2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
36 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
37 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
38 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
39 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
40 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
41 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
42 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
43 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
44 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
45 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
46 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
47 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
48 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
49 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
50 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
51 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
52 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
53 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
54 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
55 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
56 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
57 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
58 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
59 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
60 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"};
61 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
62 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
63 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
64 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
65 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
67 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
68 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
69 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
70 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
71 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
72 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
73 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
74 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
76 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
78 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
79 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
80 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
81 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
82 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
83 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
84 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
85 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
86 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
87 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
88 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
89 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
91 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
92 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
93 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
94 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
95 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
97 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
98 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
99 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
100 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
102 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
103 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
104 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
105 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
106 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
107 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
108 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
110 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
111 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
112 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
113 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
115 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
117 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
119 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
121 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
122 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
123 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
124 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
125 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
126 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
128 extern cvar_t v_glslgamma;
130 extern qboolean v_flipped_state;
132 static struct r_bloomstate_s
137 int bloomwidth, bloomheight;
139 int screentexturewidth, screentextureheight;
140 rtexture_t *texture_screen;
142 int bloomtexturewidth, bloomtextureheight;
143 rtexture_t *texture_bloom;
145 // arrays for rendering the screen passes
146 float screentexcoord2f[8];
147 float bloomtexcoord2f[8];
148 float offsettexcoord2f[8];
152 r_waterstate_t r_waterstate;
154 // shadow volume bsp struct with automatically growing nodes buffer
157 rtexture_t *r_texture_blanknormalmap;
158 rtexture_t *r_texture_white;
159 rtexture_t *r_texture_grey128;
160 rtexture_t *r_texture_black;
161 rtexture_t *r_texture_notexture;
162 rtexture_t *r_texture_whitecube;
163 rtexture_t *r_texture_normalizationcube;
164 rtexture_t *r_texture_fogattenuation;
165 rtexture_t *r_texture_gammaramps;
166 unsigned int r_texture_gammaramps_serial;
167 //rtexture_t *r_texture_fogintensity;
169 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
170 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
172 // vertex coordinates for a quad that covers the screen exactly
173 const static float r_screenvertex3f[12] =
181 extern void R_DrawModelShadows(void);
183 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
186 for (i = 0;i < verts;i++)
197 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
200 for (i = 0;i < verts;i++)
210 // FIXME: move this to client?
213 if (gamemode == GAME_NEHAHRA)
215 Cvar_Set("gl_fogenable", "0");
216 Cvar_Set("gl_fogdensity", "0.2");
217 Cvar_Set("gl_fogred", "0.3");
218 Cvar_Set("gl_foggreen", "0.3");
219 Cvar_Set("gl_fogblue", "0.3");
221 r_refdef.fog_density = 0;
222 r_refdef.fog_red = 0;
223 r_refdef.fog_green = 0;
224 r_refdef.fog_blue = 0;
225 r_refdef.fog_alpha = 1;
226 r_refdef.fog_start = 0;
227 r_refdef.fog_end = 0;
230 float FogForDistance(vec_t dist)
232 unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
233 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
236 float FogPoint_World(const vec3_t p)
238 return FogForDistance(VectorDistance((p), r_refdef.view.origin));
241 float FogPoint_Model(const vec3_t p)
243 return FogForDistance(VectorDistance((p), rsurface.modelorg));
246 static void R_BuildBlankTextures(void)
248 unsigned char data[4];
249 data[2] = 128; // normal X
250 data[1] = 128; // normal Y
251 data[0] = 255; // normal Z
252 data[3] = 128; // height
253 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
258 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
263 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
268 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
271 static void R_BuildNoTexture(void)
274 unsigned char pix[16][16][4];
275 // this makes a light grey/dark grey checkerboard texture
276 for (y = 0;y < 16;y++)
278 for (x = 0;x < 16;x++)
280 if ((y < 8) ^ (x < 8))
296 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
299 static void R_BuildWhiteCube(void)
301 unsigned char data[6*1*1*4];
302 memset(data, 255, sizeof(data));
303 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
306 static void R_BuildNormalizationCube(void)
310 vec_t s, t, intensity;
312 unsigned char data[6][NORMSIZE][NORMSIZE][4];
313 for (side = 0;side < 6;side++)
315 for (y = 0;y < NORMSIZE;y++)
317 for (x = 0;x < NORMSIZE;x++)
319 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
320 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
355 intensity = 127.0f / sqrt(DotProduct(v, v));
356 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
357 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
358 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
359 data[side][y][x][3] = 255;
363 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
366 static void R_BuildFogTexture(void)
370 unsigned char data1[FOGWIDTH][4];
371 //unsigned char data2[FOGWIDTH][4];
374 r_refdef.fogmasktable_start = r_refdef.fog_start;
375 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
376 r_refdef.fogmasktable_range = r_refdef.fogrange;
377 r_refdef.fogmasktable_density = r_refdef.fog_density;
379 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
380 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
382 d = (x * r - r_refdef.fogmasktable_start);
383 if(developer.integer >= 100)
384 Con_Printf("%f ", d);
386 if (r_fog_exp2.integer)
387 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
389 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
390 if(developer.integer >= 100)
391 Con_Printf(" : %f ", alpha);
392 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
393 if(developer.integer >= 100)
394 Con_Printf(" = %f\n", alpha);
395 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
398 for (x = 0;x < FOGWIDTH;x++)
400 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
405 //data2[x][0] = 255 - b;
406 //data2[x][1] = 255 - b;
407 //data2[x][2] = 255 - b;
410 if (r_texture_fogattenuation)
412 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
413 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
417 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
418 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
422 static const char *builtinshaderstring =
423 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
424 "// written by Forest 'LordHavoc' Hale\n"
426 "// common definitions between vertex shader and fragment shader:\n"
428 "//#ifdef __GLSL_CG_DATA_TYPES\n"
429 "//# define myhalf half\n"
430 "//# define myhalf2 half2\n"
431 "//# define myhalf3 half3\n"
432 "//# define myhalf4 half4\n"
434 "# define myhalf float\n"
435 "# define myhalf2 vec2\n"
436 "# define myhalf3 vec3\n"
437 "# define myhalf4 vec4\n"
440 "#ifdef MODE_DEPTH_OR_SHADOW\n"
442 "# ifdef VERTEX_SHADER\n"
445 " gl_Position = ftransform();\n"
451 "#ifdef MODE_POSTPROCESS\n"
452 "# ifdef VERTEX_SHADER\n"
455 " gl_FrontColor = gl_Color;\n"
456 " gl_Position = ftransform();\n"
457 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
459 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
463 "# ifdef FRAGMENT_SHADER\n"
465 "uniform sampler2D Texture_First;\n"
467 "uniform sampler2D Texture_Second;\n"
469 "#ifdef USEGAMMARAMPS\n"
470 "uniform sampler2D Texture_GammaRamps;\n"
472 "#ifdef USEVERTEXTEXTUREBLEND\n"
473 "uniform vec4 TintColor;\n"
475 "#ifdef USECOLORMOD\n"
476 "uniform vec3 Gamma;\n"
478 "//uncomment these if you want to use them:\n"
479 "// uniform vec4 UserVec1;\n"
480 "// uniform vec4 UserVec2;\n"
481 "// uniform vec4 UserVec3;\n"
482 "// uniform vec4 UserVec4;\n"
483 "// uniform float ClientTime;\n"
484 "// uniform vec2 PixelSize;\n"
487 " gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
489 " gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
491 "#ifdef USEVERTEXTEXTUREBLEND\n"
492 " gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
495 "#ifdef USEPOSTPROCESSING\n"
496 "// add your own postprocessing here or make your own ifdef for it\n"
499 "#ifdef USEGAMMARAMPS\n"
500 " gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
