frameblend[blends].lerp,
4727 tx = pose7s[0], ty = pose7s[1], tz = pose7s[2],
4728 qx = pose7s[3], qy = pose7s[4], qz = pose7s[5], qw = pose7s[6];
4729 if(rx*qx + ry*qy + rz*qz + rw*qw < 0) lerp = -lerp;
4738 dx += tx*qw + ty*qz - tz*qy;
4739 dy += -tx*qz + ty*qw + tz*qx;
4740 dz += tx*qy - ty*qx + tz*qw;
4741 dw += -tx*qx - ty*qy - tz*qz;
4743 scale = 1.0f / (rx*rx + ry*ry + rz*rz + rw*rw);
4748 m[0] = sw*rw + sx*rx - sy*ry - sz*rz;
4749 m[1] = 2*(sx*ry - sw*rz);
4750 m[2] = 2*(sx*rz + sw*ry);
4751 m[3] = model->num_posescale*(dx*sw - dy*sz + dz*sy - dw*sx);
4752 m[4] = 2*(sx*ry + sw*rz);
4753 m[5] = sw*rw + sy*ry - sx*rx - sz*rz;
4754 m[6] = 2*(sy*rz - sw*rx);
4755 m[7] = model->num_posescale*(dx*sz + dy*sw - dz*sx - dw*sy);
4756 m[8] = 2*(sx*rz - sw*ry);
4757 m[9] = 2*(sy*rz + sw*rx);
4758 m[10] = sw*rw + sz*rz - sx*rx - sy*ry;
4759 m[11] = model->num_posescale*(dy*sx + dz*sw - dx*sy - dw*sz);
4760 if (i == r_skeletal_debugbone.integer)
4761 m[r_skeletal_debugbonecomponent.integer % 12] += r_skeletal_debugbonevalue.value;
4762 m[3] *= r_skeletal_debugtranslatex.value;
4763 m[7] *= r_skeletal_debugtranslatey.value;
4764 m[11] *= r_skeletal_debugtranslatez.value;
4765 if (model->data_bones[i].parent >= 0)
4766 R_ConcatTransforms(bonepose[model->data_bones[i].parent], m, bonepose[i]);
4768 memcpy(bonepose[i], m, sizeof(m));
4769 // create a relative deformation matrix to describe displacement
4770 // from the base mesh, which is used by the actual weighting
4771 R_ConcatTransforms(bonepose[i], model->data_baseboneposeinverse + i * 12, boneposerelative + i * 12);
4775 else if (ent->animcache_vertex3f)
4777 // mesh was already cached but we may need to add normals/tangents
4778 // (this only happens with multiple views, reflections, cameras, etc)
4779 if (wantnormals || wanttangents)
4781 numvertices = model->surfmesh.num_vertices;
4783 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4786 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4787 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4789 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4790 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4791 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4792 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4793 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4798 // generate mesh cache
4799 numvertices = model->surfmesh.num_vertices;
4800 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4802 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4805 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4806 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4808 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4809 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4810 if (wantnormals || wanttangents)
4812 r_refdef.stats[r_stat_animcache_shade_count] += 1;
4813 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
4814 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
4816 r_refdef.stats[r_stat_animcache_shape_count] += 1;
4817 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
4818 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
4823 void R_AnimCache_CacheVisibleEntities(void)
4826 qboolean wantnormals = true;
4827 qboolean wanttangents = !r_showsurfaces.integer;
4829 switch(vid.renderpath)
4831 case RENDERPATH_GL20:
4832 case RENDERPATH_D3D9:
4833 case RENDERPATH_D3D10:
4834 case RENDERPATH_D3D11:
4835 case RENDERPATH_GLES2:
4837 case RENDERPATH_GL11:
4838 case RENDERPATH_GL13:
4839 case RENDERPATH_GLES1:
4840 wanttangents = false;
4842 case RENDERPATH_SOFT:
4846 if (r_shownormals.integer)
4847 wanttangents = wantnormals = true;
4849 // TODO: thread this
4850 // NOTE: R_PrepareRTLights() also caches entities
4852 for (i = 0;i < r_refdef.scene.numentities;i++)
4853 if (r_refdef.viewcache.entityvisible[i])
4854 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4857 //==================================================================================
4859 extern cvar_t r_overheadsprites_pushback;
4861 static void R_View_UpdateEntityLighting (void)
4864 entity_render_t *ent;
4865 vec3_t tempdiffusenormal, avg;
4866 vec_t f, fa, fd, fdd;
4867 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4869 for (i = 0;i < r_refdef.scene.numentities;i++)
4871 ent = r_refdef.scene.entities[i];
4873 // skip unseen models
4874 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
4878 if (ent->model && ent->model == cl.worldmodel)
4880 // TODO: use modellight for r_ambient settings on world?
4881 VectorSet(ent->modellight_ambient, 0, 0, 0);
4882 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4883 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4887 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4889 // aleady updated by CSQC
4890 // TODO: force modellight on BSP models in this case?
4891 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
4895 // fetch the lighting from the worldmodel data
4896 VectorClear(ent->modellight_ambient);
4897 VectorClear(ent->modellight_diffuse);
4898 VectorClear(tempdiffusenormal);
4899 if (ent->flags & RENDER_LIGHT)
4902 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4904 // complete lightning for lit sprites
4905 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4906 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4908 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4909 org[2] = org[2] + r_overheadsprites_pushback.value;
4910 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4913 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4915 if(ent->flags & RENDER_EQUALIZE)
4917 // first fix up ambient lighting...
4918 if(r_equalize_entities_minambient.value > 0)
4920 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4923 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4924 if(fa < r_equalize_entities_minambient.value * fd)
4927 // fa'/fd' = minambient
4928 // fa'+0.25*fd' = fa+0.25*fd
4930 // fa' = fd' * minambient
4931 // fd'*(0.25+minambient) = fa+0.25*fd
4933 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4934 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4936 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4937 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4938 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4939 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4944 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4946 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4947 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4951 // adjust brightness and saturation to target
4952 avg[0] = avg[1] = avg[2] = fa / f;
4953 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4954 avg[0] = avg[1] = avg[2] = fd / f;
4955 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4961 VectorSet(ent->modellight_ambient, 1, 1, 1);
4964 // move the light direction into modelspace coordinates for lighting code
4965 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4966 if(VectorLength2(ent->modellight_lightdir) == 0)
4967 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4968 VectorNormalize(ent->modellight_lightdir);
4972 #define MAX_LINEOFSIGHTTRACES 64
4974 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4977 vec3_t boxmins, boxmaxs;
4980 dp_model_t *model = r_refdef.scene.worldmodel;
4982 if (!model || !model->brush.TraceLineOfSight)
4985 // expand the box a little
4986 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4987 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4988 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4989 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4990 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4991 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4993 // return true if eye is inside enlarged box
4994 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4998 VectorCopy(eye, start);
4999 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
5000 if (model->brush.TraceLineOfSight(model, start, end))
5003 // try various random positions
5004 for (i = 0;i < numsamples;i++)
5006 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5007 if (model->brush.TraceLineOfSight(model, start, end))
5015 static void R_View_UpdateEntityVisible (void)
5020 entity_render_t *ent;
5022 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5023 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
5024 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
5025 : RENDER_EXTERIORMODEL;
5026 if (!r_drawviewmodel.integer)
5027 renderimask |= RENDER_VIEWMODEL;
5028 if (!r_drawexteriormodel.integer)
5029 renderimask |= RENDER_EXTERIORMODEL;
5030 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5032 // worldmodel can check visibility
5033 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5034 for (i = 0;i < r_refdef.scene.numentities;i++)
5036 ent = r_refdef.scene.entities[i];
5037 if (!(ent->flags & renderimask))
5038 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)))
5039 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))
5040 r_refdef.viewcache.entityvisible[i] = true;
5045 // no worldmodel or it can't check visibility
5046 for (i = 0;i < r_refdef.scene.numentities;i++)
5048 ent = r_refdef.scene.entities[i];
5049 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
5052 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
5053 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
5055 for (i = 0;i < r_refdef.scene.numentities;i++)
5057 if (!r_refdef.viewcache.entityvisible[i])
5059 ent = r_refdef.scene.entities[i];
5060 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5062 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
5064 continue; // temp entities do pvs only
5065 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5066 ent->last_trace_visibility = realtime;
5067 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5068 r_refdef.viewcache.entityvisible[i] = 0;
5074 /// only used if skyrendermasked, and normally returns false
5075 static int R_DrawBrushModelsSky (void)
5078 entity_render_t *ent;
5081 for (i = 0;i < r_refdef.scene.numentities;i++)
5083 if (!r_refdef.viewcache.entityvisible[i])
5085 ent = r_refdef.scene.entities[i];
5086 if (!ent->model || !ent->model->DrawSky)
5088 ent->model->DrawSky(ent);
5094 static void R_DrawNoModel(entity_render_t *ent);
5095 static void R_DrawModels(void)
5098 entity_render_t *ent;
5100 for (i = 0;i < r_refdef.scene.numentities;i++)
5102 if (!r_refdef.viewcache.entityvisible[i])
5104 ent = r_refdef.scene.entities[i];
5105 r_refdef.stats[r_stat_entities]++;
5107 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5110 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5111 Con_Printf("R_DrawModels\n");
5112 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]);
5113 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);
5114 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);
5117 if (ent->model && ent->model->Draw != NULL)
5118 ent->model->Draw(ent);
5124 static void R_DrawModelsDepth(void)
5127 entity_render_t *ent;
5129 for (i = 0;i < r_refdef.scene.numentities;i++)
5131 if (!r_refdef.viewcache.entityvisible[i])
5133 ent = r_refdef.scene.entities[i];
5134 if (ent->model && ent->model->DrawDepth != NULL)
5135 ent->model->DrawDepth(ent);
5139 static void R_DrawModelsDebug(void)
5142 entity_render_t *ent;
5144 for (i = 0;i < r_refdef.scene.numentities;i++)
5146 if (!r_refdef.viewcache.entityvisible[i])
5148 ent = r_refdef.scene.entities[i];
5149 if (ent->model && ent->model->DrawDebug != NULL)
5150 ent->model->DrawDebug(ent);
5154 static void R_DrawModelsAddWaterPlanes(void)
5157 entity_render_t *ent;
5159 for (i = 0;i < r_refdef.scene.numentities;i++)
5161 if (!r_refdef.viewcache.entityvisible[i])
5163 ent = r_refdef.scene.entities[i];
5164 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5165 ent->model->DrawAddWaterPlanes(ent);
5169 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}};
5171 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5173 if (r_hdr_irisadaptation.integer)
5178 vec3_t diffusenormal;
5180 vec_t brightness = 0.0f;
5185 VectorCopy(r_refdef.view.forward, forward);
5186 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5188 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5189 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5190 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5191 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5192 d = DotProduct(forward, diffusenormal);
5193 brightness += VectorLength(ambient);
5195 brightness += d * VectorLength(diffuse);
5197 brightness *= 1.0f / c;
5198 brightness += 0.00001f; // make sure it's never zero
5199 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5200 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5201 current = r_hdr_irisadaptation_value.value;
5203 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5204 else if (current > goal)
5205 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5206 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5207 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5209 else if (r_hdr_irisadaptation_value.value != 1.0f)
5210 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5213 static void R_View_SetFrustum(const int *scissor)
5216 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5217 vec3_t forward, left, up, origin, v;
5221 // flipped x coordinates (because x points left here)
5222 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5223 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5225 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5226 switch(vid.renderpath)
5228 case RENDERPATH_D3D9:
5229 case RENDERPATH_D3D10:
5230 case RENDERPATH_D3D11:
5231 // non-flipped y coordinates
5232 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5233 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5235 case RENDERPATH_SOFT:
5236 case RENDERPATH_GL11:
5237 case RENDERPATH_GL13:
5238 case RENDERPATH_GL20:
5239 case RENDERPATH_GLES1:
5240 case RENDERPATH_GLES2:
5241 // non-flipped y coordinates
5242 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5243 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5248 // we can't trust r_refdef.view.forward and friends in reflected scenes
5249 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5252 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5253 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5254 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5255 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5256 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5257 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5258 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5259 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5260 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5261 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5262 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5263 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5267 zNear = r_refdef.nearclip;
5268 nudge = 1.0 - 1.0 / (1<<23);
5269 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5270 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5271 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5272 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5273 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5274 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5275 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5276 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5282 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5283 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5284 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5285 r_refdef.view.frustum[0].dist = m[15] - m[12];
5287 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5288 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5289 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5290 r_refdef.view.frustum[1].dist = m[15] + m[12];
5292 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5293 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5294 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5295 r_refdef.view.frustum[2].dist = m[15] - m[13];
5297 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5298 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5299 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5300 r_refdef.view.frustum[3].dist = m[15] + m[13];
5302 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5303 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5304 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5305 r_refdef.view.frustum[4].dist = m[15] - m[14];
5307 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5308 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5309 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5310 r_refdef.view.frustum[5].dist = m[15] + m[14];
5313 if (r_refdef.view.useperspective)
5315 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5316 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]);
5317 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]);
5318 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]);
5319 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]);
5321 // then the normals from the corners relative to origin
5322 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5323 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5324 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5325 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5327 // in a NORMAL view, forward cross left == up
5328 // in a REFLECTED view, forward cross left == down
5329 // so our cross products above need to be adjusted for a left handed coordinate system
5330 CrossProduct(forward, left, v);
5331 if(DotProduct(v, up) < 0)
5333 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5334 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5335 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5336 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5339 // Leaving those out was a mistake, those were in the old code, and they
5340 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5341 // I couldn't reproduce it after adding those normalizations. --blub
5342 VectorNormalize(r_refdef.view.frustum[0].normal);
5343 VectorNormalize(r_refdef.view.frustum[1].normal);
5344 VectorNormalize(r_refdef.view.frustum[2].normal);
5345 VectorNormalize(r_refdef.view.frustum[3].normal);
5347 // make the corners absolute
5348 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5349 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5350 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5351 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5354 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5356 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5357 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5358 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5359 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5360 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5364 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5365 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5366 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5367 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5368 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5369 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5370 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5371 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5372 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5373 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5375 r_refdef.view.numfrustumplanes = 5;
5377 if (r_refdef.view.useclipplane)
5379 r_refdef.view.numfrustumplanes = 6;
5380 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5383 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5384 PlaneClassify(r_refdef.view.frustum + i);
5386 // LordHavoc: note to all quake engine coders, Quake had a special case
5387 // for 90 degrees which assumed a square view (wrong), so I removed it,
5388 // Quake2 has it disabled as well.
5390 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5391 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5392 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5393 //PlaneClassify(&frustum[0]);
5395 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5396 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5397 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5398 //PlaneClassify(&frustum[1]);
5400 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5401 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5402 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5403 //PlaneClassify(&frustum[2]);
5405 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5406 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5407 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5408 //PlaneClassify(&frustum[3]);
5411 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5412 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5413 //PlaneClassify(&frustum[4]);
5416 static void R_View_UpdateWithScissor(const int *myscissor)
5418 R_Main_ResizeViewCache();
5419 R_View_SetFrustum(myscissor);
5420 R_View_WorldVisibility(r_refdef.view.useclipplane);
5421 R_View_UpdateEntityVisible();
5422 R_View_UpdateEntityLighting();
5425 static void R_View_Update(void)
5427 R_Main_ResizeViewCache();
5428 R_View_SetFrustum(NULL);
5429 R_View_WorldVisibility(r_refdef.view.useclipplane);
5430 R_View_UpdateEntityVisible();
5431 R_View_UpdateEntityLighting();
5434 float viewscalefpsadjusted = 1.0f;
5436 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5438 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5439 scale = bound(0.03125f, scale, 1.0f);
5440 *outwidth = (int)ceil(width * scale);
5441 *outheight = (int)ceil(height * scale);
5444 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5446 const float *customclipplane = NULL;
5448 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5449 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5451 // LordHavoc: couldn't figure out how to make this approach the
5452 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5453 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5454 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5455 dist = r_refdef.view.clipplane.dist;
5456 plane[0] = r_refdef.view.clipplane.normal[0];
5457 plane[1] = r_refdef.view.clipplane.normal[1];
5458 plane[2] = r_refdef.view.clipplane.normal[2];
5460 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5463 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5464 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5466 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5467 if (!r_refdef.view.useperspective)
5468 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);
5469 else if (vid.stencil && r_useinfinitefarclip.integer)
5470 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);
5472 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);
5473 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5474 R_SetViewport(&r_refdef.view.viewport);
5475 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5477 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5478 float screenplane[4];
5479 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5480 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5481 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5482 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5483 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5487 void R_EntityMatrix(const matrix4x4_t *matrix)
5489 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5491 gl_modelmatrixchanged = false;
5492 gl_modelmatrix = *matrix;
5493 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5494 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5495 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5496 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5498 switch(vid.renderpath)
5500 case RENDERPATH_D3D9:
5502 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5503 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5506 case RENDERPATH_D3D10:
5507 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5509 case RENDERPATH_D3D11:
5510 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5512 case RENDERPATH_GL11:
5513 case RENDERPATH_GL13:
5514 case RENDERPATH_GLES1:
5515 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5517 case RENDERPATH_SOFT:
5518 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5519 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5521 case RENDERPATH_GL20:
5522 case RENDERPATH_GLES2:
5523 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5524 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5530 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5532 r_viewport_t viewport;
5536 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5537 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);
5538 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5539 R_SetViewport(&viewport);
5540 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5541 GL_Color(1, 1, 1, 1);
5542 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5543 GL_BlendFunc(GL_ONE, GL_ZERO);
5544 GL_ScissorTest(false);
5545 GL_DepthMask(false);
5546 GL_DepthRange(0, 1);
5547 GL_DepthTest(false);
5548 GL_DepthFunc(GL_LEQUAL);
5549 R_EntityMatrix(&identitymatrix);
5550 R_Mesh_ResetTextureState();
5551 GL_PolygonOffset(0, 0);
5552 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5553 switch(vid.renderpath)
5555 case RENDERPATH_GL11:
5556 case RENDERPATH_GL13:
5557 case RENDERPATH_GL20:
5558 case RENDERPATH_GLES1:
5559 case RENDERPATH_GLES2:
5560 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5562 case RENDERPATH_D3D9:
5563 case RENDERPATH_D3D10:
5564 case RENDERPATH_D3D11:
5565 case RENDERPATH_SOFT:
5568 GL_CullFace(GL_NONE);
5573 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5577 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5580 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5584 R_SetupView(true, fbo, depthtexture, colortexture);
5585 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5586 GL_Color(1, 1, 1, 1);
5587 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5588 GL_BlendFunc(GL_ONE, GL_ZERO);
5589 GL_ScissorTest(true);
5591 GL_DepthRange(0, 1);
5593 GL_DepthFunc(GL_LEQUAL);
5594 R_EntityMatrix(&identitymatrix);
5595 R_Mesh_ResetTextureState();
5596 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5597 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5598 switch(vid.renderpath)
5600 case RENDERPATH_GL11:
5601 case RENDERPATH_GL13:
5602 case RENDERPATH_GL20:
5603 case RENDERPATH_GLES1:
5604 case RENDERPATH_GLES2:
5605 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5607 case RENDERPATH_D3D9:
5608 case RENDERPATH_D3D10:
5609 case RENDERPATH_D3D11:
5610 case RENDERPATH_SOFT:
5613 GL_CullFace(r_refdef.view.cullface_back);
5618 R_RenderView_UpdateViewVectors
5621 void R_RenderView_UpdateViewVectors(void)
5623 // break apart the view matrix into vectors for various purposes
5624 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5625 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5626 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5627 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5628 // make an inverted copy of the view matrix for tracking sprites
5629 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5632 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5633 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5635 static void R_Water_StartFrame(void)
5638 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5639 r_waterstate_waterplane_t *p;
5640 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;
5642 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5645 switch(vid.renderpath)
5647 case RENDERPATH_GL20:
5648 case RENDERPATH_D3D9:
5649 case RENDERPATH_D3D10:
5650 case RENDERPATH_D3D11:
5651 case RENDERPATH_SOFT:
5652 case RENDERPATH_GLES2:
5654 case RENDERPATH_GL11:
5655 case RENDERPATH_GL13:
5656 case RENDERPATH_GLES1:
5660 // set waterwidth and waterheight to the water resolution that will be
5661 // used (often less than the screen resolution for faster rendering)
5662 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5664 // calculate desired texture sizes
5665 // can't use water if the card does not support the texture size
5666 if (!r_water.integer || r_showsurfaces.integer)
5667 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5668 else if (vid.support.arb_texture_non_power_of_two)
5670 texturewidth = waterwidth;
5671 textureheight = waterheight;
5672 camerawidth = waterwidth;
5673 cameraheight = waterheight;
5677 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5678 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5679 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5680 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5683 // allocate textures as needed
