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.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | 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)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | 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"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | 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"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "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 = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "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_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "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)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | 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."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | 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."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | 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"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | 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"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | 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"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | 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"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | 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"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | 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)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | 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)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | 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"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | 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)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | 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)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | 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)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | 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)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | 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"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
208 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
209 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
211 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
212 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
214 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
215 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
216 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
217 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
218 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
219 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
221 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
222 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
223 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
224 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
225 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
227 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
228 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
229 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
230 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
232 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "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"};
234 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
236 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
238 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
240 cvar_t r_batch_multidraw = {CVAR_CLIENT | 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)"};
241 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
242 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
243 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
245 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
246 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
248 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | 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."};
250 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
251 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
256 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
259 extern cvar_t v_glslgamma_2d;
261 extern qboolean v_flipped_state;
263 r_framebufferstate_t r_fb;
265 /// shadow volume bsp struct with automatically growing nodes buffer
268 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
270 rtexture_t *r_texture_blanknormalmap;
271 rtexture_t *r_texture_white;
272 rtexture_t *r_texture_grey128;
273 rtexture_t *r_texture_black;
274 rtexture_t *r_texture_notexture;
275 rtexture_t *r_texture_whitecube;
276 rtexture_t *r_texture_normalizationcube;
277 rtexture_t *r_texture_fogattenuation;
278 rtexture_t *r_texture_fogheighttexture;
279 rtexture_t *r_texture_gammaramps;
280 unsigned int r_texture_gammaramps_serial;
281 //rtexture_t *r_texture_fogintensity;
282 rtexture_t *r_texture_reflectcube;
284 // TODO: hash lookups?
285 typedef struct cubemapinfo_s
292 int r_texture_numcubemaps;
293 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
295 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
296 unsigned int r_numqueries;
297 unsigned int r_maxqueries;
299 typedef struct r_qwskincache_s
301 char name[MAX_QPATH];
302 skinframe_t *skinframe;
306 static r_qwskincache_t *r_qwskincache;
307 static int r_qwskincache_size;
309 /// vertex coordinates for a quad that covers the screen exactly
310 extern const float r_screenvertex3f[12];
311 const float r_screenvertex3f[12] =
319 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
322 for (i = 0;i < verts;i++)
333 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
336 for (i = 0;i < verts;i++)
346 // FIXME: move this to client?
349 if (gamemode == GAME_NEHAHRA)
351 Cvar_Set(&cvars_all, "gl_fogenable", "0");
352 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
353 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
354 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
355 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
357 r_refdef.fog_density = 0;
358 r_refdef.fog_red = 0;
359 r_refdef.fog_green = 0;
360 r_refdef.fog_blue = 0;
361 r_refdef.fog_alpha = 1;
362 r_refdef.fog_start = 0;
363 r_refdef.fog_end = 16384;
364 r_refdef.fog_height = 1<<30;
365 r_refdef.fog_fadedepth = 128;
366 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
369 static void R_BuildBlankTextures(void)
371 unsigned char data[4];
372 data[2] = 128; // normal X
373 data[1] = 128; // normal Y
374 data[0] = 255; // normal Z
375 data[3] = 255; // height
376 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
381 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
386 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
391 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
394 static void R_BuildNoTexture(void)
397 unsigned char pix[16][16][4];
398 // this makes a light grey/dark grey checkerboard texture
399 for (y = 0;y < 16;y++)
401 for (x = 0;x < 16;x++)
403 if ((y < 8) ^ (x < 8))
419 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
422 static void R_BuildWhiteCube(void)
424 unsigned char data[6*1*1*4];
425 memset(data, 255, sizeof(data));
426 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
429 static void R_BuildNormalizationCube(void)
433 vec_t s, t, intensity;
436 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
437 for (side = 0;side < 6;side++)
439 for (y = 0;y < NORMSIZE;y++)
441 for (x = 0;x < NORMSIZE;x++)
443 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
444 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
479 intensity = 127.0f / sqrt(DotProduct(v, v));
480 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
481 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
482 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
483 data[((side*64+y)*64+x)*4+3] = 255;
487 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
491 static void R_BuildFogTexture(void)
495 unsigned char data1[FOGWIDTH][4];
496 //unsigned char data2[FOGWIDTH][4];
499 r_refdef.fogmasktable_start = r_refdef.fog_start;
500 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
501 r_refdef.fogmasktable_range = r_refdef.fogrange;
502 r_refdef.fogmasktable_density = r_refdef.fog_density;
504 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
505 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
507 d = (x * r - r_refdef.fogmasktable_start);
508 if(developer_extra.integer)
509 Con_DPrintf("%f ", d);
511 if (r_fog_exp2.integer)
512 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
514 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
515 if(developer_extra.integer)
516 Con_DPrintf(" : %f ", alpha);
517 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
518 if(developer_extra.integer)
519 Con_DPrintf(" = %f\n", alpha);
520 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
523 for (x = 0;x < FOGWIDTH;x++)
525 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
530 //data2[x][0] = 255 - b;
531 //data2[x][1] = 255 - b;
532 //data2[x][2] = 255 - b;
535 if (r_texture_fogattenuation)
537 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
538 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
542 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
543 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
547 static void R_BuildFogHeightTexture(void)
549 unsigned char *inpixels;
557 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
558 if (r_refdef.fogheighttexturename[0])
559 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
562 r_refdef.fog_height_tablesize = 0;
563 if (r_texture_fogheighttexture)
564 R_FreeTexture(r_texture_fogheighttexture);
565 r_texture_fogheighttexture = NULL;
566 if (r_refdef.fog_height_table2d)
567 Mem_Free(r_refdef.fog_height_table2d);
568 r_refdef.fog_height_table2d = NULL;
569 if (r_refdef.fog_height_table1d)
570 Mem_Free(r_refdef.fog_height_table1d);
571 r_refdef.fog_height_table1d = NULL;
575 r_refdef.fog_height_tablesize = size;
576 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
577 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
578 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
580 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
581 // average fog color table accounting for every fog layer between a point
582 // and the camera. (Note: attenuation is handled separately!)
583 for (y = 0;y < size;y++)
585 for (x = 0;x < size;x++)
591 for (j = x;j <= y;j++)
593 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
599 for (j = x;j >= y;j--)
601 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
606 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
609 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
612 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
615 //=======================================================================================================================================================
617 static const char *builtinshaderstrings[] =
619 #include "shader_glsl.h"
623 //=======================================================================================================================================================
625 typedef struct shaderpermutationinfo_s
630 shaderpermutationinfo_t;
632 typedef struct shadermodeinfo_s
634 const char *sourcebasename;
635 const char *extension;
636 const char **builtinshaderstrings;
645 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
646 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
648 {"#define USEDIFFUSE\n", " diffuse"},
649 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
650 {"#define USEVIEWTINT\n", " viewtint"},
651 {"#define USECOLORMAPPING\n", " colormapping"},
652 {"#define USESATURATION\n", " saturation"},
653 {"#define USEFOGINSIDE\n", " foginside"},
654 {"#define USEFOGOUTSIDE\n", " fogoutside"},
655 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
656 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
657 {"#define USEGAMMARAMPS\n", " gammaramps"},
658 {"#define USECUBEFILTER\n", " cubefilter"},
659 {"#define USEGLOW\n", " glow"},
660 {"#define USEBLOOM\n", " bloom"},
661 {"#define USESPECULAR\n", " specular"},
662 {"#define USEPOSTPROCESSING\n", " postprocessing"},
663 {"#define USEREFLECTION\n", " reflection"},
664 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
665 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
666 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
667 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
668 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
669 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
670 {"#define USEALPHAKILL\n", " alphakill"},
671 {"#define USEREFLECTCUBE\n", " reflectcube"},
672 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
673 {"#define USEBOUNCEGRID\n", " bouncegrid"},
674 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
675 {"#define USETRIPPY\n", " trippy"},
676 {"#define USEDEPTHRGB\n", " depthrgb"},
677 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
678 {"#define USESKELETAL\n", " skeletal"},
679 {"#define USEOCCLUDE\n", " occlude"}
682 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
683 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
685 // SHADERLANGUAGE_GLSL
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
703 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
707 struct r_glsl_permutation_s;
708 typedef struct r_glsl_permutation_s
711 struct r_glsl_permutation_s *hashnext;
713 uint64_t permutation;
715 /// indicates if we have tried compiling this permutation already
717 /// 0 if compilation failed
719 // texture units assigned to each detected uniform
720 int tex_Texture_First;
721 int tex_Texture_Second;
722 int tex_Texture_GammaRamps;
723 int tex_Texture_Normal;
724 int tex_Texture_Color;
725 int tex_Texture_Gloss;
726 int tex_Texture_Glow;
727 int tex_Texture_SecondaryNormal;
728 int tex_Texture_SecondaryColor;
729 int tex_Texture_SecondaryGloss;
730 int tex_Texture_SecondaryGlow;
731 int tex_Texture_Pants;
732 int tex_Texture_Shirt;
733 int tex_Texture_FogHeightTexture;
734 int tex_Texture_FogMask;
735 int tex_Texture_LightGrid;
736 int tex_Texture_Lightmap;
737 int tex_Texture_Deluxemap;
738 int tex_Texture_Attenuation;
739 int tex_Texture_Cube;
740 int tex_Texture_Refraction;
741 int tex_Texture_Reflection;
742 int tex_Texture_ShadowMap2D;
743 int tex_Texture_CubeProjection;
744 int tex_Texture_ScreenNormalMap;
745 int tex_Texture_ScreenDiffuse;
746 int tex_Texture_ScreenSpecular;
747 int tex_Texture_ReflectMask;
748 int tex_Texture_ReflectCube;
749 int tex_Texture_BounceGrid;
750 /// locations of detected uniforms in program object, or -1 if not found
751 int loc_Texture_First;
752 int loc_Texture_Second;
753 int loc_Texture_GammaRamps;
754 int loc_Texture_Normal;
755 int loc_Texture_Color;
756 int loc_Texture_Gloss;
757 int loc_Texture_Glow;
758 int loc_Texture_SecondaryNormal;
759 int loc_Texture_SecondaryColor;
760 int loc_Texture_SecondaryGloss;
761 int loc_Texture_SecondaryGlow;
762 int loc_Texture_Pants;
763 int loc_Texture_Shirt;
764 int loc_Texture_FogHeightTexture;
765 int loc_Texture_FogMask;
766 int loc_Texture_LightGrid;
767 int loc_Texture_Lightmap;
768 int loc_Texture_Deluxemap;
769 int loc_Texture_Attenuation;
770 int loc_Texture_Cube;
771 int loc_Texture_Refraction;
772 int loc_Texture_Reflection;
773 int loc_Texture_ShadowMap2D;
774 int loc_Texture_CubeProjection;
775 int loc_Texture_ScreenNormalMap;
776 int loc_Texture_ScreenDiffuse;
777 int loc_Texture_ScreenSpecular;
778 int loc_Texture_ReflectMask;
779 int loc_Texture_ReflectCube;
780 int loc_Texture_BounceGrid;
782 int loc_BloomBlur_Parameters;
784 int loc_Color_Ambient;
785 int loc_Color_Diffuse;
786 int loc_Color_Specular;
790 int loc_DeferredColor_Ambient;
791 int loc_DeferredColor_Diffuse;
792 int loc_DeferredColor_Specular;
793 int loc_DeferredMod_Diffuse;
794 int loc_DeferredMod_Specular;
795 int loc_DistortScaleRefractReflect;
798 int loc_FogHeightFade;
800 int loc_FogPlaneViewDist;
801 int loc_FogRangeRecip;
804 int loc_LightGridMatrix;
805 int loc_LightGridNormalMatrix;
806 int loc_LightPosition;
807 int loc_OffsetMapping_ScaleSteps;
808 int loc_OffsetMapping_LodDistance;
809 int loc_OffsetMapping_Bias;
811 int loc_ReflectColor;
812 int loc_ReflectFactor;
813 int loc_ReflectOffset;
814 int loc_RefractColor;
816 int loc_ScreenCenterRefractReflect;
817 int loc_ScreenScaleRefractReflect;
818 int loc_ScreenToDepth;
819 int loc_ShadowMap_Parameters;
820 int loc_ShadowMap_TextureScale;
821 int loc_SpecularPower;
822 int loc_Skeletal_Transform12;
828 int loc_ViewTintColor;
830 int loc_ModelToLight;
832 int loc_BackgroundTexMatrix;
833 int loc_ModelViewProjectionMatrix;
834 int loc_ModelViewMatrix;
835 int loc_PixelToScreenTexCoord;
836 int loc_ModelToReflectCube;
837 int loc_ShadowMapMatrix;
838 int loc_BloomColorSubtract;
839 int loc_NormalmapScrollBlend;
840 int loc_BounceGridMatrix;
841 int loc_BounceGridIntensity;
842 /// uniform block bindings
843 int ubibind_Skeletal_Transform12_UniformBlock;
844 /// uniform block indices
845 int ubiloc_Skeletal_Transform12_UniformBlock;
847 r_glsl_permutation_t;
849 #define SHADERPERMUTATION_HASHSIZE 256
852 // non-degradable "lightweight" shader parameters to keep the permutations simpler
853 // these can NOT degrade! only use for simple stuff
856 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
857 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
858 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
861 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
862 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
863 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
864 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
865 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
866 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
867 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
868 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
869 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
871 #define SHADERSTATICPARMS_COUNT 14
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[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
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);
906 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
907 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
908 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
910 if (r_shadow_shadowmapsampler)
911 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
912 if (r_shadow_shadowmappcf > 1)
913 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
914 else if (r_shadow_shadowmappcf)
915 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
916 if (r_celshading.integer)
917 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
918 if (r_celoutlines.integer)
919 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
921 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
924 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
925 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
926 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
928 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
929 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
931 shaderstaticparms_count = 0;
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
947 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
950 /// information about each possible shader permutation
951 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
952 /// currently selected permutation
953 r_glsl_permutation_t *r_glsl_permutation;
954 /// storage for permutations linked in the hash table
955 memexpandablearray_t r_glsl_permutationarray;
957 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
959 //unsigned int hashdepth = 0;
960 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
961 r_glsl_permutation_t *p;
962 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
964 if (p->mode == mode && p->permutation == permutation)
966 //if (hashdepth > 10)
967 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
972 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
974 p->permutation = permutation;
975 p->hashnext = r_glsl_permutationhash[mode][hashindex];
976 r_glsl_permutationhash[mode][hashindex] = p;
977 //if (hashdepth > 10)
978 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
982 static char *R_ShaderStrCat(const char **strings)
985 const char **p = strings;
988 for (p = strings;(t = *p);p++)
991 s = string = (char *)Mem_Alloc(r_main_mempool, len);
993 for (p = strings;(t = *p);p++)
1003 static char *R_ShaderStrCat(const char **strings);
1004 static void R_InitShaderModeInfo(void)
1007 shadermodeinfo_t *modeinfo;
1008 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1009 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1011 for (i = 0; i < SHADERMODE_COUNT; i++)
1013 char filename[MAX_QPATH];
1014 modeinfo = &shadermodeinfo[language][i];
1015 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1016 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1017 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1018 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1023 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1026 // if the mode has no filename we have to return the builtin string
1027 if (builtinonly || !modeinfo->filename)
1028 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1029 // note that FS_LoadFile appends a 0 byte to make it a valid string
1030 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1033 if (printfromdisknotice)
1034 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1035 return shaderstring;
1037 // fall back to builtinstring
1038 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1041 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1046 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1048 char permutationname[256];
1049 int vertstrings_count = 0;
1050 int geomstrings_count = 0;
1051 int fragstrings_count = 0;
1052 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1053 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1054 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1061 permutationname[0] = 0;
1062 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1064 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1066 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1067 if(vid.support.glshaderversion >= 140)
1069 vertstrings_list[vertstrings_count++] = "#version 140\n";
1070 geomstrings_list[geomstrings_count++] = "#version 140\n";
1071 fragstrings_list[fragstrings_count++] = "#version 140\n";
1072 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1073 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1074 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1076 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1077 else if(vid.support.glshaderversion >= 130)
1079 vertstrings_list[vertstrings_count++] = "#version 130\n";
1080 geomstrings_list[geomstrings_count++] = "#version 130\n";
1081 fragstrings_list[fragstrings_count++] = "#version 130\n";
1082 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1083 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1084 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1086 // if we can do #version 120, we should (this adds the invariant keyword)
1087 else if(vid.support.glshaderversion >= 120)
1089 vertstrings_list[vertstrings_count++] = "#version 120\n";
1090 geomstrings_list[geomstrings_count++] = "#version 120\n";
1091 fragstrings_list[fragstrings_count++] = "#version 120\n";
1092 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1093 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1094 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1096 // GLES also adds several things from GLSL120
1097 switch(vid.renderpath)
1099 case RENDERPATH_GLES2:
1100 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1101 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1102 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1108 // the first pretext is which type of shader to compile as
1109 // (later these will all be bound together as a program object)
1110 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1111 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1112 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1114 // the second pretext is the mode (for example a light source)
1115 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1116 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1117 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1118 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1120 // now add all the permutation pretexts
1121 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1123 if (permutation & (1ll<<i))
1125 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1126 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1127 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1128 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1132 // keep line numbers correct
1133 vertstrings_list[vertstrings_count++] = "\n";
1134 geomstrings_list[geomstrings_count++] = "\n";
1135 fragstrings_list[fragstrings_count++] = "\n";
1140 R_CompileShader_AddStaticParms(mode, permutation);
1141 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1142 vertstrings_count += shaderstaticparms_count;
1143 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1144 geomstrings_count += shaderstaticparms_count;
1145 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1146 fragstrings_count += shaderstaticparms_count;
1148 // now append the shader text itself
1149 vertstrings_list[vertstrings_count++] = sourcestring;
1150 geomstrings_list[geomstrings_count++] = sourcestring;
1151 fragstrings_list[fragstrings_count++] = sourcestring;
1153 // we don't currently use geometry shaders for anything, so just empty the list
1154 geomstrings_count = 0;
1156 // compile the shader program
1157 if (vertstrings_count + geomstrings_count + fragstrings_count)
1158 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1162 qglUseProgram(p->program);CHECKGLERROR
1163 // look up all the uniform variable names we care about, so we don't
1164 // have to look them up every time we set them
1169 GLint activeuniformindex = 0;
1170 GLint numactiveuniforms = 0;
1171 char uniformname[128];
1172 GLsizei uniformnamelength = 0;
1173 GLint uniformsize = 0;
1174 GLenum uniformtype = 0;
1175 memset(uniformname, 0, sizeof(uniformname));
1176 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1177 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1178 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1180 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1181 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1186 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1187 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1188 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1189 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1190 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1191 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1192 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1193 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1194 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1195 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1196 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1197 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1198 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1199 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1200 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1201 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1202 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1203 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1204 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1205 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1206 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1207 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1208 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1209 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1210 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1211 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1212 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1213 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1214 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1215 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1216 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1217 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1218 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1219 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1220 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1221 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1222 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1223 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1224 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1225 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1226 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1227 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1228 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1229 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1230 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1231 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1232 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1233 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1234 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1235 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1236 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1237 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1238 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1239 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1240 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1241 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1242 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1243 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1244 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1245 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1246 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1247 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1248 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1249 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1250 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1251 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1252 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1253 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1254 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1255 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1256 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1257 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1258 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1259 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1260 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1261 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1262 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1263 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1264 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1265 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1266 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1267 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1268 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1269 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1270 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1271 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1272 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1273 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1274 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1275 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1276 // initialize the samplers to refer to the texture units we use
1277 p->tex_Texture_First = -1;
1278 p->tex_Texture_Second = -1;
1279 p->tex_Texture_GammaRamps = -1;
1280 p->tex_Texture_Normal = -1;
1281 p->tex_Texture_Color = -1;
1282 p->tex_Texture_Gloss = -1;
1283 p->tex_Texture_Glow = -1;
1284 p->tex_Texture_SecondaryNormal = -1;
1285 p->tex_Texture_SecondaryColor = -1;
1286 p->tex_Texture_SecondaryGloss = -1;
1287 p->tex_Texture_SecondaryGlow = -1;
1288 p->tex_Texture_Pants = -1;
1289 p->tex_Texture_Shirt = -1;
1290 p->tex_Texture_FogHeightTexture = -1;
1291 p->tex_Texture_FogMask = -1;
1292 p->tex_Texture_LightGrid = -1;
1293 p->tex_Texture_Lightmap = -1;
1294 p->tex_Texture_Deluxemap = -1;
1295 p->tex_Texture_Attenuation = -1;
1296 p->tex_Texture_Cube = -1;
1297 p->tex_Texture_Refraction = -1;
1298 p->tex_Texture_Reflection = -1;
1299 p->tex_Texture_ShadowMap2D = -1;
1300 p->tex_Texture_CubeProjection = -1;
1301 p->tex_Texture_ScreenNormalMap = -1;
1302 p->tex_Texture_ScreenDiffuse = -1;
1303 p->tex_Texture_ScreenSpecular = -1;
1304 p->tex_Texture_ReflectMask = -1;
1305 p->tex_Texture_ReflectCube = -1;
1306 p->tex_Texture_BounceGrid = -1;
1307 // bind the texture samplers in use
1309 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1310 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1311 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1312 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1313 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1314 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1315 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1318 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1319 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1320 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1321 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1322 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1323 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1324 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1325 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1326 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1327 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1328 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1329 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1330 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1331 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1332 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1333 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1334 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1335 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1336 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1337 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1338 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1339 // get the uniform block indices so we can bind them
1340 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1341 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1342 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1344 // clear the uniform block bindings
1345 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1346 // bind the uniform blocks in use
1348 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1349 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1351 // we're done compiling and setting up the shader, at least until it is used
1353 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1356 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1360 Mem_Free(sourcestring);
1363 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1365 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1366 if (r_glsl_permutation != perm)
1368 r_glsl_permutation = perm;
1369 if (!r_glsl_permutation->program)
1371 if (!r_glsl_permutation->compiled)
1373 Con_DPrintf("Compiling shader mode %u permutation %" PRIx64 "\n", mode, permutation);
1374 R_GLSL_CompilePermutation(perm, mode, permutation);
1376 if (!r_glsl_permutation->program)
1378 // remove features until we find a valid permutation
1380 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1382 // reduce i more quickly whenever it would not remove any bits
1383 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1384 if (!(permutation & j))
1387 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1388 if (!r_glsl_permutation->compiled)
1389 R_GLSL_CompilePermutation(perm, mode, permutation);
1390 if (r_glsl_permutation->program)
1393 if (i >= SHADERPERMUTATION_COUNT)
1395 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1396 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1397 qglUseProgram(0);CHECKGLERROR
1398 return; // no bit left to clear, entire mode is broken
1403 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1405 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1406 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1407 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1411 void R_GLSL_Restart_f(cmd_state_t *cmd)
1413 unsigned int i, limit;
1414 switch(vid.renderpath)
1416 case RENDERPATH_GL32:
1417 case RENDERPATH_GLES2:
1419 r_glsl_permutation_t *p;
1420 r_glsl_permutation = NULL;
1421 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1422 for (i = 0;i < limit;i++)
1424 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1426 GL_Backend_FreeProgram(p->program);
1427 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1430 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1436 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1438 int i, language, mode, dupe;
1440 shadermodeinfo_t *modeinfo;
1443 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1445 modeinfo = shadermodeinfo[language];
1446 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1448 // don't dump the same file multiple times (most or all shaders come from the same file)
1449 for (dupe = mode - 1;dupe >= 0;dupe--)
1450 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1454 text = modeinfo[mode].builtinstring;
1457 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1460 FS_Print(file, "/* The engine may define the following macros:\n");
1461 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1462 for (i = 0;i < SHADERMODE_COUNT;i++)
1463 FS_Print(file, modeinfo[i].pretext);
1464 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1465 FS_Print(file, shaderpermutationinfo[i].pretext);
1466 FS_Print(file, "*/\n");
1467 FS_Print(file, text);
1469 Con_Printf("%s written\n", modeinfo[mode].filename);
1472 Con_Printf(CON_ERROR "failed to write to %s\n", modeinfo[mode].filename);
1477 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1479 uint64_t permutation = 0;
1480 if (r_trippy.integer && !notrippy)
1481 permutation |= SHADERPERMUTATION_TRIPPY;
1482 permutation |= SHADERPERMUTATION_VIEWTINT;
1484 permutation |= SHADERPERMUTATION_DIFFUSE;
1485 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1486 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1487 if (suppresstexalpha)
1488 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1489 if (vid.allowalphatocoverage)
1490 GL_AlphaToCoverage(false);
1491 switch (vid.renderpath)
1493 case RENDERPATH_GL32:
1494 case RENDERPATH_GLES2:
1495 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1496 if (r_glsl_permutation->tex_Texture_First >= 0)
1497 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1498 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1499 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1504 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1506 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1509 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1511 uint64_t permutation = 0;
1512 if (r_trippy.integer && !notrippy)
1513 permutation |= SHADERPERMUTATION_TRIPPY;
1515 permutation |= SHADERPERMUTATION_DEPTHRGB;
1517 permutation |= SHADERPERMUTATION_SKELETAL;
1519 if (vid.allowalphatocoverage)
1520 GL_AlphaToCoverage(false);
1521 switch (vid.renderpath)
1523 case RENDERPATH_GL32:
1524 case RENDERPATH_GLES2:
1525 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1526 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1527 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1533 #define BLENDFUNC_ALLOWS_COLORMOD 1
1534 #define BLENDFUNC_ALLOWS_FOG 2
1535 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1536 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1537 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1538 static int R_BlendFuncFlags(int src, int dst)
1542 // a blendfunc allows colormod if:
1543 // a) it can never keep the destination pixel invariant, or
1544 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1545 // this is to prevent unintended side effects from colormod
1547 // a blendfunc allows fog if:
1548 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1549 // this is to prevent unintended side effects from fog
1551 // these checks are the output of fogeval.pl
1553 r |= BLENDFUNC_ALLOWS_COLORMOD;
1554 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1555 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1556 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1557 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1558 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1561 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1562 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1563 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1565 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1566 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1567 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1568 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1569 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1570 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1571 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1572 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1574 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1579 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1581 // select a permutation of the lighting shader appropriate to this