501 " gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
502 " gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
509 "#ifdef MODE_GENERIC\n"
510 "# ifdef VERTEX_SHADER\n"
513 " gl_FrontColor = gl_Color;\n"
514 "# ifdef USEDIFFUSE\n"
515 " gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
517 "# ifdef USESPECULAR\n"
518 " gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
520 " gl_Position = ftransform();\n"
523 "# ifdef FRAGMENT_SHADER\n"
525 "# ifdef USEDIFFUSE\n"
526 "uniform sampler2D Texture_First;\n"
528 "# ifdef USESPECULAR\n"
529 "uniform sampler2D Texture_Second;\n"
534 " gl_FragColor = gl_Color;\n"
535 "# ifdef USEDIFFUSE\n"
536 " gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
539 "# ifdef USESPECULAR\n"
540 " vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
542 "# ifdef USECOLORMAPPING\n"
543 " gl_FragColor *= tex2;\n"
546 " gl_FragColor += tex2;\n"
548 "# ifdef USEVERTEXTEXTUREBLEND\n"
549 " gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
554 "#else // !MODE_GENERIC\n"
556 "varying vec2 TexCoord;\n"
557 "varying vec2 TexCoordLightmap;\n"
559 "#ifdef MODE_LIGHTSOURCE\n"
560 "varying vec3 CubeVector;\n"
563 "#ifdef MODE_LIGHTSOURCE\n"
564 "varying vec3 LightVector;\n"
566 "#ifdef MODE_LIGHTDIRECTION\n"
567 "varying vec3 LightVector;\n"
570 "varying vec3 EyeVector;\n"
572 "varying vec3 EyeVectorModelSpace;\n"
575 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
576 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
577 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
579 "#ifdef MODE_WATER\n"
580 "varying vec4 ModelViewProjectionPosition;\n"
582 "#ifdef MODE_REFRACTION\n"
583 "varying vec4 ModelViewProjectionPosition;\n"
585 "#ifdef USEREFLECTION\n"
586 "varying vec4 ModelViewProjectionPosition;\n"
593 "// vertex shader specific:\n"
594 "#ifdef VERTEX_SHADER\n"
596 "uniform vec3 LightPosition;\n"
597 "uniform vec3 EyePosition;\n"
598 "uniform vec3 LightDir;\n"
600 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
604 " gl_FrontColor = gl_Color;\n"
605 " // copy the surface texcoord\n"
606 " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
607 "#ifndef MODE_LIGHTSOURCE\n"
608 "# ifndef MODE_LIGHTDIRECTION\n"
609 " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
613 "#ifdef MODE_LIGHTSOURCE\n"
614 " // transform vertex position into light attenuation/cubemap space\n"
615 " // (-1 to +1 across the light box)\n"
616 " CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
618 " // transform unnormalized light direction into tangent space\n"
619 " // (we use unnormalized to ensure that it interpolates correctly and then\n"
620 " // normalize it per pixel)\n"
621 " vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
622 " LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
623 " LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
624 " LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
627 "#ifdef MODE_LIGHTDIRECTION\n"
628 " LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
629 " LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
630 " LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
633 " // transform unnormalized eye direction into tangent space\n"
635 " vec3 EyeVectorModelSpace;\n"
637 " EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
638 " EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
639 " EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
640 " EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
642 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
643 " VectorS = gl_MultiTexCoord1.xyz;\n"
644 " VectorT = gl_MultiTexCoord2.xyz;\n"
645 " VectorR = gl_MultiTexCoord3.xyz;\n"
648 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
649 "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
650 "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
651 "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
654 "// transform vertex to camera space, using ftransform to match non-VS\n"
656 " gl_Position = ftransform();\n"
658 "#ifdef MODE_WATER\n"
659 " ModelViewProjectionPosition = gl_Position;\n"
661 "#ifdef MODE_REFRACTION\n"
662 " ModelViewProjectionPosition = gl_Position;\n"
664 "#ifdef USEREFLECTION\n"
665 " ModelViewProjectionPosition = gl_Position;\n"
669 "#endif // VERTEX_SHADER\n"
674 "// fragment shader specific:\n"
675 "#ifdef FRAGMENT_SHADER\n"
677 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
678 "uniform sampler2D Texture_Normal;\n"
679 "uniform sampler2D Texture_Color;\n"
680 "uniform sampler2D Texture_Gloss;\n"
681 "uniform sampler2D Texture_Glow;\n"
682 "uniform sampler2D Texture_SecondaryNormal;\n"
683 "uniform sampler2D Texture_SecondaryColor;\n"
684 "uniform sampler2D Texture_SecondaryGloss;\n"
685 "uniform sampler2D Texture_SecondaryGlow;\n"
686 "uniform sampler2D Texture_Pants;\n"
687 "uniform sampler2D Texture_Shirt;\n"
688 "uniform sampler2D Texture_FogMask;\n"
689 "uniform sampler2D Texture_Lightmap;\n"
690 "uniform sampler2D Texture_Deluxemap;\n"
691 "uniform sampler2D Texture_Refraction;\n"
692 "uniform sampler2D Texture_Reflection;\n"
693 "uniform sampler2D Texture_Attenuation;\n"
694 "uniform samplerCube Texture_Cube;\n"
696 "uniform myhalf3 LightColor;\n"
697 "uniform myhalf3 AmbientColor;\n"
698 "uniform myhalf3 DiffuseColor;\n"
699 "uniform myhalf3 SpecularColor;\n"
700 "uniform myhalf3 Color_Pants;\n"
701 "uniform myhalf3 Color_Shirt;\n"
702 "uniform myhalf3 FogColor;\n"
704 "uniform myhalf4 TintColor;\n"
707 "//#ifdef MODE_WATER\n"
708 "uniform vec4 DistortScaleRefractReflect;\n"
709 "uniform vec4 ScreenScaleRefractReflect;\n"
710 "uniform vec4 ScreenCenterRefractReflect;\n"
711 "uniform myhalf4 RefractColor;\n"
712 "uniform myhalf4 ReflectColor;\n"
713 "uniform myhalf ReflectFactor;\n"
714 "uniform myhalf ReflectOffset;\n"
716 "//# ifdef MODE_REFRACTION\n"
717 "//uniform vec4 DistortScaleRefractReflect;\n"
718 "//uniform vec4 ScreenScaleRefractReflect;\n"
719 "//uniform vec4 ScreenCenterRefractReflect;\n"
720 "//uniform myhalf4 RefractColor;\n"
721 "//# ifdef USEREFLECTION\n"
722 "//uniform myhalf4 ReflectColor;\n"
725 "//# ifdef USEREFLECTION\n"
726 "//uniform vec4 DistortScaleRefractReflect;\n"
727 "//uniform vec4 ScreenScaleRefractReflect;\n"
728 "//uniform vec4 ScreenCenterRefractReflect;\n"
729 "//uniform myhalf4 ReflectColor;\n"
734 "uniform myhalf GlowScale;\n"
735 "uniform myhalf SceneBrightness;\n"
736 "#ifdef USECONTRASTBOOST\n"
737 "uniform myhalf ContrastBoostCoeff;\n"
740 "uniform float OffsetMapping_Scale;\n"
741 "uniform float OffsetMapping_Bias;\n"
742 "uniform float FogRangeRecip;\n"
744 "uniform myhalf AmbientScale;\n"
745 "uniform myhalf DiffuseScale;\n"
746 "uniform myhalf SpecularScale;\n"
747 "uniform myhalf SpecularPower;\n"
749 "#ifdef USEOFFSETMAPPING\n"
750 "vec2 OffsetMapping(vec2 TexCoord)\n"
752 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
753 " // 14 sample relief mapping: linear search and then binary search\n"
754 " // this basically steps forward a small amount repeatedly until it finds\n"
755 " // itself inside solid, then jitters forward and back using decreasing\n"
756 " // amounts to find the impact\n"
757 " //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
758 " //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
759 " vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
760 " vec3 RT = vec3(TexCoord, 1);\n"
761 " OffsetVector *= 0.1;\n"
762 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
763 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
764 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
765 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
766 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
767 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
768 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
769 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
770 " RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
771 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n"
772 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n"
773 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n"
774 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n"
775 " RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
778 " // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
779 " // this basically moves forward the full distance, and then backs up based\n"
780 " // on height of samples\n"
781 " //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
782 " //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
783 " vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
784 " TexCoord += OffsetVector;\n"
785 " OffsetVector *= 0.333;\n"
786 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
787 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
788 " TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
789 " return TexCoord;\n"
792 "#endif // USEOFFSETMAPPING\n"
794 "#ifdef MODE_WATER\n"
799 "#ifdef USEOFFSETMAPPING\n"
800 " // apply offsetmapping\n"
801 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
802 "#define TexCoord TexCoordOffset\n"
805 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
806 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
807 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
808 " float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
809 " gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
812 "#else // !MODE_WATER\n"
813 "#ifdef MODE_REFRACTION\n"
815 "// refraction pass\n"
818 "#ifdef USEOFFSETMAPPING\n"
819 " // apply offsetmapping\n"
820 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
821 "#define TexCoord TexCoordOffset\n"
824 " vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
825 " //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
826 " vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
827 " gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
830 "#else // !MODE_REFRACTION\n"
833 "#ifdef USEOFFSETMAPPING\n"
834 " // apply offsetmapping\n"
835 " vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
836 "#define TexCoord TexCoordOffset\n"
839 " // combine the diffuse textures (base, pants, shirt)\n"
840 " myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
841 "#ifdef USECOLORMAPPING\n"
842 " color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
844 "#ifdef USEVERTEXTEXTUREBLEND\n"
845 " myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
846 " //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
847 " //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
848 " color = mix(myhalf4(texture2D(Texture_SecondaryColor, TexCoord)), color, terrainblend);\n"
849 " //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
852 "#ifdef USEDIFFUSE\n"
853 " // get the surface normal and the gloss color\n"
854 "# ifdef USEVERTEXTEXTUREBLEND\n"
855 " myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
856 "# ifdef USESPECULAR\n"
857 " myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
860 " myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5));\n"
861 "# ifdef USESPECULAR\n"
862 " myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
869 "#ifdef MODE_LIGHTSOURCE\n"
872 " // calculate surface normal, light normal, and specular normal\n"
873 " // compute color intensity for the two textures (colormap and glossmap)\n"
874 " // scale by light color and attenuation as efficiently as possible\n"
875 " // (do as much scalar math as possible rather than vector math)\n"
876 "# ifdef USEDIFFUSE\n"
877 " // get the light normal\n"
878 " myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
880 "# ifdef USESPECULAR\n"
881 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