5684 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))
5686 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5687 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5689 if (p->texture_refraction)
5690 R_FreeTexture(p->texture_refraction);
5691 p->texture_refraction = NULL;
5692 if (p->fbo_refraction)
5693 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5694 p->fbo_refraction = 0;
5695 if (p->texture_reflection)
5696 R_FreeTexture(p->texture_reflection);
5697 p->texture_reflection = NULL;
5698 if (p->fbo_reflection)
5699 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5700 p->fbo_reflection = 0;
5701 if (p->texture_camera)
5702 R_FreeTexture(p->texture_camera);
5703 p->texture_camera = NULL;
5705 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5708 memset(&r_fb.water, 0, sizeof(r_fb.water));
5709 r_fb.water.texturewidth = texturewidth;
5710 r_fb.water.textureheight = textureheight;
5711 r_fb.water.camerawidth = camerawidth;
5712 r_fb.water.cameraheight = cameraheight;
5715 if (r_fb.water.texturewidth)
5717 int scaledwidth, scaledheight;
5719 r_fb.water.enabled = true;
5721 // water resolution is usually reduced
5722 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5723 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5724 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5726 // set up variables that will be used in shader setup
5727 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5728 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5729 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5730 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5733 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5734 r_fb.water.numwaterplanes = 0;
5737 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5739 int planeindex, bestplaneindex, vertexindex;
5740 vec3_t mins, maxs, normal, center, v, n;
5741 vec_t planescore, bestplanescore;
5743 r_waterstate_waterplane_t *p;
5744 texture_t *t = R_GetCurrentTexture(surface->texture);
5746 rsurface.texture = t;
5747 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5748 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5749 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5751 // average the vertex normals, find the surface bounds (after deformvertexes)
5752 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5753 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5754 VectorCopy(n, normal);
5755 VectorCopy(v, mins);
5756 VectorCopy(v, maxs);
5757 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5759 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5760 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5761 VectorAdd(normal, n, normal);
5762 mins[0] = min(mins[0], v[0]);
5763 mins[1] = min(mins[1], v[1]);
5764 mins[2] = min(mins[2], v[2]);
5765 maxs[0] = max(maxs[0], v[0]);
5766 maxs[1] = max(maxs[1], v[1]);
5767 maxs[2] = max(maxs[2], v[2]);
5769 VectorNormalize(normal);
5770 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5772 VectorCopy(normal, plane.normal);
5773 VectorNormalize(plane.normal);
5774 plane.dist = DotProduct(center, plane.normal);
5775 PlaneClassify(&plane);
5776 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5778 // skip backfaces (except if nocullface is set)
5779 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5781 VectorNegate(plane.normal, plane.normal);
5783 PlaneClassify(&plane);
5787 // find a matching plane if there is one
5788 bestplaneindex = -1;
5789 bestplanescore = 1048576.0f;
5790 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5792 if(p->camera_entity == t->camera_entity)
5794 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5795 if (bestplaneindex < 0 || bestplanescore > planescore)
5797 bestplaneindex = planeindex;
5798 bestplanescore = planescore;
5802 planeindex = bestplaneindex;
5803 p = r_fb.water.waterplanes + planeindex;
5805 // if this surface does not fit any known plane rendered this frame, add one
5806 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5808 // store the new plane
5809 planeindex = r_fb.water.numwaterplanes++;
5810 p = r_fb.water.waterplanes + planeindex;
5812 // clear materialflags and pvs
5813 p->materialflags = 0;
5814 p->pvsvalid = false;
5815 p->camera_entity = t->camera_entity;
5816 VectorCopy(mins, p->mins);
5817 VectorCopy(maxs, p->maxs);
5821 // merge mins/maxs when we're adding this surface to the plane
5822 p->mins[0] = min(p->mins[0], mins[0]);
5823 p->mins[1] = min(p->mins[1], mins[1]);
5824 p->mins[2] = min(p->mins[2], mins[2]);
5825 p->maxs[0] = max(p->maxs[0], maxs[0]);
5826 p->maxs[1] = max(p->maxs[1], maxs[1]);
5827 p->maxs[2] = max(p->maxs[2], maxs[2]);
5829 // merge this surface's materialflags into the waterplane
5830 p->materialflags |= t->currentmaterialflags;
5831 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5833 // merge this surface's PVS into the waterplane
5834 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5835 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5837 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5843 extern cvar_t r_drawparticles;
5844 extern cvar_t r_drawdecals;
5846 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5849 r_refdef_view_t originalview;
5850 r_refdef_view_t myview;
5851 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;
5852 r_waterstate_waterplane_t *p;
5854 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;
5857 originalview = r_refdef.view;
5859 // lowquality hack, temporarily shut down some cvars and restore afterwards
5860 qualityreduction = r_water_lowquality.integer;
5861 if (qualityreduction > 0)
5863 if (qualityreduction >= 1)
5865 old_r_shadows = r_shadows.integer;
5866 old_r_worldrtlight = r_shadow_realtime_world.integer;
5867 old_r_dlight = r_shadow_realtime_dlight.integer;
5868 Cvar_SetValueQuick(&r_shadows, 0);
5869 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5870 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5872 if (qualityreduction >= 2)
5874 old_r_dynamic = r_dynamic.integer;
5875 old_r_particles = r_drawparticles.integer;
5876 old_r_decals = r_drawdecals.integer;
5877 Cvar_SetValueQuick(&r_dynamic, 0);
5878 Cvar_SetValueQuick(&r_drawparticles, 0);
5879 Cvar_SetValueQuick(&r_drawdecals, 0);
5883 // make sure enough textures are allocated
5884 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5886 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5888 if (!p->texture_refraction)
5889 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);
5890 if (!p->texture_refraction)
5894 if (r_fb.water.depthtexture == NULL)
5895 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5896 if (p->fbo_refraction == 0)
5897 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5900 else if (p->materialflags & MATERIALFLAG_CAMERA)
5902 if (!p->texture_camera)
5903 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);
5904 if (!p->texture_camera)
5908 if (r_fb.water.depthtexture == NULL)
5909 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5910 if (p->fbo_camera == 0)
5911 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5915 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5917 if (!p->texture_reflection)
5918 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);
5919 if (!p->texture_reflection)
5923 if (r_fb.water.depthtexture == NULL)
5924 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
5925 if (p->fbo_reflection == 0)
5926 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5932 r_refdef.view = originalview;
5933 r_refdef.view.showdebug = false;
5934 r_refdef.view.width = r_fb.water.waterwidth;
5935 r_refdef.view.height = r_fb.water.waterheight;
5936 r_refdef.view.useclipplane = true;
5937 myview = r_refdef.view;
5938 r_fb.water.renderingscene = true;
5939 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5941 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5943 r_refdef.view = myview;
5944 if(r_water_scissormode.integer)
5946 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5947 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5948 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5951 // render reflected scene and copy into texture
5952 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5953 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5954 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5955 r_refdef.view.clipplane = p->plane;
5956 // reverse the cullface settings for this render
5957 r_refdef.view.cullface_front = GL_FRONT;
5958 r_refdef.view.cullface_back = GL_BACK;
5959 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5961 r_refdef.view.usecustompvs = true;
5963 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5965 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5968 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5969 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5970 R_ClearScreen(r_refdef.fogenabled);
5971 if(r_water_scissormode.integer & 2)
5972 R_View_UpdateWithScissor(myscissor);
5975 R_AnimCache_CacheVisibleEntities();
5976 if(r_water_scissormode.integer & 1)
5977 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5978 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5980 if (!p->fbo_reflection)
5981 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);
5982 r_fb.water.hideplayer = false;
5985 // render the normal view scene and copy into texture
5986 // (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)
5987 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5989 r_refdef.view = myview;
5990 if(r_water_scissormode.integer)
5992 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5993 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5994 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5997 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5999 r_refdef.view.clipplane = p->plane;
6000 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6001 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6003 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6005 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6006 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6007 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6008 R_RenderView_UpdateViewVectors();
6009 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6011 r_refdef.view.usecustompvs = true;
6012 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);
6016 PlaneClassify(&r_refdef.view.clipplane);
6018 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6019 R_ClearScreen(r_refdef.fogenabled);
6020 if(r_water_scissormode.integer & 2)
6021 R_View_UpdateWithScissor(myscissor);
6024 R_AnimCache_CacheVisibleEntities();
6025 if(r_water_scissormode.integer & 1)
6026 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6027 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6029 if (!p->fbo_refraction)
6030 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);
6031 r_fb.water.hideplayer = false;
6033 else if (p->materialflags & MATERIALFLAG_CAMERA)
6035 r_refdef.view = myview;
6037 r_refdef.view.clipplane = p->plane;
6038 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6039 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6041 r_refdef.view.width = r_fb.water.camerawidth;
6042 r_refdef.view.height = r_fb.water.cameraheight;
6043 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6044 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6045 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6046 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6048 if(p->camera_entity)
6050 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6051 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6054 // note: all of the view is used for displaying... so
6055 // there is no use in scissoring
6057 // reverse the cullface settings for this render
6058 r_refdef.view.cullface_front = GL_FRONT;
6059 r_refdef.view.cullface_back = GL_BACK;
6060 // also reverse the view matrix
6061 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
6062 R_RenderView_UpdateViewVectors();
6063 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6065 r_refdef.view.usecustompvs = true;
6066 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);
6069 // camera needs no clipplane
6070 r_refdef.view.useclipplane = false;
6072 PlaneClassify(&r_refdef.view.clipplane);
6074 r_fb.water.hideplayer = false;
6076 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6077 R_ClearScreen(r_refdef.fogenabled);
6079 R_AnimCache_CacheVisibleEntities();
6080 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6083 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);
6084 r_fb.water.hideplayer = false;
6088 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6089 r_fb.water.renderingscene = false;
6090 r_refdef.view = originalview;
6091 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6092 if (!r_fb.water.depthtexture)
6093 R_ClearScreen(r_refdef.fogenabled);
6095 R_AnimCache_CacheVisibleEntities();
6098 r_refdef.view = originalview;
6099 r_fb.water.renderingscene = false;
6100 Cvar_SetValueQuick(&r_water, 0);
6101 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6103 // lowquality hack, restore cvars
6104 if (qualityreduction > 0)
6106 if (qualityreduction >= 1)
6108 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6109 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6110 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6112 if (qualityreduction >= 2)
6114 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6115 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6116 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6121 static void R_Bloom_StartFrame(void)
6124 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6125 int viewwidth, viewheight;
6126 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6127 textype_t textype = TEXTYPE_COLORBUFFER;
6129 switch (vid.renderpath)
6131 case RENDERPATH_GL20:
6132 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6133 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6135 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6136 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6139 case RENDERPATH_GL11:
6140 case RENDERPATH_GL13:
6141 case RENDERPATH_GLES1:
6142 case RENDERPATH_GLES2:
6143 case RENDERPATH_D3D9:
6144 case RENDERPATH_D3D10:
6145 case RENDERPATH_D3D11:
6146 r_fb.usedepthtextures = false;
6148 case RENDERPATH_SOFT:
6149 r_fb.usedepthtextures = true;
6153 if (r_viewscale_fpsscaling.integer)
6155 double actualframetime;
6156 double targetframetime;
6158 actualframetime = r_refdef.lastdrawscreentime;
6159 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6160 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6161 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6162 if (r_viewscale_fpsscaling_stepsize.value > 0)
6163 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6164 viewscalefpsadjusted += adjust;
6165 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6168 viewscalefpsadjusted = 1.0f;
6170 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6172 switch(vid.renderpath)
6174 case RENDERPATH_GL20:
6175 case RENDERPATH_D3D9:
6176 case RENDERPATH_D3D10:
6177 case RENDERPATH_D3D11:
6178 case RENDERPATH_SOFT:
6179 case RENDERPATH_GLES2:
6181 case RENDERPATH_GL11:
6182 case RENDERPATH_GL13:
6183 case RENDERPATH_GLES1:
6187 // set bloomwidth and bloomheight to the bloom resolution that will be
6188 // used (often less than the screen resolution for faster rendering)
6189 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6190 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6191 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6192 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6193 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6195 // calculate desired texture sizes
6196 if (vid.support.arb_texture_non_power_of_two)
6198 screentexturewidth = vid.width;
6199 screentextureheight = vid.height;
6200 bloomtexturewidth = r_fb.bloomwidth;
6201 bloomtextureheight = r_fb.bloomheight;
6205 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6206 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6207 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6208 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6211 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))
6213 Cvar_SetValueQuick(&r_bloom, 0);
6214 Cvar_SetValueQuick(&r_motionblur, 0);
6215 Cvar_SetValueQuick(&r_damageblur, 0);
6218 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6220 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6222 && r_viewscale.value == 1.0f
6223 && !r_viewscale_fpsscaling.integer)
6224 screentexturewidth = screentextureheight = 0;
6225 if (!r_bloom.integer)
6226 bloomtexturewidth = bloomtextureheight = 0;
6228 // allocate textures as needed
6229 if (r_fb.screentexturewidth != screentexturewidth
6230 || r_fb.screentextureheight != screentextureheight
6231 || r_fb.bloomtexturewidth != bloomtexturewidth
6232 || r_fb.bloomtextureheight != bloomtextureheight
6233 || r_fb.textype != textype
6234 || useviewfbo != (r_fb.fbo != 0))
6236 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6238 if (r_fb.bloomtexture[i])
6239 R_FreeTexture(r_fb.bloomtexture[i]);
6240 r_fb.bloomtexture[i] = NULL;
6242 if (r_fb.bloomfbo[i])
6243 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6244 r_fb.bloomfbo[i] = 0;
6248 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6251 if (r_fb.colortexture)
6252 R_FreeTexture(r_fb.colortexture);
6253 r_fb.colortexture = NULL;
6255 if (r_fb.depthtexture)
6256 R_FreeTexture(r_fb.depthtexture);
6257 r_fb.depthtexture = NULL;
6259 if (r_fb.ghosttexture)
6260 R_FreeTexture(r_fb.ghosttexture);
6261 r_fb.ghosttexture = NULL;
6263 r_fb.screentexturewidth = screentexturewidth;
6264 r_fb.screentextureheight = screentextureheight;
6265 r_fb.bloomtexturewidth = bloomtexturewidth;
6266 r_fb.bloomtextureheight = bloomtextureheight;
6267 r_fb.textype = textype;
6269 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6271 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6272 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);
6273 r_fb.ghosttexture_valid = false;
6274 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);
6277 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6278 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6279 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6283 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6285 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6287 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);
6289 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6294 // bloom texture is a different resolution
6295 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6296 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6297 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6298 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6299 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6301 // set up a texcoord array for the full resolution screen image
6302 // (we have to keep this around to copy back during final render)
6303 r_fb.screentexcoord2f[0] = 0;
6304 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6305 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6306 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6307 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6308 r_fb.screentexcoord2f[5] = 0;
6309 r_fb.screentexcoord2f[6] = 0;
6310 r_fb.screentexcoord2f[7] = 0;
6314 for (i = 1;i < 8;i += 2)
6316 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6320 // set up a texcoord array for the reduced resolution bloom image
6321 // (which will be additive blended over the screen image)
6322 r_fb.bloomtexcoord2f[0] = 0;
6323 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6324 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6325 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6326 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6327 r_fb.bloomtexcoord2f[5] = 0;
6328 r_fb.bloomtexcoord2f[6] = 0;
6329 r_fb.bloomtexcoord2f[7] = 0;
6331 switch(vid.renderpath)
6333 case RENDERPATH_GL11:
6334 case RENDERPATH_GL13:
6335 case RENDERPATH_GL20:
6336 case RENDERPATH_SOFT:
6337 case RENDERPATH_GLES1:
6338 case RENDERPATH_GLES2:
6340 case RENDERPATH_D3D9:
6341 case RENDERPATH_D3D10:
6342 case RENDERPATH_D3D11:
6343 for (i = 0;i < 4;i++)
6345 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6346 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6347 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6348 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6353 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6356 r_refdef.view.clear = true;
6359 static void R_Bloom_MakeTexture(void)
6362 float xoffset, yoffset, r, brighten;
6364 float colorscale = r_bloom_colorscale.value;
6366 r_refdef.stats[r_stat_bloom]++;
6369 // this copy is unnecessary since it happens in R_BlendView already
6372 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);
6373 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6377 // scale down screen texture to the bloom texture size
6379 r_fb.bloomindex = 0;
6380 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6381 R_SetViewport(&r_fb.bloomviewport);
6382 GL_DepthTest(false);
6383 GL_BlendFunc(GL_ONE, GL_ZERO);
6384 GL_Color(colorscale, colorscale, colorscale, 1);
6385 // 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...
6386 switch(vid.renderpath)
6388 case RENDERPATH_GL11:
6389 case RENDERPATH_GL13:
6390 case RENDERPATH_GL20:
6391 case RENDERPATH_GLES1:
6392 case RENDERPATH_GLES2:
6393 case RENDERPATH_SOFT:
6394 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6396 case RENDERPATH_D3D9:
6397 case RENDERPATH_D3D10:
6398 case RENDERPATH_D3D11:
6399 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6402 // TODO: do boxfilter scale-down in shader?
6403 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6404 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6405 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6407 // we now have a properly scaled bloom image
6408 if (!r_fb.bloomfbo[r_fb.bloomindex])
6410 // copy it into the bloom texture
6411 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);
6412 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6415 // multiply bloom image by itself as many times as desired
6416 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6418 intex = r_fb.bloomtexture[r_fb.bloomindex];
6419 r_fb.bloomindex ^= 1;
6420 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6422 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6423 if (!r_fb.bloomfbo[r_fb.bloomindex])
6425 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6426 GL_Color(r,r,r,1); // apply fix factor
6431 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6432 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6433 GL_Color(1,1,1,1); // no fix factor supported here
6435 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6436 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6437 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6438 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6440 if (!r_fb.bloomfbo[r_fb.bloomindex])
6442 // copy the darkened image to a texture
6443 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);
6444 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6448 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6449 brighten = r_bloom_brighten.value;
6450 brighten = sqrt(brighten);
6452 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6454 for (dir = 0;dir < 2;dir++)
6456 intex = r_fb.bloomtexture[r_fb.bloomindex];
6457 r_fb.bloomindex ^= 1;
6458 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6459 // blend on at multiple vertical offsets to achieve a vertical blur
6460 // TODO: do offset blends using GLSL
6461 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6462 GL_BlendFunc(GL_ONE, GL_ZERO);
6463 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6464 for (x = -range;x <= range;x++)
6466 if (!dir){xoffset = 0;yoffset = x;}
6467 else {xoffset = x;yoffset = 0;}
6468 xoffset /= (float)r_fb.bloomtexturewidth;
6469 yoffset /= (float)r_fb.bloomtextureheight;
6470 // compute a texcoord array with the specified x and y offset
6471 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6472 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6473 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6474 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6475 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6476 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6477 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6478 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6479 // this r value looks like a 'dot' particle, fading sharply to
6480 // black at the edges
6481 // (probably not realistic but looks good enough)
6482 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6483 //r = brighten/(range*2+1);
6484 r = brighten / (range * 2 + 1);
6486 r *= (1 - x*x/(float)(range*range));
6487 GL_Color(r, r, r, 1);
6488 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6489 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6490 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6491 GL_BlendFunc(GL_ONE, GL_ONE);
6494 if (!r_fb.bloomfbo[r_fb.bloomindex])
6496 // copy the vertically or horizontally blurred bloom view to a texture
6497 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);
6498 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6503 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6505 unsigned int permutation;
6506 float uservecs[4][4];
6508 R_EntityMatrix(&identitymatrix);
6510 switch (vid.renderpath)
6512 case RENDERPATH_GL20:
6513 case RENDERPATH_D3D9:
6514 case RENDERPATH_D3D10:
6515 case RENDERPATH_D3D11:
6516 case RENDERPATH_SOFT:
6517 case RENDERPATH_GLES2:
6519 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6520 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6521 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6522 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6523 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6525 if (r_fb.colortexture)
6529 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);
6530 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6533 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6535 // declare variables
6536 float blur_factor, blur_mouseaccel, blur_velocity;
6537 static float blur_average;
6538 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6540 // set a goal for the factoring
6541 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6542 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6543 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6544 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6545 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6546 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6548 // from the goal, pick an averaged value between goal and last value
6549 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6550 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6552 // enforce minimum amount of blur
6553 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6555 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6557 // calculate values into a standard alpha
6558 cl.motionbluralpha = 1 - exp(-
6560 (r_motionblur.value * blur_factor / 80)
6562 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6565 max(0.0001, cl.time - cl.oldtime) // fps independent
6568 // randomization for the blur value to combat persistent ghosting
6569 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6570 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6573 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6574 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6576 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6577 GL_Color(1, 1, 1, cl.motionbluralpha);
6578 switch(vid.renderpath)
6580 case RENDERPATH_GL11:
6581 case RENDERPATH_GL13:
6582 case RENDERPATH_GL20:
6583 case RENDERPATH_GLES1:
6584 case RENDERPATH_GLES2:
6585 case RENDERPATH_SOFT:
6586 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6588 case RENDERPATH_D3D9:
6589 case RENDERPATH_D3D10:
6590 case RENDERPATH_D3D11:
6591 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6594 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6595 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6596 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6599 // updates old view angles for next pass
6600 VectorCopy(cl.viewangles, blur_oldangles);
6602 // copy view into the ghost texture
6603 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);
6604 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6605 r_fb.ghosttexture_valid = true;
6610 // no r_fb.colortexture means we're rendering to the real fb
6611 // we may still have to do view tint...