1582 // combination of texture, entity, light source, and fogging, only use the
1583 // minimum features necessary to avoid wasting rendering time in the
1584 // fragment shader on features that are not being used
1585 uint64_t permutation = 0;
1586 unsigned int mode = 0;
1588 texture_t *t = rsurface.texture;
1590 matrix4x4_t tempmatrix;
1591 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1592 if (r_trippy.integer && !notrippy)
1593 permutation |= SHADERPERMUTATION_TRIPPY;
1594 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1595 permutation |= SHADERPERMUTATION_ALPHAKILL;
1596 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1597 permutation |= SHADERPERMUTATION_OCCLUDE;
1598 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1599 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1600 if (rsurfacepass == RSURFPASS_BACKGROUND)
1602 // distorted background
1603 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1605 mode = SHADERMODE_WATER;
1606 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1607 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1608 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1610 // this is the right thing to do for wateralpha
1611 GL_BlendFunc(GL_ONE, GL_ZERO);
1612 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1616 // this is the right thing to do for entity alpha
1617 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1618 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1621 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1623 mode = SHADERMODE_REFRACTION;
1624 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1625 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1626 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1627 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1631 mode = SHADERMODE_GENERIC;
1632 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1633 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1634 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1636 if (vid.allowalphatocoverage)
1637 GL_AlphaToCoverage(false);
1639 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1641 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1643 switch(t->offsetmapping)
1645 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1646 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1647 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1648 case OFFSETMAPPING_OFF: break;
1651 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1652 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1653 // normalmap (deferred prepass), may use alpha test on diffuse
1654 mode = SHADERMODE_DEFERREDGEOMETRY;
1655 GL_BlendFunc(GL_ONE, GL_ZERO);
1656 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1657 if (vid.allowalphatocoverage)
1658 GL_AlphaToCoverage(false);
1660 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1662 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1664 switch(t->offsetmapping)
1666 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1667 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1668 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1669 case OFFSETMAPPING_OFF: break;
1672 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1673 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1674 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1675 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1677 mode = SHADERMODE_LIGHTSOURCE;
1678 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1679 permutation |= SHADERPERMUTATION_CUBEFILTER;
1680 if (VectorLength2(rtlightdiffuse) > 0)
1681 permutation |= SHADERPERMUTATION_DIFFUSE;
1682 if (VectorLength2(rtlightspecular) > 0)
1683 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1684 if (r_refdef.fogenabled)
1685 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1686 if (t->colormapping)
1687 permutation |= SHADERPERMUTATION_COLORMAPPING;
1688 if (r_shadow_usingshadowmap2d)
1690 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1691 if(r_shadow_shadowmapvsdct)
1692 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1694 if (r_shadow_shadowmap2ddepthbuffer)
1695 permutation |= SHADERPERMUTATION_DEPTHRGB;
1697 if (t->reflectmasktexture)
1698 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1699 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1700 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1701 if (vid.allowalphatocoverage)
1702 GL_AlphaToCoverage(false);
1704 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1706 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1708 switch(t->offsetmapping)
1710 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1711 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1712 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1713 case OFFSETMAPPING_OFF: break;
1716 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1717 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1718 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1719 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1720 // directional model lighting
1721 mode = SHADERMODE_LIGHTGRID;
1722 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1723 permutation |= SHADERPERMUTATION_GLOW;
1724 permutation |= SHADERPERMUTATION_DIFFUSE;
1725 if (t->glosstexture || t->backgroundglosstexture)
1726 permutation |= SHADERPERMUTATION_SPECULAR;
1727 if (r_refdef.fogenabled)
1728 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1729 if (t->colormapping)
1730 permutation |= SHADERPERMUTATION_COLORMAPPING;
1731 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1733 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1734 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1736 if (r_shadow_shadowmap2ddepthbuffer)
1737 permutation |= SHADERPERMUTATION_DEPTHRGB;
1739 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1740 permutation |= SHADERPERMUTATION_REFLECTION;
1741 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1742 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1743 if (t->reflectmasktexture)
1744 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1745 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1747 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1748 if (r_shadow_bouncegrid_state.directional)
1749 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1751 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1752 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1753 // when using alphatocoverage, we don't need alphakill
1754 if (vid.allowalphatocoverage)
1756 if (r_transparent_alphatocoverage.integer)
1758 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1759 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1762 GL_AlphaToCoverage(false);
1765 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1767 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1769 switch(t->offsetmapping)
1771 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1772 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1773 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1774 case OFFSETMAPPING_OFF: break;
1777 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1778 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1779 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1780 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1781 // directional model lighting
1782 mode = SHADERMODE_LIGHTDIRECTION;
1783 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1784 permutation |= SHADERPERMUTATION_GLOW;
1785 if (VectorLength2(t->render_modellight_diffuse))
1786 permutation |= SHADERPERMUTATION_DIFFUSE;
1787 if (VectorLength2(t->render_modellight_specular) > 0)
1788 permutation |= SHADERPERMUTATION_SPECULAR;
1789 if (r_refdef.fogenabled)
1790 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1791 if (t->colormapping)
1792 permutation |= SHADERPERMUTATION_COLORMAPPING;
1793 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1795 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1796 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1798 if (r_shadow_shadowmap2ddepthbuffer)
1799 permutation |= SHADERPERMUTATION_DEPTHRGB;
1801 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1802 permutation |= SHADERPERMUTATION_REFLECTION;
1803 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1804 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1805 if (t->reflectmasktexture)
1806 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1807 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1809 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1810 if (r_shadow_bouncegrid_state.directional)
1811 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1813 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1814 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1815 // when using alphatocoverage, we don't need alphakill
1816 if (vid.allowalphatocoverage)
1818 if (r_transparent_alphatocoverage.integer)
1820 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1821 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1824 GL_AlphaToCoverage(false);
1829 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1831 switch(t->offsetmapping)
1833 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1834 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1835 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1836 case OFFSETMAPPING_OFF: break;
1839 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1840 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1841 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1842 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1844 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1845 permutation |= SHADERPERMUTATION_GLOW;
1846 if (r_refdef.fogenabled && !notrippy)
1847 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1848 if (t->colormapping)
1849 permutation |= SHADERPERMUTATION_COLORMAPPING;
1850 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1852 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1853 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1855 if (r_shadow_shadowmap2ddepthbuffer)
1856 permutation |= SHADERPERMUTATION_DEPTHRGB;
1858 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1859 permutation |= SHADERPERMUTATION_REFLECTION;
1860 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1861 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1862 if (t->reflectmasktexture)
1863 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1864 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1866 // deluxemapping (light direction texture)
1867 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1868 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1870 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1871 permutation |= SHADERPERMUTATION_DIFFUSE;
1872 if (VectorLength2(t->render_lightmap_specular) > 0)
1873 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1875 else if (r_glsl_deluxemapping.integer >= 2)
1877 // fake deluxemapping (uniform light direction in tangentspace)
1878 if (rsurface.uselightmaptexture)
1879 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1881 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1882 permutation |= SHADERPERMUTATION_DIFFUSE;
1883 if (VectorLength2(t->render_lightmap_specular) > 0)
1884 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1886 else if (rsurface.uselightmaptexture)
1888 // ordinary lightmapping (q1bsp, q3bsp)
1889 mode = SHADERMODE_LIGHTMAP;
1893 // ordinary vertex coloring (q3bsp)
1894 mode = SHADERMODE_VERTEXCOLOR;
1896 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1898 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1899 if (r_shadow_bouncegrid_state.directional)
1900 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1902 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1903 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1904 // when using alphatocoverage, we don't need alphakill
1905 if (vid.allowalphatocoverage)
1907 if (r_transparent_alphatocoverage.integer)
1909 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1910 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1913 GL_AlphaToCoverage(false);
1916 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1917 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1918 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1919 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1920 switch(vid.renderpath)
1922 case RENDERPATH_GL32:
1923 case RENDERPATH_GLES2:
1924 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);
1925 RSurf_UploadBuffersForBatch();
1926 // this has to be after RSurf_PrepareVerticesForBatch
1927 if (rsurface.batchskeletaltransform3x4buffer)
1928 permutation |= SHADERPERMUTATION_SKELETAL;
1929 R_SetupShader_SetPermutationGLSL(mode, permutation);
1930 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1931 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1933 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1934 if (mode == SHADERMODE_LIGHTSOURCE)
1936 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1937 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1938 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1939 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1940 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1941 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1943 // additive passes are only darkened by fog, not tinted
1944 if (r_glsl_permutation->loc_FogColor >= 0)
1945 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1946 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1950 if (mode == SHADERMODE_FLATCOLOR)
1952 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1954 else if (mode == SHADERMODE_LIGHTGRID)
1956 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1957 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1958 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1959 // other LightGrid uniforms handled below
1961 else if (mode == SHADERMODE_LIGHTDIRECTION)
1963 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1964 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1965 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1966 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1967 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1968 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1969 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir_local[0], t->render_modellight_lightdir_local[1], t->render_modellight_lightdir_local[2]);
1973 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1974 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1975 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1976 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1977 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1979 // additive passes are only darkened by fog, not tinted
1980 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1982 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1983 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1985 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1987 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1988 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]);
1989 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]);
1990 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1991 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1992 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1993 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1994 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1995 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1997 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1998 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1999 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2000 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2002 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2003 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2007 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2008 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2011 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2012 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2013 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2014 if (r_glsl_permutation->loc_Color_Pants >= 0)
2016 if (t->pantstexture)
2017 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2019 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2021 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2023 if (t->shirttexture)
2024 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2026 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2028 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]);
2029 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2030 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2031 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2032 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2033 r_glsl_offsetmapping_scale.value*t->offsetscale,
2034 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2035 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2036 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2038 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);
2039 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2040 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]);
2041 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2042 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2043 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2044 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2047 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2048 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2049 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2050 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2051 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2052 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2053 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2054 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2055 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2058 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2059 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2060 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2061 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2062 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2063 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2064 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2065 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2066 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2067 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2068 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2069 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2070 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2071 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2072 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2073 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2074 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2075 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2076 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2077 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2078 if (rsurfacepass == RSURFPASS_BACKGROUND)
2080 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2081 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2082 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2086 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2088 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2089 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2090 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2091 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2093 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2094 if (rsurface.rtlight)
2096 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2097 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2100 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2101 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2107 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2109 // select a permutation of the lighting shader appropriate to this
2110 // combination of texture, entity, light source, and fogging, only use the
2111 // minimum features necessary to avoid wasting rendering time in the
2112 // fragment shader on features that are not being used
2113 uint64_t permutation = 0;
2114 unsigned int mode = 0;
2115 const float *lightcolorbase = rtlight->currentcolor;
2116 float ambientscale = rtlight->ambientscale;
2117 float diffusescale = rtlight->diffusescale;
2118 float specularscale = rtlight->specularscale;
2119 // this is the location of the light in view space
2120 vec3_t viewlightorigin;
2121 // this transforms from view space (camera) to light space (cubemap)
2122 matrix4x4_t viewtolight;
2123 matrix4x4_t lighttoview;
2124 float viewtolight16f[16];
2126 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2127 if (rtlight->currentcubemap != r_texture_whitecube)
2128 permutation |= SHADERPERMUTATION_CUBEFILTER;
2129 if (diffusescale > 0)
2130 permutation |= SHADERPERMUTATION_DIFFUSE;
2131 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2132 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2133 if (r_shadow_usingshadowmap2d)
2135 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2136 if (r_shadow_shadowmapvsdct)
2137 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2139 if (r_shadow_shadowmap2ddepthbuffer)
2140 permutation |= SHADERPERMUTATION_DEPTHRGB;
2142 if (vid.allowalphatocoverage)
2143 GL_AlphaToCoverage(false);
2144 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2145 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2146 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2147 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2148 switch(vid.renderpath)
2150 case RENDERPATH_GL32:
2151 case RENDERPATH_GLES2:
2152 R_SetupShader_SetPermutationGLSL(mode, permutation);
2153 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2154 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2155 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2156 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2157 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2158 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2159 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2160 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);
2161 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]);
2162 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2164 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2165 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2166 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2167 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2168 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2173 #define SKINFRAME_HASH 1024
2177 unsigned int loadsequence; // incremented each level change
2178 memexpandablearray_t array;
2179 skinframe_t *hash[SKINFRAME_HASH];
2182 r_skinframe_t r_skinframe;
2184 void R_SkinFrame_PrepareForPurge(void)
2186 r_skinframe.loadsequence++;
2187 // wrap it without hitting zero
2188 if (r_skinframe.loadsequence >= 200)
2189 r_skinframe.loadsequence = 1;
2192 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2196 // mark the skinframe as used for the purging code
2197 skinframe->loadsequence = r_skinframe.loadsequence;
2200 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2204 if (s->merged == s->base)
2206 R_PurgeTexture(s->stain); s->stain = NULL;
2207 R_PurgeTexture(s->merged); s->merged = NULL;
2208 R_PurgeTexture(s->base); s->base = NULL;
2209 R_PurgeTexture(s->pants); s->pants = NULL;
2210 R_PurgeTexture(s->shirt); s->shirt = NULL;
2211 R_PurgeTexture(s->nmap); s->nmap = NULL;
2212 R_PurgeTexture(s->gloss); s->gloss = NULL;
2213 R_PurgeTexture(s->glow); s->glow = NULL;
2214 R_PurgeTexture(s->fog); s->fog = NULL;
2215 R_PurgeTexture(s->reflect); s->reflect = NULL;
2216 s->loadsequence = 0;
2219 void R_SkinFrame_Purge(void)
2223 for (i = 0;i < SKINFRAME_HASH;i++)
2225 for (s = r_skinframe.hash[i];s;s = s->next)
2227 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2228 R_SkinFrame_PurgeSkinFrame(s);
2233 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2235 char basename[MAX_QPATH];
2237 Image_StripImageExtension(name, basename, sizeof(basename));
2239 if( last == NULL ) {
2241 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2242 item = r_skinframe.hash[hashindex];
2247 // linearly search through the hash bucket
2248 for( ; item ; item = item->next ) {
2249 if( !strcmp( item->basename, basename ) ) {
2256 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2259 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2261 char basename[MAX_QPATH];
2263 Image_StripImageExtension(name, basename, sizeof(basename));
2265 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2266 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2267 if (!strcmp(item->basename, basename) &&
2268 item->textureflags == compareflags &&
2269 item->comparewidth == comparewidth &&
2270 item->compareheight == compareheight &&
2271 item->comparecrc == comparecrc)
2278 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2279 memset(item, 0, sizeof(*item));
2280 strlcpy(item->basename, basename, sizeof(item->basename));
2281 item->textureflags = compareflags;
2282 item->comparewidth = comparewidth;
2283 item->compareheight = compareheight;
2284 item->comparecrc = comparecrc;
2285 item->next = r_skinframe.hash[hashindex];
2286 r_skinframe.hash[hashindex] = item;
2288 else if (textureflags & TEXF_FORCE_RELOAD)
2289 R_SkinFrame_PurgeSkinFrame(item);
2291 R_SkinFrame_MarkUsed(item);
2295 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2297 unsigned long long avgcolor[5], wsum; \
2305 for(pix = 0; pix < cnt; ++pix) \
2308 for(comp = 0; comp < 3; ++comp) \
2310 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2313 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2315 for(comp = 0; comp < 3; ++comp) \
2316 avgcolor[comp] += getpixel * w; \
2319 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2320 avgcolor[4] += getpixel; \
2322 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2324 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2325 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2326 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2327 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2330 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2332 skinframe_t *skinframe;
2334 if (cls.state == ca_dedicated)
2337 // return an existing skinframe if already loaded
2338 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2339 if (skinframe && skinframe->base)
2342 // if the skinframe doesn't exist this will create it
2343 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2346 extern cvar_t gl_picmip;
2347 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2350 unsigned char *pixels;
2351 unsigned char *bumppixels;
2352 unsigned char *basepixels = NULL;
2353 int basepixels_width = 0;
2354 int basepixels_height = 0;
2355 rtexture_t *ddsbase = NULL;
2356 qboolean ddshasalpha = false;
2357 float ddsavgcolor[4];
2358 char basename[MAX_QPATH];
2359 int miplevel = R_PicmipForFlags(textureflags);
2360 int savemiplevel = miplevel;
2364 if (cls.state == ca_dedicated)
2367 Image_StripImageExtension(name, basename, sizeof(basename));
2369 // check for DDS texture file first
2370 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2372 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2373 if (basepixels == NULL && fallbacknotexture)
2374 basepixels = Image_GenerateNoTexture();
2375 if (basepixels == NULL)
2379 // FIXME handle miplevel
2381 if (developer_loading.integer)
2382 Con_Printf("loading skin \"%s\"\n", name);
2384 // we've got some pixels to store, so really allocate this new texture now
2386 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2387 textureflags &= ~TEXF_FORCE_RELOAD;
2388 skinframe->stain = NULL;
2389 skinframe->merged = NULL;
2390 skinframe->base = NULL;
2391 skinframe->pants = NULL;
2392 skinframe->shirt = NULL;
2393 skinframe->nmap = NULL;
2394 skinframe->gloss = NULL;
2395 skinframe->glow = NULL;
2396 skinframe->fog = NULL;
2397 skinframe->reflect = NULL;
2398 skinframe->hasalpha = false;
2399 // we could store the q2animname here too
2403 skinframe->base = ddsbase;
2404 skinframe->hasalpha = ddshasalpha;
2405 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2406 if (r_loadfog && skinframe->hasalpha)
2407 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);
2408 //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]);
2412 basepixels_width = image_width;
2413 basepixels_height = image_height;
2414 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);
2415 if (textureflags & TEXF_ALPHA)
2417 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2419 if (basepixels[j] < 255)
2421 skinframe->hasalpha = true;
2425 if (r_loadfog && skinframe->hasalpha)
2427 // has transparent pixels
2428 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2429 for (j = 0;j < image_width * image_height * 4;j += 4)
2434 pixels[j+3] = basepixels[j+3];
2436 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);
2440 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2442 //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]);
2443 if (r_savedds && skinframe->base)
2444 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2445 if (r_savedds && skinframe->fog)
2446 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2452 mymiplevel = savemiplevel;
2453 if (r_loadnormalmap)
2454 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);
2455 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2457 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2458 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2459 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2460 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2463 // _norm is the name used by tenebrae and has been adopted as standard
2464 if (r_loadnormalmap && skinframe->nmap == NULL)
2466 mymiplevel = savemiplevel;
2467 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2469 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);
2473 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2475 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2476 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2477 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);
2479 Mem_Free(bumppixels);
2481 else if (r_shadow_bumpscale_basetexture.value > 0)
2483 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2484 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2485 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);
2489 if (r_savedds && skinframe->nmap)
2490 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2494 // _luma is supported only for tenebrae compatibility
2495 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2496 // _glow is the preferred name
2497 mymiplevel = savemiplevel;
2498 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.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2500 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);
2502 if (r_savedds && skinframe->glow)
2503 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2505 Mem_Free(pixels);pixels = NULL;
2508 mymiplevel = savemiplevel;
2509 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2511 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);
2513 if (r_savedds && skinframe->gloss)
2514 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2520 mymiplevel = savemiplevel;
2521 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2523 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);
2525 if (r_savedds && skinframe->pants)
2526 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2532 mymiplevel = savemiplevel;
2533 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2535 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);
2537 if (r_savedds && skinframe->shirt)
2538 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2544 mymiplevel = savemiplevel;
2545 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2547 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);
2549 if (r_savedds && skinframe->reflect)
2550 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2557 Mem_Free(basepixels);
2562 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2565 skinframe_t *skinframe;
2568 if (cls.state == ca_dedicated)
2571 // if already loaded just return it, otherwise make a new skinframe
2572 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2573 if (skinframe->base)
2575 textureflags &= ~TEXF_FORCE_RELOAD;
2577 skinframe->stain = NULL;
2578 skinframe->merged = NULL;
2579 skinframe->base = NULL;
2580 skinframe->pants = NULL;
2581 skinframe->shirt = NULL;
2582 skinframe->nmap = NULL;
2583 skinframe->gloss = NULL;
2584 skinframe->glow = NULL;
2585 skinframe->fog = NULL;
2586 skinframe->reflect = NULL;
2587 skinframe->hasalpha = false;
2589 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2593 if (developer_loading.integer)
2594 Con_Printf("loading 32bit skin \"%s\"\n", name);
2596 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2598 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2599 unsigned char *b = a + width * height * 4;
2600 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2601 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2604 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2605 if (textureflags & TEXF_ALPHA)
2607 for (i = 3;i < width * height * 4;i += 4)
2609 if (skindata[i] < 255)
2611 skinframe->hasalpha = true;
2615 if (r_loadfog && skinframe->hasalpha)
2617 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2618 memcpy(fogpixels, skindata, width * height * 4);
2619 for (i = 0;i < width * height * 4;i += 4)
2620 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2621 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2622 Mem_Free(fogpixels);
2626 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2627 //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]);
2632 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2636 skinframe_t *skinframe;
2638 if (cls.state == ca_dedicated)
2641 // if already loaded just return it, otherwise make a new skinframe
2642 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2643 if (skinframe->base)
2645 //textureflags &= ~TEXF_FORCE_RELOAD;
2647 skinframe->stain = NULL;
2648 skinframe->merged = NULL;
2649 skinframe->base = NULL;
2650 skinframe->pants = NULL;
2651 skinframe->shirt = NULL;
2652 skinframe->nmap = NULL;
2653 skinframe->gloss = NULL;
2654 skinframe->glow = NULL;
2655 skinframe->fog = NULL;
2656 skinframe->reflect = NULL;
2657 skinframe->hasalpha = false;
2659 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2663 if (developer_loading.integer)
2664 Con_Printf("loading quake skin \"%s\"\n", name);
2666 // 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)
2667 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2668 memcpy(skinframe->qpixels, skindata, width*height);
2669 skinframe->qwidth = width;
2670 skinframe->qheight = height;
2673 for (i = 0;i < width * height;i++)
2674 featuresmask |= palette_featureflags[skindata[i]];
2676 skinframe->hasalpha = false;
2679 skinframe->hasalpha = true;
2680 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2681 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2682 skinframe->qgeneratemerged = true;
2683 skinframe->qgeneratebase = skinframe->qhascolormapping;
2684 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2686 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2687 //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]);
2692 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2696 unsigned char *skindata;
2699 if (!skinframe->qpixels)
2702 if (!skinframe->qhascolormapping)
2703 colormapped = false;
2707 if (!skinframe->qgeneratebase)
2712 if (!skinframe->qgeneratemerged)
2716 width = skinframe->qwidth;
2717 height = skinframe->qheight;
2718 skindata = skinframe->qpixels;
2720 if (skinframe->qgeneratenmap)
2722 unsigned char *a, *b;
2723 skinframe->qgeneratenmap = false;
2724 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2725 b = a + width * height * 4;
2726 // use either a custom palette or the quake palette
2727 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2728 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2729 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2733 if (skinframe->qgenerateglow)
2735 skinframe->qgenerateglow = false;
2736 if (skinframe->hasalpha) // fence textures
2737 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2739 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
2744 skinframe->qgeneratebase = false;
2745 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);
2746 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);
2747 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);
2751 skinframe->qgeneratemerged = false;
2752 if (skinframe->hasalpha) // fence textures
2753 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2755 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);
2758 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2760 Mem_Free(skinframe->qpixels);
2761 skinframe->qpixels = NULL;
2765 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)
2768 skinframe_t *skinframe;
2771 if (cls.state == ca_dedicated)
2774 // if already loaded just return it, otherwise make a new skinframe
2775 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2776 if (skinframe->base)
2778 textureflags &= ~TEXF_FORCE_RELOAD;
2780 skinframe->stain = NULL;
2781 skinframe->merged = NULL;
2782 skinframe->base = NULL;
2783 skinframe->pants = NULL;
2784 skinframe->shirt = NULL;
2785 skinframe->nmap = NULL;
2786 skinframe->gloss = NULL;
2787 skinframe->glow = NULL;
2788 skinframe->fog = NULL;
2789 skinframe->reflect = NULL;
2790 skinframe->hasalpha = false;
2792 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2796 if (developer_loading.integer)
2797 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2799 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2800 if ((textureflags & TEXF_ALPHA) && alphapalette)
2802 for (i = 0;i < width * height;i++)
2804 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2806 skinframe->hasalpha = true;
2810 if (r_loadfog && skinframe->hasalpha)
2811 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2814 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2815 //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]);
2820 skinframe_t *R_SkinFrame_LoadMissing(void)
2822 skinframe_t *skinframe;
2824 if (cls.state == ca_dedicated)
2827 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2828 skinframe->stain = NULL;
2829 skinframe->merged = NULL;
2830 skinframe->base = NULL;
2831 skinframe->pants = NULL;
2832 skinframe->shirt = NULL;
2833 skinframe->nmap = NULL;
2834 skinframe->gloss = NULL;
2835 skinframe->glow = NULL;
2836 skinframe->fog = NULL;
2837 skinframe->reflect = NULL;
2838 skinframe->hasalpha = false;
2840 skinframe->avgcolor[0] = rand() / RAND_MAX;
2841 skinframe->avgcolor[1] = rand() / RAND_MAX;
2842 skinframe->avgcolor[2] = rand() / RAND_MAX;
2843 skinframe->avgcolor[3] = 1;
2848 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2851 static unsigned char pix[16][16][4];
2853 if (cls.state == ca_dedicated)
2856 // this makes a light grey/dark grey checkerboard texture
2859 for (y = 0; y < 16; y++)
2861 for (x = 0; x < 16; x++)
2863 if ((y < 8) ^ (x < 8))
2881 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2884 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2886 skinframe_t *skinframe;
2887 if (cls.state == ca_dedicated)
2889 // if already loaded just return it, otherwise make a new skinframe
2890 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2891 if (skinframe->base)
2893 textureflags &= ~TEXF_FORCE_RELOAD;
2894 skinframe->stain = NULL;
2895 skinframe->merged = NULL;
2896 skinframe->base = NULL;
2897 skinframe->pants = NULL;
2898 skinframe->shirt = NULL;
2899 skinframe->nmap = NULL;
2900 skinframe->gloss = NULL;
2901 skinframe->glow = NULL;
2902 skinframe->fog = NULL;
2903 skinframe->reflect = NULL;
2904 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2905 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2908 if (developer_loading.integer)
2909 Con_Printf("loading 32bit skin \"%s\"\n", name);
2910 skinframe->base = skinframe->merged = tex;
2911 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2915 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2916 typedef struct suffixinfo_s
2919 qboolean flipx, flipy, flipdiagonal;
2922 static suffixinfo_t suffix[3][6] =
2925 {"px", false, false, false},
2926 {"nx", false, false, false},
2927 {"py", false, false, false},
2928 {"ny", false, false, false},
2929 {"pz", false, false, false},
2930 {"nz", false, false, false}
2933 {"posx", false, false, false},
2934 {"negx", false, false, false},
2935 {"posy", false, false, false},
2936 {"negy", false, false, false},
2937 {"posz", false, false, false},
2938 {"negz", false, false, false}
2941 {"rt", true, false, true},
2942 {"lf", false, true, true},
2943 {"ft", true, true, false},
2944 {"bk", false, false, false},
2945 {"up", true, false, true},
2946 {"dn", true, false, true}
2950 static int componentorder[4] = {0, 1, 2, 3};
2952 static rtexture_t *R_LoadCubemap(const char *basename)
2954 int i, j, cubemapsize, forcefilter;
2955 unsigned char *cubemappixels, *image_buffer;
2956 rtexture_t *cubemaptexture;
2959 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2960 forcefilter = TEXF_FORCELINEAR;
2961 if (basename && basename[0] == '!')