883 " // calculate directional shading\n"
884 " color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
886 "# ifdef USEDIFFUSE\n"
887 " // calculate directional shading\n"
888 " color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
890 " // calculate directionless shading\n"
891 " color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
895 "# ifdef USECUBEFILTER\n"
896 " // apply light cubemap filter\n"
897 " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
898 " color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
900 "#endif // MODE_LIGHTSOURCE\n"
905 "#ifdef MODE_LIGHTDIRECTION\n"
906 " // directional model lighting\n"
907 "# ifdef USEDIFFUSE\n"
908 " // get the light normal\n"
909 " myhalf3 diffusenormal = myhalf3(LightVector);\n"
911 "# ifdef USESPECULAR\n"
912 " // calculate directional shading\n"
913 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
914 " myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
915 " color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
917 "# ifdef USEDIFFUSE\n"
919 " // calculate directional shading\n"
920 " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
922 " color.rgb *= AmbientColor;\n"
925 "#endif // MODE_LIGHTDIRECTION\n"
930 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
931 " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
933 " // get the light normal\n"
934 " myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5);\n"
935 " myhalf3 diffusenormal = normalize(myhalf3(dot(diffusenormal_modelspace, myhalf3(VectorS)), dot(diffusenormal_modelspace, myhalf3(VectorT)), dot(diffusenormal_modelspace, myhalf3(VectorR))));\n"
936 " // calculate directional shading\n"
937 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
938 "# ifdef USESPECULAR\n"
939 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
940 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
943 " // apply lightmap color\n"
944 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
945 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
950 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
951 " // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
953 " // get the light normal\n"
954 " myhalf3 diffusenormal = normalize(myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhalf3(0.5));\n"
955 " // calculate directional shading\n"
956 " myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
957 "# ifdef USESPECULAR\n"
958 " myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
959 " tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
962 " // apply lightmap color\n"
963 " color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
964 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
969 "#ifdef MODE_LIGHTMAP\n"
970 " // apply lightmap color\n"
971 " color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
972 "#endif // MODE_LIGHTMAP\n"
977 "#ifdef MODE_VERTEXCOLOR\n"
978 " // apply lightmap color\n"
979 " color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
980 "#endif // MODE_VERTEXCOLOR\n"
985 "#ifdef MODE_FLATCOLOR\n"
986 "#endif // MODE_FLATCOLOR\n"
994 " color *= TintColor;\n"
997 " color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1000 "#ifdef USECONTRASTBOOST\n"
1001 " color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1004 " color.rgb *= SceneBrightness;\n"
1006 " // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1008 " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1011 " // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1012 "#ifdef USEREFLECTION\n"
1013 " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1014 " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1015 " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1016 " color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1019 " gl_FragColor = vec4(color);\n"
1021 "#endif // !MODE_REFRACTION\n"
1022 "#endif // !MODE_WATER\n"
1024 "#endif // FRAGMENT_SHADER\n"
1026 "#endif // !MODE_GENERIC\n"
1027 "#endif // !MODE_POSTPROCESS\n"
1028 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1031 typedef struct shaderpermutationinfo_s
1033 const char *pretext;
1036 shaderpermutationinfo_t;
1038 typedef struct shadermodeinfo_s
1040 const char *vertexfilename;
1041 const char *geometryfilename;
1042 const char *fragmentfilename;
1043 const char *pretext;
1048 typedef enum shaderpermutation_e
1050 SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1051 SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1052 SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1053 SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1054 SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1055 SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1056 SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1057 SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1058 SHADERPERMUTATION_REFLECTION = 1<<8, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1059 SHADERPERMUTATION_OFFSETMAPPING = 1<<9, // adjust texcoords to roughly simulate a displacement mapped surface
1060 SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<10, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1061 SHADERPERMUTATION_GAMMARAMPS = 1<<11, // gamma (postprocessing only)
1062 SHADERPERMUTATION_POSTPROCESSING = 1<<12, // user defined postprocessing
1063 SHADERPERMUTATION_LIMIT = 1<<13, // size of permutations array
1064 SHADERPERMUTATION_COUNT = 13 // size of shaderpermutationinfo array
1066 shaderpermutation_t;
1068 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1069 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1071 {"#define USEDIFFUSE\n", " diffuse"},
1072 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1073 {"#define USECOLORMAPPING\n", " colormapping"},
1074 {"#define USECONTRASTBOOST\n", " contrastboost"},
1075 {"#define USEFOG\n", " fog"},
1076 {"#define USECUBEFILTER\n", " cubefilter"},
1077 {"#define USEGLOW\n", " glow"},
1078 {"#define USESPECULAR\n", " specular"},
1079 {"#define USEREFLECTION\n", " reflection"},
1080 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1081 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1082 {"#define USEGAMMARAMPS\n", " gammaramps"},
1083 {"#define USEPOSTPROCESSING\n", " postprocessing"},
1086 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1087 typedef enum shadermode_e
1089 SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1090 SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1091 SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1092 SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1093 SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1094 SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1095 SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1096 SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1097 SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1098 SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1099 SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1100 SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1105 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1106 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1108 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1109 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1110 {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1111 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1112 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1113 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1114 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1115 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1116 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1117 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1118 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1119 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1122 typedef struct r_glsl_permutation_s
1124 // indicates if we have tried compiling this permutation already
1126 // 0 if compilation failed
1128 // locations of detected uniforms in program object, or -1 if not found
1129 int loc_Texture_First;
1130 int loc_Texture_Second;
1131 int loc_Texture_GammaRamps;
1132 int loc_Texture_Normal;
1133 int loc_Texture_Color;
1134 int loc_Texture_Gloss;
1135 int loc_Texture_Glow;
1136 int loc_Texture_SecondaryNormal;
1137 int loc_Texture_SecondaryColor;
1138 int loc_Texture_SecondaryGloss;
1139 int loc_Texture_SecondaryGlow;
1140 int loc_Texture_Pants;
1141 int loc_Texture_Shirt;
1142 int loc_Texture_FogMask;
1143 int loc_Texture_Lightmap;
1144 int loc_Texture_Deluxemap;
1145 int loc_Texture_Attenuation;
1146 int loc_Texture_Cube;
1147 int loc_Texture_Refraction;
1148 int loc_Texture_Reflection;
1150 int loc_LightPosition;
1151 int loc_EyePosition;
1152 int loc_Color_Pants;
1153 int loc_Color_Shirt;
1154 int loc_FogRangeRecip;
1155 int loc_AmbientScale;
1156 int loc_DiffuseScale;
1157 int loc_SpecularScale;
1158 int loc_SpecularPower;
1160 int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1161 int loc_OffsetMapping_Scale;
1163 int loc_AmbientColor;
1164 int loc_DiffuseColor;
1165 int loc_SpecularColor;
1167 int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1168 int loc_GammaCoeff; // 1 / gamma
1169 int loc_DistortScaleRefractReflect;
1170 int loc_ScreenScaleRefractReflect;
1171 int loc_ScreenCenterRefractReflect;
1172 int loc_RefractColor;
1173 int loc_ReflectColor;
1174 int loc_ReflectFactor;
1175 int loc_ReflectOffset;
1183 r_glsl_permutation_t;
1185 // information about each possible shader permutation
1186 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1187 // currently selected permutation
1188 r_glsl_permutation_t *r_glsl_permutation;
1190 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1193 if (!filename || !filename[0])
1195 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1198 if (printfromdisknotice)
1199 Con_DPrint("from disk... ");
1200 return shaderstring;
1202 else if (!strcmp(filename, "glsl/default.glsl"))
1204 shaderstring = Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1205 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1207 return shaderstring;
1210 static void R_GLSL_CompilePermutation(shadermode_t mode, shaderpermutation_t permutation)
1213 shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1214 r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1215 int vertstrings_count = 0;
1216 int geomstrings_count = 0;
1217 int fragstrings_count = 0;
1218 char *vertexstring, *geometrystring, *fragmentstring;
1219 const char *vertstrings_list[32+3];
1220 const char *geomstrings_list[32+3];
1221 const char *fragstrings_list[32+3];
1222 char permutationname[256];
1229 permutationname[0] = 0;
1230 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
1231 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1232 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1234 strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1236 // the first pretext is which type of shader to compile as
1237 // (later these will all be bound together as a program object)
1238 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1239 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1240 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1242 // the second pretext is the mode (for example a light source)
1243 vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1244 geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1245 fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1246 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1248 // now add all the permutation pretexts
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 if (permutation & (1<<i))