6612 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6614 // apply a color tint to the whole view
6615 R_ResetViewRendering2D(0, NULL, NULL);
6616 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6617 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6618 R_SetupShader_Generic_NoTexture(false, true);
6619 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6620 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6622 break; // no screen processing, no bloom, skip it
6625 if (r_fb.bloomtexture[0])
6627 // make the bloom texture
6628 R_Bloom_MakeTexture();
6631 #if _MSC_VER >= 1400
6632 #define sscanf sscanf_s
6634 memset(uservecs, 0, sizeof(uservecs));
6635 if (r_glsl_postprocess_uservec1_enable.integer)
6636 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6637 if (r_glsl_postprocess_uservec2_enable.integer)
6638 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6639 if (r_glsl_postprocess_uservec3_enable.integer)
6640 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6641 if (r_glsl_postprocess_uservec4_enable.integer)
6642 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6644 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6645 GL_Color(1, 1, 1, 1);
6646 GL_BlendFunc(GL_ONE, GL_ZERO);
6648 switch(vid.renderpath)
6650 case RENDERPATH_GL20:
6651 case RENDERPATH_GLES2:
6652 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6653 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6654 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6655 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6656 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6657 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]);
6658 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6659 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]);
6660 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]);
6661 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]);
6662 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]);
6663 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6664 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6665 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);
6667 case RENDERPATH_D3D9:
6669 // 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...
6670 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6671 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6672 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6673 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6674 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6675 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6676 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6677 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6678 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6679 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6680 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6681 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6682 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6683 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6686 case RENDERPATH_D3D10:
6687 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6689 case RENDERPATH_D3D11:
6690 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6692 case RENDERPATH_SOFT:
6693 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6694 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6695 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6696 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6697 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6698 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6699 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6700 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6701 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6702 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6703 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6704 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6705 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6706 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6711 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6712 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
6714 case RENDERPATH_GL11:
6715 case RENDERPATH_GL13:
6716 case RENDERPATH_GLES1:
6717 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6719 // apply a color tint to the whole view
6720 R_ResetViewRendering2D(0, NULL, NULL);
6721 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6722 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6723 R_SetupShader_Generic_NoTexture(false, true);
6724 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6725 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6731 matrix4x4_t r_waterscrollmatrix;
6733 void R_UpdateFog(void)
6736 if (gamemode == GAME_NEHAHRA)
6738 if (gl_fogenable.integer)
6740 r_refdef.oldgl_fogenable = true;
6741 r_refdef.fog_density = gl_fogdensity.value;
6742 r_refdef.fog_red = gl_fogred.value;
6743 r_refdef.fog_green = gl_foggreen.value;
6744 r_refdef.fog_blue = gl_fogblue.value;
6745 r_refdef.fog_alpha = 1;
6746 r_refdef.fog_start = 0;
6747 r_refdef.fog_end = gl_skyclip.value;
6748 r_refdef.fog_height = 1<<30;
6749 r_refdef.fog_fadedepth = 128;
6751 else if (r_refdef.oldgl_fogenable)
6753 r_refdef.oldgl_fogenable = false;
6754 r_refdef.fog_density = 0;
6755 r_refdef.fog_red = 0;
6756 r_refdef.fog_green = 0;
6757 r_refdef.fog_blue = 0;
6758 r_refdef.fog_alpha = 0;
6759 r_refdef.fog_start = 0;
6760 r_refdef.fog_end = 0;
6761 r_refdef.fog_height = 1<<30;
6762 r_refdef.fog_fadedepth = 128;
6767 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6768 r_refdef.fog_start = max(0, r_refdef.fog_start);
6769 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6771 if (r_refdef.fog_density && r_drawfog.integer)
6773 r_refdef.fogenabled = true;
6774 // this is the point where the fog reaches 0.9986 alpha, which we
6775 // consider a good enough cutoff point for the texture
6776 // (0.9986 * 256 == 255.6)
6777 if (r_fog_exp2.integer)
6778 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6780 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6781 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6782 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6783 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6784 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6785 R_BuildFogHeightTexture();
6786 // fog color was already set
6787 // update the fog texture
6788 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)
6789 R_BuildFogTexture();
6790 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6791 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6794 r_refdef.fogenabled = false;
6797 if (r_refdef.fog_density)
6799 r_refdef.fogcolor[0] = r_refdef.fog_red;
6800 r_refdef.fogcolor[1] = r_refdef.fog_green;
6801 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6803 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6804 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6805 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6806 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6810 VectorCopy(r_refdef.fogcolor, fogvec);
6811 // color.rgb *= ContrastBoost * SceneBrightness;
6812 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6813 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6814 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6815 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6820 void R_UpdateVariables(void)
6824 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6826 r_refdef.farclip = r_farclip_base.value;
6827 if (r_refdef.scene.worldmodel)
6828 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6829 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6831 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6832 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6833 r_refdef.polygonfactor = 0;
6834 r_refdef.polygonoffset = 0;
6835 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6836 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6838 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6839 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6840 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6841 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6842 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6843 if (FAKELIGHT_ENABLED)
6845 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6847 else if (r_refdef.scene.worldmodel)
6849 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
6851 if (r_showsurfaces.integer)
6853 r_refdef.scene.rtworld = false;
6854 r_refdef.scene.rtworldshadows = false;
6855 r_refdef.scene.rtdlight = false;
6856 r_refdef.scene.rtdlightshadows = false;
6857 r_refdef.lightmapintensity = 0;
6860 r_gpuskeletal = false;
6861 switch(vid.renderpath)
6863 case RENDERPATH_GL20:
6864 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
6865 case RENDERPATH_D3D9:
6866 case RENDERPATH_D3D10:
6867 case RENDERPATH_D3D11:
6868 case RENDERPATH_SOFT:
6869 case RENDERPATH_GLES2:
6870 if(v_glslgamma.integer && !vid_gammatables_trivial)
6872 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6874 // build GLSL gamma texture
6875 #define RAMPWIDTH 256
6876 unsigned short ramp[RAMPWIDTH * 3];
6877 unsigned char rampbgr[RAMPWIDTH][4];
6880 r_texture_gammaramps_serial = vid_gammatables_serial;
6882 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6883 for(i = 0; i < RAMPWIDTH; ++i)
6885 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6886 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6887 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6890 if (r_texture_gammaramps)
6892 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6896 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6902 // remove GLSL gamma texture
6905 case RENDERPATH_GL11:
6906 case RENDERPATH_GL13:
6907 case RENDERPATH_GLES1:
6912 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6913 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6919 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6920 if( scenetype != r_currentscenetype ) {
6921 // store the old scenetype
6922 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6923 r_currentscenetype = scenetype;
6924 // move in the new scene
6925 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6934 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6936 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6937 if( scenetype == r_currentscenetype ) {
6938 return &r_refdef.scene;
6940 return &r_scenes_store[ scenetype ];
6944 static int R_SortEntities_Compare(const void *ap, const void *bp)
6946 const entity_render_t *a = *(const entity_render_t **)ap;
6947 const entity_render_t *b = *(const entity_render_t **)bp;
6950 if(a->model < b->model)
6952 if(a->model > b->model)
6956 // TODO possibly calculate the REAL skinnum here first using
6958 if(a->skinnum < b->skinnum)
6960 if(a->skinnum > b->skinnum)
6963 // everything we compared is equal
6966 static void R_SortEntities(void)
6968 // below or equal 2 ents, sorting never gains anything
6969 if(r_refdef.scene.numentities <= 2)
6972 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6980 int dpsoftrast_test;
6981 extern cvar_t r_shadow_bouncegrid;
6982 void R_RenderView(void)
6984 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6986 rtexture_t *depthtexture;
6987 rtexture_t *colortexture;
6989 dpsoftrast_test = r_test.integer;
6991 if (r_timereport_active)
6992 R_TimeReport("start");
6993 r_textureframe++; // used only by R_GetCurrentTexture
6994 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6996 if(R_CompileShader_CheckStaticParms())
6999 if (!r_drawentities.integer)
7000 r_refdef.scene.numentities = 0;
7001 else if (r_sortentities.integer)
7004 R_AnimCache_ClearCache();
7005 R_FrameData_NewFrame();
7007 /* adjust for stereo display */
7008 if(R_Stereo_Active())
7010 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);
7011 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7014 if (r_refdef.view.isoverlay)
7016 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7017 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7018 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7019 R_TimeReport("depthclear");
7021 r_refdef.view.showdebug = false;
7023 r_fb.water.enabled = false;
7024 r_fb.water.numwaterplanes = 0;
7026 R_RenderScene(0, NULL, NULL);
7028 r_refdef.view.matrix = originalmatrix;
7034 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7036 r_refdef.view.matrix = originalmatrix;
7040 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7042 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7043 // in sRGB fallback, behave similar to true sRGB: convert this
7044 // value from linear to sRGB
7045 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7047 R_RenderView_UpdateViewVectors();
7049 R_Shadow_UpdateWorldLightSelection();
7051 R_Bloom_StartFrame();
7053 // apply bloom brightness offset
7054 if(r_fb.bloomtexture[0])
7055 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7057 R_Water_StartFrame();
7059 // now we probably have an fbo to render into
7061 depthtexture = r_fb.depthtexture;
7062 colortexture = r_fb.colortexture;
7065 if (r_timereport_active)
7066 R_TimeReport("viewsetup");
7068 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7070 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7072 R_ClearScreen(r_refdef.fogenabled);
7073 if (r_timereport_active)
7074 R_TimeReport("viewclear");
7076 r_refdef.view.clear = true;
7078 r_refdef.view.showdebug = true;
7081 if (r_timereport_active)
7082 R_TimeReport("visibility");
7084 R_AnimCache_CacheVisibleEntities();
7085 if (r_timereport_active)
7086 R_TimeReport("animcache");
7088 R_Shadow_UpdateBounceGridTexture();
7089 if (r_timereport_active && r_shadow_bouncegrid.integer)
7090 R_TimeReport("bouncegrid");
7092 r_fb.water.numwaterplanes = 0;
7093 if (r_fb.water.enabled)
7094 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7096 R_RenderScene(fbo, depthtexture, colortexture);
7097 r_fb.water.numwaterplanes = 0;
7099 R_BlendView(fbo, depthtexture, colortexture);
7100 if (r_timereport_active)
7101 R_TimeReport("blendview");
7103 GL_Scissor(0, 0, vid.width, vid.height);
7104 GL_ScissorTest(false);
7106 r_refdef.view.matrix = originalmatrix;
7111 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7113 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7115 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7116 if (r_timereport_active)
7117 R_TimeReport("waterworld");
7120 // don't let sound skip if going slow
7121 if (r_refdef.scene.extraupdate)
7124 R_DrawModelsAddWaterPlanes();
7125 if (r_timereport_active)
7126 R_TimeReport("watermodels");
7128 if (r_fb.water.numwaterplanes)
7130 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7131 if (r_timereport_active)
7132 R_TimeReport("waterscenes");
7136 extern cvar_t cl_locs_show;
7137 static void R_DrawLocs(void);
7138 static void R_DrawEntityBBoxes(void);
7139 static void R_DrawModelDecals(void);
7140 extern cvar_t cl_decals_newsystem;
7141 extern qboolean r_shadow_usingdeferredprepass;
7142 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7144 qboolean shadowmapping = false;
7146 if (r_timereport_active)
7147 R_TimeReport("beginscene");
7149 r_refdef.stats[r_stat_renders]++;
7153 // don't let sound skip if going slow
7154 if (r_refdef.scene.extraupdate)
7157 R_MeshQueue_BeginScene();
7161 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);
7163 if (r_timereport_active)
7164 R_TimeReport("skystartframe");
7166 if (cl.csqc_vidvars.drawworld)
7168 // don't let sound skip if going slow
7169 if (r_refdef.scene.extraupdate)
7172 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7174 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7175 if (r_timereport_active)
7176 R_TimeReport("worldsky");
7179 if (R_DrawBrushModelsSky() && r_timereport_active)
7180 R_TimeReport("bmodelsky");
7182 if (skyrendermasked && skyrenderlater)
7184 // we have to force off the water clipping plane while rendering sky
7185 R_SetupView(false, fbo, depthtexture, colortexture);
7187 R_SetupView(true, fbo, depthtexture, colortexture);
7188 if (r_timereport_active)
7189 R_TimeReport("sky");
7193 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7194 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7195 R_Shadow_PrepareModelShadows();
7196 if (r_timereport_active)
7197 R_TimeReport("preparelights");
7199 if (R_Shadow_ShadowMappingEnabled())
7200 shadowmapping = true;
7202 if (r_shadow_usingdeferredprepass)
7203 R_Shadow_DrawPrepass();
7205 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7207 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7208 if (r_timereport_active)
7209 R_TimeReport("worlddepth");
7211 if (r_depthfirst.integer >= 2)
7213 R_DrawModelsDepth();
7214 if (r_timereport_active)
7215 R_TimeReport("modeldepth");
7218 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7220 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7221 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7222 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7223 // don't let sound skip if going slow
7224 if (r_refdef.scene.extraupdate)
7228 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7230 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7231 if (r_timereport_active)
7232 R_TimeReport("world");
7235 // don't let sound skip if going slow
7236 if (r_refdef.scene.extraupdate)
7240 if (r_timereport_active)
7241 R_TimeReport("models");
7243 // don't let sound skip if going slow
7244 if (r_refdef.scene.extraupdate)
7247 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7249 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7250 R_DrawModelShadows(fbo, depthtexture, colortexture);
7251 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7252 // don't let sound skip if going slow
7253 if (r_refdef.scene.extraupdate)
7257 if (!r_shadow_usingdeferredprepass)
7259 R_Shadow_DrawLights();
7260 if (r_timereport_active)
7261 R_TimeReport("rtlights");
7264 // don't let sound skip if going slow
7265 if (r_refdef.scene.extraupdate)
7268 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7270 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7271 R_DrawModelShadows(fbo, depthtexture, colortexture);
7272 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7273 // don't let sound skip if going slow
7274 if (r_refdef.scene.extraupdate)
7278 if (cl.csqc_vidvars.drawworld)
7280 if (cl_decals_newsystem.integer)
7282 R_DrawModelDecals();
7283 if (r_timereport_active)
7284 R_TimeReport("modeldecals");
7289 if (r_timereport_active)
7290 R_TimeReport("decals");
7294 if (r_timereport_active)
7295 R_TimeReport("particles");
7298 if (r_timereport_active)
7299 R_TimeReport("explosions");
7301 R_DrawLightningBeams();
7302 if (r_timereport_active)
7303 R_TimeReport("lightning");
7307 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7309 if (r_refdef.view.showdebug)
7311 if (cl_locs_show.integer)
7314 if (r_timereport_active)
7315 R_TimeReport("showlocs");
7318 if (r_drawportals.integer)
7321 if (r_timereport_active)
7322 R_TimeReport("portals");
7325 if (r_showbboxes.value > 0)
7327 R_DrawEntityBBoxes();
7328 if (r_timereport_active)
7329 R_TimeReport("bboxes");
7333 if (r_transparent.integer)
7335 R_MeshQueue_RenderTransparent();
7336 if (r_timereport_active)
7337 R_TimeReport("drawtrans");
7340 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))
7342 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7343 if (r_timereport_active)
7344 R_TimeReport("worlddebug");
7345 R_DrawModelsDebug();
7346 if (r_timereport_active)
7347 R_TimeReport("modeldebug");
7350 if (cl.csqc_vidvars.drawworld)
7352 R_Shadow_DrawCoronas();
7353 if (r_timereport_active)
7354 R_TimeReport("coronas");
7359 GL_DepthTest(false);
7360 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7361 GL_Color(1, 1, 1, 1);
7362 qglBegin(GL_POLYGON);
7363 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7364 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7365 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7366 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7368 qglBegin(GL_POLYGON);
7369 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]);
7370 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]);
7371 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]);
7372 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]);
7374 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7378 // don't let sound skip if going slow
7379 if (r_refdef.scene.extraupdate)
7383 static const unsigned short bboxelements[36] =
7393 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7396 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7398 RSurf_ActiveWorldEntity();
7400 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7401 GL_DepthMask(false);
7402 GL_DepthRange(0, 1);
7403 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7404 // R_Mesh_ResetTextureState();
7406 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7407 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7408 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7409 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7410 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7411 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7412 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7413 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7414 R_FillColors(color4f, 8, cr, cg, cb, ca);
7415 if (r_refdef.fogenabled)
7417 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7419 f1 = RSurf_FogVertex(v);
7421 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7422 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7423 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7426 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7427 R_Mesh_ResetTextureState();
7428 R_SetupShader_Generic_NoTexture(false, false);
7429 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7432 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7434 prvm_prog_t *prog = SVVM_prog;
7437 prvm_edict_t *edict;
7439 // this function draws bounding boxes of server entities
7443 GL_CullFace(GL_NONE);
7444 R_SetupShader_Generic_NoTexture(false, false);
7446 for (i = 0;i < numsurfaces;i++)
7448 edict = PRVM_EDICT_NUM(surfacelist[i]);
7449 switch ((int)PRVM_serveredictfloat(edict, solid))
7451 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7452 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7453 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7454 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7455 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7456 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7457 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7459 color[3] *= r_showbboxes.value;
7460 color[3] = bound(0, color[3], 1);
7461 GL_DepthTest(!r_showdisabledepthtest.integer);
7462 GL_CullFace(r_refdef.view.cullface_front);
7463 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7467 static void R_DrawEntityBBoxes(void)
7470 prvm_edict_t *edict;
7472 prvm_prog_t *prog = SVVM_prog;
7474 // this function draws bounding boxes of server entities
7478 for (i = 0;i < prog->num_edicts;i++)
7480 edict = PRVM_EDICT_NUM(i);
7481 if (edict->priv.server->free)
7483 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7484 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7486 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7488 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7489 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7493 static const int nomodelelement3i[24] =
7505 static const unsigned short nomodelelement3s[24] =
7517 static const float nomodelvertex3f[6*3] =
7527 static const float nomodelcolor4f[6*4] =
7529 0.0f, 0.0f, 0.5f, 1.0f,
7530 0.0f, 0.0f, 0.5f, 1.0f,
7531 0.0f, 0.5f, 0.0f, 1.0f,
7532 0.0f, 0.5f, 0.0f, 1.0f,
7533 0.5f, 0.0f, 0.0f, 1.0f,
7534 0.5f, 0.0f, 0.0f, 1.0f
7537 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7543 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);
7545 // this is only called once per entity so numsurfaces is always 1, and
7546 // surfacelist is always {0}, so this code does not handle batches
7548 if (rsurface.ent_flags & RENDER_ADDITIVE)
7550 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7551 GL_DepthMask(false);
7553 else if (rsurface.colormod[3] < 1)
7555 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7556 GL_DepthMask(false);
7560 GL_BlendFunc(GL_ONE, GL_ZERO);
7563 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7564 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7565 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7566 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7567 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7568 for (i = 0, c = color4f;i < 6;i++, c += 4)
7570 c[0] *= rsurface.colormod[0];
7571 c[1] *= rsurface.colormod[1];
7572 c[2] *= rsurface.colormod[2];
7573 c[3] *= rsurface.colormod[3];
7575 if (r_refdef.fogenabled)
7577 for (i = 0, c = color4f;i < 6;i++, c += 4)
7579 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7581 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7582 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7583 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7586 // R_Mesh_ResetTextureState();
7587 R_SetupShader_Generic_NoTexture(false, false);
7588 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7589 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7592 void R_DrawNoModel(entity_render_t *ent)
7595 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7596 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7597 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7599 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7602 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7604 vec3_t right1, right2, diff, normal;
7606 VectorSubtract (org2, org1, normal);
7608 // calculate 'right' vector for start
7609 VectorSubtract (r_refdef.view.origin, org1, diff);
7610 CrossProduct (normal, diff, right1);
7611 VectorNormalize (right1);
7613 // calculate 'right' vector for end
7614 VectorSubtract (r_refdef.view.origin, org2, diff);
7615 CrossProduct (normal, diff, right2);
7616 VectorNormalize (right2);
7618 vert[ 0] = org1[0] + width * right1[0];
7619 vert[ 1] = org1[1] + width * right1[1];
7620 vert[ 2] = org1[2] + width * right1[2];
7621 vert[ 3] = org1[0] - width * right1[0];
7622 vert[ 4] = org1[1] - width * right1[1];
7623 vert[ 5] = org1[2] - width * right1[2];
7624 vert[ 6] = org2[0] - width * right2[0];
7625 vert[ 7] = org2[1] - width * right2[1];
7626 vert[ 8] = org2[2] - width * right2[2];
7627 vert[ 9] = org2[0] + width * right2[0];
7628 vert[10] = org2[1] + width * right2[1];
7629 vert[11] = org2[2] + width * right2[2];
7632 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)
7634 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7635 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7636 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7637 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7638 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7639 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7640 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7641 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7642 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7643 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7644 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7645 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7648 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7653 VectorSet(v, x, y, z);
7654 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7655 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7657 if (i == mesh->numvertices)
7659 if (mesh->numvertices < mesh->maxvertices)
7661 VectorCopy(v, vertex3f);
7662 mesh->numvertices++;
7664 return mesh->numvertices;
7670 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7674 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7675 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7676 e = mesh->element3i + mesh->numtriangles * 3;
7677 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7679 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7680 if (mesh->numtriangles < mesh->maxtriangles)
7685 mesh->numtriangles++;
7687 element[1] = element[2];
7691 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7695 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7696 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7697 e = mesh->element3i + mesh->numtriangles * 3;
7698 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7700 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7701 if (mesh->numtriangles < mesh->maxtriangles)
7706 mesh->numtriangles++;
7708 element[1] = element[2];
7712 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7713 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7715 int planenum, planenum2;
7718 mplane_t *plane, *plane2;
7720 double temppoints[2][256*3];
7721 // figure out how large a bounding box we need to properly compute this brush
7723 for (w = 0;w < numplanes;w++)
7724 maxdist = max(maxdist, fabs(planes[w].dist));
7725 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7726 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7727 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7731 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7732 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7734 if (planenum2 == planenum)
7736 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);
7739 if (tempnumpoints < 3)
7741 // generate elements forming a triangle fan for this polygon
7742 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7746 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)
7748 texturelayer_t *layer;
7749 layer = t->currentlayers + t->currentnumlayers++;
7751 layer->depthmask = depthmask;
7752 layer->blendfunc1 = blendfunc1;
7753 layer->blendfunc2 = blendfunc2;
7754 layer->texture = texture;
7755 layer->texmatrix = *matrix;
7756 layer->color[0] = r;
7757 layer->color[1] = g;
7758 layer->color[2] = b;
7759 layer->color[3] = a;
7762 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7764 if(parms[0] == 0 && parms[1] == 0)
7766 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7767 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7772 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7775 index = parms[2] + rsurface.shadertime * parms[3];
7776 index -= floor(index);
7777 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7780 case Q3WAVEFUNC_NONE:
7781 case Q3WAVEFUNC_NOISE:
7782 case Q3WAVEFUNC_COUNT:
7785 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7786 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7787 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7788 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7789 case Q3WAVEFUNC_TRIANGLE:
7791 f = index - floor(index);
7804 f = parms[0] + parms[1] * f;
7805 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7806 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7810 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7816 matrix4x4_t matrix, temp;
7817 switch(tcmod->tcmod)
7821 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7822 matrix = r_waterscrollmatrix;
7824 matrix = identitymatrix;
7826 case Q3TCMOD_ENTITYTRANSLATE:
7827 // this is used in Q3 to allow the gamecode to control texcoord
7828 // scrolling on the entity, which is not supported in darkplaces yet.