2964 forcefilter = TEXF_FORCENEAREST;
2966 // must start 0 so the first loadimagepixels has no requested width/height
2968 cubemappixels = NULL;
2969 cubemaptexture = NULL;
2970 // keep trying different suffix groups (posx, px, rt) until one loads
2971 for (j = 0;j < 3 && !cubemappixels;j++)
2973 // load the 6 images in the suffix group
2974 for (i = 0;i < 6;i++)
2976 // generate an image name based on the base and and suffix
2977 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2979 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2981 // an image loaded, make sure width and height are equal
2982 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2984 // if this is the first image to load successfully, allocate the cubemap memory
2985 if (!cubemappixels && image_width >= 1)
2987 cubemapsize = image_width;
2988 // note this clears to black, so unavailable sides are black
2989 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2991 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2993 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);
2996 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2998 Mem_Free(image_buffer);
3002 // if a cubemap loaded, upload it
3005 if (developer_loading.integer)
3006 Con_Printf("loading cubemap \"%s\"\n", basename);
3008 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) | forcefilter | TEXF_CLAMP, -1, NULL);
3009 Mem_Free(cubemappixels);
3013 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3014 if (developer_loading.integer)
3016 Con_Printf("(tried tried images ");
3017 for (j = 0;j < 3;j++)
3018 for (i = 0;i < 6;i++)
3019 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3020 Con_Print(" and was unable to find any of them).\n");
3023 return cubemaptexture;
3026 rtexture_t *R_GetCubemap(const char *basename)
3029 for (i = 0;i < r_texture_numcubemaps;i++)
3030 if (r_texture_cubemaps[i] != NULL)
3031 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3032 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3033 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3034 return r_texture_whitecube;
3035 r_texture_numcubemaps++;
3036 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3037 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3038 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3039 return r_texture_cubemaps[i]->texture;
3042 static void R_Main_FreeViewCache(void)
3044 if (r_refdef.viewcache.entityvisible)
3045 Mem_Free(r_refdef.viewcache.entityvisible);
3046 if (r_refdef.viewcache.world_pvsbits)
3047 Mem_Free(r_refdef.viewcache.world_pvsbits);
3048 if (r_refdef.viewcache.world_leafvisible)
3049 Mem_Free(r_refdef.viewcache.world_leafvisible);
3050 if (r_refdef.viewcache.world_surfacevisible)
3051 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3052 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3055 static void R_Main_ResizeViewCache(void)
3057 int numentities = r_refdef.scene.numentities;
3058 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3059 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3060 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3061 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3062 if (r_refdef.viewcache.maxentities < numentities)
3064 r_refdef.viewcache.maxentities = numentities;
3065 if (r_refdef.viewcache.entityvisible)
3066 Mem_Free(r_refdef.viewcache.entityvisible);
3067 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3069 if (r_refdef.viewcache.world_numclusters != numclusters)
3071 r_refdef.viewcache.world_numclusters = numclusters;
3072 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3073 if (r_refdef.viewcache.world_pvsbits)
3074 Mem_Free(r_refdef.viewcache.world_pvsbits);
3075 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3077 if (r_refdef.viewcache.world_numleafs != numleafs)
3079 r_refdef.viewcache.world_numleafs = numleafs;
3080 if (r_refdef.viewcache.world_leafvisible)
3081 Mem_Free(r_refdef.viewcache.world_leafvisible);
3082 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3084 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3086 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3087 if (r_refdef.viewcache.world_surfacevisible)
3088 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3089 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3093 extern rtexture_t *loadingscreentexture;
3094 static void gl_main_start(void)
3096 loadingscreentexture = NULL;
3097 r_texture_blanknormalmap = NULL;
3098 r_texture_white = NULL;
3099 r_texture_grey128 = NULL;
3100 r_texture_black = NULL;
3101 r_texture_whitecube = NULL;
3102 r_texture_normalizationcube = NULL;
3103 r_texture_fogattenuation = NULL;
3104 r_texture_fogheighttexture = NULL;
3105 r_texture_gammaramps = NULL;
3106 r_texture_numcubemaps = 0;
3107 r_uniformbufferalignment = 32;
3109 r_loaddds = r_texture_dds_load.integer != 0;
3110 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3112 switch(vid.renderpath)
3114 case RENDERPATH_GL32:
3115 case RENDERPATH_GLES2:
3116 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3117 Cvar_SetValueQuick(&gl_combine, 1);
3118 Cvar_SetValueQuick(&r_glsl, 1);
3119 r_loadnormalmap = true;
3122 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3123 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3129 R_FrameData_Reset();
3130 R_BufferData_Reset();
3134 memset(r_queries, 0, sizeof(r_queries));
3136 r_qwskincache = NULL;
3137 r_qwskincache_size = 0;
3139 // due to caching of texture_t references, the collision cache must be reset
3140 Collision_Cache_Reset(true);
3142 // set up r_skinframe loading system for textures
3143 memset(&r_skinframe, 0, sizeof(r_skinframe));
3144 r_skinframe.loadsequence = 1;
3145 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3147 r_main_texturepool = R_AllocTexturePool();
3148 R_BuildBlankTextures();
3151 R_BuildNormalizationCube();
3152 r_texture_fogattenuation = NULL;
3153 r_texture_fogheighttexture = NULL;
3154 r_texture_gammaramps = NULL;
3155 //r_texture_fogintensity = NULL;
3156 memset(&r_fb, 0, sizeof(r_fb));
3157 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3158 r_glsl_permutation = NULL;
3159 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3160 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3161 memset(&r_svbsp, 0, sizeof (r_svbsp));
3163 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3164 r_texture_numcubemaps = 0;
3166 r_refdef.fogmasktable_density = 0;
3169 // For Steelstorm Android
3170 // FIXME CACHE the program and reload
3171 // FIXME see possible combinations for SS:BR android
3172 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3173 R_SetupShader_SetPermutationGLSL(0, 12);
3174 R_SetupShader_SetPermutationGLSL(0, 13);
3175 R_SetupShader_SetPermutationGLSL(0, 8388621);
3176 R_SetupShader_SetPermutationGLSL(3, 0);
3177 R_SetupShader_SetPermutationGLSL(3, 2048);
3178 R_SetupShader_SetPermutationGLSL(5, 0);
3179 R_SetupShader_SetPermutationGLSL(5, 2);
3180 R_SetupShader_SetPermutationGLSL(5, 2048);
3181 R_SetupShader_SetPermutationGLSL(5, 8388608);
3182 R_SetupShader_SetPermutationGLSL(11, 1);
3183 R_SetupShader_SetPermutationGLSL(11, 2049);
3184 R_SetupShader_SetPermutationGLSL(11, 8193);
3185 R_SetupShader_SetPermutationGLSL(11, 10241);
3186 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3190 extern unsigned int r_shadow_occlusion_buf;
3192 static void gl_main_shutdown(void)
3194 R_RenderTarget_FreeUnused(true);
3195 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3197 R_FrameData_Reset();
3198 R_BufferData_Reset();
3200 R_Main_FreeViewCache();
3202 switch(vid.renderpath)
3204 case RENDERPATH_GL32:
3205 case RENDERPATH_GLES2:
3206 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3208 qglDeleteQueries(r_maxqueries, r_queries);
3212 r_shadow_occlusion_buf = 0;
3215 memset(r_queries, 0, sizeof(r_queries));
3217 r_qwskincache = NULL;
3218 r_qwskincache_size = 0;
3220 // clear out the r_skinframe state
3221 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3222 memset(&r_skinframe, 0, sizeof(r_skinframe));
3225 Mem_Free(r_svbsp.nodes);
3226 memset(&r_svbsp, 0, sizeof (r_svbsp));
3227 R_FreeTexturePool(&r_main_texturepool);
3228 loadingscreentexture = NULL;
3229 r_texture_blanknormalmap = NULL;
3230 r_texture_white = NULL;
3231 r_texture_grey128 = NULL;
3232 r_texture_black = NULL;
3233 r_texture_whitecube = NULL;
3234 r_texture_normalizationcube = NULL;
3235 r_texture_fogattenuation = NULL;
3236 r_texture_fogheighttexture = NULL;
3237 r_texture_gammaramps = NULL;
3238 r_texture_numcubemaps = 0;
3239 //r_texture_fogintensity = NULL;
3240 memset(&r_fb, 0, sizeof(r_fb));
3241 R_GLSL_Restart_f(&cmd_client);
3243 r_glsl_permutation = NULL;
3244 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3245 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3248 static void gl_main_newmap(void)
3250 // FIXME: move this code to client
3251 char *entities, entname[MAX_QPATH];
3253 Mem_Free(r_qwskincache);
3254 r_qwskincache = NULL;
3255 r_qwskincache_size = 0;
3258 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3259 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3261 CL_ParseEntityLump(entities);
3265 if (cl.worldmodel->brush.entities)
3266 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3268 R_Main_FreeViewCache();
3270 R_FrameData_Reset();
3271 R_BufferData_Reset();
3274 void GL_Main_Init(void)
3277 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3278 R_InitShaderModeInfo();
3280 Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3281 Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3282 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3283 if (gamemode == GAME_NEHAHRA)
3285 Cvar_RegisterVariable (&gl_fogenable);
3286 Cvar_RegisterVariable (&gl_fogdensity);
3287 Cvar_RegisterVariable (&gl_fogred);
3288 Cvar_RegisterVariable (&gl_foggreen);
3289 Cvar_RegisterVariable (&gl_fogblue);
3290 Cvar_RegisterVariable (&gl_fogstart);
3291 Cvar_RegisterVariable (&gl_fogend);
3292 Cvar_RegisterVariable (&gl_skyclip);
3294 Cvar_RegisterVariable(&r_motionblur);
3295 Cvar_RegisterVariable(&r_damageblur);
3296 Cvar_RegisterVariable(&r_motionblur_averaging);
3297 Cvar_RegisterVariable(&r_motionblur_randomize);
3298 Cvar_RegisterVariable(&r_motionblur_minblur);
3299 Cvar_RegisterVariable(&r_motionblur_maxblur);
3300 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3301 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3302 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3303 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3304 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3305 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3306 Cvar_RegisterVariable(&r_depthfirst);
3307 Cvar_RegisterVariable(&r_useinfinitefarclip);
3308 Cvar_RegisterVariable(&r_farclip_base);
3309 Cvar_RegisterVariable(&r_farclip_world);
3310 Cvar_RegisterVariable(&r_nearclip);
3311 Cvar_RegisterVariable(&r_deformvertexes);
3312 Cvar_RegisterVariable(&r_transparent);
3313 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3314 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3315 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3316 Cvar_RegisterVariable(&r_showoverdraw);
3317 Cvar_RegisterVariable(&r_showbboxes);
3318 Cvar_RegisterVariable(&r_showbboxes_client);
3319 Cvar_RegisterVariable(&r_showsurfaces);
3320 Cvar_RegisterVariable(&r_showtris);
3321 Cvar_RegisterVariable(&r_shownormals);
3322 Cvar_RegisterVariable(&r_showlighting);
3323 Cvar_RegisterVariable(&r_showcollisionbrushes);
3324 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3325 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3326 Cvar_RegisterVariable(&r_showdisabledepthtest);
3327 Cvar_RegisterVariable(&r_showspriteedges);
3328 Cvar_RegisterVariable(&r_showparticleedges);
3329 Cvar_RegisterVariable(&r_drawportals);
3330 Cvar_RegisterVariable(&r_drawentities);
3331 Cvar_RegisterVariable(&r_draw2d);
3332 Cvar_RegisterVariable(&r_drawworld);
3333 Cvar_RegisterVariable(&r_cullentities_trace);
3334 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3335 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3336 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3337 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3338 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3339 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3340 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3341 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3342 Cvar_RegisterVariable(&r_sortentities);
3343 Cvar_RegisterVariable(&r_drawviewmodel);
3344 Cvar_RegisterVariable(&r_drawexteriormodel);
3345 Cvar_RegisterVariable(&r_speeds);
3346 Cvar_RegisterVariable(&r_fullbrights);
3347 Cvar_RegisterVariable(&r_wateralpha);
3348 Cvar_RegisterVariable(&r_dynamic);
3349 Cvar_RegisterVariable(&r_fullbright_directed);
3350 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3351 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3352 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3353 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3354 Cvar_RegisterVariable(&r_fullbright);
3355 Cvar_RegisterVariable(&r_shadows);
3356 Cvar_RegisterVariable(&r_shadows_darken);
3357 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3358 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3359 Cvar_RegisterVariable(&r_shadows_throwdistance);
3360 Cvar_RegisterVariable(&r_shadows_throwdirection);
3361 Cvar_RegisterVariable(&r_shadows_focus);
3362 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3363 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3364 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3365 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3366 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3367 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3368 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3369 Cvar_RegisterVariable(&r_fog_exp2);
3370 Cvar_RegisterVariable(&r_fog_clear);
3371 Cvar_RegisterVariable(&r_drawfog);
3372 Cvar_RegisterVariable(&r_transparentdepthmasking);
3373 Cvar_RegisterVariable(&r_transparent_sortmindist);
3374 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3375 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3376 Cvar_RegisterVariable(&r_texture_dds_load);
3377 Cvar_RegisterVariable(&r_texture_dds_save);
3378 Cvar_RegisterVariable(&r_textureunits);
3379 Cvar_RegisterVariable(&gl_combine);
3380 Cvar_RegisterVariable(&r_usedepthtextures);
3381 Cvar_RegisterVariable(&r_viewfbo);
3382 Cvar_RegisterVariable(&r_rendertarget_debug);
3383 Cvar_RegisterVariable(&r_viewscale);
3384 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3385 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3386 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3387 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3388 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3389 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3390 Cvar_RegisterVariable(&r_glsl);
3391 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3392 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3393 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3394 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3395 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3396 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3397 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3398 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3399 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3400 Cvar_RegisterVariable(&r_glsl_postprocess);
3401 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3402 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3403 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3404 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3405 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3406 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3407 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3408 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3409 Cvar_RegisterVariable(&r_celshading);
3410 Cvar_RegisterVariable(&r_celoutlines);
3412 Cvar_RegisterVariable(&r_water);
3413 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3414 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3415 Cvar_RegisterVariable(&r_water_clippingplanebias);
3416 Cvar_RegisterVariable(&r_water_refractdistort);
3417 Cvar_RegisterVariable(&r_water_reflectdistort);
3418 Cvar_RegisterVariable(&r_water_scissormode);
3419 Cvar_RegisterVariable(&r_water_lowquality);
3420 Cvar_RegisterVariable(&r_water_hideplayer);
3422 Cvar_RegisterVariable(&r_lerpsprites);
3423 Cvar_RegisterVariable(&r_lerpmodels);
3424 Cvar_RegisterVariable(&r_nolerp_list);
3425 Cvar_RegisterVariable(&r_lerplightstyles);
3426 Cvar_RegisterVariable(&r_waterscroll);
3427 Cvar_RegisterVariable(&r_bloom);
3428 Cvar_RegisterVariable(&r_colorfringe);
3429 Cvar_RegisterVariable(&r_bloom_colorscale);
3430 Cvar_RegisterVariable(&r_bloom_brighten);
3431 Cvar_RegisterVariable(&r_bloom_blur);
3432 Cvar_RegisterVariable(&r_bloom_resolution);
3433 Cvar_RegisterVariable(&r_bloom_colorexponent);
3434 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3435 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3436 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3437 Cvar_RegisterVariable(&r_hdr_glowintensity);
3438 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3439 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3440 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3441 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3442 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3443 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3444 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3445 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3446 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3447 Cvar_RegisterVariable(&developer_texturelogging);
3448 Cvar_RegisterVariable(&gl_lightmaps);
3449 Cvar_RegisterVariable(&r_test);
3450 Cvar_RegisterVariable(&r_batch_multidraw);
3451 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3452 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3453 Cvar_RegisterVariable(&r_glsl_skeletal);
3454 Cvar_RegisterVariable(&r_glsl_saturation);
3455 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3456 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3457 Cvar_RegisterVariable(&r_framedatasize);
3458 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3459 Cvar_RegisterVariable(&r_buffermegs[i]);
3460 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3461 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3462 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3463 #ifdef DP_MOBILETOUCH
3464 // GLES devices have terrible depth precision in general, so...
3465 Cvar_SetValueQuick(&r_nearclip, 4);
3466 Cvar_SetValueQuick(&r_farclip_base, 4096);
3467 Cvar_SetValueQuick(&r_farclip_world, 0);
3468 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3470 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3473 void Render_Init(void)
3486 R_LightningBeams_Init();
3490 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3494 if (r_trippy.integer)
3496 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3498 p = r_refdef.view.frustum + i;
3503 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3507 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3511 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3515 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3519 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3523 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3527 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3531 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3539 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3543 if (r_trippy.integer)
3545 for (i = 0;i < numplanes;i++)
3552 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3556 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3560 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3564 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3568 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3572 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3576 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3580 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3588 //==================================================================================
3590 // LadyHavoc: this stores temporary data used within the same frame
3592 typedef struct r_framedata_mem_s
3594 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3595 size_t size; // how much usable space
3596 size_t current; // how much space in use
3597 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3598 size_t wantedsize; // how much space was allocated
3599 unsigned char *data; // start of real data (16byte aligned)
3603 static r_framedata_mem_t *r_framedata_mem;
3605 void R_FrameData_Reset(void)
3607 while (r_framedata_mem)
3609 r_framedata_mem_t *next = r_framedata_mem->purge;
3610 Mem_Free(r_framedata_mem);
3611 r_framedata_mem = next;
3615 static void R_FrameData_Resize(qboolean mustgrow)
3618 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3619 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3620 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3622 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3623 newmem->wantedsize = wantedsize;
3624 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3625 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3626 newmem->current = 0;
3628 newmem->purge = r_framedata_mem;
3629 r_framedata_mem = newmem;
3633 void R_FrameData_NewFrame(void)
3635 R_FrameData_Resize(false);
3636 if (!r_framedata_mem)
3638 // if we ran out of space on the last frame, free the old memory now
3639 while (r_framedata_mem->purge)
3641 // repeatedly remove the second item in the list, leaving only head
3642 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3643 Mem_Free(r_framedata_mem->purge);
3644 r_framedata_mem->purge = next;
3646 // reset the current mem pointer
3647 r_framedata_mem->current = 0;
3648 r_framedata_mem->mark = 0;
3651 void *R_FrameData_Alloc(size_t size)
3656 // align to 16 byte boundary - the data pointer is already aligned, so we
3657 // only need to ensure the size of every allocation is also aligned
3658 size = (size + 15) & ~15;
3660 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3662 // emergency - we ran out of space, allocate more memory
3663 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3664 newvalue = r_framedatasize.value * 2.0f;
3665 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3666 if (sizeof(size_t) >= 8)
3667 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3669 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3670 // this might not be a growing it, but we'll allocate another buffer every time
3671 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3672 R_FrameData_Resize(true);
3675 data = r_framedata_mem->data + r_framedata_mem->current;
3676 r_framedata_mem->current += size;
3678 // count the usage for stats
3679 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3680 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3682 return (void *)data;
3685 void *R_FrameData_Store(size_t size, void *data)
3687 void *d = R_FrameData_Alloc(size);
3689 memcpy(d, data, size);
3693 void R_FrameData_SetMark(void)
3695 if (!r_framedata_mem)
3697 r_framedata_mem->mark = r_framedata_mem->current;
3700 void R_FrameData_ReturnToMark(void)
3702 if (!r_framedata_mem)
3704 r_framedata_mem->current = r_framedata_mem->mark;
3707 //==================================================================================
3709 // avoid reusing the same buffer objects on consecutive frames
3710 #define R_BUFFERDATA_CYCLE 3
3712 typedef struct r_bufferdata_buffer_s
3714 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3715 size_t size; // how much usable space
3716 size_t current; // how much space in use
3717 r_meshbuffer_t *buffer; // the buffer itself
3719 r_bufferdata_buffer_t;
3721 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3722 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3724 /// frees all dynamic buffers
3725 void R_BufferData_Reset(void)
3728 r_bufferdata_buffer_t **p, *mem;
3729 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3731 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3734 p = &r_bufferdata_buffer[cycle][type];
3740 R_Mesh_DestroyMeshBuffer(mem->buffer);
3747 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3748 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3750 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3752 float newvalue = r_buffermegs[type].value;
3754 // increase the cvar if we have to (but only if we already have a mem)
3755 if (mustgrow && mem)
3757 newvalue = bound(0.25f, newvalue, 256.0f);
3758 while (newvalue * 1024*1024 < minsize)
3761 // clamp the cvar to valid range
3762 newvalue = bound(0.25f, newvalue, 256.0f);
3763 if (r_buffermegs[type].value != newvalue)
3764 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3766 // calculate size in bytes
3767 size = (size_t)(newvalue * 1024*1024);
3768 size = bound(131072, size, 256*1024*1024);
3770 // allocate a new buffer if the size is different (purge old one later)
3771 // or if we were told we must grow the buffer
3772 if (!mem || mem->size != size || mustgrow)
3774 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3777 if (type == R_BUFFERDATA_VERTEX)
3778 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3779 else if (type == R_BUFFERDATA_INDEX16)
3780 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3781 else if (type == R_BUFFERDATA_INDEX32)
3782 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3783 else if (type == R_BUFFERDATA_UNIFORM)
3784 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3785 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3786 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3790 void R_BufferData_NewFrame(void)
3793 r_bufferdata_buffer_t **p, *mem;
3794 // cycle to the next frame's buffers
3795 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3796 // if we ran out of space on the last time we used these buffers, free the old memory now
3797 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3799 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3801 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3802 // free all but the head buffer, this is how we recycle obsolete
3803 // buffers after they are no longer in use
3804 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3810 R_Mesh_DestroyMeshBuffer(mem->buffer);
3813 // reset the current offset
3814 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3819 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3821 r_bufferdata_buffer_t *mem;
3825 *returnbufferoffset = 0;
3827 // align size to a byte boundary appropriate for the buffer type, this
3828 // makes all allocations have aligned start offsets
3829 if (type == R_BUFFERDATA_UNIFORM)
3830 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3832 padsize = (datasize + 15) & ~15;
3834 // if we ran out of space in this buffer we must allocate a new one
3835 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3836 R_BufferData_Resize(type, true, padsize);
3838 // if the resize did not give us enough memory, fail
3839 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3840 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3842 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3843 offset = (int)mem->current;
3844 mem->current += padsize;
3846 // upload the data to the buffer at the chosen offset
3848 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3849 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3851 // count the usage for stats
3852 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3853 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3855 // return the buffer offset
3856 *returnbufferoffset = offset;
3861 //==================================================================================
3863 // LadyHavoc: animcache originally written by Echon, rewritten since then
3866 * Animation cache prevents re-generating mesh data for an animated model
3867 * multiple times in one frame for lighting, shadowing, reflections, etc.