1253 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1254 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1255 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1256 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1260 // keep line numbers correct
1261 vertstrings_list[vertstrings_count++] = "\n";
1262 geomstrings_list[geomstrings_count++] = "\n";
1263 fragstrings_list[fragstrings_count++] = "\n";
1267 // now append the shader text itself
1268 vertstrings_list[vertstrings_count++] = vertexstring;
1269 geomstrings_list[geomstrings_count++] = geometrystring;
1270 fragstrings_list[fragstrings_count++] = fragmentstring;
1272 // if any sources were NULL, clear the respective list
1274 vertstrings_count = 0;
1275 if (!geometrystring)
1276 geomstrings_count = 0;
1277 if (!fragmentstring)
1278 fragstrings_count = 0;
1280 // compile the shader program
1281 if (vertstrings_count + geomstrings_count + fragstrings_count)
1282 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1286 qglUseProgramObjectARB(p->program);CHECKGLERROR
1287 // look up all the uniform variable names we care about, so we don't
1288 // have to look them up every time we set them
1289 p->loc_Texture_First = qglGetUniformLocationARB(p->program, "Texture_First");
1290 p->loc_Texture_Second = qglGetUniformLocationARB(p->program, "Texture_Second");
1291 p->loc_Texture_GammaRamps = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1292 p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
1293 p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
1294 p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1295 p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
1296 p->loc_Texture_SecondaryNormal = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1297 p->loc_Texture_SecondaryColor = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1298 p->loc_Texture_SecondaryGloss = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1299 p->loc_Texture_SecondaryGlow = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1300 p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1301 p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
1302 p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1303 p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1304 p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1305 p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1306 p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1307 p->loc_Texture_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1308 p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
1309 p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
1310 p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
1311 p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
1312 p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
1313 p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
1314 p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1315 p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
1316 p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
1317 p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
1318 p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
1319 p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
1320 p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
1321 p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1322 p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
1323 p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
1324 p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
1325 p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
1326 p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
1327 p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1328 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1329 p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1330 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1331 p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
1332 p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
1333 p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
1334 p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
1335 p->loc_GammaCoeff = qglGetUniformLocationARB(p->program, "GammaCoeff");
1336 p->loc_UserVec1 = qglGetUniformLocationARB(p->program, "UserVec1");
1337 p->loc_UserVec2 = qglGetUniformLocationARB(p->program, "UserVec2");
1338 p->loc_UserVec3 = qglGetUniformLocationARB(p->program, "UserVec3");
1339 p->loc_UserVec4 = qglGetUniformLocationARB(p->program, "UserVec4");
1340 p->loc_ClientTime = qglGetUniformLocationARB(p->program, "ClientTime");
1341 p->loc_PixelSize = qglGetUniformLocationARB(p->program, "PixelSize");
1342 // initialize the samplers to refer to the texture units we use
1343 if (p->loc_Texture_First >= 0) qglUniform1iARB(p->loc_Texture_First , GL20TU_FIRST);
1344 if (p->loc_Texture_Second >= 0) qglUniform1iARB(p->loc_Texture_Second , GL20TU_SECOND);
1345 if (p->loc_Texture_GammaRamps >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps , GL20TU_GAMMARAMPS);
1346 if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal , GL20TU_NORMAL);
1347 if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color , GL20TU_COLOR);
1348 if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss , GL20TU_GLOSS);
1349 if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow , GL20TU_GLOW);
1350 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1351 if (p->loc_Texture_SecondaryColor >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1352 if (p->loc_Texture_SecondaryGloss >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1353 if (p->loc_Texture_SecondaryGlow >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow , GL20TU_SECONDARY_GLOW);
1354 if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants , GL20TU_PANTS);
1355 if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt , GL20TU_SHIRT);
1356 if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask , GL20TU_FOGMASK);
1357 if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap , GL20TU_LIGHTMAP);
1358 if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap , GL20TU_DELUXEMAP);
1359 if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation , GL20TU_ATTENUATION);
1360 if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube , GL20TU_CUBE);
1361 if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction , GL20TU_REFRACTION);
1362 if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection , GL20TU_REFLECTION);
1364 if (developer.integer)
1365 Con_Printf("GLSL shader %s compiled.\n", permutationname);
1368 Con_Printf("GLSL shader %s failed! some features may not work properly.\n", permutationname);
1372 Mem_Free(vertexstring);
1374 Mem_Free(geometrystring);
1376 Mem_Free(fragmentstring);
1379 void R_GLSL_Restart_f(void)
1382 shaderpermutation_t permutation;
1383 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1384 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1385 if (r_glsl_permutations[mode][permutation].program)
1386 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1387 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1390 void R_GLSL_DumpShader_f(void)
1394 qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false);
1397 Con_Printf("failed to write to glsl/default.glsl\n");
1401 FS_Print(file, "// The engine may define the following macros:\n");
1402 FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1403 for (i = 0;i < SHADERMODE_COUNT;i++)
1404 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1405 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1406 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1407 FS_Print(file, "\n");
1408 FS_Print(file, builtinshaderstring);
1411 Con_Printf("glsl/default.glsl written\n");
1414 void R_SetupShader_SetPermutation(shadermode_t mode, unsigned int permutation)
1416 r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1417 if (r_glsl_permutation != perm)
1419 r_glsl_permutation = perm;
1420 if (!r_glsl_permutation->program)
1422 if (!r_glsl_permutation->compiled)
1423 R_GLSL_CompilePermutation(mode, permutation);
1424 if (!r_glsl_permutation->program)
1426 // remove features until we find a valid permutation
1428 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1430 // reduce i more quickly whenever it would not remove any bits
1431 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1432 if (!(permutation & j))
1435 r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1436 if (!r_glsl_permutation->compiled)
1437 R_GLSL_CompilePermutation(mode, permutation);
1438 if (r_glsl_permutation->program)
1441 if (i >= SHADERPERMUTATION_COUNT)
1443 Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1444 Cvar_SetValueQuick(&r_glsl, 0);
1445 R_GLSL_Restart_f(); // unload shaders
1446 return; // no bit left to clear
1451 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1455 void R_SetupGenericShader(qboolean usetexture)
1457 if (gl_support_fragment_shader)
1459 if (r_glsl.integer && r_glsl_usegeneric.integer)
1460 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1461 else if (r_glsl_permutation)
1463 r_glsl_permutation = NULL;
1464 qglUseProgramObjectARB(0);CHECKGLERROR
1469 void R_SetupGenericTwoTextureShader(int texturemode)
1471 if (gl_support_fragment_shader)
1473 if (r_glsl.integer && r_glsl_usegeneric.integer)
1474 R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1475 else if (r_glsl_permutation)
1477 r_glsl_permutation = NULL;
1478 qglUseProgramObjectARB(0);CHECKGLERROR
1481 if (!r_glsl_permutation)
1483 if (texturemode == GL_DECAL && gl_combine.integer)
1484 texturemode = GL_INTERPOLATE_ARB;
1485 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1489 void R_SetupDepthOrShadowShader(void)
1491 if (gl_support_fragment_shader)
1493 if (r_glsl.integer && r_glsl_usegeneric.integer)
1494 R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1495 else if (r_glsl_permutation)
1497 r_glsl_permutation = NULL;
1498 qglUseProgramObjectARB(0);CHECKGLERROR
1503 extern rtexture_t *r_shadow_attenuationgradienttexture;
1504 extern rtexture_t *r_shadow_attenuation2dtexture;
1505 extern rtexture_t *r_shadow_attenuation3dtexture;
1506 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1508 // select a permutation of the lighting shader appropriate to this
1509 // combination of texture, entity, light source, and fogging, only use the
1510 // minimum features necessary to avoid wasting rendering time in the
1511 // fragment shader on features that are not being used
1512 unsigned int permutation = 0;
1513 shadermode_t mode = 0;
1514 // TODO: implement geometry-shader based shadow volumes someday
1515 if (r_glsl_offsetmapping.integer)
1517 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1518 if (r_glsl_offsetmapping_reliefmapping.integer)
1519 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1521 if (rsurfacepass == RSURFPASS_BACKGROUND)
1523 // distorted background
1524 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1525 mode = SHADERMODE_WATER;
1527 mode = SHADERMODE_REFRACTION;
1529 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1532 mode = SHADERMODE_LIGHTSOURCE;
1533 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1534 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1535 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1536 permutation |= SHADERPERMUTATION_CUBEFILTER;
1537 if (diffusescale > 0)
1538 permutation |= SHADERPERMUTATION_DIFFUSE;
1539 if (specularscale > 0)
1540 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1541 if (r_refdef.fogenabled)
1542 permutation |= SHADERPERMUTATION_FOG;
1543 if (rsurface.texture->colormapping)