7829 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7831 case Q3TCMOD_ROTATE:
7832 f = tcmod->parms[0] * rsurface.shadertime;
7833 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7834 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7835 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7838 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7840 case Q3TCMOD_SCROLL:
7841 // extra care is needed because of precision breakdown with large values of time
7842 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7843 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7844 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7846 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7847 w = (int) tcmod->parms[0];
7848 h = (int) tcmod->parms[1];
7849 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7851 idx = (int) floor(f * w * h);
7852 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7854 case Q3TCMOD_STRETCH:
7855 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7856 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7858 case Q3TCMOD_TRANSFORM:
7859 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7860 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7861 VectorSet(tcmat + 6, 0 , 0 , 1);
7862 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7863 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7865 case Q3TCMOD_TURBULENT:
7866 // this is handled in the RSurf_PrepareVertices function
7867 matrix = identitymatrix;
7871 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7874 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7876 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7877 char name[MAX_QPATH];
7878 skinframe_t *skinframe;
7879 unsigned char pixels[296*194];
7880 strlcpy(cache->name, skinname, sizeof(cache->name));
7881 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7882 if (developer_loading.integer)
7883 Con_Printf("loading %s\n", name);
7884 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7885 if (!skinframe || !skinframe->base)
7888 fs_offset_t filesize;
7890 f = FS_LoadFile(name, tempmempool, true, &filesize);
7893 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7894 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7898 cache->skinframe = skinframe;
7901 texture_t *R_GetCurrentTexture(texture_t *t)
7904 const entity_render_t *ent = rsurface.entity;
7905 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
7906 q3shaderinfo_layer_tcmod_t *tcmod;
7908 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
7909 return t->currentframe;
7910 t->update_lastrenderframe = r_textureframe;
7911 t->update_lastrenderentity = (void *)ent;
7913 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7914 t->camera_entity = ent->entitynumber;
7916 t->camera_entity = 0;
7918 // switch to an alternate material if this is a q1bsp animated material
7920 texture_t *texture = t;
7921 int s = rsurface.ent_skinnum;
7922 if ((unsigned int)s >= (unsigned int)model->numskins)
7924 if (model->skinscenes)
7926 if (model->skinscenes[s].framecount > 1)
7927 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7929 s = model->skinscenes[s].firstframe;
7932 t = t + s * model->num_surfaces;
7935 // use an alternate animation if the entity's frame is not 0,
7936 // and only if the texture has an alternate animation
7937 if (rsurface.ent_alttextures && t->anim_total[1])
7938 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7940 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7942 texture->currentframe = t;
7945 // update currentskinframe to be a qw skin or animation frame
7946 if (rsurface.ent_qwskin >= 0)
7948 i = rsurface.ent_qwskin;
7949 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7951 r_qwskincache_size = cl.maxclients;
7953 Mem_Free(r_qwskincache);
7954 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7956 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7957 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7958 t->currentskinframe = r_qwskincache[i].skinframe;
7959 if (t->currentskinframe == NULL)
7960 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7962 else if (t->numskinframes >= 2)
7963 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7964 if (t->backgroundnumskinframes >= 2)
7965 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7967 t->currentmaterialflags = t->basematerialflags;
7968 t->currentalpha = rsurface.colormod[3];
7969 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7970 t->currentalpha *= r_wateralpha.value;
7971 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7972 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7973 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7974 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7975 if (!(rsurface.ent_flags & RENDER_LIGHT))
7976 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7977 else if (FAKELIGHT_ENABLED)
7979 // no modellight if using fakelight for the map
7981 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7983 // pick a model lighting mode
7984 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7985 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7987 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7989 if (rsurface.ent_flags & RENDER_ADDITIVE)
7990 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7991 else if (t->currentalpha < 1)
7992 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7993 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7994 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7995 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7996 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7997 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7998 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7999 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8000 if (t->backgroundnumskinframes)
8001 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8002 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8004 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8005 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8008 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8009 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8011 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8012 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8014 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8015 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8017 // there is no tcmod
8018 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8020 t->currenttexmatrix = r_waterscrollmatrix;
8021 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8023 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8025 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8026 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8029 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8030 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8031 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8032 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8034 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8035 if (t->currentskinframe->qpixels)
8036 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8037 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8038 if (!t->basetexture)
8039 t->basetexture = r_texture_notexture;
8040 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8041 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8042 t->nmaptexture = t->currentskinframe->nmap;
8043 if (!t->nmaptexture)
8044 t->nmaptexture = r_texture_blanknormalmap;
8045 t->glosstexture = r_texture_black;
8046 t->glowtexture = t->currentskinframe->glow;
8047 t->fogtexture = t->currentskinframe->fog;
8048 t->reflectmasktexture = t->currentskinframe->reflect;
8049 if (t->backgroundnumskinframes)
8051 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8052 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8053 t->backgroundglosstexture = r_texture_black;
8054 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8055 if (!t->backgroundnmaptexture)
8056 t->backgroundnmaptexture = r_texture_blanknormalmap;
8057 // make sure that if glow is going to be used, both textures are not NULL
8058 if (!t->backgroundglowtexture && t->glowtexture)
8059 t->backgroundglowtexture = r_texture_black;
8060 if (!t->glowtexture && t->backgroundglowtexture)
8061 t->glowtexture = r_texture_black;
8065 t->backgroundbasetexture = r_texture_white;
8066 t->backgroundnmaptexture = r_texture_blanknormalmap;
8067 t->backgroundglosstexture = r_texture_black;
8068 t->backgroundglowtexture = NULL;
8070 t->specularpower = r_shadow_glossexponent.value;
8071 // TODO: store reference values for these in the texture?
8072 t->specularscale = 0;
8073 if (r_shadow_gloss.integer > 0)
8075 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8077 if (r_shadow_glossintensity.value > 0)
8079 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8080 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8081 t->specularscale = r_shadow_glossintensity.value;
8084 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8086 t->glosstexture = r_texture_white;
8087 t->backgroundglosstexture = r_texture_white;
8088 t->specularscale = r_shadow_gloss2intensity.value;
8089 t->specularpower = r_shadow_gloss2exponent.value;
8092 t->specularscale *= t->specularscalemod;
8093 t->specularpower *= t->specularpowermod;
8094 t->rtlightambient = 0;
8096 // lightmaps mode looks bad with dlights using actual texturing, so turn
8097 // off the colormap and glossmap, but leave the normalmap on as it still
8098 // accurately represents the shading involved
8099 if (gl_lightmaps.integer)
8101 t->basetexture = r_texture_grey128;
8102 t->pantstexture = r_texture_black;
8103 t->shirttexture = r_texture_black;
8104 if (gl_lightmaps.integer < 2)
8105 t->nmaptexture = r_texture_blanknormalmap;
8106 t->glosstexture = r_texture_black;
8107 t->glowtexture = NULL;
8108 t->fogtexture = NULL;
8109 t->reflectmasktexture = NULL;
8110 t->backgroundbasetexture = NULL;
8111 if (gl_lightmaps.integer < 2)
8112 t->backgroundnmaptexture = r_texture_blanknormalmap;
8113 t->backgroundglosstexture = r_texture_black;
8114 t->backgroundglowtexture = NULL;
8115 t->specularscale = 0;
8116 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8119 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8120 VectorClear(t->dlightcolor);
8121 t->currentnumlayers = 0;
8122 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8124 int blendfunc1, blendfunc2;
8126 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8128 blendfunc1 = GL_SRC_ALPHA;
8129 blendfunc2 = GL_ONE;
8131 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8133 blendfunc1 = GL_SRC_ALPHA;
8134 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8136 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8138 blendfunc1 = t->customblendfunc[0];
8139 blendfunc2 = t->customblendfunc[1];
8143 blendfunc1 = GL_ONE;
8144 blendfunc2 = GL_ZERO;
8146 // don't colormod evilblend textures
8147 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8148 VectorSet(t->lightmapcolor, 1, 1, 1);
8149 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8150 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8152 // fullbright is not affected by r_refdef.lightmapintensity
8153 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8154 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8155 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8156 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8157 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8161 vec3_t ambientcolor;
8163 // set the color tint used for lights affecting this surface
8164 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8166 // q3bsp has no lightmap updates, so the lightstylevalue that
8167 // would normally be baked into the lightmap must be
8168 // applied to the color
8169 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8170 if (model->type == mod_brushq3)
8171 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8172 colorscale *= r_refdef.lightmapintensity;
8173 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8174 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8175 // basic lit geometry
8176 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
8177 // add pants/shirt if needed
8178 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8179 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8180 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8181 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
8182 // now add ambient passes if needed
8183 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8185 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
8186 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8187 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8188 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8189 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
8192 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8193 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
8194 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8196 // if this is opaque use alpha blend which will darken the earlier
8199 // if this is an alpha blended material, all the earlier passes
8200 // were darkened by fog already, so we only need to add the fog
8201 // color ontop through the fog mask texture
8203 // if this is an additive blended material, all the earlier passes
8204 // were darkened by fog already, and we should not add fog color
8205 // (because the background was not darkened, there is no fog color
8206 // that was lost behind it).
8207 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8211 return t->currentframe;
8214 rsurfacestate_t rsurface;
8216 void RSurf_ActiveWorldEntity(void)
8218 dp_model_t *model = r_refdef.scene.worldmodel;
8219 //if (rsurface.entity == r_refdef.scene.worldentity)
8221 rsurface.entity = r_refdef.scene.worldentity;
8222 rsurface.skeleton = NULL;
8223 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8224 rsurface.ent_skinnum = 0;
8225 rsurface.ent_qwskin = -1;
8226 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8227 rsurface.shadertime = r_refdef.scene.time;
8228 rsurface.matrix = identitymatrix;
8229 rsurface.inversematrix = identitymatrix;
8230 rsurface.matrixscale = 1;
8231 rsurface.inversematrixscale = 1;
8232 R_EntityMatrix(&identitymatrix);
8233 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8234 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8235 rsurface.fograngerecip = r_refdef.fograngerecip;
8236 rsurface.fogheightfade = r_refdef.fogheightfade;
8237 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8238 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8239 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8240 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8241 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8242 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8243 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8244 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8245 rsurface.colormod[3] = 1;
8246 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8247 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8248 rsurface.frameblend[0].lerp = 1;
8249 rsurface.ent_alttextures = false;
8250 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8251 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8252 rsurface.entityskeletaltransform3x4 = NULL;
8253 rsurface.entityskeletalnumtransforms = 0;
8254 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8255 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8256 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8257 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8258 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8259 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8260 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8261 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8262 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8263 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8264 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8265 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8266 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8267 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8268 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8269 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8270 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8271 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8272 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8273 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8274 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8275 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8276 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8277 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8278 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8279 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8280 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8281 rsurface.modelelement3i = model->surfmesh.data_element3i;
8282 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8283 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8284 rsurface.modelelement3s = model->surfmesh.data_element3s;
8285 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8286 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8287 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8288 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8289 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8290 rsurface.modelsurfaces = model->data_surfaces;
8291 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8292 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8293 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8294 rsurface.modelgeneratedvertex = false;
8295 rsurface.batchgeneratedvertex = false;
8296 rsurface.batchfirstvertex = 0;
8297 rsurface.batchnumvertices = 0;
8298 rsurface.batchfirsttriangle = 0;
8299 rsurface.batchnumtriangles = 0;
8300 rsurface.batchvertex3f = NULL;
8301 rsurface.batchvertex3f_vertexbuffer = NULL;
8302 rsurface.batchvertex3f_bufferoffset = 0;
8303 rsurface.batchsvector3f = NULL;
8304 rsurface.batchsvector3f_vertexbuffer = NULL;
8305 rsurface.batchsvector3f_bufferoffset = 0;
8306 rsurface.batchtvector3f = NULL;
8307 rsurface.batchtvector3f_vertexbuffer = NULL;
8308 rsurface.batchtvector3f_bufferoffset = 0;
8309 rsurface.batchnormal3f = NULL;
8310 rsurface.batchnormal3f_vertexbuffer = NULL;
8311 rsurface.batchnormal3f_bufferoffset = 0;
8312 rsurface.batchlightmapcolor4f = NULL;
8313 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8314 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8315 rsurface.batchtexcoordtexture2f = NULL;
8316 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8317 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8318 rsurface.batchtexcoordlightmap2f = NULL;
8319 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8320 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8321 rsurface.batchskeletalindex4ub = NULL;
8322 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8323 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8324 rsurface.batchskeletalweight4ub = NULL;
8325 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8326 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8327 rsurface.batchvertexmesh = NULL;
8328 rsurface.batchvertexmeshbuffer = NULL;
8329 rsurface.batchvertex3fbuffer = NULL;
8330 rsurface.batchelement3i = NULL;
8331 rsurface.batchelement3i_indexbuffer = NULL;
8332 rsurface.batchelement3i_bufferoffset = 0;
8333 rsurface.batchelement3s = NULL;
8334 rsurface.batchelement3s_indexbuffer = NULL;
8335 rsurface.batchelement3s_bufferoffset = 0;
8336 rsurface.passcolor4f = NULL;
8337 rsurface.passcolor4f_vertexbuffer = NULL;
8338 rsurface.passcolor4f_bufferoffset = 0;
8339 rsurface.forcecurrenttextureupdate = false;
8342 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8344 dp_model_t *model = ent->model;
8345 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8347 rsurface.entity = (entity_render_t *)ent;
8348 rsurface.skeleton = ent->skeleton;
8349 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8350 rsurface.ent_skinnum = ent->skinnum;
8351 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;
8352 rsurface.ent_flags = ent->flags;
8353 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8354 rsurface.matrix = ent->matrix;
8355 rsurface.inversematrix = ent->inversematrix;
8356 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8357 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8358 R_EntityMatrix(&rsurface.matrix);
8359 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8360 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8361 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8362 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8363 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8364 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8365 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8366 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8367 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8368 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8369 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8370 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8371 rsurface.colormod[3] = ent->alpha;
8372 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8373 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8374 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8375 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8376 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8377 if (ent->model->brush.submodel && !prepass)
8379 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8380 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8382 // if the animcache code decided it should use the shader path, skip the deform step
8383 rsurface.entityskeletaltransform3x4 = ent->animcache_vertex3f ? NULL : ent->animcache_skeletaltransform3x4;
8384 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8385 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8387 if (ent->animcache_vertex3f)
8389 r_refdef.stats[r_stat_batch_entitycache_count]++;
8390 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8391 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8392 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8393 rsurface.modelvertex3f = ent->animcache_vertex3f;
8394 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8395 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8396 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8397 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8398 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8399 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8401 else if (wanttangents)
8403 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8404 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8405 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8406 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8407 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8408 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8409 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8410 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8411 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8412 rsurface.modelvertexmesh = NULL;
8413 rsurface.modelvertexmeshbuffer = NULL;
8414 rsurface.modelvertex3fbuffer = NULL;
8416 else if (wantnormals)
8418 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8419 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8420 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8421 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8422 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8423 rsurface.modelsvector3f = NULL;
8424 rsurface.modeltvector3f = NULL;
8425 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8426 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8427 rsurface.modelvertexmesh = NULL;
8428 rsurface.modelvertexmeshbuffer = NULL;
8429 rsurface.modelvertex3fbuffer = NULL;
8433 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8434 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8435 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8436 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8437 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8438 rsurface.modelsvector3f = NULL;
8439 rsurface.modeltvector3f = NULL;
8440 rsurface.modelnormal3f = NULL;
8441 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8442 rsurface.modelvertexmesh = NULL;
8443 rsurface.modelvertexmeshbuffer = NULL;
8444 rsurface.modelvertex3fbuffer = NULL;
8446 rsurface.modelvertex3f_vertexbuffer = 0;
8447 rsurface.modelvertex3f_bufferoffset = 0;
8448 rsurface.modelsvector3f_vertexbuffer = 0;
8449 rsurface.modelsvector3f_bufferoffset = 0;
8450 rsurface.modeltvector3f_vertexbuffer = 0;
8451 rsurface.modeltvector3f_bufferoffset = 0;
8452 rsurface.modelnormal3f_vertexbuffer = 0;
8453 rsurface.modelnormal3f_bufferoffset = 0;
8454 rsurface.modelgeneratedvertex = true;
8458 if (rsurface.entityskeletaltransform3x4)
8460 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8461 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8462 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8463 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8467 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8468 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8469 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8470 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8472 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8473 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8474 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8475 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8476 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8477 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8478 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8479 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8480 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8481 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8482 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8483 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8484 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8485 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8486 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8487 rsurface.modelgeneratedvertex = false;
8489 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8490 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8491 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8492 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8493 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8494 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8495 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8496 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8497 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8498 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8499 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8500 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8501 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8502 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8503 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8504 rsurface.modelelement3i = model->surfmesh.data_element3i;
8505 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8506 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8507 rsurface.modelelement3s = model->surfmesh.data_element3s;
8508 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8509 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8510 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8511 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8512 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8513 rsurface.modelsurfaces = model->data_surfaces;
8514 rsurface.batchgeneratedvertex = false;
8515 rsurface.batchfirstvertex = 0;
8516 rsurface.batchnumvertices = 0;
8517 rsurface.batchfirsttriangle = 0;
8518 rsurface.batchnumtriangles = 0;
8519 rsurface.batchvertex3f = NULL;
8520 rsurface.batchvertex3f_vertexbuffer = NULL;
8521 rsurface.batchvertex3f_bufferoffset = 0;
8522 rsurface.batchsvector3f = NULL;
8523 rsurface.batchsvector3f_vertexbuffer = NULL;
8524 rsurface.batchsvector3f_bufferoffset = 0;
8525 rsurface.batchtvector3f = NULL;
8526 rsurface.batchtvector3f_vertexbuffer = NULL;
8527 rsurface.batchtvector3f_bufferoffset = 0;
8528 rsurface.batchnormal3f = NULL;
8529 rsurface.batchnormal3f_vertexbuffer = NULL;
8530 rsurface.batchnormal3f_bufferoffset = 0;
8531 rsurface.batchlightmapcolor4f = NULL;
8532 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8533 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8534 rsurface.batchtexcoordtexture2f = NULL;
8535 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8536 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8537 rsurface.batchtexcoordlightmap2f = NULL;
8538 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8539 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8540 rsurface.batchskeletalindex4ub = NULL;
8541 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8542 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8543 rsurface.batchskeletalweight4ub = NULL;
8544 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8545 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8546 rsurface.batchvertexmesh = NULL;
8547 rsurface.batchvertexmeshbuffer = NULL;
8548 rsurface.batchvertex3fbuffer = NULL;
8549 rsurface.batchelement3i = NULL;
8550 rsurface.batchelement3i_indexbuffer = NULL;
8551 rsurface.batchelement3i_bufferoffset = 0;
8552 rsurface.batchelement3s = NULL;
8553 rsurface.batchelement3s_indexbuffer = NULL;
8554 rsurface.batchelement3s_bufferoffset = 0;
8555 rsurface.passcolor4f = NULL;
8556 rsurface.passcolor4f_vertexbuffer = NULL;
8557 rsurface.passcolor4f_bufferoffset = 0;
8558 rsurface.forcecurrenttextureupdate = false;
8561 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)
8563 rsurface.entity = r_refdef.scene.worldentity;
8564 rsurface.skeleton = NULL;
8565 rsurface.ent_skinnum = 0;
8566 rsurface.ent_qwskin = -1;
8567 rsurface.ent_flags = entflags;
8568 rsurface.shadertime = r_refdef.scene.time - shadertime;
8569 rsurface.modelnumvertices = numvertices;
8570 rsurface.modelnumtriangles = numtriangles;
8571 rsurface.matrix = *matrix;
8572 rsurface.inversematrix = *inversematrix;
8573 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8574 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8575 R_EntityMatrix(&rsurface.matrix);
8576 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8577 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8578 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8579 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8580 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8581 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8582 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8583 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8584 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8585 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8586 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8587 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8588 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8589 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8590 rsurface.frameblend[0].lerp = 1;