3870 void R_AnimCache_Free(void)
3874 void R_AnimCache_ClearCache(void)
3877 entity_render_t *ent;
3879 for (i = 0;i < r_refdef.scene.numentities;i++)
3881 ent = r_refdef.scene.entities[i];
3882 ent->animcache_vertex3f = NULL;
3883 ent->animcache_vertex3f_vertexbuffer = NULL;
3884 ent->animcache_vertex3f_bufferoffset = 0;
3885 ent->animcache_normal3f = NULL;
3886 ent->animcache_normal3f_vertexbuffer = NULL;
3887 ent->animcache_normal3f_bufferoffset = 0;
3888 ent->animcache_svector3f = NULL;
3889 ent->animcache_svector3f_vertexbuffer = NULL;
3890 ent->animcache_svector3f_bufferoffset = 0;
3891 ent->animcache_tvector3f = NULL;
3892 ent->animcache_tvector3f_vertexbuffer = NULL;
3893 ent->animcache_tvector3f_bufferoffset = 0;
3894 ent->animcache_skeletaltransform3x4 = NULL;
3895 ent->animcache_skeletaltransform3x4buffer = NULL;
3896 ent->animcache_skeletaltransform3x4offset = 0;
3897 ent->animcache_skeletaltransform3x4size = 0;
3901 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3903 dp_model_t *model = ent->model;
3906 // see if this ent is worth caching
3907 if (!model || !model->Draw || !model->AnimateVertices)
3909 // nothing to cache if it contains no animations and has no skeleton
3910 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3912 // see if it is already cached for gpuskeletal
3913 if (ent->animcache_skeletaltransform3x4)
3915 // see if it is already cached as a mesh
3916 if (ent->animcache_vertex3f)
3918 // check if we need to add normals or tangents
3919 if (ent->animcache_normal3f)
3920 wantnormals = false;
3921 if (ent->animcache_svector3f)
3922 wanttangents = false;
3923 if (!wantnormals && !wanttangents)
3927 // check which kind of cache we need to generate
3928 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3930 // cache the skeleton so the vertex shader can use it
3931 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3932 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3933 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3934 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3935 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3936 // note: this can fail if the buffer is at the grow limit
3937 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3938 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3940 else if (ent->animcache_vertex3f)
3942 // mesh was already cached but we may need to add normals/tangents
3943 // (this only happens with multiple views, reflections, cameras, etc)
3944 if (wantnormals || wanttangents)
3946 numvertices = model->surfmesh.num_vertices;
3948 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3951 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3952 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3954 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3955 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3956 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3957 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3962 // generate mesh cache
3963 numvertices = model->surfmesh.num_vertices;
3964 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3966 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3969 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3970 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3972 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3973 if (wantnormals || wanttangents)
3975 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3976 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3977 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3979 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3980 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3981 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3986 void R_AnimCache_CacheVisibleEntities(void)
3990 // TODO: thread this
3991 // NOTE: R_PrepareRTLights() also caches entities
3993 for (i = 0;i < r_refdef.scene.numentities;i++)
3994 if (r_refdef.viewcache.entityvisible[i])
3995 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3998 //==================================================================================
4000 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4002 long unsigned int i;
4004 vec3_t eyemins, eyemaxs;
4005 vec3_t boxmins, boxmaxs;
4006 vec3_t padmins, padmaxs;
4009 dp_model_t *model = r_refdef.scene.worldmodel;
4010 static vec3_t positions[] = {
4011 { 0.5f, 0.5f, 0.5f },
4012 { 0.0f, 0.0f, 0.0f },
4013 { 0.0f, 0.0f, 1.0f },
4014 { 0.0f, 1.0f, 0.0f },
4015 { 0.0f, 1.0f, 1.0f },
4016 { 1.0f, 0.0f, 0.0f },
4017 { 1.0f, 0.0f, 1.0f },
4018 { 1.0f, 1.0f, 0.0f },
4019 { 1.0f, 1.0f, 1.0f },
4022 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4026 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4027 if (!r_refdef.view.usevieworiginculling)
4030 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4033 // expand the eye box a little
4034 eyemins[0] = eye[0] - eyejitter;
4035 eyemaxs[0] = eye[0] + eyejitter;
4036 eyemins[1] = eye[1] - eyejitter;
4037 eyemaxs[1] = eye[1] + eyejitter;
4038 eyemins[2] = eye[2] - eyejitter;
4039 eyemaxs[2] = eye[2] + eyejitter;
4040 // expand the box a little
4041 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4042 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4043 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4044 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4045 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4046 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4047 // make an even larger box for the acceptable area
4048 padmins[0] = boxmins[0] - pad;
4049 padmaxs[0] = boxmaxs[0] + pad;
4050 padmins[1] = boxmins[1] - pad;
4051 padmaxs[1] = boxmaxs[1] + pad;
4052 padmins[2] = boxmins[2] - pad;
4053 padmaxs[2] = boxmaxs[2] + pad;
4055 // return true if eye overlaps enlarged box
4056 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4059 // try specific positions in the box first - note that these can be cached
4060 if (r_cullentities_trace_entityocclusion.integer)
4062 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4065 VectorCopy(eye, start);
4066 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4067 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4068 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4069 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4070 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4071 // not picky - if the trace ended anywhere in the box we're good
4072 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4076 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4079 // try various random positions
4080 for (j = 0; j < numsamples; j++)
4082 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4083 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4084 if (r_cullentities_trace_entityocclusion.integer)
4086 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4087 // not picky - if the trace ended anywhere in the box we're good
4088 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4091 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4099 static void R_View_UpdateEntityVisible (void)
4104 entity_render_t *ent;
4106 if (r_refdef.envmap || r_fb.water.hideplayer)
4107 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4108 else if (chase_active.integer || r_fb.water.renderingscene)
4109 renderimask = RENDER_VIEWMODEL;
4111 renderimask = RENDER_EXTERIORMODEL;
4112 if (!r_drawviewmodel.integer)
4113 renderimask |= RENDER_VIEWMODEL;
4114 if (!r_drawexteriormodel.integer)
4115 renderimask |= RENDER_EXTERIORMODEL;
4116 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4117 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4119 // worldmodel can check visibility
4120 for (i = 0;i < r_refdef.scene.numentities;i++)
4122 ent = r_refdef.scene.entities[i];
4123 if (!(ent->flags & renderimask))
4124 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)))
4125 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))
4126 r_refdef.viewcache.entityvisible[i] = true;
4131 // no worldmodel or it can't check visibility
4132 for (i = 0;i < r_refdef.scene.numentities;i++)
4134 ent = r_refdef.scene.entities[i];
4135 if (!(ent->flags & renderimask))
4136 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)))
4137 r_refdef.viewcache.entityvisible[i] = true;
4140 if (r_cullentities_trace.integer)
4142 for (i = 0;i < r_refdef.scene.numentities;i++)
4144 if (!r_refdef.viewcache.entityvisible[i])
4146 ent = r_refdef.scene.entities[i];
4147 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4149 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4150 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4151 ent->last_trace_visibility = host.realtime;
4152 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4153 r_refdef.viewcache.entityvisible[i] = 0;
4159 /// only used if skyrendermasked, and normally returns false
4160 static int R_DrawBrushModelsSky (void)
4163 entity_render_t *ent;
4166 for (i = 0;i < r_refdef.scene.numentities;i++)
4168 if (!r_refdef.viewcache.entityvisible[i])
4170 ent = r_refdef.scene.entities[i];
4171 if (!ent->model || !ent->model->DrawSky)
4173 ent->model->DrawSky(ent);
4179 static void R_DrawNoModel(entity_render_t *ent);
4180 static void R_DrawModels(void)
4183 entity_render_t *ent;
4185 for (i = 0;i < r_refdef.scene.numentities;i++)
4187 if (!r_refdef.viewcache.entityvisible[i])
4189 ent = r_refdef.scene.entities[i];
4190 r_refdef.stats[r_stat_entities]++;
4192 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4195 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4196 Con_Printf("R_DrawModels\n");
4197 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]);
4198 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);
4199 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);
4202 if (ent->model && ent->model->Draw != NULL)
4203 ent->model->Draw(ent);
4209 static void R_DrawModelsDepth(void)
4212 entity_render_t *ent;
4214 for (i = 0;i < r_refdef.scene.numentities;i++)
4216 if (!r_refdef.viewcache.entityvisible[i])
4218 ent = r_refdef.scene.entities[i];
4219 if (ent->model && ent->model->DrawDepth != NULL)
4220 ent->model->DrawDepth(ent);
4224 static void R_DrawModelsDebug(void)
4227 entity_render_t *ent;
4229 for (i = 0;i < r_refdef.scene.numentities;i++)
4231 if (!r_refdef.viewcache.entityvisible[i])
4233 ent = r_refdef.scene.entities[i];
4234 if (ent->model && ent->model->DrawDebug != NULL)
4235 ent->model->DrawDebug(ent);
4239 static void R_DrawModelsAddWaterPlanes(void)
4242 entity_render_t *ent;
4244 for (i = 0;i < r_refdef.scene.numentities;i++)
4246 if (!r_refdef.viewcache.entityvisible[i])
4248 ent = r_refdef.scene.entities[i];
4249 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4250 ent->model->DrawAddWaterPlanes(ent);
4254 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}};
4256 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4258 if (r_hdr_irisadaptation.integer)
4263 vec3_t diffusenormal;
4265 vec_t brightness = 0.0f;
4270 VectorCopy(r_refdef.view.forward, forward);
4271 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4273 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4274 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4275 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4276 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4277 d = DotProduct(forward, diffusenormal);
4278 brightness += VectorLength(ambient);
4280 brightness += d * VectorLength(diffuse);
4282 brightness *= 1.0f / c;
4283 brightness += 0.00001f; // make sure it's never zero
4284 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4285 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4286 current = r_hdr_irisadaptation_value.value;
4288 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4289 else if (current > goal)
4290 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4291 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4292 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4294 else if (r_hdr_irisadaptation_value.value != 1.0f)
4295 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4298 extern cvar_t r_lockvisibility;
4299 extern cvar_t r_lockpvs;
4301 static void R_View_SetFrustum(const int *scissor)
4304 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4305 vec3_t forward, left, up, origin, v;
4306 if(r_lockvisibility.integer || r_lockpvs.integer)
4310 // flipped x coordinates (because x points left here)
4311 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4312 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4313 // non-flipped y coordinates
4314 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4315 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4318 // we can't trust r_refdef.view.forward and friends in reflected scenes
4319 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4322 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4323 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4324 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4325 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4326 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4327 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4328 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4329 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4330 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4331 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4332 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4333 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4337 zNear = r_refdef.nearclip;
4338 nudge = 1.0 - 1.0 / (1<<23);
4339 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4340 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4341 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4342 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4343 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4344 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4345 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4346 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4352 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4353 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4354 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4355 r_refdef.view.frustum[0].dist = m[15] - m[12];
4357 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4358 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4359 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4360 r_refdef.view.frustum[1].dist = m[15] + m[12];
4362 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4363 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4364 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4365 r_refdef.view.frustum[2].dist = m[15] - m[13];
4367 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4368 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4369 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4370 r_refdef.view.frustum[3].dist = m[15] + m[13];
4372 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4373 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4374 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4375 r_refdef.view.frustum[4].dist = m[15] - m[14];
4377 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4378 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4379 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4380 r_refdef.view.frustum[5].dist = m[15] + m[14];
4383 if (r_refdef.view.useperspective)
4385 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4386 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]);
4387 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]);
4388 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]);
4389 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]);
4391 // then the normals from the corners relative to origin
4392 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4393 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4394 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4395 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4397 // in a NORMAL view, forward cross left == up
4398 // in a REFLECTED view, forward cross left == down
4399 // so our cross products above need to be adjusted for a left handed coordinate system
4400 CrossProduct(forward, left, v);
4401 if(DotProduct(v, up) < 0)
4403 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4404 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4405 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4406 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4409 // Leaving those out was a mistake, those were in the old code, and they
4410 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4411 // I couldn't reproduce it after adding those normalizations. --blub
4412 VectorNormalize(r_refdef.view.frustum[0].normal);
4413 VectorNormalize(r_refdef.view.frustum[1].normal);
4414 VectorNormalize(r_refdef.view.frustum[2].normal);
4415 VectorNormalize(r_refdef.view.frustum[3].normal);
4417 // make the corners absolute
4418 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4419 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4420 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4421 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4424 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4426 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4427 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4428 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4429 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4430 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4434 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4435 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4436 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4437 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4438 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4439 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4440 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4441 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4442 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4443 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4445 r_refdef.view.numfrustumplanes = 5;
4447 if (r_refdef.view.useclipplane)
4449 r_refdef.view.numfrustumplanes = 6;
4450 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4453 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4454 PlaneClassify(r_refdef.view.frustum + i);
4456 // LadyHavoc: note to all quake engine coders, Quake had a special case
4457 // for 90 degrees which assumed a square view (wrong), so I removed it,
4458 // Quake2 has it disabled as well.
4460 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4461 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4462 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4463 //PlaneClassify(&frustum[0]);
4465 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4466 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4467 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4468 //PlaneClassify(&frustum[1]);
4470 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4471 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4472 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4473 //PlaneClassify(&frustum[2]);
4475 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4476 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4477 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4478 //PlaneClassify(&frustum[3]);
4481 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4482 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4483 //PlaneClassify(&frustum[4]);
4486 static void R_View_UpdateWithScissor(const int *myscissor)
4488 R_Main_ResizeViewCache();
4489 R_View_SetFrustum(myscissor);
4490 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4491 R_View_UpdateEntityVisible();
4494 static void R_View_Update(void)
4496 R_Main_ResizeViewCache();
4497 R_View_SetFrustum(NULL);
4498 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4499 R_View_UpdateEntityVisible();
4502 float viewscalefpsadjusted = 1.0f;
4504 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4506 const float *customclipplane = NULL;
4508 int /*rtwidth,*/ rtheight;
4509 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4511 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4512 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4513 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4514 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4515 dist = r_refdef.view.clipplane.dist;
4516 plane[0] = r_refdef.view.clipplane.normal[0];
4517 plane[1] = r_refdef.view.clipplane.normal[1];
4518 plane[2] = r_refdef.view.clipplane.normal[2];
4520 customclipplane = plane;
4523 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4524 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4526 if (!r_refdef.view.useperspective)
4527 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4528 else if (vid.stencil && r_useinfinitefarclip.integer)
4529 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4531 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4532 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4533 R_SetViewport(&r_refdef.view.viewport);
4536 void R_EntityMatrix(const matrix4x4_t *matrix)
4538 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4540 gl_modelmatrixchanged = false;
4541 gl_modelmatrix = *matrix;
4542 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4543 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4544 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4545 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4547 switch(vid.renderpath)
4549 case RENDERPATH_GL32:
4550 case RENDERPATH_GLES2:
4551 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4552 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4558 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4560 r_viewport_t viewport;
4564 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4565 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4566 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4567 R_SetViewport(&viewport);
4568 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4569 GL_Color(1, 1, 1, 1);
4570 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4571 GL_BlendFunc(GL_ONE, GL_ZERO);
4572 GL_ScissorTest(false);
4573 GL_DepthMask(false);
4574 GL_DepthRange(0, 1);
4575 GL_DepthTest(false);
4576 GL_DepthFunc(GL_LEQUAL);
4577 R_EntityMatrix(&identitymatrix);
4578 R_Mesh_ResetTextureState();
4579 GL_PolygonOffset(0, 0);
4580 switch(vid.renderpath)
4582 case RENDERPATH_GL32:
4583 case RENDERPATH_GLES2:
4584 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4587 GL_CullFace(GL_NONE);
4592 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4594 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4597 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4599 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4600 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4601 GL_Color(1, 1, 1, 1);
4602 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4603 GL_BlendFunc(GL_ONE, GL_ZERO);
4604 GL_ScissorTest(true);
4606 GL_DepthRange(0, 1);
4608 GL_DepthFunc(GL_LEQUAL);
4609 R_EntityMatrix(&identitymatrix);
4610 R_Mesh_ResetTextureState();
4611 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4612 switch(vid.renderpath)
4614 case RENDERPATH_GL32:
4615 case RENDERPATH_GLES2:
4616 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4619 GL_CullFace(r_refdef.view.cullface_back);
4624 R_RenderView_UpdateViewVectors
4627 void R_RenderView_UpdateViewVectors(void)
4629 // break apart the view matrix into vectors for various purposes
4630 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4631 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4632 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4633 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4634 // make an inverted copy of the view matrix for tracking sprites
4635 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4638 void R_RenderTarget_FreeUnused(qboolean force)
4640 unsigned int i, j, end;
4641 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4642 for (i = 0; i < end; i++)
4644 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4645 // free resources for rendertargets that have not been used for a while
4646 // (note: this check is run after the frame render, so any targets used
4647 // this frame will not be affected even at low framerates)
4648 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4651 R_Mesh_DestroyFramebufferObject(r->fbo);
4652 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4653 if (r->colortexture[j])
4654 R_FreeTexture(r->colortexture[j]);
4655 if (r->depthtexture)
4656 R_FreeTexture(r->depthtexture);
4657 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4662 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4664 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4668 y2 = (th - y - h) * ih;
4679 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4681 unsigned int i, j, end;
4682 r_rendertarget_t *r = NULL;
4684 // first try to reuse an existing slot if possible
4685 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4686 for (i = 0; i < end; i++)
4688 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4689 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4694 // no unused exact match found, so we have to make one in the first unused slot
4695 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4696 r->texturewidth = texturewidth;
4697 r->textureheight = textureheight;
4698 r->colortextype[0] = colortextype0;
4699 r->colortextype[1] = colortextype1;
4700 r->colortextype[2] = colortextype2;
4701 r->colortextype[3] = colortextype3;
4702 r->depthtextype = depthtextype;
4703 r->depthisrenderbuffer = depthisrenderbuffer;
4704 for (j = 0; j < 4; j++)
4705 if (r->colortextype[j])
4706 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4707 if (r->depthtextype)
4709 if (r->depthisrenderbuffer)
4710 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4712 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4714 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4716 r_refdef.stats[r_stat_rendertargets_used]++;
4717 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4718 r->lastusetime = host.realtime;
4719 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4723 static void R_Water_StartFrame(int viewwidth, int viewheight)
4725 int waterwidth, waterheight;
4727 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4730 // set waterwidth and waterheight to the water resolution that will be
4731 // used (often less than the screen resolution for faster rendering)
4732 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4733 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4735 if (!r_water.integer || r_showsurfaces.integer || r_lockvisibility.integer || r_lockpvs.integer)
4736 waterwidth = waterheight = 0;
4738 // set up variables that will be used in shader setup
4739 r_fb.water.waterwidth = waterwidth;
4740 r_fb.water.waterheight = waterheight;
4741 r_fb.water.texturewidth = waterwidth;
4742 r_fb.water.textureheight = waterheight;
4743 r_fb.water.camerawidth = waterwidth;
4744 r_fb.water.cameraheight = waterheight;
4745 r_fb.water.screenscale[0] = 0.5f;
4746 r_fb.water.screenscale[1] = 0.5f;
4747 r_fb.water.screencenter[0] = 0.5f;
4748 r_fb.water.screencenter[1] = 0.5f;
4749 r_fb.water.enabled = waterwidth != 0;
4751 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4752 r_fb.water.numwaterplanes = 0;
4755 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4757 int planeindex, bestplaneindex, vertexindex;
4758 vec3_t mins, maxs, normal, center, v, n;
4759 vec_t planescore, bestplanescore;
4761 r_waterstate_waterplane_t *p;
4762 texture_t *t = R_GetCurrentTexture(surface->texture);
4764 rsurface.texture = t;
4765 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4766 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4767 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4769 // average the vertex normals, find the surface bounds (after deformvertexes)
4770 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4771 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4772 VectorCopy(n, normal);
4773 VectorCopy(v, mins);
4774 VectorCopy(v, maxs);
4775 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4777 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4778 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4779 VectorAdd(normal, n, normal);
4780 mins[0] = min(mins[0], v[0]);
4781 mins[1] = min(mins[1], v[1]);
4782 mins[2] = min(mins[2], v[2]);
4783 maxs[0] = max(maxs[0], v[0]);
4784 maxs[1] = max(maxs[1], v[1]);
4785 maxs[2] = max(maxs[2], v[2]);
4787 VectorNormalize(normal);
4788 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4790 VectorCopy(normal, plane.normal);
4791 VectorNormalize(plane.normal);
4792 plane.dist = DotProduct(center, plane.normal);
4793 PlaneClassify(&plane);
4794 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4796 // skip backfaces (except if nocullface is set)
4797 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4799 VectorNegate(plane.normal, plane.normal);
4801 PlaneClassify(&plane);
4805 // find a matching plane if there is one
4806 bestplaneindex = -1;
4807 bestplanescore = 1048576.0f;
4808 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4810 if(p->camera_entity == t->camera_entity)
4812 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4813 if (bestplaneindex < 0 || bestplanescore > planescore)
4815 bestplaneindex = planeindex;
4816 bestplanescore = planescore;
4820 planeindex = bestplaneindex;
4822 // if this surface does not fit any known plane rendered this frame, add one
4823 if (planeindex < 0 || bestplanescore > 0.001f)
4825 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4827 // store the new plane
4828 planeindex = r_fb.water.numwaterplanes++;
4829 p = r_fb.water.waterplanes + planeindex;
4831 // clear materialflags and pvs
4832 p->materialflags = 0;
4833 p->pvsvalid = false;
4834 p->camera_entity = t->camera_entity;
4835 VectorCopy(mins, p->mins);
4836 VectorCopy(maxs, p->maxs);
4840 // We're totally screwed.
4846 // merge mins/maxs when we're adding this surface to the plane
4847 p = r_fb.water.waterplanes + planeindex;
4848 p->mins[0] = min(p->mins[0], mins[0]);
4849 p->mins[1] = min(p->mins[1], mins[1]);
4850 p->mins[2] = min(p->mins[2], mins[2]);
4851 p->maxs[0] = max(p->maxs[0], maxs[0]);
4852 p->maxs[1] = max(p->maxs[1], maxs[1]);
4853 p->maxs[2] = max(p->maxs[2], maxs[2]);
4855 // merge this surface's materialflags into the waterplane
4856 p->materialflags |= t->currentmaterialflags;
4857 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4859 // merge this surface's PVS into the waterplane
4860 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4861 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4863 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4869 extern cvar_t r_drawparticles;
4870 extern cvar_t r_drawdecals;
4872 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4875 r_refdef_view_t originalview;
4876 r_refdef_view_t myview;
4877 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;
4878 r_waterstate_waterplane_t *p;
4880 r_rendertarget_t *rt;
4882 originalview = r_refdef.view;
4884 // lowquality hack, temporarily shut down some cvars and restore afterwards
4885 qualityreduction = r_water_lowquality.integer;
4886 if (qualityreduction > 0)
4888 if (qualityreduction >= 1)
4890 old_r_shadows = r_shadows.integer;
4891 old_r_worldrtlight = r_shadow_realtime_world.integer;
4892 old_r_dlight = r_shadow_realtime_dlight.integer;
4893 Cvar_SetValueQuick(&r_shadows, 0);
4894 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4895 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4897 if (qualityreduction >= 2)
4899 old_r_dynamic = r_dynamic.integer;
4900 old_r_particles = r_drawparticles.integer;
4901 old_r_decals = r_drawdecals.integer;
4902 Cvar_SetValueQuick(&r_dynamic, 0);
4903 Cvar_SetValueQuick(&r_drawparticles, 0);
4904 Cvar_SetValueQuick(&r_drawdecals, 0);
4908 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4910 p->rt_reflection = NULL;
4911 p->rt_refraction = NULL;
4912 p->rt_camera = NULL;
4916 r_refdef.view = originalview;
4917 r_refdef.view.showdebug = false;
4918 r_refdef.view.width = r_fb.water.waterwidth;
4919 r_refdef.view.height = r_fb.water.waterheight;
4920 r_refdef.view.useclipplane = true;
4921 myview = r_refdef.view;
4922 r_fb.water.renderingscene = true;
4923 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4925 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4928 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4930 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4931 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4933 r_refdef.view = myview;
4934 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4935 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4936 if(r_water_scissormode.integer)
4938 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4939 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4941 p->rt_reflection = NULL;
4942 p->rt_refraction = NULL;
4943 p->rt_camera = NULL;
4948 r_refdef.view.clipplane = p->plane;
4949 // reflected view origin may be in solid, so don't cull with it
4950 r_refdef.view.usevieworiginculling = false;
4951 // reverse the cullface settings for this render
4952 r_refdef.view.cullface_front = GL_FRONT;
4953 r_refdef.view.cullface_back = GL_BACK;
4954 // combined pvs (based on what can be seen from each surface center)
4955 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4957 r_refdef.view.usecustompvs = true;
4959 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4961 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4964 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4965 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4966 GL_ScissorTest(false);
4967 R_ClearScreen(r_refdef.fogenabled);
4968 GL_ScissorTest(true);
4969 if(r_water_scissormode.integer & 2)
4970 R_View_UpdateWithScissor(myscissor);
4973 R_AnimCache_CacheVisibleEntities();
4974 if(r_water_scissormode.integer & 1)
4975 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4976 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4978 r_fb.water.hideplayer = false;
4979 p->rt_reflection = rt;
4982 // render the normal view scene and copy into texture
4983 // (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)
4984 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4986 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4987 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4989 r_refdef.view = myview;
4990 if(r_water_scissormode.integer)
4992 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4993 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4995 p->rt_reflection = NULL;
4996 p->rt_refraction = NULL;
4997 p->rt_camera = NULL;
5002 // combined pvs (based on what can be seen from each surface center)
5003 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5005 r_refdef.view.usecustompvs = true;
5007 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5009 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5012 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5014 r_refdef.view.clipplane = p->plane;
5015 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5016 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5018 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5020 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5021 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5022 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5023 R_RenderView_UpdateViewVectors();
5024 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5026 r_refdef.view.usecustompvs = true;
5027 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);
5031 PlaneClassify(&r_refdef.view.clipplane);
5033 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5034 GL_ScissorTest(false);
5035 R_ClearScreen(r_refdef.fogenabled);
5036 GL_ScissorTest(true);
5037 if(r_water_scissormode.integer & 2)
5038 R_View_UpdateWithScissor(myscissor);
5041 R_AnimCache_CacheVisibleEntities();
5042 if(r_water_scissormode.integer & 1)
5043 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5044 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5046 r_fb.water.hideplayer = false;
5047 p->rt_refraction = rt;
5049 else if (p->materialflags & MATERIALFLAG_CAMERA)
5051 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5052 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5054 r_refdef.view = myview;
5056 r_refdef.view.clipplane = p->plane;
5057 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5058 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5060 r_refdef.view.width = r_fb.water.camerawidth;
5061 r_refdef.view.height = r_fb.water.cameraheight;
5062 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5063 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5064 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5065 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5067 if(p->camera_entity)
5069 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5070 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5073 // note: all of the view is used for displaying... so
5074 // there is no use in scissoring
5076 // reverse the cullface settings for this render
5077 r_refdef.view.cullface_front = GL_FRONT;
5078 r_refdef.view.cullface_back = GL_BACK;
5079 // also reverse the view matrix
5080 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
5081 R_RenderView_UpdateViewVectors();
5082 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5084 r_refdef.view.usecustompvs = true;
5085 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);
5088 // camera needs no clipplane
5089 r_refdef.view.useclipplane = false;
5090 // TODO: is the camera origin always valid? if so we don't need to clear this
5091 r_refdef.view.usevieworiginculling = false;
5093 PlaneClassify(&r_refdef.view.clipplane);
5095 r_fb.water.hideplayer = false;
5097 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5098 GL_ScissorTest(false);
5099 R_ClearScreen(r_refdef.fogenabled);
5100 GL_ScissorTest(true);
5102 R_AnimCache_CacheVisibleEntities();
5103 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5105 r_fb.water.hideplayer = false;
5110 r_fb.water.renderingscene = false;
5111 r_refdef.view = originalview;
5112 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5114 R_AnimCache_CacheVisibleEntities();
5117 r_refdef.view = originalview;
5118 r_fb.water.renderingscene = false;
5119 Cvar_SetValueQuick(&r_water, 0);
5120 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5122 // lowquality hack, restore cvars
5123 if (qualityreduction > 0)
5125 if (qualityreduction >= 1)
5127 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5128 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5129 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5131 if (qualityreduction >= 2)
5133 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5134 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5135 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5140 static void R_Bloom_StartFrame(void)
5142 int screentexturewidth, screentextureheight;
5143 textype_t textype = TEXTYPE_COLORBUFFER;
5146 // clear the pointers to rendertargets from last frame as they're stale
5147 r_fb.rt_screen = NULL;
5148 r_fb.rt_bloom = NULL;
5150 switch (vid.renderpath)
5152 case RENDERPATH_GL32:
5153 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5154 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5155 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5157 case RENDERPATH_GLES2:
5158 r_fb.usedepthtextures = false;
5162 if (r_viewscale_fpsscaling.integer)
5164 double actualframetime;
5165 double targetframetime;
5167 actualframetime = r_refdef.lastdrawscreentime;
5168 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5169 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5170 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5171 if (r_viewscale_fpsscaling_stepsize.value > 0)
5174 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5176 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5178 viewscalefpsadjusted += adjust;
5179 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5182 viewscalefpsadjusted = 1.0f;
5184 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5186 scale *= sqrt(vid.samples); // supersampling
5187 scale = bound(0.03125f, scale, 4.0f);
5188 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5189 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5190 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5191 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5193 // set bloomwidth and bloomheight to the bloom resolution that will be
5194 // used (often less than the screen resolution for faster rendering)
5195 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5196 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5197 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5198 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5199 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5201 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))
5203 Cvar_SetValueQuick(&r_bloom, 0);
5204 Cvar_SetValueQuick(&r_motionblur, 0);
5205 Cvar_SetValueQuick(&r_damageblur, 0);
5207 if (!r_bloom.integer)
5208 r_fb.bloomwidth = r_fb.bloomheight = 0;
5210 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5211 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5213 if (r_fb.ghosttexture)
5214 R_FreeTexture(r_fb.ghosttexture);
5215 r_fb.ghosttexture = NULL;
5217 r_fb.screentexturewidth = screentexturewidth;
5218 r_fb.screentextureheight = screentextureheight;
5219 r_fb.textype = textype;
5221 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5223 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5224 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);
5225 r_fb.ghosttexture_valid = false;
5229 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5231 r_refdef.view.clear = true;
5234 static void R_Bloom_MakeTexture(void)
5237 float xoffset, yoffset, r, brighten;
5238 float colorscale = r_bloom_colorscale.value;
5239 r_viewport_t bloomviewport;
5240 r_rendertarget_t *prev, *cur;
5241 textype_t textype = r_fb.rt_screen->colortextype[0];
5243 r_refdef.stats[r_stat_bloom]++;
5245 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5247 // scale down screen texture to the bloom texture size
5249 prev = r_fb.rt_screen;
5250 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5251 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5252 R_SetViewport(&bloomviewport);
5253 GL_CullFace(GL_NONE);
5254 GL_DepthTest(false);
5255 GL_BlendFunc(GL_ONE, GL_ZERO);
5256 GL_Color(colorscale, colorscale, colorscale, 1);
5257 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5258 // TODO: do boxfilter scale-down in shader?