1544 permutation |= SHADERPERMUTATION_COLORMAPPING;
1545 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1546 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1548 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1550 // unshaded geometry (fullbright or ambient model lighting)
1551 mode = SHADERMODE_FLATCOLOR;
1552 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1553 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1554 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1555 permutation |= SHADERPERMUTATION_GLOW;
1556 if (r_refdef.fogenabled)
1557 permutation |= SHADERPERMUTATION_FOG;
1558 if (rsurface.texture->colormapping)
1559 permutation |= SHADERPERMUTATION_COLORMAPPING;
1560 if (r_glsl_offsetmapping.integer)
1562 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1563 if (r_glsl_offsetmapping_reliefmapping.integer)
1564 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1566 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1567 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1568 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1569 permutation |= SHADERPERMUTATION_REFLECTION;
1571 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1573 // directional model lighting
1574 mode = SHADERMODE_LIGHTDIRECTION;
1575 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1576 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1577 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1578 permutation |= SHADERPERMUTATION_GLOW;
1579 permutation |= SHADERPERMUTATION_DIFFUSE;
1580 if (specularscale > 0)
1581 permutation |= SHADERPERMUTATION_SPECULAR;
1582 if (r_refdef.fogenabled)
1583 permutation |= SHADERPERMUTATION_FOG;
1584 if (rsurface.texture->colormapping)
1585 permutation |= SHADERPERMUTATION_COLORMAPPING;
1586 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1587 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1588 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1589 permutation |= SHADERPERMUTATION_REFLECTION;
1591 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1593 // ambient model lighting
1594 mode = SHADERMODE_LIGHTDIRECTION;
1595 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1596 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1597 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1598 permutation |= SHADERPERMUTATION_GLOW;
1599 if (r_refdef.fogenabled)
1600 permutation |= SHADERPERMUTATION_FOG;
1601 if (rsurface.texture->colormapping)
1602 permutation |= SHADERPERMUTATION_COLORMAPPING;
1603 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1604 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1605 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1606 permutation |= SHADERPERMUTATION_REFLECTION;
1611 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1613 // deluxemapping (light direction texture)
1614 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1615 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1617 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1618 permutation |= SHADERPERMUTATION_DIFFUSE;
1619 if (specularscale > 0)
1620 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1622 else if (r_glsl_deluxemapping.integer >= 2)
1624 // fake deluxemapping (uniform light direction in tangentspace)
1625 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1626 permutation |= SHADERPERMUTATION_DIFFUSE;
1627 if (specularscale > 0)
1628 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1630 else if (rsurface.uselightmaptexture)
1632 // ordinary lightmapping (q1bsp, q3bsp)
1633 mode = SHADERMODE_LIGHTMAP;
1637 // ordinary vertex coloring (q3bsp)
1638 mode = SHADERMODE_VERTEXCOLOR;
1640 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1641 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1642 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1643 permutation |= SHADERPERMUTATION_GLOW;
1644 if (r_refdef.fogenabled)
1645 permutation |= SHADERPERMUTATION_FOG;
1646 if (rsurface.texture->colormapping)
1647 permutation |= SHADERPERMUTATION_COLORMAPPING;
1648 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649 permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651 permutation |= SHADERPERMUTATION_REFLECTION;
1653 R_SetupShader_SetPermutation(mode, permutation);
1654 if (mode == SHADERMODE_LIGHTSOURCE)
1656 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1657 if (permutation & SHADERPERMUTATION_DIFFUSE)
1659 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1660 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1661 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1662 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1666 // ambient only is simpler
1667 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1668 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1669 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1670 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1672 // additive passes are only darkened by fog, not tinted
1673 if (r_glsl_permutation->loc_FogColor >= 0)
1674 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1678 if (mode == SHADERMODE_LIGHTDIRECTION)
1680 if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale * 0.5f, rsurface.modellight_ambient[1] * ambientscale * 0.5f, rsurface.modellight_ambient[2] * ambientscale * 0.5f);
1681 if (r_glsl_permutation->loc_DiffuseColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale * 0.5f, rsurface.modellight_diffuse[1] * diffusescale * 0.5f, rsurface.modellight_diffuse[2] * diffusescale * 0.5f);
1682 if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1683 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1687 if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1688 if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1689 if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1691 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1692 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1693 // additive passes are only darkened by fog, not tinted
1694 if (r_glsl_permutation->loc_FogColor >= 0)
1696 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1697 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1699 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1701 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1702 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1703 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1704 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1705 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1706 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1707 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1709 if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1711 // The formula used is actually:
1712 // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1713 // color.rgb *= SceneBrightness;
1715 // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1716 // and do [[calculations]] here in the engine
1717 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1718 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1721 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1722 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1723 if (r_glsl_permutation->loc_Color_Pants >= 0)
1725 if (rsurface.texture->currentskinframe->pants)
1726 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1728 qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1730 if (r_glsl_permutation->loc_Color_Shirt >= 0)
1732 if (rsurface.texture->currentskinframe->shirt)
1733 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1735 qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1737 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
1738 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1739 if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1743 #define SKINFRAME_HASH 1024
1747 int loadsequence; // incremented each level change
1748 memexpandablearray_t array;
1749 skinframe_t *hash[SKINFRAME_HASH];
1753 void R_SkinFrame_PrepareForPurge(void)
1755 r_skinframe.loadsequence++;
1756 // wrap it without hitting zero
1757 if (r_skinframe.loadsequence >= 200)
1758 r_skinframe.loadsequence = 1;
1761 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1765 // mark the skinframe as used for the purging code
1766 skinframe->loadsequence = r_skinframe.loadsequence;
1769 void R_SkinFrame_Purge(void)
1773 for (i = 0;i < SKINFRAME_HASH;i++)
1775 for (s = r_skinframe.hash[i];s;s = s->next)
1777 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1779 if (s->merged == s->base)
1781 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1782 R_PurgeTexture(s->stain );s->stain = NULL;
1783 R_PurgeTexture(s->merged);s->merged = NULL;
1784 R_PurgeTexture(s->base );s->base = NULL;
1785 R_PurgeTexture(s->pants );s->pants = NULL;
1786 R_PurgeTexture(s->shirt );s->shirt = NULL;
1787 R_PurgeTexture(s->nmap );s->nmap = NULL;
1788 R_PurgeTexture(s->gloss );s->gloss = NULL;
1789 R_PurgeTexture(s->glow );s->glow = NULL;
1790 R_PurgeTexture(s->fog );s->fog = NULL;
1791 s->loadsequence = 0;
1797 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1799 char basename[MAX_QPATH];
1801 Image_StripImageExtension(name, basename, sizeof(basename));
1803 if( last == NULL ) {
1805 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1806 item = r_skinframe.hash[hashindex];
1811 // linearly search through the hash bucket
1812 for( ; item ; item = item->next ) {
1813 if( !strcmp( item->basename, basename ) ) {
1820 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1824 char basename[MAX_QPATH];
1826 Image_StripImageExtension(name, basename, sizeof(basename));
1828 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1829 for (item = r_skinframe.hash[hashindex];item;item = item->next)
1830 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1834 rtexture_t *dyntexture;
1835 // check whether its a dynamic texture
1836 dyntexture = CL_GetDynTexture( basename );
1837 if (!add && !dyntexture)
1839 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1840 memset(item, 0, sizeof(*item));
1841 strlcpy(item->basename, basename, sizeof(item->basename));
1842 item->base = dyntexture; // either NULL or dyntexture handle
1843 item->textureflags = textureflags;
1844 item->comparewidth = comparewidth;
1845 item->compareheight = compareheight;
1846 item->comparecrc = comparecrc;
1847 item->next = r_skinframe.hash[hashindex];
1848 r_skinframe.hash[hashindex] = item;
1850 else if( item->base == NULL )
1852 rtexture_t *dyntexture;
1853 // check whether its a dynamic texture
1854 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1855 dyntexture = CL_GetDynTexture( basename );
1856 item->base = dyntexture; // either NULL or dyntexture handle
1859 R_SkinFrame_MarkUsed(item);
1863 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
1865 // FIXME: it should be possible to disable loading various layers using
1866 // cvars, to prevent wasted loading time and memory usage if the user does
1868 qboolean loadnormalmap = true;
1869 qboolean loadgloss = true;
1870 qboolean loadpantsandshirt = true;
1871 qboolean loadglow = true;
1873 unsigned char *pixels;
1874 unsigned char *bumppixels;
1875 unsigned char *basepixels = NULL;
1876 int basepixels_width;
1877 int basepixels_height;
1878 skinframe_t *skinframe;
1880 if (cls.state == ca_dedicated)
1883 // return an existing skinframe if already loaded
1884 // if loading of the first image fails, don't make a new skinframe as it
1885 // would cause all future lookups of this to be missing
1886 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
1887 if (skinframe && skinframe->base)
1890 basepixels = loadimagepixelsbgra(name, complain, true);