8591 rsurface.ent_alttextures = false;
8592 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8593 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8594 rsurface.entityskeletaltransform3x4 = NULL;
8595 rsurface.entityskeletalnumtransforms = 0;
8596 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8597 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8598 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8599 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8602 rsurface.modelvertex3f = (float *)vertex3f;
8603 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8604 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8605 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8607 else if (wantnormals)
8609 rsurface.modelvertex3f = (float *)vertex3f;
8610 rsurface.modelsvector3f = NULL;
8611 rsurface.modeltvector3f = NULL;
8612 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8616 rsurface.modelvertex3f = (float *)vertex3f;
8617 rsurface.modelsvector3f = NULL;
8618 rsurface.modeltvector3f = NULL;
8619 rsurface.modelnormal3f = NULL;
8621 rsurface.modelvertexmesh = NULL;
8622 rsurface.modelvertexmeshbuffer = NULL;
8623 rsurface.modelvertex3fbuffer = NULL;
8624 rsurface.modelvertex3f_vertexbuffer = 0;
8625 rsurface.modelvertex3f_bufferoffset = 0;
8626 rsurface.modelsvector3f_vertexbuffer = 0;
8627 rsurface.modelsvector3f_bufferoffset = 0;
8628 rsurface.modeltvector3f_vertexbuffer = 0;
8629 rsurface.modeltvector3f_bufferoffset = 0;
8630 rsurface.modelnormal3f_vertexbuffer = 0;
8631 rsurface.modelnormal3f_bufferoffset = 0;
8632 rsurface.modelgeneratedvertex = true;
8633 rsurface.modellightmapcolor4f = (float *)color4f;
8634 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8635 rsurface.modellightmapcolor4f_bufferoffset = 0;
8636 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8637 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8638 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8639 rsurface.modeltexcoordlightmap2f = NULL;
8640 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8641 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8642 rsurface.modelskeletalindex4ub = NULL;
8643 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
8644 rsurface.modelskeletalindex4ub_bufferoffset = 0;
8645 rsurface.modelskeletalweight4ub = NULL;
8646 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
8647 rsurface.modelskeletalweight4ub_bufferoffset = 0;
8648 rsurface.modelelement3i = (int *)element3i;
8649 rsurface.modelelement3i_indexbuffer = NULL;
8650 rsurface.modelelement3i_bufferoffset = 0;
8651 rsurface.modelelement3s = (unsigned short *)element3s;
8652 rsurface.modelelement3s_indexbuffer = NULL;
8653 rsurface.modelelement3s_bufferoffset = 0;
8654 rsurface.modellightmapoffsets = NULL;
8655 rsurface.modelsurfaces = NULL;
8656 rsurface.batchgeneratedvertex = false;
8657 rsurface.batchfirstvertex = 0;
8658 rsurface.batchnumvertices = 0;
8659 rsurface.batchfirsttriangle = 0;
8660 rsurface.batchnumtriangles = 0;
8661 rsurface.batchvertex3f = NULL;
8662 rsurface.batchvertex3f_vertexbuffer = NULL;
8663 rsurface.batchvertex3f_bufferoffset = 0;
8664 rsurface.batchsvector3f = NULL;
8665 rsurface.batchsvector3f_vertexbuffer = NULL;
8666 rsurface.batchsvector3f_bufferoffset = 0;
8667 rsurface.batchtvector3f = NULL;
8668 rsurface.batchtvector3f_vertexbuffer = NULL;
8669 rsurface.batchtvector3f_bufferoffset = 0;
8670 rsurface.batchnormal3f = NULL;
8671 rsurface.batchnormal3f_vertexbuffer = NULL;
8672 rsurface.batchnormal3f_bufferoffset = 0;
8673 rsurface.batchlightmapcolor4f = NULL;
8674 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8675 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8676 rsurface.batchtexcoordtexture2f = NULL;
8677 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8678 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8679 rsurface.batchtexcoordlightmap2f = NULL;
8680 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8681 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8682 rsurface.batchskeletalindex4ub = NULL;
8683 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8684 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8685 rsurface.batchskeletalweight4ub = NULL;
8686 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8687 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8688 rsurface.batchvertexmesh = NULL;
8689 rsurface.batchvertexmeshbuffer = NULL;
8690 rsurface.batchvertex3fbuffer = NULL;
8691 rsurface.batchelement3i = NULL;
8692 rsurface.batchelement3i_indexbuffer = NULL;
8693 rsurface.batchelement3i_bufferoffset = 0;
8694 rsurface.batchelement3s = NULL;
8695 rsurface.batchelement3s_indexbuffer = NULL;
8696 rsurface.batchelement3s_bufferoffset = 0;
8697 rsurface.passcolor4f = NULL;
8698 rsurface.passcolor4f_vertexbuffer = NULL;
8699 rsurface.passcolor4f_bufferoffset = 0;
8700 rsurface.forcecurrenttextureupdate = true;
8702 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8704 if ((wantnormals || wanttangents) && !normal3f)
8706 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8707 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8709 if (wanttangents && !svector3f)
8711 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8712 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8713 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8718 float RSurf_FogPoint(const float *v)
8720 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8721 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8722 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8723 float FogHeightFade = r_refdef.fogheightfade;
8725 unsigned int fogmasktableindex;
8726 if (r_refdef.fogplaneviewabove)
8727 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8729 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8730 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8731 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8734 float RSurf_FogVertex(const float *v)
8736 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8737 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8738 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8739 float FogHeightFade = rsurface.fogheightfade;
8741 unsigned int fogmasktableindex;
8742 if (r_refdef.fogplaneviewabove)
8743 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8745 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8746 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8747 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8750 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8753 for (i = 0;i < numelements;i++)
8754 outelement3i[i] = inelement3i[i] + adjust;
8757 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8758 extern cvar_t gl_vbo;
8759 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8767 int surfacefirsttriangle;
8768 int surfacenumtriangles;
8769 int surfacefirstvertex;
8770 int surfaceendvertex;
8771 int surfacenumvertices;
8772 int batchnumsurfaces = texturenumsurfaces;
8773 int batchnumvertices;
8774 int batchnumtriangles;
8778 qboolean dynamicvertex;
8782 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8785 q3shaderinfo_deform_t *deform;
8786 const msurface_t *surface, *firstsurface;
8787 r_vertexmesh_t *vertexmesh;
8788 if (!texturenumsurfaces)
8790 // find vertex range of this surface batch
8792 firstsurface = texturesurfacelist[0];
8793 firsttriangle = firstsurface->num_firsttriangle;
8794 batchnumvertices = 0;
8795 batchnumtriangles = 0;
8796 firstvertex = endvertex = firstsurface->num_firstvertex;
8797 for (i = 0;i < texturenumsurfaces;i++)
8799 surface = texturesurfacelist[i];
8800 if (surface != firstsurface + i)
8802 surfacefirstvertex = surface->num_firstvertex;
8803 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8804 surfacenumvertices = surface->num_vertices;
8805 surfacenumtriangles = surface->num_triangles;
8806 if (firstvertex > surfacefirstvertex)
8807 firstvertex = surfacefirstvertex;
8808 if (endvertex < surfaceendvertex)
8809 endvertex = surfaceendvertex;
8810 batchnumvertices += surfacenumvertices;
8811 batchnumtriangles += surfacenumtriangles;
8814 r_refdef.stats[r_stat_batch_batches]++;
8816 r_refdef.stats[r_stat_batch_withgaps]++;
8817 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
8818 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
8819 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
8821 // we now know the vertex range used, and if there are any gaps in it
8822 rsurface.batchfirstvertex = firstvertex;
8823 rsurface.batchnumvertices = endvertex - firstvertex;
8824 rsurface.batchfirsttriangle = firsttriangle;
8825 rsurface.batchnumtriangles = batchnumtriangles;
8827 // this variable holds flags for which properties have been updated that
8828 // may require regenerating vertexmesh array...
8831 // check if any dynamic vertex processing must occur
8832 dynamicvertex = false;
8834 // a cvar to force the dynamic vertex path to be taken, for debugging
8835 if (r_batch_debugdynamicvertexpath.integer)
8839 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
8840 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
8841 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
8842 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
8844 dynamicvertex = true;
8847 // if there is a chance of animated vertex colors, it's a dynamic batch
8848 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8852 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
8853 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
8854 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
8855 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
8857 dynamicvertex = true;
8858 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8861 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8863 switch (deform->deform)
8866 case Q3DEFORM_PROJECTIONSHADOW:
8867 case Q3DEFORM_TEXT0:
8868 case Q3DEFORM_TEXT1:
8869 case Q3DEFORM_TEXT2:
8870 case Q3DEFORM_TEXT3:
8871 case Q3DEFORM_TEXT4:
8872 case Q3DEFORM_TEXT5:
8873 case Q3DEFORM_TEXT6:
8874 case Q3DEFORM_TEXT7:
8877 case Q3DEFORM_AUTOSPRITE:
8880 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
8881 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
8882 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
8883 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
8885 dynamicvertex = true;
8886 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
8887 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8889 case Q3DEFORM_AUTOSPRITE2:
8892 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
8893 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
8894 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
8895 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
8897 dynamicvertex = true;
8898 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
8899 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8901 case Q3DEFORM_NORMAL:
8904 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
8905 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
8906 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
8907 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
8909 dynamicvertex = true;
8910 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8911 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8914 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8915 break; // if wavefunc is a nop, ignore this transform
8918 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
8919 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
8920 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
8921 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
8923 dynamicvertex = true;
8924 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8925 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8927 case Q3DEFORM_BULGE:
8930 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
8931 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
8932 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
8933 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
8935 dynamicvertex = true;
8936 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
8937 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8940 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8941 break; // if wavefunc is a nop, ignore this transform
8944 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
8945 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
8946 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
8947 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
8949 dynamicvertex = true;
8950 batchneed |= BATCHNEED_ARRAY_VERTEX;
8951 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8955 switch(rsurface.texture->tcgen.tcgen)
8958 case Q3TCGEN_TEXTURE:
8960 case Q3TCGEN_LIGHTMAP:
8963 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
8964 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
8965 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
8966 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
8968 dynamicvertex = true;
8969 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8970 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8972 case Q3TCGEN_VECTOR:
8975 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
8976 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
8977 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
8978 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
8980 dynamicvertex = true;
8981 batchneed |= BATCHNEED_ARRAY_VERTEX;
8982 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8984 case Q3TCGEN_ENVIRONMENT:
8987 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
8988 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
8989 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
8990 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
8992 dynamicvertex = true;
8993 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
8994 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8997 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9001 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9002 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9003 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9004 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9006 dynamicvertex = true;
9007 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9008 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9011 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9015 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9016 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9017 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9018 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9020 dynamicvertex = true;
9021 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9024 // when the model data has no vertex buffer (dynamic mesh), we need to
9026 if (vid.useinterleavedarrays && !rsurface.modelvertexmeshbuffer)
9027 batchneed |= BATCHNEED_NOGAPS;
9029 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9030 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9031 // we ensure this by treating the vertex batch as dynamic...
9032 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9036 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9037 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9038 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9039 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9041 dynamicvertex = true;
9046 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9047 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9048 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9049 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9050 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9051 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9052 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9053 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9056 // if needsupdate, we have to do a dynamic vertex batch for sure
9057 if (needsupdate & batchneed)
9061 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9062 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9063 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9064 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9066 dynamicvertex = true;
9069 // see if we need to build vertexmesh from arrays
9070 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9074 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9075 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9076 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9077 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9079 dynamicvertex = true;
9082 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9083 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9084 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9086 rsurface.batchvertex3f = rsurface.modelvertex3f;
9087 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9088 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9089 rsurface.batchsvector3f = rsurface.modelsvector3f;
9090 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9091 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9092 rsurface.batchtvector3f = rsurface.modeltvector3f;
9093 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9094 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9095 rsurface.batchnormal3f = rsurface.modelnormal3f;
9096 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9097 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9098 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9099 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9100 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9101 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9102 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9103 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9104 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9105 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9106 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9107 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9108 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9109 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9110 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9111 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9112 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9113 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
9114 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9115 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
9116 rsurface.batchelement3i = rsurface.modelelement3i;
9117 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9118 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9119 rsurface.batchelement3s = rsurface.modelelement3s;
9120 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9121 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9122 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9123 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9125 // if any dynamic vertex processing has to occur in software, we copy the
9126 // entire surface list together before processing to rebase the vertices
9127 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9129 // if any gaps exist and we do not have a static vertex buffer, we have to
9130 // copy the surface list together to avoid wasting upload bandwidth on the
9131 // vertices in the gaps.
9133 // if gaps exist and we have a static vertex buffer, we can choose whether
9134 // to combine the index buffer ranges into one dynamic index buffer or
9135 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9137 // in many cases the batch is reduced to one draw call.
9139 rsurface.batchmultidraw = false;
9140 rsurface.batchmultidrawnumsurfaces = 0;
9141 rsurface.batchmultidrawsurfacelist = NULL;
9145 // static vertex data, just set pointers...
9146 rsurface.batchgeneratedvertex = false;
9147 // if there are gaps, we want to build a combined index buffer,
9148 // otherwise use the original static buffer with an appropriate offset
9151 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9152 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9153 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9154 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9155 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9157 rsurface.batchmultidraw = true;
9158 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9159 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9162 // build a new triangle elements array for this batch
9163 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9164 rsurface.batchfirsttriangle = 0;
9166 for (i = 0;i < texturenumsurfaces;i++)
9168 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9169 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9170 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9171 numtriangles += surfacenumtriangles;
9173 rsurface.batchelement3i_indexbuffer = NULL;
9174 rsurface.batchelement3i_bufferoffset = 0;
9175 rsurface.batchelement3s = NULL;
9176 rsurface.batchelement3s_indexbuffer = NULL;
9177 rsurface.batchelement3s_bufferoffset = 0;
9178 if (endvertex <= 65536)
9180 // make a 16bit (unsigned short) index array if possible
9181 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9182 for (i = 0;i < numtriangles*3;i++)
9183 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9188 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9189 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9190 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9191 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9196 // something needs software processing, do it for real...
9197 // we only directly handle separate array data in this case and then
9198 // generate interleaved data if needed...
9199 rsurface.batchgeneratedvertex = true;
9200 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9201 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9202 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9203 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9205 // now copy the vertex data into a combined array and make an index array
9206 // (this is what Quake3 does all the time)
9207 // we also apply any skeletal animation here that would have been done in
9208 // the vertex shader, because most of the dynamic vertex animation cases
9209 // need actual vertex positions and normals
9210 //if (dynamicvertex)
9212 rsurface.batchvertex3fbuffer = NULL;
9213 rsurface.batchvertexmesh = NULL;
9214 rsurface.batchvertexmeshbuffer = NULL;
9215 rsurface.batchvertex3f = NULL;
9216 rsurface.batchvertex3f_vertexbuffer = NULL;
9217 rsurface.batchvertex3f_bufferoffset = 0;
9218 rsurface.batchsvector3f = NULL;
9219 rsurface.batchsvector3f_vertexbuffer = NULL;
9220 rsurface.batchsvector3f_bufferoffset = 0;
9221 rsurface.batchtvector3f = NULL;
9222 rsurface.batchtvector3f_vertexbuffer = NULL;
9223 rsurface.batchtvector3f_bufferoffset = 0;
9224 rsurface.batchnormal3f = NULL;
9225 rsurface.batchnormal3f_vertexbuffer = NULL;
9226 rsurface.batchnormal3f_bufferoffset = 0;
9227 rsurface.batchlightmapcolor4f = NULL;
9228 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9229 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9230 rsurface.batchtexcoordtexture2f = NULL;
9231 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9232 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9233 rsurface.batchtexcoordlightmap2f = NULL;
9234 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9235 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9236 rsurface.batchskeletalindex4ub = NULL;
9237 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9238 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9239 rsurface.batchskeletalweight4ub = NULL;
9240 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9241 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9242 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9243 rsurface.batchelement3i_indexbuffer = NULL;
9244 rsurface.batchelement3i_bufferoffset = 0;
9245 rsurface.batchelement3s = NULL;
9246 rsurface.batchelement3s_indexbuffer = NULL;
9247 rsurface.batchelement3s_bufferoffset = 0;
9248 // we'll only be setting up certain arrays as needed
9249 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9250 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9251 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9252 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9253 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9254 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9255 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9257 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9258 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9260 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9261 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9262 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9263 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9264 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9265 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9266 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9268 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9269 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9273 for (i = 0;i < texturenumsurfaces;i++)
9275 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9276 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9277 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9278 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9279 // copy only the data requested
9280 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9281 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9282 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9284 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9286 if (rsurface.batchvertex3f)
9287 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9289 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9291 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9293 if (rsurface.modelnormal3f)
9294 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9296 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9298 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9300 if (rsurface.modelsvector3f)
9302 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9303 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9307 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9308 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9311 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9313 if (rsurface.modellightmapcolor4f)
9314 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9316 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9318 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9320 if (rsurface.modeltexcoordtexture2f)
9321 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9323 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9325 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9327 if (rsurface.modeltexcoordlightmap2f)
9328 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9330 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9332 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9334 if (rsurface.modelskeletalindex4ub)
9336 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9337 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9341 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9342 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9343 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9344 for (j = 0;j < surfacenumvertices;j++)
9349 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9350 numvertices += surfacenumvertices;
9351 numtriangles += surfacenumtriangles;
9354 // generate a 16bit index array as well if possible
9355 // (in general, dynamic batches fit)
9356 if (numvertices <= 65536)
9358 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9359 for (i = 0;i < numtriangles*3;i++)
9360 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9363 // since we've copied everything, the batch now starts at 0
9364 rsurface.batchfirstvertex = 0;
9365 rsurface.batchnumvertices = batchnumvertices;
9366 rsurface.batchfirsttriangle = 0;
9367 rsurface.batchnumtriangles = batchnumtriangles;
9370 // apply skeletal animation that would have been done in the vertex shader
9371 if (rsurface.batchskeletaltransform3x4)
9373 const unsigned char *si;
9374 const unsigned char *sw;
9376 const float *b = rsurface.batchskeletaltransform3x4;
9377 float *vp, *vs, *vt, *vn;
9379 float m[3][4], n[3][4];
9380 float tp[3], ts[3], tt[3], tn[3];
9381 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9382 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9383 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9384 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9385 si = rsurface.batchskeletalindex4ub;
9386 sw = rsurface.batchskeletalweight4ub;
9387 vp = rsurface.batchvertex3f;
9388 vs = rsurface.batchsvector3f;
9389 vt = rsurface.batchtvector3f;
9390 vn = rsurface.batchnormal3f;
9391 memset(m[0], 0, sizeof(m));
9392 memset(n[0], 0, sizeof(n));
9393 for (i = 0;i < batchnumvertices;i++)
9395 t[0] = b + si[0]*12;
9398 // common case - only one matrix
9412 else if (sw[2] + sw[3])
9415 t[1] = b + si[1]*12;
9416 t[2] = b + si[2]*12;
9417 t[3] = b + si[3]*12;
9418 w[0] = sw[0] * (1.0f / 255.0f);
9419 w[1] = sw[1] * (1.0f / 255.0f);
9420 w[2] = sw[2] * (1.0f / 255.0f);
9421 w[3] = sw[3] * (1.0f / 255.0f);
9422 // blend the matrices
9423 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9424 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9425 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9426 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9427 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9428 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9429 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9430 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9431 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9432 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9433 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9434 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9439 t[1] = b + si[1]*12;
9440 w[0] = sw[0] * (1.0f / 255.0f);
9441 w[1] = sw[1] * (1.0f / 255.0f);
9442 // blend the matrices
9443 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9444 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9445 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9446 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9447 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9448 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9449 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9450 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9451 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9452 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9453 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9454 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9458 // modify the vertex
9460 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9461 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9462 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9466 // the normal transformation matrix is a set of cross products...