5259 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5260 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5261 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5262 // we now have a properly scaled bloom image
5264 // multiply bloom image by itself as many times as desired to darken it
5265 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5266 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5269 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5270 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5272 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5274 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5275 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5276 GL_Color(1,1,1,1); // no fix factor supported here
5277 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5278 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5279 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5280 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5284 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5285 brighten = r_bloom_brighten.value;
5286 brighten = sqrt(brighten);
5288 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5290 for (dir = 0;dir < 2;dir++)
5293 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5294 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5295 // blend on at multiple vertical offsets to achieve a vertical blur
5296 // TODO: do offset blends using GLSL
5297 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5299 GL_BlendFunc(GL_ONE, GL_ZERO);
5301 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5303 for (x = -range;x <= range;x++)
5305 if (!dir){xoffset = 0;yoffset = x;}
5306 else {xoffset = x;yoffset = 0;}
5307 xoffset /= (float)prev->texturewidth;
5308 yoffset /= (float)prev->textureheight;
5309 // compute a texcoord array with the specified x and y offset
5310 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5311 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5312 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5313 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5314 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5315 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5316 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5317 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5318 // this r value looks like a 'dot' particle, fading sharply to
5319 // black at the edges
5320 // (probably not realistic but looks good enough)
5321 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5322 //r = brighten/(range*2+1);
5323 r = brighten / (range * 2 + 1);
5325 r *= (1 - x*x/(float)((range+1)*(range+1)));
5329 GL_Color(r, r, r, 1);
5331 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5333 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5334 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5336 GL_BlendFunc(GL_ONE, GL_ONE);
5341 // now we have the bloom image, so keep track of it
5342 r_fb.rt_bloom = cur;
5345 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5347 uint64_t permutation;
5348 float uservecs[4][4];
5349 rtexture_t *viewtexture;
5350 rtexture_t *bloomtexture;
5352 R_EntityMatrix(&identitymatrix);
5354 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5356 // declare variables
5357 float blur_factor, blur_mouseaccel, blur_velocity;
5358 static float blur_average;
5359 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5361 // set a goal for the factoring
5362 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5363 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5364 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5365 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5366 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5367 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5369 // from the goal, pick an averaged value between goal and last value
5370 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5371 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5373 // enforce minimum amount of blur
5374 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5376 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5378 // calculate values into a standard alpha
5379 cl.motionbluralpha = 1 - exp(-
5381 (r_motionblur.value * blur_factor / 80)
5383 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5386 max(0.0001, cl.time - cl.oldtime) // fps independent
5389 // randomization for the blur value to combat persistent ghosting
5390 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5391 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5394 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5395 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5397 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5398 GL_Color(1, 1, 1, cl.motionbluralpha);
5399 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5400 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5401 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5402 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5403 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5406 // updates old view angles for next pass
5407 VectorCopy(cl.viewangles, blur_oldangles);
5409 // copy view into the ghost texture
5410 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5411 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5412 r_fb.ghosttexture_valid = true;
5415 if (r_fb.bloomwidth)
5417 // make the bloom texture
5418 R_Bloom_MakeTexture();
5421 #if _MSC_VER >= 1400
5422 #define sscanf sscanf_s
5424 memset(uservecs, 0, sizeof(uservecs));
5425 if (r_glsl_postprocess_uservec1_enable.integer)
5426 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5427 if (r_glsl_postprocess_uservec2_enable.integer)
5428 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5429 if (r_glsl_postprocess_uservec3_enable.integer)
5430 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5431 if (r_glsl_postprocess_uservec4_enable.integer)
5432 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5434 // render to the screen fbo
5435 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5436 GL_Color(1, 1, 1, 1);
5437 GL_BlendFunc(GL_ONE, GL_ZERO);
5439 viewtexture = r_fb.rt_screen->colortexture[0];
5440 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5442 if (r_rendertarget_debug.integer >= 0)
5444 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5445 if (rt && rt->colortexture[0])
5447 viewtexture = rt->colortexture[0];
5448 bloomtexture = NULL;
5452 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5453 switch(vid.renderpath)
5455 case RENDERPATH_GL32:
5456 case RENDERPATH_GLES2:
5458 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5459 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5460 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5461 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5462 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5463 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5464 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5465 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5466 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5467 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]);
5468 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5469 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]);
5470 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]);
5471 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]);
5472 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]);
5473 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5474 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5475 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);
5476 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5479 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5480 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5483 matrix4x4_t r_waterscrollmatrix;
5485 void R_UpdateFog(void)
5488 if (gamemode == GAME_NEHAHRA)
5490 if (gl_fogenable.integer)
5492 r_refdef.oldgl_fogenable = true;
5493 r_refdef.fog_density = gl_fogdensity.value;
5494 r_refdef.fog_red = gl_fogred.value;
5495 r_refdef.fog_green = gl_foggreen.value;
5496 r_refdef.fog_blue = gl_fogblue.value;
5497 r_refdef.fog_alpha = 1;
5498 r_refdef.fog_start = 0;
5499 r_refdef.fog_end = gl_skyclip.value;
5500 r_refdef.fog_height = 1<<30;
5501 r_refdef.fog_fadedepth = 128;
5503 else if (r_refdef.oldgl_fogenable)
5505 r_refdef.oldgl_fogenable = false;
5506 r_refdef.fog_density = 0;
5507 r_refdef.fog_red = 0;
5508 r_refdef.fog_green = 0;
5509 r_refdef.fog_blue = 0;
5510 r_refdef.fog_alpha = 0;
5511 r_refdef.fog_start = 0;
5512 r_refdef.fog_end = 0;
5513 r_refdef.fog_height = 1<<30;
5514 r_refdef.fog_fadedepth = 128;
5519 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5520 r_refdef.fog_start = max(0, r_refdef.fog_start);
5521 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5523 if (r_refdef.fog_density && r_drawfog.integer)
5525 r_refdef.fogenabled = true;
5526 // this is the point where the fog reaches 0.9986 alpha, which we
5527 // consider a good enough cutoff point for the texture
5528 // (0.9986 * 256 == 255.6)
5529 if (r_fog_exp2.integer)
5530 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5532 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5533 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5534 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5535 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5536 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5537 R_BuildFogHeightTexture();
5538 // fog color was already set
5539 // update the fog texture
5540 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)
5541 R_BuildFogTexture();
5542 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5543 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5546 r_refdef.fogenabled = false;
5549 if (r_refdef.fog_density)
5551 r_refdef.fogcolor[0] = r_refdef.fog_red;
5552 r_refdef.fogcolor[1] = r_refdef.fog_green;
5553 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5555 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5556 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5557 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5558 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5562 VectorCopy(r_refdef.fogcolor, fogvec);
5563 // color.rgb *= ContrastBoost * SceneBrightness;
5564 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5565 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5566 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5567 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5572 void R_UpdateVariables(void)
5576 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5578 r_refdef.farclip = r_farclip_base.value;
5579 if (r_refdef.scene.worldmodel)
5580 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5581 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5583 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5584 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5585 r_refdef.polygonfactor = 0;
5586 r_refdef.polygonoffset = 0;
5588 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5589 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5590 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5591 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5592 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5593 if (r_refdef.scene.worldmodel)
5595 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5597 if (r_showsurfaces.integer)
5599 r_refdef.scene.rtworld = false;
5600 r_refdef.scene.rtworldshadows = false;
5601 r_refdef.scene.rtdlight = false;
5602 r_refdef.scene.rtdlightshadows = false;
5603 r_refdef.scene.lightmapintensity = 0;
5606 r_gpuskeletal = false;
5607 switch(vid.renderpath)
5609 case RENDERPATH_GL32:
5610 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5611 case RENDERPATH_GLES2:
5612 if(!vid_gammatables_trivial)
5614 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5616 // build GLSL gamma texture
5617 #define RAMPWIDTH 256
5618 unsigned short ramp[RAMPWIDTH * 3];
5619 unsigned char rampbgr[RAMPWIDTH][4];
5622 r_texture_gammaramps_serial = vid_gammatables_serial;
5624 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5625 for(i = 0; i < RAMPWIDTH; ++i)
5627 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5628 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5629 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5632 if (r_texture_gammaramps)
5634 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5638 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5644 // remove GLSL gamma texture
5650 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5651 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5657 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5658 if( scenetype != r_currentscenetype ) {
5659 // store the old scenetype
5660 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5661 r_currentscenetype = scenetype;
5662 // move in the new scene
5663 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5672 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5674 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5675 if( scenetype == r_currentscenetype ) {
5676 return &r_refdef.scene;
5678 return &r_scenes_store[ scenetype ];
5682 static int R_SortEntities_Compare(const void *ap, const void *bp)
5684 const entity_render_t *a = *(const entity_render_t **)ap;
5685 const entity_render_t *b = *(const entity_render_t **)bp;
5688 if(a->model < b->model)
5690 if(a->model > b->model)
5694 // TODO possibly calculate the REAL skinnum here first using
5696 if(a->skinnum < b->skinnum)
5698 if(a->skinnum > b->skinnum)
5701 // everything we compared is equal
5704 static void R_SortEntities(void)
5706 // below or equal 2 ents, sorting never gains anything
5707 if(r_refdef.scene.numentities <= 2)
5710 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5718 extern cvar_t r_shadow_bouncegrid;
5719 extern cvar_t v_isometric;
5720 extern void V_MakeViewIsometric(void);
5721 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5723 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5725 rtexture_t *viewdepthtexture = NULL;
5726 rtexture_t *viewcolortexture = NULL;
5727 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5729 // finish any 2D rendering that was queued
5732 if (r_timereport_active)
5733 R_TimeReport("start");
5734 r_textureframe++; // used only by R_GetCurrentTexture
5735 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5737 if(R_CompileShader_CheckStaticParms())
5738 R_GLSL_Restart_f(&cmd_client);
5740 if (!r_drawentities.integer)
5741 r_refdef.scene.numentities = 0;
5742 else if (r_sortentities.integer)
5745 R_AnimCache_ClearCache();
5747 /* adjust for stereo display */
5748 if(R_Stereo_Active())
5750 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);
5751 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5754 if (r_refdef.view.isoverlay)
5756 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5757 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5758 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5759 R_TimeReport("depthclear");
5761 r_refdef.view.showdebug = false;
5763 r_fb.water.enabled = false;
5764 r_fb.water.numwaterplanes = 0;
5766 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5768 r_refdef.view.matrix = originalmatrix;
5774 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5776 r_refdef.view.matrix = originalmatrix;
5780 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5781 if (v_isometric.integer && r_refdef.view.ismain)
5782 V_MakeViewIsometric();
5784 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5786 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5787 // in sRGB fallback, behave similar to true sRGB: convert this
5788 // value from linear to sRGB
5789 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5791 R_RenderView_UpdateViewVectors();
5793 R_Shadow_UpdateWorldLightSelection();
5795 // this will set up r_fb.rt_screen
5796 R_Bloom_StartFrame();
5798 // apply bloom brightness offset
5800 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5802 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5805 viewfbo = r_fb.rt_screen->fbo;
5806 viewdepthtexture = r_fb.rt_screen->depthtexture;
5807 viewcolortexture = r_fb.rt_screen->colortexture[0];
5810 viewwidth = r_fb.rt_screen->texturewidth;
5811 viewheight = r_fb.rt_screen->textureheight;
5814 R_Water_StartFrame(viewwidth, viewheight);
5817 if (r_timereport_active)
5818 R_TimeReport("viewsetup");
5820 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5822 // clear the whole fbo every frame - otherwise the driver will consider
5823 // it to be an inter-frame texture and stall in multi-gpu configurations
5825 GL_ScissorTest(false);
5826 R_ClearScreen(r_refdef.fogenabled);
5827 if (r_timereport_active)
5828 R_TimeReport("viewclear");
5830 r_refdef.view.clear = true;
5832 r_refdef.view.showdebug = true;
5835 if (r_timereport_active)
5836 R_TimeReport("visibility");
5838 R_AnimCache_CacheVisibleEntities();
5839 if (r_timereport_active)
5840 R_TimeReport("animcache");
5842 R_Shadow_UpdateBounceGridTexture();
5843 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5845 r_fb.water.numwaterplanes = 0;
5846 if (r_fb.water.enabled)
5847 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5849 // for the actual view render we use scissoring a fair amount, so scissor
5850 // test needs to be on
5852 GL_ScissorTest(true);
5853 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5854 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5855 r_fb.water.numwaterplanes = 0;
5857 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5858 GL_ScissorTest(false);
5860 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5861 if (r_timereport_active)
5862 R_TimeReport("blendview");
5864 r_refdef.view.matrix = originalmatrix;
5868 // go back to 2d rendering
5872 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5874 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5876 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5877 if (r_timereport_active)
5878 R_TimeReport("waterworld");
5881 // don't let sound skip if going slow
5882 if (r_refdef.scene.extraupdate)
5885 R_DrawModelsAddWaterPlanes();
5886 if (r_timereport_active)
5887 R_TimeReport("watermodels");
5889 if (r_fb.water.numwaterplanes)
5891 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5892 if (r_timereport_active)
5893 R_TimeReport("waterscenes");
5897 extern cvar_t cl_locs_show;
5898 static void R_DrawLocs(void);
5899 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5900 static void R_DrawModelDecals(void);
5901 extern qboolean r_shadow_usingdeferredprepass;
5902 extern int r_shadow_shadowmapatlas_modelshadows_size;
5903 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5905 qboolean shadowmapping = false;
5907 if (r_timereport_active)
5908 R_TimeReport("beginscene");
5910 r_refdef.stats[r_stat_renders]++;
5914 // don't let sound skip if going slow
5915 if (r_refdef.scene.extraupdate)
5918 R_MeshQueue_BeginScene();
5922 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);
5924 if (r_timereport_active)
5925 R_TimeReport("skystartframe");
5927 if (cl.csqc_vidvars.drawworld)
5929 // don't let sound skip if going slow
5930 if (r_refdef.scene.extraupdate)
5933 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5935 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5936 if (r_timereport_active)
5937 R_TimeReport("worldsky");
5940 if (R_DrawBrushModelsSky() && r_timereport_active)
5941 R_TimeReport("bmodelsky");
5943 if (skyrendermasked && skyrenderlater)
5945 // we have to force off the water clipping plane while rendering sky
5946 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5948 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5949 if (r_timereport_active)
5950 R_TimeReport("sky");
5954 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5955 r_shadow_viewfbo = viewfbo;
5956 r_shadow_viewdepthtexture = viewdepthtexture;
5957 r_shadow_viewcolortexture = viewcolortexture;
5958 r_shadow_viewx = viewx;
5959 r_shadow_viewy = viewy;
5960 r_shadow_viewwidth = viewwidth;
5961 r_shadow_viewheight = viewheight;
5963 R_Shadow_PrepareModelShadows();
5964 R_Shadow_PrepareLights();
5965 if (r_timereport_active)
5966 R_TimeReport("preparelights");
5968 // render all the shadowmaps that will be used for this view
5969 shadowmapping = R_Shadow_ShadowMappingEnabled();
5970 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5972 R_Shadow_DrawShadowMaps();
5973 if (r_timereport_active)
5974 R_TimeReport("shadowmaps");
5977 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5978 if (r_shadow_usingdeferredprepass)
5979 R_Shadow_DrawPrepass();
5981 // now we begin the forward pass of the view render
5982 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5984 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5985 if (r_timereport_active)
5986 R_TimeReport("worlddepth");
5988 if (r_depthfirst.integer >= 2)
5990 R_DrawModelsDepth();
5991 if (r_timereport_active)
5992 R_TimeReport("modeldepth");
5995 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5997 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5998 if (r_timereport_active)
5999 R_TimeReport("world");
6002 // don't let sound skip if going slow
6003 if (r_refdef.scene.extraupdate)
6007 if (r_timereport_active)
6008 R_TimeReport("models");
6010 // don't let sound skip if going slow
6011 if (r_refdef.scene.extraupdate)
6014 if (!r_shadow_usingdeferredprepass)
6016 R_Shadow_DrawLights();
6017 if (r_timereport_active)
6018 R_TimeReport("rtlights");
6021 // don't let sound skip if going slow
6022 if (r_refdef.scene.extraupdate)
6025 if (cl.csqc_vidvars.drawworld)
6027 R_DrawModelDecals();
6028 if (r_timereport_active)
6029 R_TimeReport("modeldecals");
6032 if (r_timereport_active)
6033 R_TimeReport("particles");
6036 if (r_timereport_active)
6037 R_TimeReport("explosions");
6040 if (r_refdef.view.showdebug)
6042 if (cl_locs_show.integer)
6045 if (r_timereport_active)
6046 R_TimeReport("showlocs");
6049 if (r_drawportals.integer)
6052 if (r_timereport_active)
6053 R_TimeReport("portals");
6056 if (r_showbboxes_client.value > 0)
6058 R_DrawEntityBBoxes(CLVM_prog);
6059 if (r_timereport_active)
6060 R_TimeReport("clbboxes");
6062 if (r_showbboxes.value > 0)
6064 R_DrawEntityBBoxes(SVVM_prog);
6065 if (r_timereport_active)
6066 R_TimeReport("svbboxes");
6070 if (r_transparent.integer)
6072 R_MeshQueue_RenderTransparent();
6073 if (r_timereport_active)
6074 R_TimeReport("drawtrans");
6077 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))
6079 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6080 if (r_timereport_active)
6081 R_TimeReport("worlddebug");
6082 R_DrawModelsDebug();
6083 if (r_timereport_active)
6084 R_TimeReport("modeldebug");
6087 if (cl.csqc_vidvars.drawworld)
6089 R_Shadow_DrawCoronas();
6090 if (r_timereport_active)
6091 R_TimeReport("coronas");
6094 // don't let sound skip if going slow
6095 if (r_refdef.scene.extraupdate)
6099 static const unsigned short bboxelements[36] =
6109 #define BBOXEDGES 13
6110 static const float bboxedges[BBOXEDGES][6] =
6113 { 0, 0, 0, 1, 1, 1 },
6115 { 0, 0, 0, 0, 1, 0 },
6116 { 0, 0, 0, 1, 0, 0 },
6117 { 0, 1, 0, 1, 1, 0 },
6118 { 1, 0, 0, 1, 1, 0 },
6120 { 0, 0, 1, 0, 1, 1 },
6121 { 0, 0, 1, 1, 0, 1 },
6122 { 0, 1, 1, 1, 1, 1 },
6123 { 1, 0, 1, 1, 1, 1 },
6125 { 0, 0, 0, 0, 0, 1 },
6126 { 1, 0, 0, 1, 0, 1 },
6127 { 0, 1, 0, 0, 1, 1 },
6128 { 1, 1, 0, 1, 1, 1 },
6131 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6133 int numvertices = BBOXEDGES * 8;
6134 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6135 int numtriangles = BBOXEDGES * 12;
6136 unsigned short elements[BBOXEDGES * 36];
6138 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6140 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6142 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6143 GL_DepthMask(false);
6144 GL_DepthRange(0, 1);
6145 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6147 for (edge = 0; edge < BBOXEDGES; edge++)
6149 for (i = 0; i < 3; i++)
6151 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6152 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6154 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6155 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6156 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6157 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6158 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6159 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6160 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6161 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6162 for (i = 0; i < 36; i++)
6163 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6165 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6166 if (r_refdef.fogenabled)
6168 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6170 f1 = RSurf_FogVertex(v);
6172 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6173 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6174 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6177 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6178 R_Mesh_ResetTextureState();
6179 R_SetupShader_Generic_NoTexture(false, false);
6180 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6183 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6185 // hacky overloading of the parameters
6186 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6189 prvm_edict_t *edict;
6191 GL_CullFace(GL_NONE);
6192 R_SetupShader_Generic_NoTexture(false, false);
6194 for (i = 0;i < numsurfaces;i++)
6196 edict = PRVM_EDICT_NUM(surfacelist[i]);
6197 switch ((int)PRVM_serveredictfloat(edict, solid))
6199 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6200 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6201 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6202 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6203 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6204 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6205 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6207 if (prog == CLVM_prog)
6208 color[3] *= r_showbboxes_client.value;
6210 color[3] *= r_showbboxes.value;
6211 color[3] = bound(0, color[3], 1);
6212 GL_DepthTest(!r_showdisabledepthtest.integer);
6213 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6217 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6220 prvm_edict_t *edict;
6226 for (i = 0; i < prog->num_edicts; i++)
6228 edict = PRVM_EDICT_NUM(i);
6229 if (edict->priv.server->free)
6231 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6232 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6234 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6236 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6237 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6241 static const int nomodelelement3i[24] =
6253 static const unsigned short nomodelelement3s[24] =
6265 static const float nomodelvertex3f[6*3] =
6275 static const float nomodelcolor4f[6*4] =
6277 0.0f, 0.0f, 0.5f, 1.0f,
6278 0.0f, 0.0f, 0.5f, 1.0f,
6279 0.0f, 0.5f, 0.0f, 1.0f,
6280 0.0f, 0.5f, 0.0f, 1.0f,
6281 0.5f, 0.0f, 0.0f, 1.0f,
6282 0.5f, 0.0f, 0.0f, 1.0f
6285 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6291 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);
6293 // this is only called once per entity so numsurfaces is always 1, and
6294 // surfacelist is always {0}, so this code does not handle batches
6296 if (rsurface.ent_flags & RENDER_ADDITIVE)
6298 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6299 GL_DepthMask(false);
6301 else if (ent->alpha < 1)
6303 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6304 GL_DepthMask(false);
6308 GL_BlendFunc(GL_ONE, GL_ZERO);
6311 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6312 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6313 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6314 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6315 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6316 for (i = 0, c = color4f;i < 6;i++, c += 4)
6318 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6319 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6320 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6323 if (r_refdef.fogenabled)
6325 for (i = 0, c = color4f;i < 6;i++, c += 4)
6327 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6329 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6330 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6331 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6334 // R_Mesh_ResetTextureState();
6335 R_SetupShader_Generic_NoTexture(false, false);
6336 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6337 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6340 void R_DrawNoModel(entity_render_t *ent)
6343 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6344 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6345 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6347 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6350 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6352 vec3_t right1, right2, diff, normal;
6354 VectorSubtract (org2, org1, normal);
6356 // calculate 'right' vector for start
6357 VectorSubtract (r_refdef.view.origin, org1, diff);
6358 CrossProduct (normal, diff, right1);
6359 VectorNormalize (right1);
6361 // calculate 'right' vector for end
6362 VectorSubtract (r_refdef.view.origin, org2, diff);
6363 CrossProduct (normal, diff, right2);
6364 VectorNormalize (right2);
6366 vert[ 0] = org1[0] + width * right1[0];
6367 vert[ 1] = org1[1] + width * right1[1];
6368 vert[ 2] = org1[2] + width * right1[2];
6369 vert[ 3] = org1[0] - width * right1[0];
6370 vert[ 4] = org1[1] - width * right1[1];
6371 vert[ 5] = org1[2] - width * right1[2];
6372 vert[ 6] = org2[0] - width * right2[0];
6373 vert[ 7] = org2[1] - width * right2[1];
6374 vert[ 8] = org2[2] - width * right2[2];
6375 vert[ 9] = org2[0] + width * right2[0];
6376 vert[10] = org2[1] + width * right2[1];
6377 vert[11] = org2[2] + width * right2[2];
6380 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)
6382 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6383 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6384 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6385 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6386 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6387 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6388 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6389 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6390 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6391 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6392 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6393 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6396 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6401 VectorSet(v, x, y, z);
6402 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6403 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6405 if (i == mesh->numvertices)
6407 if (mesh->numvertices < mesh->maxvertices)
6409 VectorCopy(v, vertex3f);
6410 mesh->numvertices++;
6412 return mesh->numvertices;
6418 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6422 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6423 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6424 e = mesh->element3i + mesh->numtriangles * 3;
6425 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6427 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6428 if (mesh->numtriangles < mesh->maxtriangles)
6433 mesh->numtriangles++;
6435 element[1] = element[2];
6439 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6443 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6444 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6445 e = mesh->element3i + mesh->numtriangles * 3;
6446 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6448 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6449 if (mesh->numtriangles < mesh->maxtriangles)
6454 mesh->numtriangles++;
6456 element[1] = element[2];
6460 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6461 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6463 int planenum, planenum2;
6466 mplane_t *plane, *plane2;
6468 double temppoints[2][256*3];
6469 // figure out how large a bounding box we need to properly compute this brush
6471 for (w = 0;w < numplanes;w++)
6472 maxdist = max(maxdist, fabs(planes[w].dist));
6473 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6474 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6475 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6479 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6480 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6482 if (planenum2 == planenum)
6484 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);
6487 if (tempnumpoints < 3)
6489 // generate elements forming a triangle fan for this polygon
6490 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6494 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6496 if(parms[0] == 0 && parms[1] == 0)
6498 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6499 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6504 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6507 index = parms[2] + rsurface.shadertime * parms[3];
6508 index -= floor(index);
6509 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6512 case Q3WAVEFUNC_NONE:
6513 case Q3WAVEFUNC_NOISE:
6514 case Q3WAVEFUNC_COUNT:
6517 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6518 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6519 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6520 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6521 case Q3WAVEFUNC_TRIANGLE:
6523 f = index - floor(index);
6536 f = parms[0] + parms[1] * f;
6537 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6538 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6542 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6549 matrix4x4_t matrix, temp;
6550 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6551 // it's better to have one huge fixup every 9 hours than gradual
6552 // degradation over time which looks consistently bad after many hours.
6554 // tcmod scroll in particular suffers from this degradation which can't be
6555 // effectively worked around even with floor() tricks because we don't
6556 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6557 // a workaround involving floor() would be incorrect anyway...
6558 shadertime = rsurface.shadertime;
6559 if (shadertime >= 32768.0f)
6560 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6561 switch(tcmod->tcmod)
6565 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6566 matrix = r_waterscrollmatrix;
6568 matrix = identitymatrix;
6570 case Q3TCMOD_ENTITYTRANSLATE:
6571 // this is used in Q3 to allow the gamecode to control texcoord
6572 // scrolling on the entity, which is not supported in darkplaces yet.
6573 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6575 case Q3TCMOD_ROTATE:
6576 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6577 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6578 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6581 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6583 case Q3TCMOD_SCROLL:
6584 // this particular tcmod is a "bug for bug" compatible one with regards to
6585 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6586 // specifically did the wrapping and so we must mimic that...