1891 if (basepixels == NULL)
1894 if (developer_loading.integer)
1895 Con_Printf("loading skin \"%s\"\n", name);
1897 // we've got some pixels to store, so really allocate this new texture now
1899 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
1900 skinframe->stain = NULL;
1901 skinframe->merged = NULL;
1902 skinframe->base = r_texture_notexture;
1903 skinframe->pants = NULL;
1904 skinframe->shirt = NULL;
1905 skinframe->nmap = r_texture_blanknormalmap;
1906 skinframe->gloss = NULL;
1907 skinframe->glow = NULL;
1908 skinframe->fog = NULL;
1910 basepixels_width = image_width;
1911 basepixels_height = image_height;
1912 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1914 if (textureflags & TEXF_ALPHA)
1916 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
1917 if (basepixels[j] < 255)
1919 if (j < basepixels_width * basepixels_height * 4)
1921 // has transparent pixels
1922 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1923 for (j = 0;j < image_width * image_height * 4;j += 4)
1928 pixels[j+3] = basepixels[j+3];
1930 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1935 // _norm is the name used by tenebrae and has been adopted as standard
1938 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
1940 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1944 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
1946 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
1947 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
1948 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1950 Mem_Free(bumppixels);
1952 else if (r_shadow_bumpscale_basetexture.value > 0)
1954 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
1955 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
1956 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
1960 // _luma is supported for tenebrae compatibility
1961 // (I think it's a very stupid name, but oh well)
1962 // _glow is the preferred name
1963 if (loadglow && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1964 if (loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1965 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1966 if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
1969 Mem_Free(basepixels);
1974 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1979 for (i = 0;i < width*height;i++)
1980 if (((unsigned char *)&palette[in[i]])[3] > 0)
1982 if (i == width*height)
1985 return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1988 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
1989 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
1992 unsigned char *temp1, *temp2;
1993 skinframe_t *skinframe;
1995 if (cls.state == ca_dedicated)
1998 // if already loaded just return it, otherwise make a new skinframe
1999 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2000 if (skinframe && skinframe->base)
2003 skinframe->stain = NULL;
2004 skinframe->merged = NULL;
2005 skinframe->base = r_texture_notexture;
2006 skinframe->pants = NULL;
2007 skinframe->shirt = NULL;
2008 skinframe->nmap = r_texture_blanknormalmap;
2009 skinframe->gloss = NULL;
2010 skinframe->glow = NULL;
2011 skinframe->fog = NULL;
2013 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2017 if (developer_loading.integer)
2018 Con_Printf("loading 32bit skin \"%s\"\n", name);
2020 if (r_shadow_bumpscale_basetexture.value > 0)
2022 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2023 temp2 = temp1 + width * height * 4;
2024 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2025 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2028 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2029 if (textureflags & TEXF_ALPHA)
2031 for (i = 3;i < width * height * 4;i += 4)
2032 if (skindata[i] < 255)
2034 if (i < width * height * 4)
2036 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2037 memcpy(fogpixels, skindata, width * height * 4);
2038 for (i = 0;i < width * height * 4;i += 4)
2039 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2040 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2041 Mem_Free(fogpixels);
2048 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2051 unsigned char *temp1, *temp2;
2052 skinframe_t *skinframe;
2054 if (cls.state == ca_dedicated)
2057 // if already loaded just return it, otherwise make a new skinframe
2058 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2059 if (skinframe && skinframe->base)
2062 skinframe->stain = NULL;
2063 skinframe->merged = NULL;
2064 skinframe->base = r_texture_notexture;
2065 skinframe->pants = NULL;
2066 skinframe->shirt = NULL;
2067 skinframe->nmap = r_texture_blanknormalmap;
2068 skinframe->gloss = NULL;
2069 skinframe->glow = NULL;
2070 skinframe->fog = NULL;
2072 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2076 if (developer_loading.integer)
2077 Con_Printf("loading quake skin \"%s\"\n", name);
2079 if (r_shadow_bumpscale_basetexture.value > 0)
2081 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2082 temp2 = temp1 + width * height * 4;
2083 // use either a custom palette or the quake palette
2084 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2085 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2086 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2089 // use either a custom palette, or the quake palette
2090 skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete)), skinframe->textureflags, true); // all
2091 if (loadglowtexture)
2092 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2093 if (loadpantsandshirt)
2095 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2096 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2098 if (skinframe->pants || skinframe->shirt)
2099 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2100 if (textureflags & TEXF_ALPHA)
2102 for (i = 0;i < width * height;i++)
2103 if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2105 if (i < width * height)
2106 skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2112 skinframe_t *R_SkinFrame_LoadMissing(void)
2114 skinframe_t *skinframe;
2116 if (cls.state == ca_dedicated)
2119 skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true);
2120 skinframe->stain = NULL;
2121 skinframe->merged = NULL;
2122 skinframe->base = r_texture_notexture;
2123 skinframe->pants = NULL;
2124 skinframe->shirt = NULL;
2125 skinframe->nmap = r_texture_blanknormalmap;
2126 skinframe->gloss = NULL;
2127 skinframe->glow = NULL;
2128 skinframe->fog = NULL;
2133 void gl_main_start(void)
2135 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2136 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2138 // set up r_skinframe loading system for textures
2139 memset(&r_skinframe, 0, sizeof(r_skinframe));
2140 r_skinframe.loadsequence = 1;
2141 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2143 r_main_texturepool = R_AllocTexturePool();
2144 R_BuildBlankTextures();
2146 if (gl_texturecubemap)
2149 R_BuildNormalizationCube();
2151 r_texture_fogattenuation = NULL;
2152 r_texture_gammaramps = NULL;
2153 //r_texture_fogintensity = NULL;
2154 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2155 memset(&r_waterstate, 0, sizeof(r_waterstate));
2156 memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2157 memset(&r_svbsp, 0, sizeof (r_svbsp));
2159 r_refdef.fogmasktable_density = 0;
2162 void gl_main_shutdown(void)
2164 memset(r_qwskincache, 0, sizeof(r_qwskincache));
2165 memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2167 // clear out the r_skinframe state
2168 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2169 memset(&r_skinframe, 0, sizeof(r_skinframe));
2172 Mem_Free(r_svbsp.nodes);
2173 memset(&r_svbsp, 0, sizeof (r_svbsp));
2174 R_FreeTexturePool(&r_main_texturepool);
2175 r_texture_blanknormalmap = NULL;
2176 r_texture_white = NULL;
2177 r_texture_grey128 = NULL;
2178 r_texture_black = NULL;
2179 r_texture_whitecube = NULL;
2180 r_texture_normalizationcube = NULL;
2181 r_texture_fogattenuation = NULL;
2182 r_texture_gammaramps = NULL;
2183 //r_texture_fogintensity = NULL;
2184 memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2185 memset(&r_waterstate, 0, sizeof(r_waterstate));
2189 extern void CL_ParseEntityLump(char *entitystring);
2190 void gl_main_newmap(void)
2192 // FIXME: move this code to client
2194 char *entities, entname[MAX_QPATH];
2197 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2198 l = (int)strlen(entname) - 4;
2199 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2201 memcpy(entname + l, ".ent", 5);
2202 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2204 CL_ParseEntityLump(entities);
2209 if (cl.worldmodel->brush.entities)
2210 CL_ParseEntityLump(cl.worldmodel->brush.entities);
2214 void GL_Main_Init(void)
2216 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2218 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2219 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2220 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2221 if (gamemode == GAME_NEHAHRA)
2223 Cvar_RegisterVariable (&gl_fogenable);
2224 Cvar_RegisterVariable (&gl_fogdensity);
2225 Cvar_RegisterVariable (&gl_fogred);
2226 Cvar_RegisterVariable (&gl_foggreen);
2227 Cvar_RegisterVariable (&gl_fogblue);
2228 Cvar_RegisterVariable (&gl_fogstart);
2229 Cvar_RegisterVariable (&gl_fogend);
2230 Cvar_RegisterVariable (&gl_skyclip);
2232 Cvar_RegisterVariable(&r_depthfirst);
2233 Cvar_RegisterVariable(&r_nearclip);
2234 Cvar_RegisterVariable(&r_showbboxes);
2235 Cvar_RegisterVariable(&r_showsurfaces);
2236 Cvar_RegisterVariable(&r_showtris);
2237 Cvar_RegisterVariable(&r_shownormals);
2238 Cvar_RegisterVariable(&r_showlighting);
2239 Cvar_RegisterVariable(&r_showshadowvolumes);
2240 Cvar_RegisterVariable(&r_showcollisionbrushes);
2241 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2242 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2243 Cvar_RegisterVariable(&r_showdisabledepthtest);
2244 Cvar_RegisterVariable(&r_drawportals);
2245 Cvar_RegisterVariable(&r_drawentities);
2246 Cvar_RegisterVariable(&r_cullentities_trace);
2247 Cvar_RegisterVariable(&r_cullentities_trace_samples);
2248 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2249 Cvar_RegisterVariable(&r_cullentities_trace_delay);
2250 Cvar_RegisterVariable(&r_drawviewmodel);
2251 Cvar_RegisterVariable(&r_speeds);
2252 Cvar_RegisterVariable(&r_fullbrights);
2253 Cvar_RegisterVariable(&r_wateralpha);
2254 Cvar_RegisterVariable(&r_dynamic);
2255 Cvar_RegisterVariable(&r_fullbright);
2256 Cvar_RegisterVariable(&r_shadows);
2257 Cvar_RegisterVariable(&r_shadows_throwdistance);
2258 Cvar_RegisterVariable(&r_q1bsp_skymasking);
2259 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2260 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2261 Cvar_RegisterVariable(&r_fog_exp2);
2262 Cvar_RegisterVariable(&r_textureunits);
2263 Cvar_RegisterVariable(&r_glsl);
2264 Cvar_RegisterVariable(&r_glsl_contrastboost);
2265 Cvar_RegisterVariable(&r_glsl_deluxemapping);
2266 Cvar_RegisterVariable(&r_glsl_offsetmapping);
2267 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2268 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2269 Cvar_RegisterVariable(&r_glsl_postprocess);
2270 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2271 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2272 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2273 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2274 Cvar_RegisterVariable(&r_glsl_usegeneric);
2275 Cvar_RegisterVariable(&r_water);
2276 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2277 Cvar_RegisterVariable(&r_water_clippingplanebias);
2278 Cvar_RegisterVariable(&r_water_refractdistort);