9467 CrossProduct(m[1], m[2], n[0]);
9468 CrossProduct(m[2], m[0], n[1]);
9469 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9471 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9472 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9473 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9474 VectorNormalize(vn);
9479 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9480 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9481 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9482 VectorNormalize(vs);
9485 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9486 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9487 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9488 VectorNormalize(vt);
9493 rsurface.batchskeletaltransform3x4 = NULL;
9494 rsurface.batchskeletalnumtransforms = 0;
9497 // q1bsp surfaces rendered in vertex color mode have to have colors
9498 // calculated based on lightstyles
9499 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9501 // generate color arrays for the surfaces in this list
9506 const unsigned char *lm;
9507 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9508 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9509 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9511 for (i = 0;i < texturenumsurfaces;i++)
9513 surface = texturesurfacelist[i];
9514 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9515 surfacenumvertices = surface->num_vertices;
9516 if (surface->lightmapinfo->samples)
9518 for (j = 0;j < surfacenumvertices;j++)
9520 lm = surface->lightmapinfo->samples + offsets[j];
9521 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9522 VectorScale(lm, scale, c);
9523 if (surface->lightmapinfo->styles[1] != 255)
9525 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9527 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9528 VectorMA(c, scale, lm, c);
9529 if (surface->lightmapinfo->styles[2] != 255)
9532 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9533 VectorMA(c, scale, lm, c);
9534 if (surface->lightmapinfo->styles[3] != 255)
9537 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9538 VectorMA(c, scale, lm, c);
9545 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);
9551 for (j = 0;j < surfacenumvertices;j++)
9553 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9560 // if vertices are deformed (sprite flares and things in maps, possibly
9561 // water waves, bulges and other deformations), modify the copied vertices
9563 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9565 switch (deform->deform)
9568 case Q3DEFORM_PROJECTIONSHADOW:
9569 case Q3DEFORM_TEXT0:
9570 case Q3DEFORM_TEXT1:
9571 case Q3DEFORM_TEXT2:
9572 case Q3DEFORM_TEXT3:
9573 case Q3DEFORM_TEXT4:
9574 case Q3DEFORM_TEXT5:
9575 case Q3DEFORM_TEXT6:
9576 case Q3DEFORM_TEXT7:
9579 case Q3DEFORM_AUTOSPRITE:
9580 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9581 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9582 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9583 VectorNormalize(newforward);
9584 VectorNormalize(newright);
9585 VectorNormalize(newup);
9586 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9587 // rsurface.batchvertex3f_vertexbuffer = NULL;
9588 // rsurface.batchvertex3f_bufferoffset = 0;
9589 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9590 // rsurface.batchsvector3f_vertexbuffer = NULL;
9591 // rsurface.batchsvector3f_bufferoffset = 0;
9592 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9593 // rsurface.batchtvector3f_vertexbuffer = NULL;
9594 // rsurface.batchtvector3f_bufferoffset = 0;
9595 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9596 // rsurface.batchnormal3f_vertexbuffer = NULL;
9597 // rsurface.batchnormal3f_bufferoffset = 0;
9598 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9599 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9600 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9601 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9602 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);
9603 // a single autosprite surface can contain multiple sprites...
9604 for (j = 0;j < batchnumvertices - 3;j += 4)
9606 VectorClear(center);
9607 for (i = 0;i < 4;i++)
9608 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9609 VectorScale(center, 0.25f, center);
9610 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9611 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9612 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9613 for (i = 0;i < 4;i++)
9615 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9616 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9619 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9620 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9621 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);
9623 case Q3DEFORM_AUTOSPRITE2:
9624 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9625 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9626 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9627 VectorNormalize(newforward);
9628 VectorNormalize(newright);
9629 VectorNormalize(newup);
9630 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9631 // rsurface.batchvertex3f_vertexbuffer = NULL;
9632 // rsurface.batchvertex3f_bufferoffset = 0;
9634 const float *v1, *v2;
9644 memset(shortest, 0, sizeof(shortest));
9645 // a single autosprite surface can contain multiple sprites...
9646 for (j = 0;j < batchnumvertices - 3;j += 4)
9648 VectorClear(center);
9649 for (i = 0;i < 4;i++)
9650 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9651 VectorScale(center, 0.25f, center);
9652 // find the two shortest edges, then use them to define the
9653 // axis vectors for rotating around the central axis
9654 for (i = 0;i < 6;i++)
9656 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9657 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9658 l = VectorDistance2(v1, v2);
9659 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9661 l += (1.0f / 1024.0f);
9662 if (shortest[0].length2 > l || i == 0)
9664 shortest[1] = shortest[0];
9665 shortest[0].length2 = l;
9666 shortest[0].v1 = v1;
9667 shortest[0].v2 = v2;
9669 else if (shortest[1].length2 > l || i == 1)
9671 shortest[1].length2 = l;
9672 shortest[1].v1 = v1;
9673 shortest[1].v2 = v2;
9676 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9677 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9678 // this calculates the right vector from the shortest edge
9679 // and the up vector from the edge midpoints
9680 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9681 VectorNormalize(right);
9682 VectorSubtract(end, start, up);
9683 VectorNormalize(up);
9684 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9685 VectorSubtract(rsurface.localvieworigin, center, forward);
9686 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9687 VectorNegate(forward, forward);
9688 VectorReflect(forward, 0, up, forward);
9689 VectorNormalize(forward);
9690 CrossProduct(up, forward, newright);
9691 VectorNormalize(newright);
9692 // rotate the quad around the up axis vector, this is made
9693 // especially easy by the fact we know the quad is flat,
9694 // so we only have to subtract the center position and
9695 // measure distance along the right vector, and then
9696 // multiply that by the newright vector and add back the
9698 // we also need to subtract the old position to undo the
9699 // displacement from the center, which we do with a
9700 // DotProduct, the subtraction/addition of center is also
9701 // optimized into DotProducts here
9702 l = DotProduct(right, center);
9703 for (i = 0;i < 4;i++)
9705 v1 = rsurface.batchvertex3f + 3*(j+i);
9706 f = DotProduct(right, v1) - l;
9707 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9711 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9713 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9714 // rsurface.batchnormal3f_vertexbuffer = NULL;
9715 // rsurface.batchnormal3f_bufferoffset = 0;
9716 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9718 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9720 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9721 // rsurface.batchsvector3f_vertexbuffer = NULL;
9722 // rsurface.batchsvector3f_bufferoffset = 0;
9723 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9724 // rsurface.batchtvector3f_vertexbuffer = NULL;
9725 // rsurface.batchtvector3f_bufferoffset = 0;
9726 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);
9729 case Q3DEFORM_NORMAL:
9730 // deform the normals to make reflections wavey
9731 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9732 rsurface.batchnormal3f_vertexbuffer = NULL;
9733 rsurface.batchnormal3f_bufferoffset = 0;
9734 for (j = 0;j < batchnumvertices;j++)
9737 float *normal = rsurface.batchnormal3f + 3*j;
9738 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9739 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9740 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9741 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9742 VectorNormalize(normal);
9744 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9746 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9747 // rsurface.batchsvector3f_vertexbuffer = NULL;
9748 // rsurface.batchsvector3f_bufferoffset = 0;
9749 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9750 // rsurface.batchtvector3f_vertexbuffer = NULL;
9751 // rsurface.batchtvector3f_bufferoffset = 0;
9752 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);
9756 // deform vertex array to make wavey water and flags and such
9757 waveparms[0] = deform->waveparms[0];
9758 waveparms[1] = deform->waveparms[1];
9759 waveparms[2] = deform->waveparms[2];
9760 waveparms[3] = deform->waveparms[3];
9761 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9762 break; // if wavefunc is a nop, don't make a dynamic vertex array
9763 // this is how a divisor of vertex influence on deformation
9764 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9765 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9766 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9767 // rsurface.batchvertex3f_vertexbuffer = NULL;
9768 // rsurface.batchvertex3f_bufferoffset = 0;
9769 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9770 // rsurface.batchnormal3f_vertexbuffer = NULL;
9771 // rsurface.batchnormal3f_bufferoffset = 0;
9772 for (j = 0;j < batchnumvertices;j++)
9774 // if the wavefunc depends on time, evaluate it per-vertex
9777 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9778 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9780 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9782 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9783 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9784 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9786 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9787 // rsurface.batchsvector3f_vertexbuffer = NULL;
9788 // rsurface.batchsvector3f_bufferoffset = 0;
9789 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9790 // rsurface.batchtvector3f_vertexbuffer = NULL;
9791 // rsurface.batchtvector3f_bufferoffset = 0;
9792 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);
9795 case Q3DEFORM_BULGE:
9796 // deform vertex array to make the surface have moving bulges
9797 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9798 // rsurface.batchvertex3f_vertexbuffer = NULL;
9799 // rsurface.batchvertex3f_bufferoffset = 0;
9800 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9801 // rsurface.batchnormal3f_vertexbuffer = NULL;
9802 // rsurface.batchnormal3f_bufferoffset = 0;
9803 for (j = 0;j < batchnumvertices;j++)
9805 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9806 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9808 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9809 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9810 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9812 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9813 // rsurface.batchsvector3f_vertexbuffer = NULL;
9814 // rsurface.batchsvector3f_bufferoffset = 0;
9815 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9816 // rsurface.batchtvector3f_vertexbuffer = NULL;
9817 // rsurface.batchtvector3f_bufferoffset = 0;
9818 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);
9822 // deform vertex array
9823 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9824 break; // if wavefunc is a nop, don't make a dynamic vertex array
9825 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9826 VectorScale(deform->parms, scale, waveparms);
9827 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9828 // rsurface.batchvertex3f_vertexbuffer = NULL;
9829 // rsurface.batchvertex3f_bufferoffset = 0;
9830 for (j = 0;j < batchnumvertices;j++)
9831 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9836 // generate texcoords based on the chosen texcoord source
9837 switch(rsurface.texture->tcgen.tcgen)
9840 case Q3TCGEN_TEXTURE:
9842 case Q3TCGEN_LIGHTMAP:
9843 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9844 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9845 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9846 if (rsurface.batchtexcoordlightmap2f)
9847 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9849 case Q3TCGEN_VECTOR:
9850 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9851 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9852 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9853 for (j = 0;j < batchnumvertices;j++)
9855 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9856 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9859 case Q3TCGEN_ENVIRONMENT:
9860 // make environment reflections using a spheremap
9861 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9862 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9863 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9864 for (j = 0;j < batchnumvertices;j++)
9866 // identical to Q3A's method, but executed in worldspace so
9867 // carried models can be shiny too
9869 float viewer[3], d, reflected[3], worldreflected[3];
9871 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9872 // VectorNormalize(viewer);
9874 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9876 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9877 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9878 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9879 // note: this is proportinal to viewer, so we can normalize later
9881 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9882 VectorNormalize(worldreflected);
9884 // note: this sphere map only uses world x and z!
9885 // so positive and negative y will LOOK THE SAME.
9886 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9887 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9891 // the only tcmod that needs software vertex processing is turbulent, so
9892 // check for it here and apply the changes if needed
9893 // and we only support that as the first one
9894 // (handling a mixture of turbulent and other tcmods would be problematic
9895 // without punting it entirely to a software path)
9896 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9898 amplitude = rsurface.texture->tcmods[0].parms[1];
9899 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9900 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9901 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9902 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9903 for (j = 0;j < batchnumvertices;j++)
9905 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);
9906 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9910 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9912 // convert the modified arrays to vertex structs
9913 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9914 // rsurface.batchvertexmeshbuffer = NULL;
9915 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9916 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9917 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9918 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9919 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9920 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9921 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9923 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9925 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9926 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9929 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9930 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9931 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9932 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9933 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9934 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9935 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9936 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9937 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9938 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
9940 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9942 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
9943 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
9949 void RSurf_DrawBatch(void)
9951 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9952 // through the pipeline, killing it earlier in the pipeline would have
9953 // per-surface overhead rather than per-batch overhead, so it's best to
9954 // reject it here, before it hits glDraw.
9955 if (rsurface.batchnumtriangles == 0)
9958 // batch debugging code
9959 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9965 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9966 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9969 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9971 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9973 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9974 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);
9981 if (rsurface.batchmultidraw)
9983 // issue multiple draws rather than copying index data
9984 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
9985 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
9986 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
9987 for (i = 0;i < numsurfaces;)
9989 // combine consecutive surfaces as one draw
9990 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
9991 if (surfacelist[j] != surfacelist[k] + 1)
9993 firstvertex = surfacelist[i]->num_firstvertex;
9994 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
9995 firsttriangle = surfacelist[i]->num_firsttriangle;
9996 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
9997 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);
10003 // there is only one consecutive run of index data (may have been combined)
10004 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);
10008 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10010 // pick the closest matching water plane
10011 int planeindex, vertexindex, bestplaneindex = -1;
10015 r_waterstate_waterplane_t *p;
10016 qboolean prepared = false;
10018 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10020 if(p->camera_entity != rsurface.texture->camera_entity)
10025 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10027 if(rsurface.batchnumvertices == 0)
10030 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10032 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10033 d += fabs(PlaneDiff(vert, &p->plane));
10035 if (bestd > d || bestplaneindex < 0)
10038 bestplaneindex = planeindex;
10041 return bestplaneindex;
10042 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10043 // this situation though, as it might be better to render single larger
10044 // batches with useless stuff (backface culled for example) than to
10045 // render multiple smaller batches
10048 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10051 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10052 rsurface.passcolor4f_vertexbuffer = 0;
10053 rsurface.passcolor4f_bufferoffset = 0;
10054 for (i = 0;i < rsurface.batchnumvertices;i++)
10055 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10058 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10065 if (rsurface.passcolor4f)
10067 // generate color arrays
10068 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10069 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10070 rsurface.passcolor4f_vertexbuffer = 0;
10071 rsurface.passcolor4f_bufferoffset = 0;
10072 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)
10074 f = RSurf_FogVertex(v);
10083 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10084 rsurface.passcolor4f_vertexbuffer = 0;
10085 rsurface.passcolor4f_bufferoffset = 0;
10086 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10088 f = RSurf_FogVertex(v);
10097 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10104 if (!rsurface.passcolor4f)
10106 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10107 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10108 rsurface.passcolor4f_vertexbuffer = 0;
10109 rsurface.passcolor4f_bufferoffset = 0;
10110 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)
10112 f = RSurf_FogVertex(v);
10113 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10114 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10115 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10120 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10125 if (!rsurface.passcolor4f)
10127 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10128 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10129 rsurface.passcolor4f_vertexbuffer = 0;
10130 rsurface.passcolor4f_bufferoffset = 0;
10131 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10140 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10145 if (!rsurface.passcolor4f)
10147 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10148 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10149 rsurface.passcolor4f_vertexbuffer = 0;
10150 rsurface.passcolor4f_bufferoffset = 0;
10151 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10153 c2[0] = c[0] + r_refdef.scene.ambient;
10154 c2[1] = c[1] + r_refdef.scene.ambient;
10155 c2[2] = c[2] + r_refdef.scene.ambient;
10160 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10163 rsurface.passcolor4f = NULL;
10164 rsurface.passcolor4f_vertexbuffer = 0;
10165 rsurface.passcolor4f_bufferoffset = 0;
10166 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10167 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10168 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10169 GL_Color(r, g, b, a);
10170 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10171 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10172 R_Mesh_TexMatrix(0, NULL);
10176 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10178 // TODO: optimize applyfog && applycolor case
10179 // just apply fog if necessary, and tint the fog color array if necessary
10180 rsurface.passcolor4f = NULL;
10181 rsurface.passcolor4f_vertexbuffer = 0;
10182 rsurface.passcolor4f_bufferoffset = 0;
10183 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10184 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10185 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10186 GL_Color(r, g, b, a);
10190 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10193 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10194 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10195 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10196 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10197 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10198 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10199 GL_Color(r, g, b, a);
10203 static void RSurf_DrawBatch_GL11_ClampColor(void)
10208 if (!rsurface.passcolor4f)
10210 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10212 c2[0] = bound(0.0f, c1[0], 1.0f);
10213 c2[1] = bound(0.0f, c1[1], 1.0f);
10214 c2[2] = bound(0.0f, c1[2], 1.0f);
10215 c2[3] = bound(0.0f, c1[3], 1.0f);
10219 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10229 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10230 rsurface.passcolor4f_vertexbuffer = 0;
10231 rsurface.passcolor4f_bufferoffset = 0;
10232 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)
10234 f = -DotProduct(r_refdef.view.forward, n);
10236 f = f * 0.85 + 0.15; // work around so stuff won't get black
10237 f *= r_refdef.lightmapintensity;
10238 Vector4Set(c, f, f, f, 1);
10242 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10244 RSurf_DrawBatch_GL11_ApplyFakeLight();
10245 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10246 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10247 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10248 GL_Color(r, g, b, a);
10252 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10260 vec3_t ambientcolor;
10261 vec3_t diffusecolor;
10265 VectorCopy(rsurface.modellight_lightdir, lightdir);
10266 f = 0.5f * r_refdef.lightmapintensity;
10267 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10268 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10269 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10270 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10271 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10272 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10274 if (VectorLength2(diffusecolor) > 0)
10276 // q3-style directional shading
10277 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10278 rsurface.passcolor4f_vertexbuffer = 0;
10279 rsurface.passcolor4f_bufferoffset = 0;
10280 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)
10282 if ((f = DotProduct(n, lightdir)) > 0)
10283 VectorMA(ambientcolor, f, diffusecolor, c);
10285 VectorCopy(ambientcolor, c);
10292 *applycolor = false;
10296 *r = ambientcolor[0];
10297 *g = ambientcolor[1];
10298 *b = ambientcolor[2];
10299 rsurface.passcolor4f = NULL;
10300 rsurface.passcolor4f_vertexbuffer = 0;
10301 rsurface.passcolor4f_bufferoffset = 0;
10305 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10307 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10308 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10309 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10310 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10311 GL_Color(r, g, b, a);
10315 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10323 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10324 rsurface.passcolor4f_vertexbuffer = 0;
10325 rsurface.passcolor4f_bufferoffset = 0;
10327 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10329 f = 1 - RSurf_FogVertex(v);
10337 void RSurf_SetupDepthAndCulling(void)
10339 // submodels are biased to avoid z-fighting with world surfaces that they
10340 // may be exactly overlapping (avoids z-fighting artifacts on certain
10341 // doors and things in Quake maps)
10342 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10343 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10344 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10345 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10348 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10350 // transparent sky would be ridiculous
10351 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10353 R_SetupShader_Generic_NoTexture(false, false);
10354 skyrenderlater = true;
10355 RSurf_SetupDepthAndCulling();
10356 GL_DepthMask(true);
10357 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10358 // skymasking on them, and Quake3 never did sky masking (unlike
10359 // software Quake and software Quake2), so disable the sky masking
10360 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10361 // and skymasking also looks very bad when noclipping outside the
10362 // level, so don't use it then either.
10363 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10365 R_Mesh_ResetTextureState();
10366 if (skyrendermasked)
10368 R_SetupShader_DepthOrShadow(false, false, false);
10369 // depth-only (masking)
10370 GL_ColorMask(0,0,0,0);
10371 // just to make sure that braindead drivers don't draw
10372 // anything despite that colormask...