6587 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6588 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6589 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6591 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6592 w = (int) tcmod->parms[0];
6593 h = (int) tcmod->parms[1];
6594 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6596 idx = (int) floor(f * w * h);
6597 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6599 case Q3TCMOD_STRETCH:
6600 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6601 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6603 case Q3TCMOD_TRANSFORM:
6604 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6605 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6606 VectorSet(tcmat + 6, 0 , 0 , 1);
6607 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6608 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6610 case Q3TCMOD_TURBULENT:
6611 // this is handled in the RSurf_PrepareVertices function
6612 matrix = identitymatrix;
6616 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6619 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6621 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6622 char name[MAX_QPATH];
6623 skinframe_t *skinframe;
6624 unsigned char pixels[296*194];
6625 strlcpy(cache->name, skinname, sizeof(cache->name));
6626 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6627 if (developer_loading.integer)
6628 Con_Printf("loading %s\n", name);
6629 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6630 if (!skinframe || !skinframe->base)
6633 fs_offset_t filesize;
6635 f = FS_LoadFile(name, tempmempool, true, &filesize);
6638 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6639 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6643 cache->skinframe = skinframe;
6646 texture_t *R_GetCurrentTexture(texture_t *t)
6649 const entity_render_t *ent = rsurface.entity;
6650 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6651 q3shaderinfo_layer_tcmod_t *tcmod;
6652 float specularscale = 0.0f;
6654 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6655 return t->currentframe;
6656 t->update_lastrenderframe = r_textureframe;
6657 t->update_lastrenderentity = (void *)ent;
6659 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6660 t->camera_entity = ent->entitynumber;
6662 t->camera_entity = 0;
6664 // switch to an alternate material if this is a q1bsp animated material
6666 texture_t *texture = t;
6667 int s = rsurface.ent_skinnum;
6668 if ((unsigned int)s >= (unsigned int)model->numskins)
6670 if (model->skinscenes)
6672 if (model->skinscenes[s].framecount > 1)
6673 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6675 s = model->skinscenes[s].firstframe;
6678 t = t + s * model->num_surfaces;
6681 // use an alternate animation if the entity's frame is not 0,
6682 // and only if the texture has an alternate animation
6683 if (t->animated == 2) // q2bsp
6684 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6685 else if (rsurface.ent_alttextures && t->anim_total[1])
6686 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6688 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6690 texture->currentframe = t;
6693 // update currentskinframe to be a qw skin or animation frame
6694 if (rsurface.ent_qwskin >= 0)
6696 i = rsurface.ent_qwskin;
6697 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6699 r_qwskincache_size = cl.maxclients;
6701 Mem_Free(r_qwskincache);
6702 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6704 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6705 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6706 t->currentskinframe = r_qwskincache[i].skinframe;
6707 if (t->materialshaderpass && t->currentskinframe == NULL)
6708 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6710 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6711 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6712 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6713 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6715 t->currentmaterialflags = t->basematerialflags;
6716 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6717 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6718 t->currentalpha *= r_wateralpha.value;
6719 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6720 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6721 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6722 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6724 // decide on which type of lighting to use for this surface
6725 if (rsurface.entity->render_modellight_forced)
6726 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6727 if (rsurface.entity->render_rtlight_disabled)
6728 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6729 if (rsurface.entity->render_lightgrid)
6730 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6731 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6733 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6734 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6735 for (q = 0; q < 3; q++)
6737 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6738 t->render_modellight_lightdir_world[q] = q == 2;
6739 t->render_modellight_lightdir_local[q] = q == 2;
6740 t->render_modellight_ambient[q] = 1;
6741 t->render_modellight_diffuse[q] = 0;
6742 t->render_modellight_specular[q] = 0;
6743 t->render_lightmap_ambient[q] = 0;
6744 t->render_lightmap_diffuse[q] = 0;
6745 t->render_lightmap_specular[q] = 0;
6746 t->render_rtlight_diffuse[q] = 0;
6747 t->render_rtlight_specular[q] = 0;
6750 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6752 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6753 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6754 for (q = 0; q < 3; q++)
6756 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6757 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6758 t->render_modellight_lightdir_world[q] = q == 2;
6759 t->render_modellight_lightdir_local[q] = q == 2;
6760 t->render_modellight_diffuse[q] = 0;
6761 t->render_modellight_specular[q] = 0;
6762 t->render_lightmap_ambient[q] = 0;
6763 t->render_lightmap_diffuse[q] = 0;
6764 t->render_lightmap_specular[q] = 0;
6765 t->render_rtlight_diffuse[q] = 0;
6766 t->render_rtlight_specular[q] = 0;
6769 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6771 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6772 for (q = 0; q < 3; q++)
6774 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6775 t->render_modellight_lightdir_world[q] = q == 2;
6776 t->render_modellight_lightdir_local[q] = q == 2;
6777 t->render_modellight_ambient[q] = 0;
6778 t->render_modellight_diffuse[q] = 0;
6779 t->render_modellight_specular[q] = 0;
6780 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6781 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6782 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6783 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6784 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6787 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6789 // ambient + single direction light (modellight)
6790 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6791 for (q = 0; q < 3; q++)
6793 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6794 t->render_modellight_lightdir_world[q] = rsurface.entity->render_modellight_lightdir_world[q];
6795 t->render_modellight_lightdir_local[q] = rsurface.entity->render_modellight_lightdir_local[q];
6796 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6797 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6798 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6799 t->render_lightmap_ambient[q] = 0;
6800 t->render_lightmap_diffuse[q] = 0;
6801 t->render_lightmap_specular[q] = 0;
6802 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6803 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6808 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6809 for (q = 0; q < 3; q++)
6811 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6812 t->render_modellight_lightdir_world[q] = q == 2;
6813 t->render_modellight_lightdir_local[q] = q == 2;
6814 t->render_modellight_ambient[q] = 0;
6815 t->render_modellight_diffuse[q] = 0;
6816 t->render_modellight_specular[q] = 0;
6817 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6818 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6819 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6820 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6821 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6825 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6827 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6828 // attribute, we punt it to the lightmap path and hope for the best,
6829 // but lighting doesn't work.
6831 // FIXME: this is fine for effects but CSQC polygons should be subject
6833 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6834 for (q = 0; q < 3; q++)
6836 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6837 t->render_modellight_lightdir_world[q] = q == 2;
6838 t->render_modellight_lightdir_local[q] = q == 2;
6839 t->render_modellight_ambient[q] = 0;
6840 t->render_modellight_diffuse[q] = 0;
6841 t->render_modellight_specular[q] = 0;
6842 t->render_lightmap_ambient[q] = 0;
6843 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6844 t->render_lightmap_specular[q] = 0;
6845 t->render_rtlight_diffuse[q] = 0;
6846 t->render_rtlight_specular[q] = 0;
6850 for (q = 0; q < 3; q++)
6852 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6853 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6856 if (rsurface.ent_flags & RENDER_ADDITIVE)
6857 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6858 else if (t->currentalpha < 1)
6859 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6860 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6861 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6862 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6863 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6864 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6865 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6866 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6867 if (t->backgroundshaderpass)
6868 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6869 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6871 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6872 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6875 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6876 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6878 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6879 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6881 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6882 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6884 // there is no tcmod
6885 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6887 t->currenttexmatrix = r_waterscrollmatrix;
6888 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6890 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6892 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6893 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6896 if (t->materialshaderpass)
6897 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6898 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6900 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6901 if (t->currentskinframe->qpixels)
6902 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6903 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6904 if (!t->basetexture)
6905 t->basetexture = r_texture_notexture;
6906 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6907 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6908 t->nmaptexture = t->currentskinframe->nmap;
6909 if (!t->nmaptexture)
6910 t->nmaptexture = r_texture_blanknormalmap;
6911 t->glosstexture = r_texture_black;
6912 t->glowtexture = t->currentskinframe->glow;
6913 t->fogtexture = t->currentskinframe->fog;
6914 t->reflectmasktexture = t->currentskinframe->reflect;
6915 if (t->backgroundshaderpass)
6917 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6918 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6919 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6920 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6921 t->backgroundglosstexture = r_texture_black;
6922 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6923 if (!t->backgroundnmaptexture)
6924 t->backgroundnmaptexture = r_texture_blanknormalmap;
6925 // make sure that if glow is going to be used, both textures are not NULL
6926 if (!t->backgroundglowtexture && t->glowtexture)
6927 t->backgroundglowtexture = r_texture_black;
6928 if (!t->glowtexture && t->backgroundglowtexture)
6929 t->glowtexture = r_texture_black;
6933 t->backgroundbasetexture = r_texture_white;
6934 t->backgroundnmaptexture = r_texture_blanknormalmap;
6935 t->backgroundglosstexture = r_texture_black;
6936 t->backgroundglowtexture = NULL;
6938 t->specularpower = r_shadow_glossexponent.value;
6939 // TODO: store reference values for these in the texture?
6940 if (r_shadow_gloss.integer > 0)
6942 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6944 if (r_shadow_glossintensity.value > 0)
6946 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6947 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6948 specularscale = r_shadow_glossintensity.value;
6951 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6953 t->glosstexture = r_texture_white;
6954 t->backgroundglosstexture = r_texture_white;
6955 specularscale = r_shadow_gloss2intensity.value;
6956 t->specularpower = r_shadow_gloss2exponent.value;
6959 specularscale *= t->specularscalemod;
6960 t->specularpower *= t->specularpowermod;
6962 // lightmaps mode looks bad with dlights using actual texturing, so turn
6963 // off the colormap and glossmap, but leave the normalmap on as it still
6964 // accurately represents the shading involved
6965 if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
6967 t->basetexture = r_texture_grey128;
6968 t->pantstexture = r_texture_black;
6969 t->shirttexture = r_texture_black;
6970 if (gl_lightmaps.integer < 2)
6971 t->nmaptexture = r_texture_blanknormalmap;
6972 t->glosstexture = r_texture_black;
6973 t->glowtexture = NULL;
6974 t->fogtexture = NULL;
6975 t->reflectmasktexture = NULL;
6976 t->backgroundbasetexture = NULL;
6977 if (gl_lightmaps.integer < 2)
6978 t->backgroundnmaptexture = r_texture_blanknormalmap;
6979 t->backgroundglosstexture = r_texture_black;
6980 t->backgroundglowtexture = NULL;
6982 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6985 if (specularscale != 1.0f)
6987 for (q = 0; q < 3; q++)
6989 t->render_modellight_specular[q] *= specularscale;
6990 t->render_lightmap_specular[q] *= specularscale;
6991 t->render_rtlight_specular[q] *= specularscale;
6995 t->currentblendfunc[0] = GL_ONE;
6996 t->currentblendfunc[1] = GL_ZERO;
6997 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6999 t->currentblendfunc[0] = GL_SRC_ALPHA;
7000 t->currentblendfunc[1] = GL_ONE;
7002 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7004 t->currentblendfunc[0] = GL_SRC_ALPHA;
7005 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
7007 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7009 t->currentblendfunc[0] = t->customblendfunc[0];
7010 t->currentblendfunc[1] = t->customblendfunc[1];
7016 rsurfacestate_t rsurface;
7018 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7020 dp_model_t *model = ent->model;
7021 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7023 rsurface.entity = (entity_render_t *)ent;
7024 rsurface.skeleton = ent->skeleton;
7025 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7026 rsurface.ent_skinnum = ent->skinnum;
7027 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;
7028 rsurface.ent_flags = ent->flags;
7029 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7030 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7031 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7032 rsurface.matrix = ent->matrix;
7033 rsurface.inversematrix = ent->inversematrix;
7034 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7035 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7036 R_EntityMatrix(&rsurface.matrix);
7037 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7038 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7039 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7040 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7041 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7042 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7043 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7044 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7045 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7046 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7047 if (ent->model->brush.submodel && !prepass)
7049 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7050 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7052 // if the animcache code decided it should use the shader path, skip the deform step
7053 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7054 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7055 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7056 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7057 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7058 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7060 if (ent->animcache_vertex3f)
7062 r_refdef.stats[r_stat_batch_entitycache_count]++;
7063 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7064 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7065 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7066 rsurface.modelvertex3f = ent->animcache_vertex3f;
7067 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7068 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7069 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7070 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7071 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7072 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7073 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7074 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7075 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7076 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7077 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7079 else if (wanttangents)
7081 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7082 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7083 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7084 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7085 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7086 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7087 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7088 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7089 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7090 rsurface.modelvertex3f_vertexbuffer = NULL;
7091 rsurface.modelvertex3f_bufferoffset = 0;
7092 rsurface.modelvertex3f_vertexbuffer = 0;
7093 rsurface.modelvertex3f_bufferoffset = 0;
7094 rsurface.modelsvector3f_vertexbuffer = 0;
7095 rsurface.modelsvector3f_bufferoffset = 0;
7096 rsurface.modeltvector3f_vertexbuffer = 0;
7097 rsurface.modeltvector3f_bufferoffset = 0;
7098 rsurface.modelnormal3f_vertexbuffer = 0;
7099 rsurface.modelnormal3f_bufferoffset = 0;
7101 else if (wantnormals)
7103 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7104 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7105 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7106 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7107 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7108 rsurface.modelsvector3f = NULL;
7109 rsurface.modeltvector3f = NULL;
7110 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7111 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7112 rsurface.modelvertex3f_vertexbuffer = NULL;
7113 rsurface.modelvertex3f_bufferoffset = 0;
7114 rsurface.modelvertex3f_vertexbuffer = 0;
7115 rsurface.modelvertex3f_bufferoffset = 0;
7116 rsurface.modelsvector3f_vertexbuffer = 0;
7117 rsurface.modelsvector3f_bufferoffset = 0;
7118 rsurface.modeltvector3f_vertexbuffer = 0;
7119 rsurface.modeltvector3f_bufferoffset = 0;
7120 rsurface.modelnormal3f_vertexbuffer = 0;
7121 rsurface.modelnormal3f_bufferoffset = 0;
7125 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7126 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7127 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7128 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7129 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7130 rsurface.modelsvector3f = NULL;
7131 rsurface.modeltvector3f = NULL;
7132 rsurface.modelnormal3f = NULL;
7133 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7134 rsurface.modelvertex3f_vertexbuffer = NULL;
7135 rsurface.modelvertex3f_bufferoffset = 0;
7136 rsurface.modelvertex3f_vertexbuffer = 0;
7137 rsurface.modelvertex3f_bufferoffset = 0;
7138 rsurface.modelsvector3f_vertexbuffer = 0;
7139 rsurface.modelsvector3f_bufferoffset = 0;
7140 rsurface.modeltvector3f_vertexbuffer = 0;
7141 rsurface.modeltvector3f_bufferoffset = 0;
7142 rsurface.modelnormal3f_vertexbuffer = 0;
7143 rsurface.modelnormal3f_bufferoffset = 0;
7145 rsurface.modelgeneratedvertex = true;
7149 if (rsurface.entityskeletaltransform3x4)
7151 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7152 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7153 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7154 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7158 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7159 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7160 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7161 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7163 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7164 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7165 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7166 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7167 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7168 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7169 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7170 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7171 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7172 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7173 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7174 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7175 rsurface.modelgeneratedvertex = false;
7177 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7178 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7179 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7180 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7181 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7182 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7183 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7184 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7185 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7186 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7187 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7188 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7189 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7190 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7191 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7192 rsurface.modelelement3i = model->surfmesh.data_element3i;
7193 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7194 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7195 rsurface.modelelement3s = model->surfmesh.data_element3s;
7196 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7197 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7198 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7199 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7200 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7201 rsurface.modelsurfaces = model->data_surfaces;
7202 rsurface.batchgeneratedvertex = false;
7203 rsurface.batchfirstvertex = 0;
7204 rsurface.batchnumvertices = 0;
7205 rsurface.batchfirsttriangle = 0;
7206 rsurface.batchnumtriangles = 0;
7207 rsurface.batchvertex3f = NULL;
7208 rsurface.batchvertex3f_vertexbuffer = NULL;
7209 rsurface.batchvertex3f_bufferoffset = 0;
7210 rsurface.batchsvector3f = NULL;
7211 rsurface.batchsvector3f_vertexbuffer = NULL;
7212 rsurface.batchsvector3f_bufferoffset = 0;
7213 rsurface.batchtvector3f = NULL;
7214 rsurface.batchtvector3f_vertexbuffer = NULL;
7215 rsurface.batchtvector3f_bufferoffset = 0;
7216 rsurface.batchnormal3f = NULL;
7217 rsurface.batchnormal3f_vertexbuffer = NULL;
7218 rsurface.batchnormal3f_bufferoffset = 0;
7219 rsurface.batchlightmapcolor4f = NULL;
7220 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7221 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7222 rsurface.batchtexcoordtexture2f = NULL;
7223 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7224 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7225 rsurface.batchtexcoordlightmap2f = NULL;
7226 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7227 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7228 rsurface.batchskeletalindex4ub = NULL;
7229 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7230 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7231 rsurface.batchskeletalweight4ub = NULL;
7232 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7233 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7234 rsurface.batchelement3i = NULL;
7235 rsurface.batchelement3i_indexbuffer = NULL;
7236 rsurface.batchelement3i_bufferoffset = 0;
7237 rsurface.batchelement3s = NULL;
7238 rsurface.batchelement3s_indexbuffer = NULL;
7239 rsurface.batchelement3s_bufferoffset = 0;
7240 rsurface.forcecurrenttextureupdate = false;
7243 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)
7245 rsurface.entity = r_refdef.scene.worldentity;
7246 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7247 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7248 // A better approach could be making this copy only once per frame.
7249 static entity_render_t custom_entity;
7251 custom_entity = *rsurface.entity;
7252 for (q = 0; q < 3; ++q) {
7253 float colormod = q == 0 ? r : q == 1 ? g : b;
7254 custom_entity.render_fullbright[q] *= colormod;
7255 custom_entity.render_modellight_ambient[q] *= colormod;
7256 custom_entity.render_modellight_diffuse[q] *= colormod;
7257 custom_entity.render_lightmap_ambient[q] *= colormod;
7258 custom_entity.render_lightmap_diffuse[q] *= colormod;
7259 custom_entity.render_rtlight_diffuse[q] *= colormod;
7261 custom_entity.alpha *= a;
7262 rsurface.entity = &custom_entity;
7264 rsurface.skeleton = NULL;
7265 rsurface.ent_skinnum = 0;
7266 rsurface.ent_qwskin = -1;
7267 rsurface.ent_flags = entflags;
7268 rsurface.shadertime = r_refdef.scene.time - shadertime;
7269 rsurface.modelnumvertices = numvertices;
7270 rsurface.modelnumtriangles = numtriangles;
7271 rsurface.matrix = *matrix;
7272 rsurface.inversematrix = *inversematrix;
7273 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7274 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7275 R_EntityMatrix(&rsurface.matrix);
7276 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7277 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7278 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7279 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7280 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7281 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7282 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7283 rsurface.frameblend[0].lerp = 1;
7284 rsurface.ent_alttextures = false;
7285 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7286 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7287 rsurface.entityskeletaltransform3x4 = NULL;
7288 rsurface.entityskeletaltransform3x4buffer = NULL;
7289 rsurface.entityskeletaltransform3x4offset = 0;
7290 rsurface.entityskeletaltransform3x4size = 0;
7291 rsurface.entityskeletalnumtransforms = 0;
7292 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7293 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7294 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7295 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7298 rsurface.modelvertex3f = (float *)vertex3f;
7299 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7300 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7301 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7303 else if (wantnormals)
7305 rsurface.modelvertex3f = (float *)vertex3f;
7306 rsurface.modelsvector3f = NULL;
7307 rsurface.modeltvector3f = NULL;
7308 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7312 rsurface.modelvertex3f = (float *)vertex3f;
7313 rsurface.modelsvector3f = NULL;
7314 rsurface.modeltvector3f = NULL;
7315 rsurface.modelnormal3f = NULL;
7317 rsurface.modelvertex3f_vertexbuffer = 0;
7318 rsurface.modelvertex3f_bufferoffset = 0;
7319 rsurface.modelsvector3f_vertexbuffer = 0;
7320 rsurface.modelsvector3f_bufferoffset = 0;
7321 rsurface.modeltvector3f_vertexbuffer = 0;
7322 rsurface.modeltvector3f_bufferoffset = 0;
7323 rsurface.modelnormal3f_vertexbuffer = 0;
7324 rsurface.modelnormal3f_bufferoffset = 0;
7325 rsurface.modelgeneratedvertex = true;
7326 rsurface.modellightmapcolor4f = (float *)color4f;
7327 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7328 rsurface.modellightmapcolor4f_bufferoffset = 0;
7329 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7330 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7331 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7332 rsurface.modeltexcoordlightmap2f = NULL;
7333 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7334 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7335 rsurface.modelskeletalindex4ub = NULL;
7336 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7337 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7338 rsurface.modelskeletalweight4ub = NULL;
7339 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7340 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7341 rsurface.modelelement3i = (int *)element3i;
7342 rsurface.modelelement3i_indexbuffer = NULL;
7343 rsurface.modelelement3i_bufferoffset = 0;
7344 rsurface.modelelement3s = (unsigned short *)element3s;
7345 rsurface.modelelement3s_indexbuffer = NULL;
7346 rsurface.modelelement3s_bufferoffset = 0;
7347 rsurface.modellightmapoffsets = NULL;
7348 rsurface.modelsurfaces = NULL;
7349 rsurface.batchgeneratedvertex = false;
7350 rsurface.batchfirstvertex = 0;
7351 rsurface.batchnumvertices = 0;
7352 rsurface.batchfirsttriangle = 0;
7353 rsurface.batchnumtriangles = 0;
7354 rsurface.batchvertex3f = NULL;
7355 rsurface.batchvertex3f_vertexbuffer = NULL;
7356 rsurface.batchvertex3f_bufferoffset = 0;
7357 rsurface.batchsvector3f = NULL;
7358 rsurface.batchsvector3f_vertexbuffer = NULL;
7359 rsurface.batchsvector3f_bufferoffset = 0;
7360 rsurface.batchtvector3f = NULL;
7361 rsurface.batchtvector3f_vertexbuffer = NULL;
7362 rsurface.batchtvector3f_bufferoffset = 0;
7363 rsurface.batchnormal3f = NULL;
7364 rsurface.batchnormal3f_vertexbuffer = NULL;
7365 rsurface.batchnormal3f_bufferoffset = 0;
7366 rsurface.batchlightmapcolor4f = NULL;
7367 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7368 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7369 rsurface.batchtexcoordtexture2f = NULL;
7370 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7371 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7372 rsurface.batchtexcoordlightmap2f = NULL;
7373 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7374 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7375 rsurface.batchskeletalindex4ub = NULL;
7376 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7377 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7378 rsurface.batchskeletalweight4ub = NULL;
7379 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7380 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7381 rsurface.batchelement3i = NULL;
7382 rsurface.batchelement3i_indexbuffer = NULL;
7383 rsurface.batchelement3i_bufferoffset = 0;
7384 rsurface.batchelement3s = NULL;
7385 rsurface.batchelement3s_indexbuffer = NULL;
7386 rsurface.batchelement3s_bufferoffset = 0;
7387 rsurface.forcecurrenttextureupdate = true;
7389 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7391 if ((wantnormals || wanttangents) && !normal3f)
7393 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7394 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7396 if (wanttangents && !svector3f)
7398 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7399 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7400 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7405 float RSurf_FogPoint(const float *v)
7407 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7408 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7409 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7410 float FogHeightFade = r_refdef.fogheightfade;
7412 unsigned int fogmasktableindex;
7413 if (r_refdef.fogplaneviewabove)
7414 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7416 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7417 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7418 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7421 float RSurf_FogVertex(const float *v)
7423 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7424 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7425 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7426 float FogHeightFade = rsurface.fogheightfade;
7428 unsigned int fogmasktableindex;
7429 if (r_refdef.fogplaneviewabove)
7430 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7432 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7433 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7434 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7437 void RSurf_UploadBuffersForBatch(void)
7439 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7440 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7441 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7442 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7443 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7444 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7445 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7446 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7447 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7448 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7449 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7450 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7451 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7452 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7453 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7454 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7455 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7456 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7457 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7458 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7460 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7461 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7462 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7463 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7465 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7466 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7467 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7468 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7469 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7470 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7471 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7472 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7473 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7474 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7477 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7480 for (i = 0;i < numelements;i++)
7481 outelement3i[i] = inelement3i[i] + adjust;
7484 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7485 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7493 int surfacefirsttriangle;
7494 int surfacenumtriangles;
7495 int surfacefirstvertex;
7496 int surfaceendvertex;
7497 int surfacenumvertices;
7498 int batchnumsurfaces = texturenumsurfaces;
7499 int batchnumvertices;
7500 int batchnumtriangles;
7503 qboolean dynamicvertex;
7506 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7509 q3shaderinfo_deform_t *deform;
7510 const msurface_t *surface, *firstsurface;
7511 if (!texturenumsurfaces)
7513 // find vertex range of this surface batch
7515 firstsurface = texturesurfacelist[0];
7516 firsttriangle = firstsurface->num_firsttriangle;
7517 batchnumvertices = 0;
7518 batchnumtriangles = 0;
7519 firstvertex = endvertex = firstsurface->num_firstvertex;
7520 for (i = 0;i < texturenumsurfaces;i++)
7522 surface = texturesurfacelist[i];
7523 if (surface != firstsurface + i)
7525 surfacefirstvertex = surface->num_firstvertex;
7526 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7527 surfacenumvertices = surface->num_vertices;
7528 surfacenumtriangles = surface->num_triangles;
7529 if (firstvertex > surfacefirstvertex)
7530 firstvertex = surfacefirstvertex;
7531 if (endvertex < surfaceendvertex)
7532 endvertex = surfaceendvertex;
7533 batchnumvertices += surfacenumvertices;
7534 batchnumtriangles += surfacenumtriangles;
7537 r_refdef.stats[r_stat_batch_batches]++;
7539 r_refdef.stats[r_stat_batch_withgaps]++;
7540 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7541 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7542 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7544 // we now know the vertex range used, and if there are any gaps in it
7545 rsurface.batchfirstvertex = firstvertex;
7546 rsurface.batchnumvertices = endvertex - firstvertex;
7547 rsurface.batchfirsttriangle = firsttriangle;
7548 rsurface.batchnumtriangles = batchnumtriangles;
7550 // check if any dynamic vertex processing must occur
7551 dynamicvertex = false;
7553 // we must use vertexbuffers for rendering, we can upload vertex buffers
7554 // easily enough but if the basevertex is non-zero it becomes more
7555 // difficult, so force dynamicvertex path in that case - it's suboptimal
7556 // but the most optimal case is to have the geometry sources provide their
7558 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7559 dynamicvertex = true;
7561 // a cvar to force the dynamic vertex path to be taken, for debugging
7562 if (r_batch_debugdynamicvertexpath.integer)
7566 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7567 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7568 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7569 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7571 dynamicvertex = true;
7574 // if there is a chance of animated vertex colors, it's a dynamic batch
7575 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7579 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7580 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7581 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7582 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7584 dynamicvertex = true;
7587 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7589 switch (deform->deform)
7592 case Q3DEFORM_PROJECTIONSHADOW:
7593 case Q3DEFORM_TEXT0:
7594 case Q3DEFORM_TEXT1:
7595 case Q3DEFORM_TEXT2:
7596 case Q3DEFORM_TEXT3:
7597 case Q3DEFORM_TEXT4:
7598 case Q3DEFORM_TEXT5:
7599 case Q3DEFORM_TEXT6:
7600 case Q3DEFORM_TEXT7:
7603 case Q3DEFORM_AUTOSPRITE:
7606 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7607 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7608 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7609 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7611 dynamicvertex = true;
7612 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7614 case Q3DEFORM_AUTOSPRITE2:
7617 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7618 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7619 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7620 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7622 dynamicvertex = true;
7623 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7625 case Q3DEFORM_NORMAL:
7628 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7629 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7630 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7631 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7633 dynamicvertex = true;
7634 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7637 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7638 break; // if wavefunc is a nop, ignore this transform
7641 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7642 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7643 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7644 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7646 dynamicvertex = true;
7647 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7649 case Q3DEFORM_BULGE:
7652 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7653 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7654 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7655 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7657 dynamicvertex = true;
7658 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7661 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7662 break; // if wavefunc is a nop, ignore this transform
7665 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7666 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7667 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7668 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7670 dynamicvertex = true;
7671 batchneed |= BATCHNEED_ARRAY_VERTEX;
7675 if (rsurface.texture->materialshaderpass)
7677 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7680 case Q3TCGEN_TEXTURE:
7682 case Q3TCGEN_LIGHTMAP:
7685 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7686 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7687 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7688 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7690 dynamicvertex = true;
7691 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7693 case Q3TCGEN_VECTOR:
7696 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7697 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7698 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7699 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7701 dynamicvertex = true;
7702 batchneed |= BATCHNEED_ARRAY_VERTEX;
7704 case Q3TCGEN_ENVIRONMENT:
7707 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7708 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7709 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7710 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7712 dynamicvertex = true;
7713 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7716 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7720 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7721 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7722 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7723 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7725 dynamicvertex = true;
7726 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7730 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7731 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7732 // we ensure this by treating the vertex batch as dynamic...