2279 Cvar_RegisterVariable(&r_water_reflectdistort);
2280 Cvar_RegisterVariable(&r_lerpsprites);
2281 Cvar_RegisterVariable(&r_lerpmodels);
2282 Cvar_RegisterVariable(&r_lerplightstyles);
2283 Cvar_RegisterVariable(&r_waterscroll);
2284 Cvar_RegisterVariable(&r_bloom);
2285 Cvar_RegisterVariable(&r_bloom_colorscale);
2286 Cvar_RegisterVariable(&r_bloom_brighten);
2287 Cvar_RegisterVariable(&r_bloom_blur);
2288 Cvar_RegisterVariable(&r_bloom_resolution);
2289 Cvar_RegisterVariable(&r_bloom_colorexponent);
2290 Cvar_RegisterVariable(&r_bloom_colorsubtract);
2291 Cvar_RegisterVariable(&r_hdr);
2292 Cvar_RegisterVariable(&r_hdr_scenebrightness);
2293 Cvar_RegisterVariable(&r_hdr_glowintensity);
2294 Cvar_RegisterVariable(&r_hdr_range);
2295 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2296 Cvar_RegisterVariable(&developer_texturelogging);
2297 Cvar_RegisterVariable(&gl_lightmaps);
2298 Cvar_RegisterVariable(&r_test);
2299 Cvar_RegisterVariable(&r_batchmode);
2300 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2301 Cvar_SetValue("r_fullbrights", 0);
2302 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2304 Cvar_RegisterVariable(&r_track_sprites);
2305 Cvar_RegisterVariable(&r_track_sprites_flags);
2306 Cvar_RegisterVariable(&r_track_sprites_scalew);
2307 Cvar_RegisterVariable(&r_track_sprites_scaleh);
2310 extern void R_Textures_Init(void);
2311 extern void GL_Draw_Init(void);
2312 extern void GL_Main_Init(void);
2313 extern void R_Shadow_Init(void);
2314 extern void R_Sky_Init(void);
2315 extern void GL_Surf_Init(void);
2316 extern void R_Particles_Init(void);
2317 extern void R_Explosion_Init(void);
2318 extern void gl_backend_init(void);
2319 extern void Sbar_Init(void);
2320 extern void R_LightningBeams_Init(void);
2321 extern void Mod_RenderInit(void);
2323 void Render_Init(void)
2335 R_LightningBeams_Init();
2344 extern char *ENGINE_EXTENSIONS;
2347 VID_CheckExtensions();
2349 // LordHavoc: report supported extensions
2350 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2352 // clear to black (loading plaque will be seen over this)
2354 qglClearColor(0,0,0,1);CHECKGLERROR
2355 qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2358 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2362 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2364 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2367 p = r_refdef.view.frustum + i;
2372 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2376 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2380 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2384 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2388 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2392 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2396 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2400 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2408 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2412 for (i = 0;i < numplanes;i++)
2419 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2423 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2427 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2431 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2435 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2439 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2443 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2447 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2455 //==================================================================================
2457 static void R_View_UpdateEntityVisible (void)
2460 entity_render_t *ent;
2462 if (!r_drawentities.integer)
2465 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2466 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2468 // worldmodel can check visibility
2469 for (i = 0;i < r_refdef.scene.numentities;i++)
2471 ent = r_refdef.scene.entities[i];
2472 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs));
2475 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2477 for (i = 0;i < r_refdef.scene.numentities;i++)
2479 ent = r_refdef.scene.entities[i];
2480 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2482 if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2483 ent->last_trace_visibility = realtime;
2484 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2485 r_refdef.viewcache.entityvisible[i] = 0;
2492 // no worldmodel or it can't check visibility
2493 for (i = 0;i < r_refdef.scene.numentities;i++)
2495 ent = r_refdef.scene.entities[i];
2496 r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2501 // only used if skyrendermasked, and normally returns false
2502 int R_DrawBrushModelsSky (void)
2505 entity_render_t *ent;
2507 if (!r_drawentities.integer)
2511 for (i = 0;i < r_refdef.scene.numentities;i++)
2513 if (!r_refdef.viewcache.entityvisible[i])
2515 ent = r_refdef.scene.entities[i];
2516 if (!ent->model || !ent->model->DrawSky)
2518 ent->model->DrawSky(ent);
2524 static void R_DrawNoModel(entity_render_t *ent);
2525 static void R_DrawModels(void)
2528 entity_render_t *ent;
2530 if (!r_drawentities.integer)
2533 for (i = 0;i < r_refdef.scene.numentities;i++)
2535 if (!r_refdef.viewcache.entityvisible[i])
2537 ent = r_refdef.scene.entities[i];
2538 r_refdef.stats.entities++;
2539 if (ent->model && ent->model->Draw != NULL)
2540 ent->model->Draw(ent);
2546 static void R_DrawModelsDepth(void)
2549 entity_render_t *ent;
2551 if (!r_drawentities.integer)
2554 for (i = 0;i < r_refdef.scene.numentities;i++)
2556 if (!r_refdef.viewcache.entityvisible[i])
2558 ent = r_refdef.scene.entities[i];
2559 if (ent->model && ent->model->DrawDepth != NULL)
2560 ent->model->DrawDepth(ent);
2564 static void R_DrawModelsDebug(void)
2567 entity_render_t *ent;
2569 if (!r_drawentities.integer)
2572 for (i = 0;i < r_refdef.scene.numentities;i++)
2574 if (!r_refdef.viewcache.entityvisible[i])
2576 ent = r_refdef.scene.entities[i];
2577 if (ent->model && ent->model->DrawDebug != NULL)
2578 ent->model->DrawDebug(ent);
2582 static void R_DrawModelsAddWaterPlanes(void)
2585 entity_render_t *ent;
2587 if (!r_drawentities.integer)
2590 for (i = 0;i < r_refdef.scene.numentities;i++)
2592 if (!r_refdef.viewcache.entityvisible[i])
2594 ent = r_refdef.scene.entities[i];
2595 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2596 ent->model->DrawAddWaterPlanes(ent);
2600 static void R_View_SetFrustum(void)
2603 double slopex, slopey;
2604 vec3_t forward, left, up, origin;
2606 // we can't trust r_refdef.view.forward and friends in reflected scenes
2607 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2610 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2611 r_refdef.view.frustum[0].normal[1] = 0 - 0;
2612 r_refdef.view.frustum[0].normal[2] = -1 - 0;
2613 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2614 r_refdef.view.frustum[1].normal[1] = 0 + 0;
2615 r_refdef.view.frustum[1].normal[2] = -1 + 0;
2616 r_refdef.view.frustum[2].normal[0] = 0 - 0;
2617 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2618 r_refdef.view.frustum[2].normal[2] = -1 - 0;
2619 r_refdef.view.frustum[3].normal[0] = 0 + 0;
2620 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2621 r_refdef.view.frustum[3].normal[2] = -1 + 0;
2625 zNear = r_refdef.nearclip;
2626 nudge = 1.0 - 1.0 / (1<<23);
2627 r_refdef.view.frustum[4].normal[0] = 0 - 0;
2628 r_refdef.view.frustum[4].normal[1] = 0 - 0;
2629 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2630 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2631 r_refdef.view.frustum[5].normal[0] = 0 + 0;
2632 r_refdef.view.frustum[5].normal[1] = 0 + 0;
2633 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2634 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2640 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2641 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2642 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2643 r_refdef.view.frustum[0].dist = m[15] - m[12];
2645 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2646 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2647 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2648 r_refdef.view.frustum[1].dist = m[15] + m[12];
2650 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2651 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2652 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2653 r_refdef.view.frustum[2].dist = m[15] - m[13];
2655 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2656 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2657 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2658 r_refdef.view.frustum[3].dist = m[15] + m[13];
2660 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2661 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2662 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2663 r_refdef.view.frustum[4].dist = m[15] - m[14];
2665 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2666 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2667 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2668 r_refdef.view.frustum[5].dist = m[15] + m[14];
2671 if (r_refdef.view.useperspective)
2673 slopex = 1.0 / r_refdef.view.frustum_x;
2674 slopey = 1.0 / r_refdef.view.frustum_y;
2675 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2676 VectorMA(forward, slopex, left, r_refdef.view.frustum[1].normal);
2677 VectorMA(forward, -slopey, up , r_refdef.view.frustum[2].normal);
2678 VectorMA(forward, slopey, up , r_refdef.view.frustum[3].normal);
2679 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2681 // Leaving those out was a mistake, those were in the old code, and they
2682 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2683 // I couldn't reproduce it after adding those normalizations. --blub
2684 VectorNormalize(r_refdef.view.frustum[0].normal);
2685 VectorNormalize(r_refdef.view.frustum[1].normal);
2686 VectorNormalize(r_refdef.view.frustum[2].normal);
2687 VectorNormalize(r_refdef.view.frustum[3].normal);
2689 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2690 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2691 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2692 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2693 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, 1024 * slopex, left, 1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2695 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2696 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2697 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2698 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2699 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2703 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2704 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2705 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2706 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2707 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2708 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2709 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2710 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2711 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2712 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2714 r_refdef.view.numfrustumplanes = 5;
2716 if (r_refdef.view.useclipplane)
2718 r_refdef.view.numfrustumplanes = 6;
2719 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2722 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2723 PlaneClassify(r_refdef.view.frustum + i);
2725 // LordHavoc: note to all quake engine coders, Quake had a special case
2726 // for 90 degrees which assumed a square view (wrong), so I removed it,
2727 // Quake2 has it disabled as well.