10373 GL_BlendFunc(GL_ZERO, GL_ONE);
10374 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10375 if (rsurface.batchvertex3fbuffer)
10376 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10378 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10382 R_SetupShader_Generic_NoTexture(false, false);
10384 GL_BlendFunc(GL_ONE, GL_ZERO);
10385 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10386 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10387 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10390 if (skyrendermasked)
10391 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10393 R_Mesh_ResetTextureState();
10394 GL_Color(1, 1, 1, 1);
10397 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10398 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10399 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10401 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10405 // render screenspace normalmap to texture
10406 GL_DepthMask(true);
10407 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10412 // bind lightmap texture
10414 // water/refraction/reflection/camera surfaces have to be handled specially
10415 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10417 int start, end, startplaneindex;
10418 for (start = 0;start < texturenumsurfaces;start = end)
10420 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10421 if(startplaneindex < 0)
10423 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10424 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10428 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10430 // now that we have a batch using the same planeindex, render it
10431 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10433 // render water or distortion background
10434 GL_DepthMask(true);
10435 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10437 // blend surface on top
10438 GL_DepthMask(false);
10439 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10442 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10444 // render surface with reflection texture as input
10445 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10446 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
10453 // render surface batch normally
10454 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10455 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
10459 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10461 // OpenGL 1.3 path - anything not completely ancient
10462 qboolean applycolor;
10465 const texturelayer_t *layer;
10466 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10467 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10469 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10472 int layertexrgbscale;
10473 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10475 if (layerindex == 0)
10476 GL_AlphaTest(true);
10479 GL_AlphaTest(false);
10480 GL_DepthFunc(GL_EQUAL);
10483 GL_DepthMask(layer->depthmask && writedepth);
10484 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10485 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10487 layertexrgbscale = 4;
10488 VectorScale(layer->color, 0.25f, layercolor);
10490 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10492 layertexrgbscale = 2;
10493 VectorScale(layer->color, 0.5f, layercolor);
10497 layertexrgbscale = 1;
10498 VectorScale(layer->color, 1.0f, layercolor);
10500 layercolor[3] = layer->color[3];
10501 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10502 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10503 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10504 switch (layer->type)
10506 case TEXTURELAYERTYPE_LITTEXTURE:
10507 // single-pass lightmapped texture with 2x rgbscale
10508 R_Mesh_TexBind(0, r_texture_white);
10509 R_Mesh_TexMatrix(0, NULL);
10510 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10511 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10512 R_Mesh_TexBind(1, layer->texture);
10513 R_Mesh_TexMatrix(1, &layer->texmatrix);
10514 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10515 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10516 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10517 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10518 else if (FAKELIGHT_ENABLED)
10519 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10520 else if (rsurface.uselightmaptexture)
10521 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10523 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10525 case TEXTURELAYERTYPE_TEXTURE:
10526 // singletexture unlit texture with transparency support
10527 R_Mesh_TexBind(0, layer->texture);
10528 R_Mesh_TexMatrix(0, &layer->texmatrix);
10529 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10530 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10531 R_Mesh_TexBind(1, 0);
10532 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10533 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10535 case TEXTURELAYERTYPE_FOG:
10536 // singletexture fogging
10537 if (layer->texture)
10539 R_Mesh_TexBind(0, layer->texture);
10540 R_Mesh_TexMatrix(0, &layer->texmatrix);
10541 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10542 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10546 R_Mesh_TexBind(0, 0);
10547 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10549 R_Mesh_TexBind(1, 0);
10550 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10551 // generate a color array for the fog pass
10552 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10553 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10557 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10560 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10562 GL_DepthFunc(GL_LEQUAL);
10563 GL_AlphaTest(false);
10567 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10569 // OpenGL 1.1 - crusty old voodoo path
10572 const texturelayer_t *layer;
10573 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10574 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10576 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10578 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10580 if (layerindex == 0)
10581 GL_AlphaTest(true);
10584 GL_AlphaTest(false);
10585 GL_DepthFunc(GL_EQUAL);
10588 GL_DepthMask(layer->depthmask && writedepth);
10589 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10590 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10591 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10592 switch (layer->type)
10594 case TEXTURELAYERTYPE_LITTEXTURE:
10595 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
10597 // two-pass lit texture with 2x rgbscale
10598 // first the lightmap pass
10599 R_Mesh_TexBind(0, r_texture_white);
10600 R_Mesh_TexMatrix(0, NULL);
10601 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10602 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10603 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10604 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
10605 else if (FAKELIGHT_ENABLED)
10606 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
10607 else if (rsurface.uselightmaptexture)
10608 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
10610 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
10611 // then apply the texture to it
10612 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
10613 R_Mesh_TexBind(0, layer->texture);
10614 R_Mesh_TexMatrix(0, &layer->texmatrix);
10615 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10616 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10617 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);
10621 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
10622 R_Mesh_TexBind(0, layer->texture);
10623 R_Mesh_TexMatrix(0, &layer->texmatrix);
10624 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10625 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10626 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10627 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);
10628 else if (FAKELIGHT_ENABLED)
10629 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);
10631 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);
10634 case TEXTURELAYERTYPE_TEXTURE:
10635 // singletexture unlit texture with transparency support
10636 R_Mesh_TexBind(0, layer->texture);
10637 R_Mesh_TexMatrix(0, &layer->texmatrix);
10638 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10639 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10640 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);
10642 case TEXTURELAYERTYPE_FOG:
10643 // singletexture fogging
10644 if (layer->texture)
10646 R_Mesh_TexBind(0, layer->texture);
10647 R_Mesh_TexMatrix(0, &layer->texmatrix);
10648 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10649 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10653 R_Mesh_TexBind(0, 0);
10654 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10656 // generate a color array for the fog pass
10657 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10658 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10662 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10665 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10667 GL_DepthFunc(GL_LEQUAL);
10668 GL_AlphaTest(false);
10672 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10676 r_vertexgeneric_t *batchvertex;
10679 // R_Mesh_ResetTextureState();
10680 R_SetupShader_Generic_NoTexture(false, false);
10682 if(rsurface.texture && rsurface.texture->currentskinframe)
10684 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10685 c[3] *= rsurface.texture->currentalpha;
10695 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10697 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10698 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10699 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10702 // brighten it up (as texture value 127 means "unlit")
10703 c[0] *= 2 * r_refdef.view.colorscale;
10704 c[1] *= 2 * r_refdef.view.colorscale;
10705 c[2] *= 2 * r_refdef.view.colorscale;
10707 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10708 c[3] *= r_wateralpha.value;
10710 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10712 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10713 GL_DepthMask(false);
10715 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10717 GL_BlendFunc(GL_ONE, GL_ONE);
10718 GL_DepthMask(false);
10720 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10722 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10723 GL_DepthMask(false);
10725 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10727 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10728 GL_DepthMask(false);
10732 GL_BlendFunc(GL_ONE, GL_ZERO);
10733 GL_DepthMask(writedepth);
10736 if (r_showsurfaces.integer == 3)
10738 rsurface.passcolor4f = NULL;
10740 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10742 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10744 rsurface.passcolor4f = NULL;
10745 rsurface.passcolor4f_vertexbuffer = 0;
10746 rsurface.passcolor4f_bufferoffset = 0;
10748 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10750 qboolean applycolor = true;
10753 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10755 r_refdef.lightmapintensity = 1;
10756 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10757 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10759 else if (FAKELIGHT_ENABLED)
10761 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10763 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10764 RSurf_DrawBatch_GL11_ApplyFakeLight();
10765 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10769 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10771 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10772 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10773 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10776 if(!rsurface.passcolor4f)
10777 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10779 RSurf_DrawBatch_GL11_ApplyAmbient();
10780 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10781 if(r_refdef.fogenabled)
10782 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10783 RSurf_DrawBatch_GL11_ClampColor();
10785 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10786 R_SetupShader_Generic_NoTexture(false, false);
10789 else if (!r_refdef.view.showdebug)
10791 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10792 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10793 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10795 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10796 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10798 R_Mesh_PrepareVertices_Generic_Unlock();
10801 else if (r_showsurfaces.integer == 4)
10803 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10804 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10805 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
10807 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10808 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10809 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10811 R_Mesh_PrepareVertices_Generic_Unlock();
10814 else if (r_showsurfaces.integer == 2)
10817 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10818 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10819 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10821 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10822 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10823 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10824 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10825 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10826 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10827 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10829 R_Mesh_PrepareVertices_Generic_Unlock();
10830 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10834 int texturesurfaceindex;
10836 const msurface_t *surface;
10837 float surfacecolor4f[4];
10838 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10839 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10841 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10843 surface = texturesurfacelist[texturesurfaceindex];
10844 k = (int)(((size_t)surface) / sizeof(msurface_t));
10845 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10846 for (j = 0;j < surface->num_vertices;j++)
10848 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10849 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10853 R_Mesh_PrepareVertices_Generic_Unlock();
10858 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10861 RSurf_SetupDepthAndCulling();
10862 if (r_showsurfaces.integer)
10864 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10867 switch (vid.renderpath)
10869 case RENDERPATH_GL20:
10870 case RENDERPATH_D3D9:
10871 case RENDERPATH_D3D10:
10872 case RENDERPATH_D3D11:
10873 case RENDERPATH_SOFT:
10874 case RENDERPATH_GLES2:
10875 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10877 case RENDERPATH_GL13:
10878 case RENDERPATH_GLES1:
10879 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10881 case RENDERPATH_GL11:
10882 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10888 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10891 RSurf_SetupDepthAndCulling();
10892 if (r_showsurfaces.integer)
10894 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10897 switch (vid.renderpath)
10899 case RENDERPATH_GL20:
10900 case RENDERPATH_D3D9:
10901 case RENDERPATH_D3D10:
10902 case RENDERPATH_D3D11:
10903 case RENDERPATH_SOFT:
10904 case RENDERPATH_GLES2:
10905 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10907 case RENDERPATH_GL13:
10908 case RENDERPATH_GLES1:
10909 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10911 case RENDERPATH_GL11:
10912 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10918 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10921 int texturenumsurfaces, endsurface;
10922 texture_t *texture;
10923 const msurface_t *surface;
10924 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10926 // if the model is static it doesn't matter what value we give for
10927 // wantnormals and wanttangents, so this logic uses only rules applicable
10928 // to a model, knowing that they are meaningless otherwise
10929 if (ent == r_refdef.scene.worldentity)
10930 RSurf_ActiveWorldEntity();
10931 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10932 RSurf_ActiveModelEntity(ent, false, false, false);
10935 switch (vid.renderpath)
10937 case RENDERPATH_GL20:
10938 case RENDERPATH_D3D9:
10939 case RENDERPATH_D3D10:
10940 case RENDERPATH_D3D11:
10941 case RENDERPATH_SOFT:
10942 case RENDERPATH_GLES2:
10943 RSurf_ActiveModelEntity(ent, true, true, false);
10945 case RENDERPATH_GL11:
10946 case RENDERPATH_GL13:
10947 case RENDERPATH_GLES1:
10948 RSurf_ActiveModelEntity(ent, true, false, false);
10953 if (r_transparentdepthmasking.integer)
10955 qboolean setup = false;
10956 for (i = 0;i < numsurfaces;i = j)
10959 surface = rsurface.modelsurfaces + surfacelist[i];
10960 texture = surface->texture;
10961 rsurface.texture = R_GetCurrentTexture(texture);
10962 rsurface.lightmaptexture = NULL;
10963 rsurface.deluxemaptexture = NULL;
10964 rsurface.uselightmaptexture = false;
10965 // scan ahead until we find a different texture
10966 endsurface = min(i + 1024, numsurfaces);
10967 texturenumsurfaces = 0;
10968 texturesurfacelist[texturenumsurfaces++] = surface;
10969 for (;j < endsurface;j++)
10971 surface = rsurface.modelsurfaces + surfacelist[j];
10972 if (texture != surface->texture)
10974 texturesurfacelist[texturenumsurfaces++] = surface;
10976 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10978 // render the range of surfaces as depth
10982 GL_ColorMask(0,0,0,0);
10984 GL_DepthTest(true);
10985 GL_BlendFunc(GL_ONE, GL_ZERO);
10986 GL_DepthMask(true);
10987 // R_Mesh_ResetTextureState();
10989 RSurf_SetupDepthAndCulling();
10990 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10991 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
10992 if (rsurface.batchvertex3fbuffer)
10993 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10995 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10999 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11002 for (i = 0;i < numsurfaces;i = j)
11005 surface = rsurface.modelsurfaces + surfacelist[i];
11006 texture = surface->texture;
11007 rsurface.texture = R_GetCurrentTexture(texture);
11008 // scan ahead until we find a different texture
11009 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11010 texturenumsurfaces = 0;
11011 texturesurfacelist[texturenumsurfaces++] = surface;
11012 if(FAKELIGHT_ENABLED)
11014 rsurface.lightmaptexture = NULL;
11015 rsurface.deluxemaptexture = NULL;
11016 rsurface.uselightmaptexture = false;
11017 for (;j < endsurface;j++)
11019 surface = rsurface.modelsurfaces + surfacelist[j];
11020 if (texture != surface->texture)
11022 texturesurfacelist[texturenumsurfaces++] = surface;
11027 rsurface.lightmaptexture = surface->lightmaptexture;
11028 rsurface.deluxemaptexture = surface->deluxemaptexture;
11029 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11030 for (;j < endsurface;j++)
11032 surface = rsurface.modelsurfaces + surfacelist[j];
11033 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11035 texturesurfacelist[texturenumsurfaces++] = surface;
11038 // render the range of surfaces
11039 if (ent == r_refdef.scene.worldentity)
11040 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11042 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11044 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11047 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11049 // transparent surfaces get pushed off into the transparent queue
11050 int surfacelistindex;
11051 const msurface_t *surface;
11052 vec3_t tempcenter, center;
11053 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11055 surface = texturesurfacelist[surfacelistindex];
11056 if (r_transparent_sortsurfacesbynearest.integer)
11058 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11059 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11060 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11064 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11065 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11066 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11068 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11069 if (rsurface.entity->transparent_offset) // transparent offset
11071 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11072 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11073 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11075 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);
11079 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11081 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11083 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11085 RSurf_SetupDepthAndCulling();
11086 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11087 if (rsurface.batchvertex3fbuffer)
11088 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
11090 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
11091 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11095 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11099 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11102 if (!rsurface.texture->currentnumlayers)
11104 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11105 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11107 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11109 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11110 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11111 else if (!rsurface.texture->currentnumlayers)
11113 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11115 // in the deferred case, transparent surfaces were queued during prepass
11116 if (!r_shadow_usingdeferredprepass)
11117 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11121 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11122 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11127 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11130 texture_t *texture;
11131 R_FrameData_SetMark();
11132 // break the surface list down into batches by texture and use of lightmapping
11133 for (i = 0;i < numsurfaces;i = j)
11136 // texture is the base texture pointer, rsurface.texture is the
11137 // current frame/skin the texture is directing us to use (for example
11138 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11139 // use skin 1 instead)
11140 texture = surfacelist[i]->texture;
11141 rsurface.texture = R_GetCurrentTexture(texture);
11142 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11144 // if this texture is not the kind we want, skip ahead to the next one
11145 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11149 if(FAKELIGHT_ENABLED || depthonly || prepass)
11151 rsurface.lightmaptexture = NULL;
11152 rsurface.deluxemaptexture = NULL;
11153 rsurface.uselightmaptexture = false;
11154 // simply scan ahead until we find a different texture or lightmap state
11155 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11160 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11161 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11162 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11163 // simply scan ahead until we find a different texture or lightmap state
11164 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11167 // render the range of surfaces
11168 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11170 R_FrameData_ReturnToMark();
11173 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11177 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11180 if (!rsurface.texture->currentnumlayers)
11182 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11183 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11185 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11187 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11188 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11189 else if (!rsurface.texture->currentnumlayers)
11191 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11193 // in the deferred case, transparent surfaces were queued during prepass
11194 if (!r_shadow_usingdeferredprepass)
11195 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11199 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11200 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11205 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11208 texture_t *texture;
11209 R_FrameData_SetMark();
11210 // break the surface list down into batches by texture and use of lightmapping
11211 for (i = 0;i < numsurfaces;i = j)
11214 // texture is the base texture pointer, rsurface.texture is the
11215 // current frame/skin the texture is directing us to use (for example
11216 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11217 // use skin 1 instead)
11218 texture = surfacelist[i]->texture;
11219 rsurface.texture = R_GetCurrentTexture(texture);
11220 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11222 // if this texture is not the kind we want, skip ahead to the next one
11223 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11227 if(FAKELIGHT_ENABLED || depthonly || prepass)
11229 rsurface.lightmaptexture = NULL;
11230 rsurface.deluxemaptexture = NULL;
11231 rsurface.uselightmaptexture = false;
11232 // simply scan ahead until we find a different texture or lightmap state
11233 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11238 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11239 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11240 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11241 // simply scan ahead until we find a different texture or lightmap state
11242 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11245 // render the range of surfaces
11246 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11248 R_FrameData_ReturnToMark();
11251 float locboxvertex3f[6*4*3] =
11253 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11254 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11255 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11256 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11257 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11258 1,0,0, 0,0,0, 0,1,0, 1,1,0
11261 unsigned short locboxelements[6*2*3] =
11266 12,13,14, 12,14,15,
11267 16,17,18, 16,18,19,
11271 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11274 cl_locnode_t *loc = (cl_locnode_t *)ent;
11276 float vertex3f[6*4*3];
11278 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11279 GL_DepthMask(false);
11280 GL_DepthRange(0, 1);
11281 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11282 GL_DepthTest(true);
11283 GL_CullFace(GL_NONE);
11284 R_EntityMatrix(&identitymatrix);
11286 // R_Mesh_ResetTextureState();
11288 i = surfacelist[0];
11289 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11290 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11291 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11292 surfacelist[0] < 0 ? 0.5f : 0.125f);
11294 if (VectorCompare(loc->mins, loc->maxs))
11296 VectorSet(size, 2, 2, 2);
11297 VectorMA(loc->mins, -0.5f, size, mins);
11301 VectorCopy(loc->mins, mins);
11302 VectorSubtract(loc->maxs, loc->mins, size);
11305 for (i = 0;i < 6*4*3;)
11306 for (j = 0;j < 3;j++, i++)
11307 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11309 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11310 R_SetupShader_Generic_NoTexture(false, false);
11311 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11314 void R_DrawLocs(void)
11317 cl_locnode_t *loc, *nearestloc;
11319 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11320 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11322 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11323 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11327 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11329 if (decalsystem->decals)
11330 Mem_Free(decalsystem->decals);
11331 memset(decalsystem, 0, sizeof(*decalsystem));
11334 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
11337 tridecal_t *decals;
11340 // expand or initialize the system
11341 if (decalsystem->maxdecals <= decalsystem->numdecals)
11343 decalsystem_t old = *decalsystem;
11344 qboolean useshortelements;
11345 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11346 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11347 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)));
11348 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11349 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11350 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11351 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11352 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11353 if (decalsystem->numdecals)
11354 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11356 Mem_Free(old.decals);
11357 for (i = 0;i < decalsystem->maxdecals*3;i++)
11358 decalsystem->element3i[i] = i;
11359 if (useshortelements)
11360 for (i = 0;i < decalsystem->maxdecals*3;i++)
11361 decalsystem->element3s[i] = i;
11364 // grab a decal and search for another free slot for the next one
11365 decals = decalsystem->decals;
11366 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11367 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11369 decalsystem->freedecal = i;
11370 if (decalsystem->numdecals <= i)
11371 decalsystem->numdecals = i + 1;
11373 // initialize the decal
11375 decal->triangleindex = triangleindex;
11376 decal->surfaceindex = surfaceindex;
11377 decal->decalsequence = decalsequence;
11378 decal->color4f[0][0] = c0[0];
11379 decal->color4f[0][1] = c0[1];
11380 decal->color4f[0][2] = c0[2];
11381 decal->color4f[0][3] = 1;
11382 decal->color4f[1][0] = c1[0];
11383 decal->color4f[1][1] = c1[1];
11384 decal->color4f[1][2] = c1[2];
11385 decal->color4f[1][3] = 1;
11386 decal->color4f[2][0] = c2[0];
11387 decal->color4f[2][1] = c2[1];
11388 decal->color4f[2][2] = c2[2];
11389 decal->color4f[2][3] = 1;
11390 decal->vertex3f[0][0] = v0[0];
11391 decal->vertex3f[0][1] = v0[1];
11392 decal->vertex3f[0][2] = v0[2];
11393 decal->vertex3f[1][0] = v1[0];
11394 decal->vertex3f[1][1] = v1[1];
11395 decal->vertex3f[1][2] = v1[2];
11396 decal->vertex3f[2][0] = v2[0];
11397 decal->vertex3f[2][1] = v2[1];
11398 decal->vertex3f[2][2] = v2[2];
11399 decal->texcoord2f[0][0] = t0[0];
11400 decal->texcoord2f[0][1] = t0[1];
11401 decal->texcoord2f[1][0] = t1[0];
11402 decal->texcoord2f[1][1] = t1[1];
11403 decal->texcoord2f[2][0] = t2[0];
11404 decal->texcoord2f[2][1] = t2[1];
11405 TriangleNormal(v0, v1, v2, decal->plane);
11406 VectorNormalize(decal->plane);
11407 decal->plane[3] = DotProduct(v0, decal->plane);
11410 extern cvar_t cl_decals_bias;
11411 extern cvar_t cl_decals_models;
11412 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11413 // baseparms, parms, temps
11414 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11419 const float *vertex3f;
11420 const float *normal3f;
11422 float points[2][9][3];
11429 e = rsurface.modelelement3i + 3*triangleindex;
11431 vertex3f = rsurface.modelvertex3f;
11432 normal3f = rsurface.modelnormal3f;
11436 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11438 index = 3*e[cornerindex];
11439 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11444 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11446 index = 3*e[cornerindex];
11447 VectorCopy(vertex3f + index, v[cornerindex]);
11452 //TriangleNormal(v[0], v[1], v[2], normal);
11453 //if (DotProduct(normal, localnormal) < 0.0f)
11455 // clip by each of the box planes formed from the projection matrix
11456 // if anything survives, we emit the decal
11457 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]);
11460 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]);
11463 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]);
11466 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]);
11469 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]);
11472 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]);
11475 // some part of the triangle survived, so we have to accept it...