7733 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7737 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7738 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7739 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7740 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7742 dynamicvertex = true;
7745 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7746 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7747 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7749 rsurface.batchvertex3f = rsurface.modelvertex3f;
7750 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7751 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7752 rsurface.batchsvector3f = rsurface.modelsvector3f;
7753 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7754 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7755 rsurface.batchtvector3f = rsurface.modeltvector3f;
7756 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7757 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7758 rsurface.batchnormal3f = rsurface.modelnormal3f;
7759 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7760 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7761 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7762 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7763 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7764 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7765 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7766 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7767 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7768 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7769 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7770 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7771 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7772 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7773 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7774 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7775 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7776 rsurface.batchelement3i = rsurface.modelelement3i;
7777 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7778 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7779 rsurface.batchelement3s = rsurface.modelelement3s;
7780 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7781 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7782 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7783 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7784 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7785 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7786 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7788 // if any dynamic vertex processing has to occur in software, we copy the
7789 // entire surface list together before processing to rebase the vertices
7790 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7792 // if any gaps exist and we do not have a static vertex buffer, we have to
7793 // copy the surface list together to avoid wasting upload bandwidth on the
7794 // vertices in the gaps.
7796 // if gaps exist and we have a static vertex buffer, we can choose whether
7797 // to combine the index buffer ranges into one dynamic index buffer or
7798 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7800 // in many cases the batch is reduced to one draw call.
7802 rsurface.batchmultidraw = false;
7803 rsurface.batchmultidrawnumsurfaces = 0;
7804 rsurface.batchmultidrawsurfacelist = NULL;
7808 // static vertex data, just set pointers...
7809 rsurface.batchgeneratedvertex = false;
7810 // if there are gaps, we want to build a combined index buffer,
7811 // otherwise use the original static buffer with an appropriate offset
7814 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7815 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7816 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7817 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7818 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7820 rsurface.batchmultidraw = true;
7821 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7822 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7825 // build a new triangle elements array for this batch
7826 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7827 rsurface.batchfirsttriangle = 0;
7829 for (i = 0;i < texturenumsurfaces;i++)
7831 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7832 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7833 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7834 numtriangles += surfacenumtriangles;
7836 rsurface.batchelement3i_indexbuffer = NULL;
7837 rsurface.batchelement3i_bufferoffset = 0;
7838 rsurface.batchelement3s = NULL;
7839 rsurface.batchelement3s_indexbuffer = NULL;
7840 rsurface.batchelement3s_bufferoffset = 0;
7841 if (endvertex <= 65536)
7843 // make a 16bit (unsigned short) index array if possible
7844 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7845 for (i = 0;i < numtriangles*3;i++)
7846 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7851 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7852 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7853 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7854 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7859 // something needs software processing, do it for real...
7860 // we only directly handle separate array data in this case and then
7861 // generate interleaved data if needed...
7862 rsurface.batchgeneratedvertex = true;
7863 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7864 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7865 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7866 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7868 // now copy the vertex data into a combined array and make an index array
7869 // (this is what Quake3 does all the time)
7870 // we also apply any skeletal animation here that would have been done in
7871 // the vertex shader, because most of the dynamic vertex animation cases
7872 // need actual vertex positions and normals
7873 //if (dynamicvertex)
7875 rsurface.batchvertex3f = NULL;
7876 rsurface.batchvertex3f_vertexbuffer = NULL;
7877 rsurface.batchvertex3f_bufferoffset = 0;
7878 rsurface.batchsvector3f = NULL;
7879 rsurface.batchsvector3f_vertexbuffer = NULL;
7880 rsurface.batchsvector3f_bufferoffset = 0;
7881 rsurface.batchtvector3f = NULL;
7882 rsurface.batchtvector3f_vertexbuffer = NULL;
7883 rsurface.batchtvector3f_bufferoffset = 0;
7884 rsurface.batchnormal3f = NULL;
7885 rsurface.batchnormal3f_vertexbuffer = NULL;
7886 rsurface.batchnormal3f_bufferoffset = 0;
7887 rsurface.batchlightmapcolor4f = NULL;
7888 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7889 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7890 rsurface.batchtexcoordtexture2f = NULL;
7891 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7892 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7893 rsurface.batchtexcoordlightmap2f = NULL;
7894 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7895 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7896 rsurface.batchskeletalindex4ub = NULL;
7897 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7898 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7899 rsurface.batchskeletalweight4ub = NULL;
7900 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7901 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7902 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7903 rsurface.batchelement3i_indexbuffer = NULL;
7904 rsurface.batchelement3i_bufferoffset = 0;
7905 rsurface.batchelement3s = NULL;
7906 rsurface.batchelement3s_indexbuffer = NULL;
7907 rsurface.batchelement3s_bufferoffset = 0;
7908 rsurface.batchskeletaltransform3x4buffer = NULL;
7909 rsurface.batchskeletaltransform3x4offset = 0;
7910 rsurface.batchskeletaltransform3x4size = 0;
7911 // we'll only be setting up certain arrays as needed
7912 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7913 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7914 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7915 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7916 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7918 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7919 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7921 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7922 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7923 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7924 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7925 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7926 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7927 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7929 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7930 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7934 for (i = 0;i < texturenumsurfaces;i++)
7936 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7937 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7938 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7939 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7940 // copy only the data requested
7941 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7943 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7945 if (rsurface.batchvertex3f)
7946 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7948 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7950 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7952 if (rsurface.modelnormal3f)
7953 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7955 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7957 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7959 if (rsurface.modelsvector3f)
7961 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7962 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7966 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7967 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7970 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7972 if (rsurface.modellightmapcolor4f)
7973 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7975 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7977 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7979 if (rsurface.modeltexcoordtexture2f)
7980 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7982 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7984 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7986 if (rsurface.modeltexcoordlightmap2f)
7987 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7989 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7991 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7993 if (rsurface.modelskeletalindex4ub)
7995 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7996 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
8000 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8001 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
8002 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
8003 for (j = 0;j < surfacenumvertices;j++)
8008 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8009 numvertices += surfacenumvertices;
8010 numtriangles += surfacenumtriangles;
8013 // generate a 16bit index array as well if possible
8014 // (in general, dynamic batches fit)
8015 if (numvertices <= 65536)
8017 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8018 for (i = 0;i < numtriangles*3;i++)
8019 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8022 // since we've copied everything, the batch now starts at 0
8023 rsurface.batchfirstvertex = 0;
8024 rsurface.batchnumvertices = batchnumvertices;
8025 rsurface.batchfirsttriangle = 0;
8026 rsurface.batchnumtriangles = batchnumtriangles;
8029 // apply skeletal animation that would have been done in the vertex shader
8030 if (rsurface.batchskeletaltransform3x4)
8032 const unsigned char *si;
8033 const unsigned char *sw;
8035 const float *b = rsurface.batchskeletaltransform3x4;
8036 float *vp, *vs, *vt, *vn;
8038 float m[3][4], n[3][4];
8039 float tp[3], ts[3], tt[3], tn[3];
8040 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8041 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8042 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8043 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8044 si = rsurface.batchskeletalindex4ub;
8045 sw = rsurface.batchskeletalweight4ub;
8046 vp = rsurface.batchvertex3f;
8047 vs = rsurface.batchsvector3f;
8048 vt = rsurface.batchtvector3f;
8049 vn = rsurface.batchnormal3f;
8050 memset(m[0], 0, sizeof(m));
8051 memset(n[0], 0, sizeof(n));
8052 for (i = 0;i < batchnumvertices;i++)
8054 t[0] = b + si[0]*12;
8057 // common case - only one matrix
8071 else if (sw[2] + sw[3])
8074 t[1] = b + si[1]*12;
8075 t[2] = b + si[2]*12;
8076 t[3] = b + si[3]*12;
8077 w[0] = sw[0] * (1.0f / 255.0f);
8078 w[1] = sw[1] * (1.0f / 255.0f);
8079 w[2] = sw[2] * (1.0f / 255.0f);
8080 w[3] = sw[3] * (1.0f / 255.0f);
8081 // blend the matrices
8082 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8083 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8084 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8085 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8086 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8087 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8088 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8089 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8090 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8091 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8092 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8093 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8098 t[1] = b + si[1]*12;
8099 w[0] = sw[0] * (1.0f / 255.0f);
8100 w[1] = sw[1] * (1.0f / 255.0f);
8101 // blend the matrices
8102 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8103 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8104 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8105 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8106 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8107 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8108 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8109 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8110 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8111 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8112 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8113 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8117 // modify the vertex
8119 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8120 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8121 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8125 // the normal transformation matrix is a set of cross products...
8126 CrossProduct(m[1], m[2], n[0]);
8127 CrossProduct(m[2], m[0], n[1]);
8128 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8130 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8131 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8132 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8133 VectorNormalize(vn);
8138 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8139 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8140 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8141 VectorNormalize(vs);
8144 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8145 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8146 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8147 VectorNormalize(vt);
8152 rsurface.batchskeletaltransform3x4 = NULL;
8153 rsurface.batchskeletalnumtransforms = 0;
8156 // q1bsp surfaces rendered in vertex color mode have to have colors
8157 // calculated based on lightstyles
8158 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8160 // generate color arrays for the surfaces in this list
8165 const unsigned char *lm;
8166 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8167 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8168 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8170 for (i = 0;i < texturenumsurfaces;i++)
8172 surface = texturesurfacelist[i];
8173 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8174 surfacenumvertices = surface->num_vertices;
8175 if (surface->lightmapinfo->samples)
8177 for (j = 0;j < surfacenumvertices;j++)
8179 lm = surface->lightmapinfo->samples + offsets[j];
8180 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8181 VectorScale(lm, scale, c);
8182 if (surface->lightmapinfo->styles[1] != 255)
8184 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8186 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8187 VectorMA(c, scale, lm, c);
8188 if (surface->lightmapinfo->styles[2] != 255)
8191 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8192 VectorMA(c, scale, lm, c);
8193 if (surface->lightmapinfo->styles[3] != 255)
8196 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8197 VectorMA(c, scale, lm, c);
8204 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);
8210 for (j = 0;j < surfacenumvertices;j++)
8212 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8219 // if vertices are deformed (sprite flares and things in maps, possibly
8220 // water waves, bulges and other deformations), modify the copied vertices
8222 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8225 switch (deform->deform)
8228 case Q3DEFORM_PROJECTIONSHADOW:
8229 case Q3DEFORM_TEXT0:
8230 case Q3DEFORM_TEXT1:
8231 case Q3DEFORM_TEXT2:
8232 case Q3DEFORM_TEXT3:
8233 case Q3DEFORM_TEXT4:
8234 case Q3DEFORM_TEXT5:
8235 case Q3DEFORM_TEXT6:
8236 case Q3DEFORM_TEXT7:
8239 case Q3DEFORM_AUTOSPRITE:
8240 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8241 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8242 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8243 VectorNormalize(newforward);
8244 VectorNormalize(newright);
8245 VectorNormalize(newup);
8246 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8247 // rsurface.batchvertex3f_vertexbuffer = NULL;
8248 // rsurface.batchvertex3f_bufferoffset = 0;
8249 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8250 // rsurface.batchsvector3f_vertexbuffer = NULL;
8251 // rsurface.batchsvector3f_bufferoffset = 0;
8252 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8253 // rsurface.batchtvector3f_vertexbuffer = NULL;
8254 // rsurface.batchtvector3f_bufferoffset = 0;
8255 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8256 // rsurface.batchnormal3f_vertexbuffer = NULL;
8257 // rsurface.batchnormal3f_bufferoffset = 0;
8258 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8259 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8260 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8261 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8262 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);
8263 // a single autosprite surface can contain multiple sprites...
8264 for (j = 0;j < batchnumvertices - 3;j += 4)
8266 VectorClear(center);
8267 for (i = 0;i < 4;i++)
8268 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8269 VectorScale(center, 0.25f, center);
8270 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8271 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8272 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8273 for (i = 0;i < 4;i++)
8275 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8276 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8279 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8280 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8281 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);
8283 case Q3DEFORM_AUTOSPRITE2:
8284 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8285 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8286 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8287 VectorNormalize(newforward);
8288 VectorNormalize(newright);
8289 VectorNormalize(newup);
8290 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8291 // rsurface.batchvertex3f_vertexbuffer = NULL;
8292 // rsurface.batchvertex3f_bufferoffset = 0;
8294 const float *v1, *v2;
8304 memset(shortest, 0, sizeof(shortest));
8305 // a single autosprite surface can contain multiple sprites...
8306 for (j = 0;j < batchnumvertices - 3;j += 4)
8308 VectorClear(center);
8309 for (i = 0;i < 4;i++)
8310 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8311 VectorScale(center, 0.25f, center);
8312 // find the two shortest edges, then use them to define the
8313 // axis vectors for rotating around the central axis
8314 for (i = 0;i < 6;i++)
8316 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8317 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8318 l = VectorDistance2(v1, v2);
8319 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8321 l += (1.0f / 1024.0f);
8322 if (shortest[0].length2 > l || i == 0)
8324 shortest[1] = shortest[0];
8325 shortest[0].length2 = l;
8326 shortest[0].v1 = v1;
8327 shortest[0].v2 = v2;
8329 else if (shortest[1].length2 > l || i == 1)
8331 shortest[1].length2 = l;
8332 shortest[1].v1 = v1;
8333 shortest[1].v2 = v2;
8336 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8337 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8338 // this calculates the right vector from the shortest edge
8339 // and the up vector from the edge midpoints
8340 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8341 VectorNormalize(right);
8342 VectorSubtract(end, start, up);
8343 VectorNormalize(up);
8344 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8345 VectorSubtract(rsurface.localvieworigin, center, forward);
8346 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8347 VectorNegate(forward, forward);
8348 VectorReflect(forward, 0, up, forward);
8349 VectorNormalize(forward);
8350 CrossProduct(up, forward, newright);
8351 VectorNormalize(newright);
8352 // rotate the quad around the up axis vector, this is made
8353 // especially easy by the fact we know the quad is flat,
8354 // so we only have to subtract the center position and
8355 // measure distance along the right vector, and then
8356 // multiply that by the newright vector and add back the
8358 // we also need to subtract the old position to undo the
8359 // displacement from the center, which we do with a
8360 // DotProduct, the subtraction/addition of center is also
8361 // optimized into DotProducts here
8362 l = DotProduct(right, center);
8363 for (i = 0;i < 4;i++)
8365 v1 = rsurface.batchvertex3f + 3*(j+i);
8366 f = DotProduct(right, v1) - l;
8367 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8371 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8373 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8374 // rsurface.batchnormal3f_vertexbuffer = NULL;
8375 // rsurface.batchnormal3f_bufferoffset = 0;
8376 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8378 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8380 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8381 // rsurface.batchsvector3f_vertexbuffer = NULL;
8382 // rsurface.batchsvector3f_bufferoffset = 0;
8383 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8384 // rsurface.batchtvector3f_vertexbuffer = NULL;
8385 // rsurface.batchtvector3f_bufferoffset = 0;
8386 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);
8389 case Q3DEFORM_NORMAL:
8390 // deform the normals to make reflections wavey
8391 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8392 rsurface.batchnormal3f_vertexbuffer = NULL;
8393 rsurface.batchnormal3f_bufferoffset = 0;
8394 for (j = 0;j < batchnumvertices;j++)
8397 float *normal = rsurface.batchnormal3f + 3*j;
8398 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8399 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8400 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8401 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8402 VectorNormalize(normal);
8404 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8406 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8407 // rsurface.batchsvector3f_vertexbuffer = NULL;
8408 // rsurface.batchsvector3f_bufferoffset = 0;
8409 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8410 // rsurface.batchtvector3f_vertexbuffer = NULL;
8411 // rsurface.batchtvector3f_bufferoffset = 0;
8412 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);
8416 // deform vertex array to make wavey water and flags and such
8417 waveparms[0] = deform->waveparms[0];
8418 waveparms[1] = deform->waveparms[1];
8419 waveparms[2] = deform->waveparms[2];
8420 waveparms[3] = deform->waveparms[3];
8421 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8422 break; // if wavefunc is a nop, don't make a dynamic vertex array
8423 // this is how a divisor of vertex influence on deformation
8424 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8425 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8426 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8427 // rsurface.batchvertex3f_vertexbuffer = NULL;
8428 // rsurface.batchvertex3f_bufferoffset = 0;
8429 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8430 // rsurface.batchnormal3f_vertexbuffer = NULL;
8431 // rsurface.batchnormal3f_bufferoffset = 0;
8432 for (j = 0;j < batchnumvertices;j++)
8434 // if the wavefunc depends on time, evaluate it per-vertex
8437 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8438 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8440 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8442 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8443 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8444 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8446 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8447 // rsurface.batchsvector3f_vertexbuffer = NULL;
8448 // rsurface.batchsvector3f_bufferoffset = 0;
8449 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8450 // rsurface.batchtvector3f_vertexbuffer = NULL;
8451 // rsurface.batchtvector3f_bufferoffset = 0;
8452 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);
8455 case Q3DEFORM_BULGE:
8456 // deform vertex array to make the surface have moving bulges
8457 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8458 // rsurface.batchvertex3f_vertexbuffer = NULL;
8459 // rsurface.batchvertex3f_bufferoffset = 0;
8460 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8461 // rsurface.batchnormal3f_vertexbuffer = NULL;
8462 // rsurface.batchnormal3f_bufferoffset = 0;
8463 for (j = 0;j < batchnumvertices;j++)
8465 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8466 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8468 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8469 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8470 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8472 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8473 // rsurface.batchsvector3f_vertexbuffer = NULL;
8474 // rsurface.batchsvector3f_bufferoffset = 0;
8475 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8476 // rsurface.batchtvector3f_vertexbuffer = NULL;
8477 // rsurface.batchtvector3f_bufferoffset = 0;
8478 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);
8482 // deform vertex array
8483 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8484 break; // if wavefunc is a nop, don't make a dynamic vertex array
8485 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8486 VectorScale(deform->parms, scale, waveparms);
8487 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8488 // rsurface.batchvertex3f_vertexbuffer = NULL;
8489 // rsurface.batchvertex3f_bufferoffset = 0;
8490 for (j = 0;j < batchnumvertices;j++)
8491 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8496 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8498 // generate texcoords based on the chosen texcoord source
8499 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8502 case Q3TCGEN_TEXTURE:
8504 case Q3TCGEN_LIGHTMAP:
8505 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8506 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8507 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8508 if (rsurface.batchtexcoordlightmap2f)
8509 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8511 case Q3TCGEN_VECTOR:
8512 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8513 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8514 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8515 for (j = 0;j < batchnumvertices;j++)
8517 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8518 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8521 case Q3TCGEN_ENVIRONMENT:
8522 // make environment reflections using a spheremap
8523 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8524 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8525 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8526 for (j = 0;j < batchnumvertices;j++)
8528 // identical to Q3A's method, but executed in worldspace so
8529 // carried models can be shiny too
8531 float viewer[3], d, reflected[3], worldreflected[3];
8533 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8534 // VectorNormalize(viewer);
8536 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8538 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8539 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8540 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8541 // note: this is proportinal to viewer, so we can normalize later
8543 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8544 VectorNormalize(worldreflected);
8546 // note: this sphere map only uses world x and z!
8547 // so positive and negative y will LOOK THE SAME.
8548 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8549 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8553 // the only tcmod that needs software vertex processing is turbulent, so
8554 // check for it here and apply the changes if needed
8555 // and we only support that as the first one
8556 // (handling a mixture of turbulent and other tcmods would be problematic
8557 // without punting it entirely to a software path)
8558 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8560 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8561 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8562 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8563 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8564 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8565 for (j = 0;j < batchnumvertices;j++)
8567 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);
8568 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8574 void RSurf_DrawBatch(void)
8576 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8577 // through the pipeline, killing it earlier in the pipeline would have
8578 // per-surface overhead rather than per-batch overhead, so it's best to
8579 // reject it here, before it hits glDraw.
8580 if (rsurface.batchnumtriangles == 0)
8583 // batch debugging code
8584 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8590 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8591 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8594 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8596 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8598 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8599 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);
8606 if (rsurface.batchmultidraw)
8608 // issue multiple draws rather than copying index data
8609 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8610 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8611 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8612 for (i = 0;i < numsurfaces;)
8614 // combine consecutive surfaces as one draw
8615 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8616 if (surfacelist[j] != surfacelist[k] + 1)
8618 firstvertex = surfacelist[i]->num_firstvertex;
8619 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8620 firsttriangle = surfacelist[i]->num_firsttriangle;
8621 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8622 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);
8628 // there is only one consecutive run of index data (may have been combined)
8629 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);
8633 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8635 // pick the closest matching water plane
8636 int planeindex, vertexindex, bestplaneindex = -1;
8640 r_waterstate_waterplane_t *p;
8641 qboolean prepared = false;
8643 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8645 if(p->camera_entity != rsurface.texture->camera_entity)
8650 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8652 if(rsurface.batchnumvertices == 0)
8655 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8657 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8658 d += fabs(PlaneDiff(vert, &p->plane));
8660 if (bestd > d || bestplaneindex < 0)
8663 bestplaneindex = planeindex;
8666 return bestplaneindex;
8667 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8668 // this situation though, as it might be better to render single larger
8669 // batches with useless stuff (backface culled for example) than to
8670 // render multiple smaller batches
8673 void RSurf_SetupDepthAndCulling(void)
8675 // submodels are biased to avoid z-fighting with world surfaces that they
8676 // may be exactly overlapping (avoids z-fighting artifacts on certain
8677 // doors and things in Quake maps)
8678 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8679 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8680 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8681 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8684 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8688 float p[3], mins[3], maxs[3];
8690 // transparent sky would be ridiculous
8691 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8693 R_SetupShader_Generic_NoTexture(false, false);
8694 skyrenderlater = true;
8695 RSurf_SetupDepthAndCulling();
8698 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8699 if (r_sky_scissor.integer)
8701 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8702 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8704 Matrix4x4_Transform(&rsurface.matrix, v, p);
8707 if (mins[0] > p[0]) mins[0] = p[0];
8708 if (mins[1] > p[1]) mins[1] = p[1];
8709 if (mins[2] > p[2]) mins[2] = p[2];
8710 if (maxs[0] < p[0]) maxs[0] = p[0];
8711 if (maxs[1] < p[1]) maxs[1] = p[1];
8712 if (maxs[2] < p[2]) maxs[2] = p[2];
8716 VectorCopy(p, mins);
8717 VectorCopy(p, maxs);
8720 if (!R_ScissorForBBox(mins, maxs, scissor))
8724 if (skyscissor[0] > scissor[0])
8726 skyscissor[2] += skyscissor[0] - scissor[0];
8727 skyscissor[0] = scissor[0];
8729 if (skyscissor[1] > scissor[1])
8731 skyscissor[3] += skyscissor[1] - scissor[1];
8732 skyscissor[1] = scissor[1];
8734 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8735 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8736 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8737 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8740 Vector4Copy(scissor, skyscissor);
8744 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8745 // skymasking on them, and Quake3 never did sky masking (unlike
8746 // software Quake and software Quake2), so disable the sky masking
8747 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8748 // and skymasking also looks very bad when noclipping outside the
8749 // level, so don't use it then either.
8750 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8752 R_Mesh_ResetTextureState();
8753 if (skyrendermasked)
8755 R_SetupShader_DepthOrShadow(false, false, false);
8756 // depth-only (masking)
8757 GL_ColorMask(0, 0, 0, 0);
8758 // just to make sure that braindead drivers don't draw
8759 // anything despite that colormask...