11478 // dynamic always uses the original triangle
11480 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11482 index = 3*e[cornerindex];
11483 VectorCopy(vertex3f + index, v[cornerindex]);
11486 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11488 // convert vertex positions to texcoords
11489 Matrix4x4_Transform(projection, v[cornerindex], temp);
11490 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11491 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11492 // calculate distance fade from the projection origin
11493 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11494 f = bound(0.0f, f, 1.0f);
11495 c[cornerindex][0] = r * f;
11496 c[cornerindex][1] = g * f;
11497 c[cornerindex][2] = b * f;
11498 c[cornerindex][3] = 1.0f;
11499 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11502 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);
11504 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11505 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);
11507 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11509 matrix4x4_t projection;
11510 decalsystem_t *decalsystem;
11513 const msurface_t *surface;
11514 const msurface_t *surfaces;
11515 const int *surfacelist;
11516 const texture_t *texture;
11518 int numsurfacelist;
11519 int surfacelistindex;
11522 float localorigin[3];
11523 float localnormal[3];
11524 float localmins[3];
11525 float localmaxs[3];
11528 float planes[6][4];
11531 int bih_triangles_count;
11532 int bih_triangles[256];
11533 int bih_surfaces[256];
11535 decalsystem = &ent->decalsystem;
11536 model = ent->model;
11537 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11539 R_DecalSystem_Reset(&ent->decalsystem);
11543 if (!model->brush.data_leafs && !cl_decals_models.integer)
11545 if (decalsystem->model)
11546 R_DecalSystem_Reset(decalsystem);
11550 if (decalsystem->model != model)
11551 R_DecalSystem_Reset(decalsystem);
11552 decalsystem->model = model;
11554 RSurf_ActiveModelEntity(ent, true, false, false);
11556 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11557 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11558 VectorNormalize(localnormal);
11559 localsize = worldsize*rsurface.inversematrixscale;
11560 localmins[0] = localorigin[0] - localsize;
11561 localmins[1] = localorigin[1] - localsize;
11562 localmins[2] = localorigin[2] - localsize;
11563 localmaxs[0] = localorigin[0] + localsize;
11564 localmaxs[1] = localorigin[1] + localsize;
11565 localmaxs[2] = localorigin[2] + localsize;
11567 //VectorCopy(localnormal, planes[4]);
11568 //VectorVectors(planes[4], planes[2], planes[0]);
11569 AnglesFromVectors(angles, localnormal, NULL, false);
11570 AngleVectors(angles, planes[0], planes[2], planes[4]);
11571 VectorNegate(planes[0], planes[1]);
11572 VectorNegate(planes[2], planes[3]);
11573 VectorNegate(planes[4], planes[5]);
11574 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11575 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11576 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11577 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11578 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11579 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11584 matrix4x4_t forwardprojection;
11585 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11586 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
11591 float projectionvector[4][3];
11592 VectorScale(planes[0], ilocalsize, projectionvector[0]);
11593 VectorScale(planes[2], ilocalsize, projectionvector[1]);
11594 VectorScale(planes[4], ilocalsize, projectionvector[2]);
11595 projectionvector[0][0] = planes[0][0] * ilocalsize;
11596 projectionvector[0][1] = planes[1][0] * ilocalsize;
11597 projectionvector[0][2] = planes[2][0] * ilocalsize;
11598 projectionvector[1][0] = planes[0][1] * ilocalsize;
11599 projectionvector[1][1] = planes[1][1] * ilocalsize;
11600 projectionvector[1][2] = planes[2][1] * ilocalsize;
11601 projectionvector[2][0] = planes[0][2] * ilocalsize;
11602 projectionvector[2][1] = planes[1][2] * ilocalsize;
11603 projectionvector[2][2] = planes[2][2] * ilocalsize;
11604 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
11605 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
11606 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
11607 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
11611 dynamic = model->surfmesh.isanimated;
11612 numsurfacelist = model->nummodelsurfaces;
11613 surfacelist = model->sortedmodelsurfaces;
11614 surfaces = model->data_surfaces;
11617 bih_triangles_count = -1;
11620 if(model->render_bih.numleafs)
11621 bih = &model->render_bih;
11622 else if(model->collision_bih.numleafs)
11623 bih = &model->collision_bih;
11626 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
11627 if(bih_triangles_count == 0)
11629 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
11631 if(bih_triangles_count > 0)
11633 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
11635 surfaceindex = bih_surfaces[triangleindex];
11636 surface = surfaces + surfaceindex;
11637 texture = surface->texture;
11638 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11640 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11642 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
11647 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
11649 surfaceindex = surfacelist[surfacelistindex];
11650 surface = surfaces + surfaceindex;
11651 // check cull box first because it rejects more than any other check
11652 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11654 // skip transparent surfaces
11655 texture = surface->texture;
11656 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11658 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11660 numtriangles = surface->num_triangles;
11661 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11662 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11667 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11668 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11670 int renderentityindex;
11671 float worldmins[3];
11672 float worldmaxs[3];
11673 entity_render_t *ent;
11675 if (!cl_decals_newsystem.integer)
11678 worldmins[0] = worldorigin[0] - worldsize;
11679 worldmins[1] = worldorigin[1] - worldsize;
11680 worldmins[2] = worldorigin[2] - worldsize;
11681 worldmaxs[0] = worldorigin[0] + worldsize;
11682 worldmaxs[1] = worldorigin[1] + worldsize;
11683 worldmaxs[2] = worldorigin[2] + worldsize;
11685 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11687 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11689 ent = r_refdef.scene.entities[renderentityindex];
11690 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11693 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11697 typedef struct r_decalsystem_splatqueue_s
11699 vec3_t worldorigin;
11700 vec3_t worldnormal;
11706 r_decalsystem_splatqueue_t;
11708 int r_decalsystem_numqueued = 0;
11709 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11711 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)
11713 r_decalsystem_splatqueue_t *queue;
11715 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11718 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11719 VectorCopy(worldorigin, queue->worldorigin);
11720 VectorCopy(worldnormal, queue->worldnormal);
11721 Vector4Set(queue->color, r, g, b, a);
11722 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11723 queue->worldsize = worldsize;
11724 queue->decalsequence = cl.decalsequence++;
11727 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11730 r_decalsystem_splatqueue_t *queue;
11732 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11733 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);
11734 r_decalsystem_numqueued = 0;
11737 extern cvar_t cl_decals_max;
11738 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11741 decalsystem_t *decalsystem = &ent->decalsystem;
11748 if (!decalsystem->numdecals)
11751 if (r_showsurfaces.integer)
11754 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11756 R_DecalSystem_Reset(decalsystem);
11760 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11761 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11763 if (decalsystem->lastupdatetime)
11764 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11767 decalsystem->lastupdatetime = r_refdef.scene.time;
11768 numdecals = decalsystem->numdecals;
11770 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11772 if (decal->color4f[0][3])
11774 decal->lived += frametime;
11775 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11777 memset(decal, 0, sizeof(*decal));
11778 if (decalsystem->freedecal > i)
11779 decalsystem->freedecal = i;
11783 decal = decalsystem->decals;
11784 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11787 // collapse the array by shuffling the tail decals into the gaps
11790 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11791 decalsystem->freedecal++;
11792 if (decalsystem->freedecal == numdecals)
11794 decal[decalsystem->freedecal] = decal[--numdecals];
11797 decalsystem->numdecals = numdecals;
11799 if (numdecals <= 0)
11801 // if there are no decals left, reset decalsystem
11802 R_DecalSystem_Reset(decalsystem);
11806 extern skinframe_t *decalskinframe;
11807 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11810 decalsystem_t *decalsystem = &ent->decalsystem;
11819 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11822 numdecals = decalsystem->numdecals;
11826 if (r_showsurfaces.integer)
11829 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11831 R_DecalSystem_Reset(decalsystem);
11835 // if the model is static it doesn't matter what value we give for
11836 // wantnormals and wanttangents, so this logic uses only rules applicable
11837 // to a model, knowing that they are meaningless otherwise
11838 if (ent == r_refdef.scene.worldentity)
11839 RSurf_ActiveWorldEntity();
11841 RSurf_ActiveModelEntity(ent, false, false, false);
11843 decalsystem->lastupdatetime = r_refdef.scene.time;
11845 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11847 // update vertex positions for animated models
11848 v3f = decalsystem->vertex3f;
11849 c4f = decalsystem->color4f;
11850 t2f = decalsystem->texcoord2f;
11851 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11853 if (!decal->color4f[0][3])
11856 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11860 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11863 // update color values for fading decals
11864 if (decal->lived >= cl_decals_time.value)
11865 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11869 c4f[ 0] = decal->color4f[0][0] * alpha;
11870 c4f[ 1] = decal->color4f[0][1] * alpha;
11871 c4f[ 2] = decal->color4f[0][2] * alpha;
11873 c4f[ 4] = decal->color4f[1][0] * alpha;
11874 c4f[ 5] = decal->color4f[1][1] * alpha;
11875 c4f[ 6] = decal->color4f[1][2] * alpha;
11877 c4f[ 8] = decal->color4f[2][0] * alpha;
11878 c4f[ 9] = decal->color4f[2][1] * alpha;
11879 c4f[10] = decal->color4f[2][2] * alpha;
11882 t2f[0] = decal->texcoord2f[0][0];
11883 t2f[1] = decal->texcoord2f[0][1];
11884 t2f[2] = decal->texcoord2f[1][0];
11885 t2f[3] = decal->texcoord2f[1][1];
11886 t2f[4] = decal->texcoord2f[2][0];
11887 t2f[5] = decal->texcoord2f[2][1];
11889 // update vertex positions for animated models
11890 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11892 e = rsurface.modelelement3i + 3*decal->triangleindex;
11893 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11894 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11895 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11899 VectorCopy(decal->vertex3f[0], v3f);
11900 VectorCopy(decal->vertex3f[1], v3f + 3);
11901 VectorCopy(decal->vertex3f[2], v3f + 6);
11904 if (r_refdef.fogenabled)
11906 alpha = RSurf_FogVertex(v3f);
11907 VectorScale(c4f, alpha, c4f);
11908 alpha = RSurf_FogVertex(v3f + 3);
11909 VectorScale(c4f + 4, alpha, c4f + 4);
11910 alpha = RSurf_FogVertex(v3f + 6);
11911 VectorScale(c4f + 8, alpha, c4f + 8);
11922 r_refdef.stats[r_stat_drawndecals] += numtris;
11924 // now render the decals all at once
11925 // (this assumes they all use one particle font texture!)
11926 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);
11927 // R_Mesh_ResetTextureState();
11928 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11929 GL_DepthMask(false);
11930 GL_DepthRange(0, 1);
11931 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11932 GL_DepthTest(true);
11933 GL_CullFace(GL_NONE);
11934 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11935 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11936 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11940 static void R_DrawModelDecals(void)
11944 // fade faster when there are too many decals
11945 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11946 for (i = 0;i < r_refdef.scene.numentities;i++)
11947 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11949 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11950 for (i = 0;i < r_refdef.scene.numentities;i++)
11951 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11952 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11954 R_DecalSystem_ApplySplatEntitiesQueue();
11956 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11957 for (i = 0;i < r_refdef.scene.numentities;i++)
11958 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11960 r_refdef.stats[r_stat_totaldecals] += numdecals;
11962 if (r_showsurfaces.integer)
11965 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11967 for (i = 0;i < r_refdef.scene.numentities;i++)
11969 if (!r_refdef.viewcache.entityvisible[i])
11971 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11972 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11976 extern cvar_t mod_collision_bih;
11977 static void R_DrawDebugModel(void)
11979 entity_render_t *ent = rsurface.entity;
11980 int i, j, k, l, flagsmask;
11981 const msurface_t *surface;
11982 dp_model_t *model = ent->model;
11985 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11988 if (r_showoverdraw.value > 0)
11990 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11991 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11992 R_SetupShader_Generic_NoTexture(false, false);
11993 GL_DepthTest(false);
11994 GL_DepthMask(false);
11995 GL_DepthRange(0, 1);
11996 GL_BlendFunc(GL_ONE, GL_ONE);
11997 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11999 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12001 rsurface.texture = R_GetCurrentTexture(surface->texture);
12002 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12004 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12005 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12006 if (!rsurface.texture->currentlayers->depthmask)
12007 GL_Color(c, 0, 0, 1.0f);
12008 else if (ent == r_refdef.scene.worldentity)
12009 GL_Color(c, c, c, 1.0f);
12011 GL_Color(0, c, 0, 1.0f);
12012 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12016 rsurface.texture = NULL;
12019 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12021 // R_Mesh_ResetTextureState();
12022 R_SetupShader_Generic_NoTexture(false, false);
12023 GL_DepthRange(0, 1);
12024 GL_DepthTest(!r_showdisabledepthtest.integer);
12025 GL_DepthMask(false);
12026 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12028 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12032 qboolean cullbox = false;
12033 const q3mbrush_t *brush;
12034 const bih_t *bih = &model->collision_bih;
12035 const bih_leaf_t *bihleaf;
12036 float vertex3f[3][3];
12037 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12038 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12040 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12042 switch (bihleaf->type)
12045 brush = model->brush.data_brushes + bihleaf->itemindex;
12046 if (brush->colbrushf && brush->colbrushf->numtriangles)
12048 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);
12049 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12050 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12053 case BIH_COLLISIONTRIANGLE:
12054 triangleindex = bihleaf->itemindex;
12055 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12056 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12057 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12058 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);
12059 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12060 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12062 case BIH_RENDERTRIANGLE:
12063 triangleindex = bihleaf->itemindex;
12064 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12065 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12066 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12067 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);
12068 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12069 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12075 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12078 if (r_showtris.integer && qglPolygonMode)
12080 if (r_showdisabledepthtest.integer)
12082 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12083 GL_DepthMask(false);
12087 GL_BlendFunc(GL_ONE, GL_ZERO);
12088 GL_DepthMask(true);
12090 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12091 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12093 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12095 rsurface.texture = R_GetCurrentTexture(surface->texture);
12096 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12098 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12099 if (!rsurface.texture->currentlayers->depthmask)
12100 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12101 else if (ent == r_refdef.scene.worldentity)
12102 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12104 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12105 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12109 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12110 rsurface.texture = NULL;
12113 if (r_shownormals.value != 0 && qglBegin)
12115 if (r_showdisabledepthtest.integer)
12117 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12118 GL_DepthMask(false);
12122 GL_BlendFunc(GL_ONE, GL_ZERO);
12123 GL_DepthMask(true);
12125 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12127 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12129 rsurface.texture = R_GetCurrentTexture(surface->texture);
12130 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12132 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12133 qglBegin(GL_LINES);
12134 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12136 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12138 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12139 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12140 qglVertex3f(v[0], v[1], v[2]);
12141 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12142 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12143 qglVertex3f(v[0], v[1], v[2]);
12146 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12148 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12150 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12151 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12152 qglVertex3f(v[0], v[1], v[2]);
12153 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12154 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12155 qglVertex3f(v[0], v[1], v[2]);
12158 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12160 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12162 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12163 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12164 qglVertex3f(v[0], v[1], v[2]);
12165 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12166 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12167 qglVertex3f(v[0], v[1], v[2]);
12170 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12172 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12174 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12175 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12176 qglVertex3f(v[0], v[1], v[2]);
12177 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12178 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12179 qglVertex3f(v[0], v[1], v[2]);
12186 rsurface.texture = NULL;
12191 int r_maxsurfacelist = 0;
12192 const msurface_t **r_surfacelist = NULL;
12193 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12195 int i, j, endj, flagsmask;
12196 dp_model_t *model = r_refdef.scene.worldmodel;
12197 msurface_t *surfaces;
12198 unsigned char *update;
12199 int numsurfacelist = 0;
12203 if (r_maxsurfacelist < model->num_surfaces)
12205 r_maxsurfacelist = model->num_surfaces;
12207 Mem_Free((msurface_t**)r_surfacelist);
12208 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12211 RSurf_ActiveWorldEntity();
12213 surfaces = model->data_surfaces;
12214 update = model->brushq1.lightmapupdateflags;
12216 // update light styles on this submodel
12217 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12219 model_brush_lightstyleinfo_t *style;
12220 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12222 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12224 int *list = style->surfacelist;
12225 style->value = r_refdef.scene.lightstylevalue[style->style];
12226 for (j = 0;j < style->numsurfaces;j++)
12227 update[list[j]] = true;
12232 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12236 R_DrawDebugModel();
12237 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12241 rsurface.lightmaptexture = NULL;
12242 rsurface.deluxemaptexture = NULL;
12243 rsurface.uselightmaptexture = false;
12244 rsurface.texture = NULL;
12245 rsurface.rtlight = NULL;
12246 numsurfacelist = 0;
12247 // add visible surfaces to draw list
12248 for (i = 0;i < model->nummodelsurfaces;i++)
12250 j = model->sortedmodelsurfaces[i];
12251 if (r_refdef.viewcache.world_surfacevisible[j])
12252 r_surfacelist[numsurfacelist++] = surfaces + j;
12254 // update lightmaps if needed
12255 if (model->brushq1.firstrender)
12257 model->brushq1.firstrender = false;
12258 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12260 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12264 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12265 if (r_refdef.viewcache.world_surfacevisible[j])
12267 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12269 // don't do anything if there were no surfaces
12270 if (!numsurfacelist)
12272 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12275 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12277 // add to stats if desired
12278 if (r_speeds.integer && !skysurfaces && !depthonly)
12280 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12281 for (j = 0;j < numsurfacelist;j++)
12282 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12285 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12288 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12290 int i, j, endj, flagsmask;
12291 dp_model_t *model = ent->model;
12292 msurface_t *surfaces;
12293 unsigned char *update;
12294 int numsurfacelist = 0;
12298 if (r_maxsurfacelist < model->num_surfaces)
12300 r_maxsurfacelist = model->num_surfaces;
12302 Mem_Free((msurface_t **)r_surfacelist);
12303 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12306 // if the model is static it doesn't matter what value we give for
12307 // wantnormals and wanttangents, so this logic uses only rules applicable
12308 // to a model, knowing that they are meaningless otherwise
12309 if (ent == r_refdef.scene.worldentity)
12310 RSurf_ActiveWorldEntity();
12311 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12312 RSurf_ActiveModelEntity(ent, false, false, false);
12314 RSurf_ActiveModelEntity(ent, true, true, true);
12315 else if (depthonly)
12317 switch (vid.renderpath)
12319 case RENDERPATH_GL20:
12320 case RENDERPATH_D3D9:
12321 case RENDERPATH_D3D10:
12322 case RENDERPATH_D3D11:
12323 case RENDERPATH_SOFT:
12324 case RENDERPATH_GLES2:
12325 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12327 case RENDERPATH_GL11:
12328 case RENDERPATH_GL13:
12329 case RENDERPATH_GLES1:
12330 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12336 switch (vid.renderpath)
12338 case RENDERPATH_GL20:
12339 case RENDERPATH_D3D9:
12340 case RENDERPATH_D3D10:
12341 case RENDERPATH_D3D11:
12342 case RENDERPATH_SOFT:
12343 case RENDERPATH_GLES2:
12344 RSurf_ActiveModelEntity(ent, true, true, false);
12346 case RENDERPATH_GL11:
12347 case RENDERPATH_GL13:
12348 case RENDERPATH_GLES1:
12349 RSurf_ActiveModelEntity(ent, true, false, false);
12354 surfaces = model->data_surfaces;
12355 update = model->brushq1.lightmapupdateflags;
12357 // update light styles
12358 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12360 model_brush_lightstyleinfo_t *style;
12361 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12363 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12365 int *list = style->surfacelist;
12366 style->value = r_refdef.scene.lightstylevalue[style->style];
12367 for (j = 0;j < style->numsurfaces;j++)
12368 update[list[j]] = true;
12373 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12377 R_DrawDebugModel();
12378 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12382 rsurface.lightmaptexture = NULL;
12383 rsurface.deluxemaptexture = NULL;
12384 rsurface.uselightmaptexture = false;
12385 rsurface.texture = NULL;
12386 rsurface.rtlight = NULL;
12387 numsurfacelist = 0;
12388 // add visible surfaces to draw list
12389 for (i = 0;i < model->nummodelsurfaces;i++)
12390 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12391 // don't do anything if there were no surfaces
12392 if (!numsurfacelist)
12394 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12397 // update lightmaps if needed
12401 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12406 R_BuildLightMap(ent, surfaces + j);
12411 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12413 // add to stats if desired
12414 if (r_speeds.integer && !skysurfaces && !depthonly)
12416 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12417 for (j = 0;j < numsurfacelist;j++)
12418 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12421 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12424 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12426 static texture_t texture;
12427 static msurface_t surface;
12428 const msurface_t *surfacelist = &surface;
12430 // fake enough texture and surface state to render this geometry
12432 texture.update_lastrenderframe = -1; // regenerate this texture
12433 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12434 texture.currentskinframe = skinframe;
12435 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12436 texture.offsetmapping = OFFSETMAPPING_OFF;
12437 texture.offsetscale = 1;
12438 texture.specularscalemod = 1;
12439 texture.specularpowermod = 1;
12440 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12441 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12442 // JUST GREP FOR "specularscalemod = 1".
12444 surface.texture = &texture;
12445 surface.num_triangles = numtriangles;
12446 surface.num_firsttriangle = firsttriangle;
12447 surface.num_vertices = numvertices;
12448 surface.num_firstvertex = firstvertex;
12451 rsurface.texture = R_GetCurrentTexture(surface.texture);
12452 rsurface.lightmaptexture = NULL;
12453 rsurface.deluxemaptexture = NULL;
12454 rsurface.uselightmaptexture = false;
12455 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12458 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)
12460 static msurface_t surface;
12461 const msurface_t *surfacelist = &surface;
12463 // fake enough texture and surface state to render this geometry
12464 surface.texture = texture;
12465 surface.num_triangles = numtriangles;
12466 surface.num_firsttriangle = firsttriangle;
12467 surface.num_vertices = numvertices;
12468 surface.num_firstvertex = firstvertex;
12471 rsurface.texture = R_GetCurrentTexture(surface.texture);
12472 rsurface.lightmaptexture = NULL;
12473 rsurface.deluxemaptexture = NULL;
12474 rsurface.uselightmaptexture = false;
12475 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);