8760 GL_BlendFunc(GL_ZERO, GL_ONE);
8761 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8762 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8766 R_SetupShader_Generic_NoTexture(false, false);
8768 GL_BlendFunc(GL_ONE, GL_ZERO);
8769 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8770 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8771 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8774 if (skyrendermasked)
8775 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8777 R_Mesh_ResetTextureState();
8778 GL_Color(1, 1, 1, 1);
8781 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8782 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8783 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8785 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8789 // render screenspace normalmap to texture
8791 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8796 // bind lightmap texture
8798 // water/refraction/reflection/camera surfaces have to be handled specially
8799 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8801 int start, end, startplaneindex;
8802 for (start = 0;start < texturenumsurfaces;start = end)
8804 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8805 if(startplaneindex < 0)
8807 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8808 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8812 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8814 // now that we have a batch using the same planeindex, render it
8815 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8817 // render water or distortion background
8819 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8821 // blend surface on top
8822 GL_DepthMask(false);
8823 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8826 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8828 // render surface with reflection texture as input
8829 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8830 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8837 // render surface batch normally
8838 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8839 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8843 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8847 int texturesurfaceindex;
8849 const msurface_t *surface;
8850 float surfacecolor4f[4];
8852 // R_Mesh_ResetTextureState();
8853 R_SetupShader_Generic_NoTexture(false, false);
8855 GL_BlendFunc(GL_ONE, GL_ZERO);
8856 GL_DepthMask(writedepth);
8858 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8860 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8862 surface = texturesurfacelist[texturesurfaceindex];
8863 k = (int)(((size_t)surface) / sizeof(msurface_t));
8864 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8865 for (j = 0;j < surface->num_vertices;j++)
8867 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8871 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8875 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8878 RSurf_SetupDepthAndCulling();
8879 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8881 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8884 switch (vid.renderpath)
8886 case RENDERPATH_GL32:
8887 case RENDERPATH_GLES2:
8888 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8894 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8897 int texturenumsurfaces, endsurface;
8899 const msurface_t *surface;
8900 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8902 RSurf_ActiveModelEntity(ent, true, true, false);
8904 if (r_transparentdepthmasking.integer)
8906 qboolean setup = false;
8907 for (i = 0;i < numsurfaces;i = j)
8910 surface = rsurface.modelsurfaces + surfacelist[i];
8911 texture = surface->texture;
8912 rsurface.texture = R_GetCurrentTexture(texture);
8913 rsurface.lightmaptexture = NULL;
8914 rsurface.deluxemaptexture = NULL;
8915 rsurface.uselightmaptexture = false;
8916 // scan ahead until we find a different texture
8917 endsurface = min(i + 1024, numsurfaces);
8918 texturenumsurfaces = 0;
8919 texturesurfacelist[texturenumsurfaces++] = surface;
8920 for (;j < endsurface;j++)
8922 surface = rsurface.modelsurfaces + surfacelist[j];
8923 if (texture != surface->texture)
8925 texturesurfacelist[texturenumsurfaces++] = surface;
8927 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8929 // render the range of surfaces as depth
8933 GL_ColorMask(0,0,0,0);
8936 GL_BlendFunc(GL_ONE, GL_ZERO);
8938 // R_Mesh_ResetTextureState();
8940 RSurf_SetupDepthAndCulling();
8941 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8942 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8943 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8947 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8950 for (i = 0;i < numsurfaces;i = j)
8953 surface = rsurface.modelsurfaces + surfacelist[i];
8954 texture = surface->texture;
8955 rsurface.texture = R_GetCurrentTexture(texture);
8956 // scan ahead until we find a different texture
8957 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8958 texturenumsurfaces = 0;
8959 texturesurfacelist[texturenumsurfaces++] = surface;
8960 rsurface.lightmaptexture = surface->lightmaptexture;
8961 rsurface.deluxemaptexture = surface->deluxemaptexture;
8962 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8963 for (;j < endsurface;j++)
8965 surface = rsurface.modelsurfaces + surfacelist[j];
8966 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8968 texturesurfacelist[texturenumsurfaces++] = surface;
8970 // render the range of surfaces
8971 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8973 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8976 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8978 // transparent surfaces get pushed off into the transparent queue
8979 int surfacelistindex;
8980 const msurface_t *surface;
8981 vec3_t tempcenter, center;
8982 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8984 surface = texturesurfacelist[surfacelistindex];
8985 if (r_transparent_sortsurfacesbynearest.integer)
8987 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8988 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8989 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8993 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8994 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8995 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8997 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8998 if (rsurface.entity->transparent_offset) // transparent offset
9000 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
9001 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
9002 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
9004 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);
9008 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9010 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9012 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9014 RSurf_SetupDepthAndCulling();
9015 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9016 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9017 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9021 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9025 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9027 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9030 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9032 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9033 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9035 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9037 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9038 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9039 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9041 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9043 // in the deferred case, transparent surfaces were queued during prepass
9044 if (!r_shadow_usingdeferredprepass)
9045 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9049 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9050 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9055 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9059 R_FrameData_SetMark();
9060 // break the surface list down into batches by texture and use of lightmapping
9061 for (i = 0;i < numsurfaces;i = j)
9064 // texture is the base texture pointer, rsurface.texture is the
9065 // current frame/skin the texture is directing us to use (for example
9066 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9067 // use skin 1 instead)
9068 texture = surfacelist[i]->texture;
9069 rsurface.texture = R_GetCurrentTexture(texture);
9070 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9072 // if this texture is not the kind we want, skip ahead to the next one
9073 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9077 if(depthonly || prepass)
9079 rsurface.lightmaptexture = NULL;
9080 rsurface.deluxemaptexture = NULL;
9081 rsurface.uselightmaptexture = false;
9082 // simply scan ahead until we find a different texture or lightmap state
9083 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9088 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9089 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9090 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9091 // simply scan ahead until we find a different texture or lightmap state
9092 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9095 // render the range of surfaces
9096 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9098 R_FrameData_ReturnToMark();
9101 float locboxvertex3f[6*4*3] =
9103 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9104 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9105 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9106 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9107 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9108 1,0,0, 0,0,0, 0,1,0, 1,1,0
9111 unsigned short locboxelements[6*2*3] =
9121 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9124 cl_locnode_t *loc = (cl_locnode_t *)ent;
9126 float vertex3f[6*4*3];
9128 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9129 GL_DepthMask(false);
9130 GL_DepthRange(0, 1);
9131 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9133 GL_CullFace(GL_NONE);
9134 R_EntityMatrix(&identitymatrix);
9136 // R_Mesh_ResetTextureState();
9139 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9140 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9141 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9142 surfacelist[0] < 0 ? 0.5f : 0.125f);
9144 if (VectorCompare(loc->mins, loc->maxs))
9146 VectorSet(size, 2, 2, 2);
9147 VectorMA(loc->mins, -0.5f, size, mins);
9151 VectorCopy(loc->mins, mins);
9152 VectorSubtract(loc->maxs, loc->mins, size);
9155 for (i = 0;i < 6*4*3;)
9156 for (j = 0;j < 3;j++, i++)
9157 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9159 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9160 R_SetupShader_Generic_NoTexture(false, false);
9161 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9164 void R_DrawLocs(void)
9167 cl_locnode_t *loc, *nearestloc;
9169 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9170 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9172 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9173 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9177 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9179 if (decalsystem->decals)
9180 Mem_Free(decalsystem->decals);
9181 memset(decalsystem, 0, sizeof(*decalsystem));
9184 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9190 // expand or initialize the system
9191 if (decalsystem->maxdecals <= decalsystem->numdecals)
9193 decalsystem_t old = *decalsystem;
9194 qboolean useshortelements;
9195 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9196 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9197 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)));
9198 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9199 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9200 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9201 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9202 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9203 if (decalsystem->numdecals)
9204 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9206 Mem_Free(old.decals);
9207 for (i = 0;i < decalsystem->maxdecals*3;i++)
9208 decalsystem->element3i[i] = i;
9209 if (useshortelements)
9210 for (i = 0;i < decalsystem->maxdecals*3;i++)
9211 decalsystem->element3s[i] = i;
9214 // grab a decal and search for another free slot for the next one
9215 decals = decalsystem->decals;
9216 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9217 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9219 decalsystem->freedecal = i;
9220 if (decalsystem->numdecals <= i)
9221 decalsystem->numdecals = i + 1;
9223 // initialize the decal
9225 decal->triangleindex = triangleindex;
9226 decal->surfaceindex = surfaceindex;
9227 decal->decalsequence = decalsequence;
9228 decal->color4f[0][0] = c0[0];
9229 decal->color4f[0][1] = c0[1];
9230 decal->color4f[0][2] = c0[2];
9231 decal->color4f[0][3] = 1;
9232 decal->color4f[1][0] = c1[0];
9233 decal->color4f[1][1] = c1[1];
9234 decal->color4f[1][2] = c1[2];
9235 decal->color4f[1][3] = 1;
9236 decal->color4f[2][0] = c2[0];
9237 decal->color4f[2][1] = c2[1];
9238 decal->color4f[2][2] = c2[2];
9239 decal->color4f[2][3] = 1;
9240 decal->vertex3f[0][0] = v0[0];
9241 decal->vertex3f[0][1] = v0[1];
9242 decal->vertex3f[0][2] = v0[2];
9243 decal->vertex3f[1][0] = v1[0];
9244 decal->vertex3f[1][1] = v1[1];
9245 decal->vertex3f[1][2] = v1[2];
9246 decal->vertex3f[2][0] = v2[0];
9247 decal->vertex3f[2][1] = v2[1];
9248 decal->vertex3f[2][2] = v2[2];
9249 decal->texcoord2f[0][0] = t0[0];
9250 decal->texcoord2f[0][1] = t0[1];
9251 decal->texcoord2f[1][0] = t1[0];
9252 decal->texcoord2f[1][1] = t1[1];
9253 decal->texcoord2f[2][0] = t2[0];
9254 decal->texcoord2f[2][1] = t2[1];
9255 TriangleNormal(v0, v1, v2, decal->plane);
9256 VectorNormalize(decal->plane);
9257 decal->plane[3] = DotProduct(v0, decal->plane);
9260 extern cvar_t cl_decals_bias;
9261 extern cvar_t cl_decals_models;
9262 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9263 // baseparms, parms, temps
9264 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9269 const float *vertex3f;
9270 const float *normal3f;
9272 float points[2][9][3];
9279 e = rsurface.modelelement3i + 3*triangleindex;
9281 vertex3f = rsurface.modelvertex3f;
9282 normal3f = rsurface.modelnormal3f;
9286 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9288 index = 3*e[cornerindex];
9289 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9294 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9296 index = 3*e[cornerindex];
9297 VectorCopy(vertex3f + index, v[cornerindex]);
9302 //TriangleNormal(v[0], v[1], v[2], normal);
9303 //if (DotProduct(normal, localnormal) < 0.0f)
9305 // clip by each of the box planes formed from the projection matrix
9306 // if anything survives, we emit the decal
9307 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]);
9310 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]);
9313 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]);
9316 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]);
9319 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]);
9322 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]);
9325 // some part of the triangle survived, so we have to accept it...
9328 // dynamic always uses the original triangle
9330 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9332 index = 3*e[cornerindex];
9333 VectorCopy(vertex3f + index, v[cornerindex]);
9336 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9338 // convert vertex positions to texcoords
9339 Matrix4x4_Transform(projection, v[cornerindex], temp);
9340 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9341 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9342 // calculate distance fade from the projection origin
9343 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9344 f = bound(0.0f, f, 1.0f);
9345 c[cornerindex][0] = r * f;
9346 c[cornerindex][1] = g * f;
9347 c[cornerindex][2] = b * f;
9348 c[cornerindex][3] = 1.0f;
9349 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9352 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);
9354 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9355 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);
9357 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9359 matrix4x4_t projection;
9360 decalsystem_t *decalsystem;
9363 const msurface_t *surface;
9364 const msurface_t *surfaces;
9365 const int *surfacelist;
9366 const texture_t *texture;
9369 int surfacelistindex;
9372 float localorigin[3];
9373 float localnormal[3];
9381 int bih_triangles_count;
9382 int bih_triangles[256];
9383 int bih_surfaces[256];
9385 decalsystem = &ent->decalsystem;
9387 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9389 R_DecalSystem_Reset(&ent->decalsystem);
9393 if (!model->brush.data_leafs && !cl_decals_models.integer)
9395 if (decalsystem->model)
9396 R_DecalSystem_Reset(decalsystem);
9400 if (decalsystem->model != model)
9401 R_DecalSystem_Reset(decalsystem);
9402 decalsystem->model = model;
9404 RSurf_ActiveModelEntity(ent, true, false, false);
9406 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9407 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9408 VectorNormalize(localnormal);
9409 localsize = worldsize*rsurface.inversematrixscale;
9410 localmins[0] = localorigin[0] - localsize;
9411 localmins[1] = localorigin[1] - localsize;
9412 localmins[2] = localorigin[2] - localsize;
9413 localmaxs[0] = localorigin[0] + localsize;
9414 localmaxs[1] = localorigin[1] + localsize;
9415 localmaxs[2] = localorigin[2] + localsize;
9417 //VectorCopy(localnormal, planes[4]);
9418 //VectorVectors(planes[4], planes[2], planes[0]);
9419 AnglesFromVectors(angles, localnormal, NULL, false);
9420 AngleVectors(angles, planes[0], planes[2], planes[4]);
9421 VectorNegate(planes[0], planes[1]);
9422 VectorNegate(planes[2], planes[3]);
9423 VectorNegate(planes[4], planes[5]);
9424 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9425 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9426 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9427 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9428 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9429 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9434 matrix4x4_t forwardprojection;
9435 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9436 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9441 float projectionvector[4][3];
9442 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9443 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9444 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9445 projectionvector[0][0] = planes[0][0] * ilocalsize;
9446 projectionvector[0][1] = planes[1][0] * ilocalsize;
9447 projectionvector[0][2] = planes[2][0] * ilocalsize;
9448 projectionvector[1][0] = planes[0][1] * ilocalsize;
9449 projectionvector[1][1] = planes[1][1] * ilocalsize;
9450 projectionvector[1][2] = planes[2][1] * ilocalsize;
9451 projectionvector[2][0] = planes[0][2] * ilocalsize;
9452 projectionvector[2][1] = planes[1][2] * ilocalsize;
9453 projectionvector[2][2] = planes[2][2] * ilocalsize;
9454 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9455 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9456 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9457 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9461 dynamic = model->surfmesh.isanimated;
9462 numsurfacelist = model->nummodelsurfaces;
9463 surfacelist = model->sortedmodelsurfaces;
9464 surfaces = model->data_surfaces;
9467 bih_triangles_count = -1;
9470 if(model->render_bih.numleafs)
9471 bih = &model->render_bih;
9472 else if(model->collision_bih.numleafs)
9473 bih = &model->collision_bih;
9476 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9477 if(bih_triangles_count == 0)
9479 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9481 if(bih_triangles_count > 0)
9483 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9485 surfaceindex = bih_surfaces[triangleindex];
9486 surface = surfaces + surfaceindex;
9487 texture = surface->texture;
9490 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9492 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9494 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9499 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9501 surfaceindex = surfacelist[surfacelistindex];
9502 surface = surfaces + surfaceindex;
9503 // check cull box first because it rejects more than any other check
9504 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9506 // skip transparent surfaces
9507 texture = surface->texture;
9510 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9512 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9514 numtriangles = surface->num_triangles;
9515 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9516 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9521 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9522 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9524 int renderentityindex;
9527 entity_render_t *ent;
9529 worldmins[0] = worldorigin[0] - worldsize;
9530 worldmins[1] = worldorigin[1] - worldsize;
9531 worldmins[2] = worldorigin[2] - worldsize;
9532 worldmaxs[0] = worldorigin[0] + worldsize;
9533 worldmaxs[1] = worldorigin[1] + worldsize;
9534 worldmaxs[2] = worldorigin[2] + worldsize;
9536 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9538 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9540 ent = r_refdef.scene.entities[renderentityindex];
9541 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9544 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9548 typedef struct r_decalsystem_splatqueue_s
9555 unsigned int decalsequence;
9557 r_decalsystem_splatqueue_t;
9559 int r_decalsystem_numqueued = 0;
9560 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9562 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)
9564 r_decalsystem_splatqueue_t *queue;
9566 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9569 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9570 VectorCopy(worldorigin, queue->worldorigin);
9571 VectorCopy(worldnormal, queue->worldnormal);
9572 Vector4Set(queue->color, r, g, b, a);
9573 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9574 queue->worldsize = worldsize;
9575 queue->decalsequence = cl.decalsequence++;
9578 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9581 r_decalsystem_splatqueue_t *queue;
9583 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9584 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);
9585 r_decalsystem_numqueued = 0;
9588 extern cvar_t cl_decals_max;
9589 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9592 decalsystem_t *decalsystem = &ent->decalsystem;
9594 unsigned int killsequence;
9599 if (!decalsystem->numdecals)
9602 if (r_showsurfaces.integer)
9605 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9607 R_DecalSystem_Reset(decalsystem);
9611 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9612 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9614 if (decalsystem->lastupdatetime)
9615 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9618 decalsystem->lastupdatetime = r_refdef.scene.time;
9619 numdecals = decalsystem->numdecals;
9621 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9623 if (decal->color4f[0][3])
9625 decal->lived += frametime;
9626 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9628 memset(decal, 0, sizeof(*decal));
9629 if (decalsystem->freedecal > i)
9630 decalsystem->freedecal = i;
9634 decal = decalsystem->decals;
9635 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9638 // collapse the array by shuffling the tail decals into the gaps
9641 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9642 decalsystem->freedecal++;
9643 if (decalsystem->freedecal == numdecals)
9645 decal[decalsystem->freedecal] = decal[--numdecals];
9648 decalsystem->numdecals = numdecals;
9652 // if there are no decals left, reset decalsystem
9653 R_DecalSystem_Reset(decalsystem);
9657 extern skinframe_t *decalskinframe;
9658 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9661 decalsystem_t *decalsystem = &ent->decalsystem;
9670 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9673 numdecals = decalsystem->numdecals;
9677 if (r_showsurfaces.integer)
9680 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9682 R_DecalSystem_Reset(decalsystem);
9686 // if the model is static it doesn't matter what value we give for
9687 // wantnormals and wanttangents, so this logic uses only rules applicable
9688 // to a model, knowing that they are meaningless otherwise
9689 RSurf_ActiveModelEntity(ent, false, false, false);
9691 decalsystem->lastupdatetime = r_refdef.scene.time;
9693 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9695 // update vertex positions for animated models
9696 v3f = decalsystem->vertex3f;
9697 c4f = decalsystem->color4f;
9698 t2f = decalsystem->texcoord2f;
9699 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9701 if (!decal->color4f[0][3])
9704 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9708 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9711 // update color values for fading decals
9712 if (decal->lived >= cl_decals_time.value)
9713 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9717 c4f[ 0] = decal->color4f[0][0] * alpha;
9718 c4f[ 1] = decal->color4f[0][1] * alpha;
9719 c4f[ 2] = decal->color4f[0][2] * alpha;
9721 c4f[ 4] = decal->color4f[1][0] * alpha;
9722 c4f[ 5] = decal->color4f[1][1] * alpha;
9723 c4f[ 6] = decal->color4f[1][2] * alpha;
9725 c4f[ 8] = decal->color4f[2][0] * alpha;
9726 c4f[ 9] = decal->color4f[2][1] * alpha;
9727 c4f[10] = decal->color4f[2][2] * alpha;
9730 t2f[0] = decal->texcoord2f[0][0];
9731 t2f[1] = decal->texcoord2f[0][1];
9732 t2f[2] = decal->texcoord2f[1][0];
9733 t2f[3] = decal->texcoord2f[1][1];
9734 t2f[4] = decal->texcoord2f[2][0];
9735 t2f[5] = decal->texcoord2f[2][1];
9737 // update vertex positions for animated models
9738 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9740 e = rsurface.modelelement3i + 3*decal->triangleindex;
9741 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9742 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9743 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9747 VectorCopy(decal->vertex3f[0], v3f);
9748 VectorCopy(decal->vertex3f[1], v3f + 3);
9749 VectorCopy(decal->vertex3f[2], v3f + 6);
9752 if (r_refdef.fogenabled)
9754 alpha = RSurf_FogVertex(v3f);
9755 VectorScale(c4f, alpha, c4f);
9756 alpha = RSurf_FogVertex(v3f + 3);
9757 VectorScale(c4f + 4, alpha, c4f + 4);
9758 alpha = RSurf_FogVertex(v3f + 6);
9759 VectorScale(c4f + 8, alpha, c4f + 8);
9770 r_refdef.stats[r_stat_drawndecals] += numtris;
9772 // now render the decals all at once
9773 // (this assumes they all use one particle font texture!)
9774 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);
9775 // R_Mesh_ResetTextureState();
9776 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9777 GL_DepthMask(false);
9778 GL_DepthRange(0, 1);
9779 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9781 GL_CullFace(GL_NONE);
9782 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9783 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9784 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9788 static void R_DrawModelDecals(void)
9792 // fade faster when there are too many decals
9793 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9794 for (i = 0;i < r_refdef.scene.numentities;i++)
9795 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9797 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9798 for (i = 0;i < r_refdef.scene.numentities;i++)
9799 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9800 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9802 R_DecalSystem_ApplySplatEntitiesQueue();
9804 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9805 for (i = 0;i < r_refdef.scene.numentities;i++)
9806 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9808 r_refdef.stats[r_stat_totaldecals] += numdecals;
9810 if (r_showsurfaces.integer || !r_drawdecals.integer)
9813 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9815 for (i = 0;i < r_refdef.scene.numentities;i++)
9817 if (!r_refdef.viewcache.entityvisible[i])
9819 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9820 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9824 static void R_DrawDebugModel(void)
9826 entity_render_t *ent = rsurface.entity;
9827 int i, j, flagsmask;
9828 const msurface_t *surface;
9829 dp_model_t *model = ent->model;
9831 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9834 if (r_showoverdraw.value > 0)
9836 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9837 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9838 R_SetupShader_Generic_NoTexture(false, false);
9839 GL_DepthTest(false);
9840 GL_DepthMask(false);
9841 GL_DepthRange(0, 1);
9842 GL_BlendFunc(GL_ONE, GL_ONE);
9843 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9845 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9847 rsurface.texture = R_GetCurrentTexture(surface->texture);
9848 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9850 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9851 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9852 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9853 GL_Color(c, 0, 0, 1.0f);
9854 else if (ent == r_refdef.scene.worldentity)
9855 GL_Color(c, c, c, 1.0f);
9857 GL_Color(0, c, 0, 1.0f);
9858 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9862 rsurface.texture = NULL;
9865 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9867 // R_Mesh_ResetTextureState();
9868 R_SetupShader_Generic_NoTexture(false, false);
9869 GL_DepthRange(0, 1);
9870 GL_DepthTest(!r_showdisabledepthtest.integer);
9871 GL_DepthMask(false);
9872 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9874 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9878 qboolean cullbox = false;
9879 const q3mbrush_t *brush;
9880 const bih_t *bih = &model->collision_bih;
9881 const bih_leaf_t *bihleaf;
9882 float vertex3f[3][3];
9883 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9884 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9886 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9888 switch (bihleaf->type)
9891 brush = model->brush.data_brushes + bihleaf->itemindex;
9892 if (brush->colbrushf && brush->colbrushf->numtriangles)
9894 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);
9895 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9896 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9899 case BIH_COLLISIONTRIANGLE:
9900 triangleindex = bihleaf->itemindex;
9901 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9902 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9903 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9904 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);
9905 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9906 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9908 case BIH_RENDERTRIANGLE:
9909 triangleindex = bihleaf->itemindex;
9910 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9911 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9912 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9913 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);
9914 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9915 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9921 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9924 if (r_showtris.value > 0 && qglPolygonMode)
9926 if (r_showdisabledepthtest.integer)
9928 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9929 GL_DepthMask(false);
9933 GL_BlendFunc(GL_ONE, GL_ZERO);
9936 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9937 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9939 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9941 rsurface.texture = R_GetCurrentTexture(surface->texture);
9942 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9944 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9945 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9946 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9947 else if (ent == r_refdef.scene.worldentity)
9948 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9950 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9951 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9955 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9956 rsurface.texture = NULL;
9960 // FIXME! implement r_shownormals with just triangles
9961 if (r_shownormals.value != 0 && qglBegin)
9965 if (r_showdisabledepthtest.integer)
9967 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9968 GL_DepthMask(false);
9972 GL_BlendFunc(GL_ONE, GL_ZERO);
9975 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9977 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9979 rsurface.texture = R_GetCurrentTexture(surface->texture);
9980 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9982 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9984 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9986 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9988 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9989 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9990 qglVertex3f(v[0], v[1], v[2]);
9991 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9992 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9993 qglVertex3f(v[0], v[1], v[2]);
9996 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9998 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10000 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10001 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
10002 qglVertex3f(v[0], v[1], v[2]);
10003 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
10004 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10005 qglVertex3f(v[0], v[1], v[2]);
10008 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
10010 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10012 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10013 GL_Color(0, r_refdef.view.colorscale, 0, 1);
10014 qglVertex3f(v[0], v[1], v[2]);
10015 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10016 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10017 qglVertex3f(v[0], v[1], v[2]);
10020 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10022 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10024 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10025 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10026 qglVertex3f(v[0], v[1], v[2]);
10027 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10028 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10029 qglVertex3f(v[0], v[1], v[2]);
10036 rsurface.texture = NULL;
10042 int r_maxsurfacelist = 0;
10043 const msurface_t **r_surfacelist = NULL;
10044 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10046 int i, j, endj, flagsmask;
10047 dp_model_t *model = ent->model;
10048 msurface_t *surfaces;
10049 unsigned char *update;
10050 int numsurfacelist = 0;
10054 if (r_maxsurfacelist < model->num_surfaces)
10056 r_maxsurfacelist = model->num_surfaces;
10058 Mem_Free((msurface_t **)r_surfacelist);
10059 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10062 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10063 RSurf_ActiveModelEntity(ent, false, false, false);
10065 RSurf_ActiveModelEntity(ent, true, true, true);
10066 else if (depthonly)
10067 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10069 RSurf_ActiveModelEntity(ent, true, true, false);
10071 surfaces = model->data_surfaces;
10072 update = model->brushq1.lightmapupdateflags;
10074 // update light styles
10075 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10077 model_brush_lightstyleinfo_t *style;
10078 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10080 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10082 int *list = style->surfacelist;
10083 style->value = r_refdef.scene.lightstylevalue[style->style];
10084 for (j = 0;j < style->numsurfaces;j++)
10085 update[list[j]] = true;
10090 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10094 R_DrawDebugModel();
10095 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10099 rsurface.lightmaptexture = NULL;
10100 rsurface.deluxemaptexture = NULL;
10101 rsurface.uselightmaptexture = false;
10102 rsurface.texture = NULL;
10103 rsurface.rtlight = NULL;
10104 numsurfacelist = 0;
10105 // add visible surfaces to draw list
10106 if (ent == r_refdef.scene.worldentity)
10108 // for the world entity, check surfacevisible
10109 for (i = 0;i < model->nummodelsurfaces;i++)
10111 j = model->sortedmodelsurfaces[i];
10112 if (r_refdef.viewcache.world_surfacevisible[j])
10113 r_surfacelist[numsurfacelist++] = surfaces + j;
10118 // for ui we have to preserve the order of surfaces
10119 for (i = 0; i < model->nummodelsurfaces; i++)
10120 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10124 // add all surfaces
10125 for (i = 0; i < model->nummodelsurfaces; i++)
10126 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10128 // don't do anything if there were no surfaces
10129 if (!numsurfacelist)
10131 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10134 // update lightmaps if needed
10138 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10143 R_BuildLightMap(ent, surfaces + j);
10148 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10150 // add to stats if desired
10151 if (r_speeds.integer && !skysurfaces && !depthonly)
10153 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10154 for (j = 0;j < numsurfacelist;j++)
10155 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10158 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10161 void R_DebugLine(vec3_t start, vec3_t end)
10163 dp_model_t *mod = CL_Mesh_UI();
10165 int e0, e1, e2, e3;
10166 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10167 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10168 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10171 // transform to screen coords first
10172 Vector4Set(w[0], start[0], start[1], start[2], 1);
10173 Vector4Set(w[1], end[0], end[1], end[2], 1);
10174 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10175 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10176 x1 = s[0][0] * vid_conwidth.value / vid.width;
10177 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10178 x2 = s[1][0] * vid_conwidth.value / vid.width;
10179 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10180 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10182 // add the line to the UI mesh for drawing later
10184 // width is measured in real pixels
10185 if (fabs(x2 - x1) > fabs(y2 - y1))
10188 offsety = 0.5f * width * vid_conheight.value / vid.height;
10192 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10195 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10196 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10197 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10198 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10199 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10200 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10201 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10206 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10208 static texture_t texture;
10210 // fake enough texture and surface state to render this geometry
10212 texture.update_lastrenderframe = -1; // regenerate this texture
10213 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10214 texture.basealpha = 1.0f;
10215 texture.currentskinframe = skinframe;
10216 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10217 texture.offsetmapping = OFFSETMAPPING_OFF;
10218 texture.offsetscale = 1;
10219 texture.specularscalemod = 1;
10220 texture.specularpowermod = 1;
10221 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10223 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10226 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, qboolean ui)
10228 static msurface_t surface;
10229 const msurface_t *surfacelist = &surface;
10231 // fake enough texture and surface state to render this geometry
10232 surface.texture = texture;
10233 surface.num_triangles = numtriangles;
10234 surface.num_firsttriangle = firsttriangle;
10235 surface.num_vertices = numvertices;
10236 surface.num_firstvertex = firstvertex;
10239 rsurface.texture = R_GetCurrentTexture(surface.texture);
10240 rsurface.lightmaptexture = NULL;
10241 rsurface.deluxemaptexture = NULL;
10242 rsurface.uselightmaptexture = false;
10243 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);