2729 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2730 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2731 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2732 //PlaneClassify(&frustum[0]);
2734 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2735 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2736 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2737 //PlaneClassify(&frustum[1]);
2739 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2740 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2741 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2742 //PlaneClassify(&frustum[2]);
2744 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2745 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2746 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2747 //PlaneClassify(&frustum[3]);
2750 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2751 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2752 //PlaneClassify(&frustum[4]);
2755 void R_View_Update(void)
2757 R_View_SetFrustum();
2758 R_View_WorldVisibility(r_refdef.view.useclipplane);
2759 R_View_UpdateEntityVisible();
2762 void R_SetupView(qboolean allowwaterclippingplane)
2764 if (!r_refdef.view.useperspective)
2765 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
2766 else if (r_refdef.scene.rtworldshadows || r_refdef.scene.rtdlightshadows)
2767 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
2769 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
2771 GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
2773 if (r_refdef.view.useclipplane && allowwaterclippingplane)
2775 // LordHavoc: couldn't figure out how to make this approach the
2776 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
2777 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
2778 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
2779 dist = r_refdef.view.clipplane.dist;
2780 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
2784 void R_ResetViewRendering2D(void)
2788 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2789 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2790 GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
2791 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2792 GL_Color(1, 1, 1, 1);
2793 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2794 GL_BlendFunc(GL_ONE, GL_ZERO);
2795 GL_AlphaTest(false);
2796 GL_ScissorTest(false);
2797 GL_DepthMask(false);
2798 GL_DepthRange(0, 1);
2799 GL_DepthTest(false);
2800 R_Mesh_Matrix(&identitymatrix);
2801 R_Mesh_ResetTextureState();
2802 GL_PolygonOffset(0, 0);
2803 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2804 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2805 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2806 qglStencilMask(~0);CHECKGLERROR
2807 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2808 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2809 GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
2810 R_SetupGenericShader(true);
2813 void R_ResetViewRendering3D(void)
2817 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
2818 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
2820 GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
2821 GL_Color(1, 1, 1, 1);
2822 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
2823 GL_BlendFunc(GL_ONE, GL_ZERO);
2824 GL_AlphaTest(false);
2825 GL_ScissorTest(true);
2827 GL_DepthRange(0, 1);
2829 R_Mesh_Matrix(&identitymatrix);
2830 R_Mesh_ResetTextureState();
2831 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
2832 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
2833 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
2834 qglDisable(GL_STENCIL_TEST);CHECKGLERROR
2835 qglStencilMask(~0);CHECKGLERROR
2836 qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
2837 qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
2838 GL_CullFace(r_refdef.view.cullface_back);
2839 R_SetupGenericShader(true);
2842 void R_RenderScene(qboolean addwaterplanes);
2844 static void R_Water_StartFrame(void)
2847 int waterwidth, waterheight, texturewidth, textureheight;
2848 r_waterstate_waterplane_t *p;
2850 // set waterwidth and waterheight to the water resolution that will be
2851 // used (often less than the screen resolution for faster rendering)
2852 waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
2853 waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
2855 // calculate desired texture sizes
2856 // can't use water if the card does not support the texture size
2857 if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
2858 texturewidth = textureheight = waterwidth = waterheight = 0;
2859 else if (gl_support_arb_texture_non_power_of_two)
2861 texturewidth = waterwidth;
2862 textureheight = waterheight;
2866 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
2867 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
2870 // allocate textures as needed
2871 if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
2873 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2874 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
2876 if (p->texture_refraction)
2877 R_FreeTexture(p->texture_refraction);
2878 p->texture_refraction = NULL;
2879 if (p->texture_reflection)
2880 R_FreeTexture(p->texture_reflection);
2881 p->texture_reflection = NULL;
2883 memset(&r_waterstate, 0, sizeof(r_waterstate));
2884 r_waterstate.waterwidth = waterwidth;
2885 r_waterstate.waterheight = waterheight;
2886 r_waterstate.texturewidth = texturewidth;
2887 r_waterstate.textureheight = textureheight;
2890 if (r_waterstate.waterwidth)
2892 r_waterstate.enabled = true;
2894 // set up variables that will be used in shader setup
2895 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2896 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
2897 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
2898 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
2901 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
2902 r_waterstate.numwaterplanes = 0;
2905 static void R_Water_AddWaterPlane(msurface_t *surface)
2907 int triangleindex, planeindex;
2913 r_waterstate_waterplane_t *p;
2914 // just use the first triangle with a valid normal for any decisions
2915 VectorClear(normal);
2916 for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2918 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
2919 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
2920 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
2921 TriangleNormal(vert[0], vert[1], vert[2], normal);
2922 if (VectorLength2(normal) >= 0.001)
2926 VectorCopy(normal, plane.normal);
2927 VectorNormalize(plane.normal);
2928 plane.dist = DotProduct(vert[0], plane.normal);
2929 PlaneClassify(&plane);
2930 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
2932 // skip backfaces (except if nocullface is set)
2933 if (!(surface->texture->currentframe->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
2935 VectorNegate(plane.normal, plane.normal);
2937 PlaneClassify(&plane);
2941 // find a matching plane if there is one
2942 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2943 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
2945 if (planeindex >= r_waterstate.maxwaterplanes)
2946 return; // nothing we can do, out of planes
2948 // if this triangle does not fit any known plane rendered this frame, add one
2949 if (planeindex >= r_waterstate.numwaterplanes)
2951 // store the new plane
2952 r_waterstate.numwaterplanes++;
2954 // clear materialflags and pvs
2955 p->materialflags = 0;
2956 p->pvsvalid = false;
2958 // merge this surface's materialflags into the waterplane
2959 p->materialflags |= surface->texture->currentframe->currentmaterialflags;
2960 // merge this surface's PVS into the waterplane
2961 VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
2962 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
2963 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
2965 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
2970 static void R_Water_ProcessPlanes(void)
2972 r_refdef_view_t originalview;
2974 r_waterstate_waterplane_t *p;
2976 originalview = r_refdef.view;
2978 // make sure enough textures are allocated
2979 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
2981 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
2983 if (!p->texture_refraction)
2984 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2985 if (!p->texture_refraction)
2989 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
2991 if (!p->texture_reflection)
2992 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
2993 if (!p->texture_reflection)
2999 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3001 r_refdef.view.showdebug = false;
3002 r_refdef.view.width = r_waterstate.waterwidth;
3003 r_refdef.view.height = r_waterstate.waterheight;
3004 r_refdef.view.useclipplane = true;
3005 r_waterstate.renderingscene = true;
3007 // render the normal view scene and copy into texture
3008 // (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)
3009 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3011 r_refdef.view.clipplane = p->plane;
3012 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3013 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3014 PlaneClassify(&r_refdef.view.clipplane);
3016 R_RenderScene(false);
3018 // copy view into the screen texture
3019 R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3020 GL_ActiveTexture(0);
3022 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3025 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3027 // render reflected scene and copy into texture
3028 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3029 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3030 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3031 r_refdef.view.clipplane = p->plane;
3032 // reverse the cullface settings for this render
3033 r_refdef.view.cullface_front = GL_FRONT;
3034 r_refdef.view.cullface_back = GL_BACK;
3035 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3037 r_refdef.view.usecustompvs = true;
3039 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3041 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3044 R_ResetViewRendering3D();
3045 R_ClearScreen(r_refdef.fogenabled);
3046 if (r_timereport_active)
3047 R_TimeReport("viewclear");
3049 R_RenderScene(false);
3051 R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3052 GL_ActiveTexture(0);
3054 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3056 R_ResetViewRendering3D();
3057 R_ClearScreen(r_refdef.fogenabled);
3058 if (r_timereport_active)
3059 R_TimeReport("viewclear");
3062 r_refdef.view = originalview;
3063 r_refdef.view.clear = true;
3064 r_waterstate.renderingscene = false;
3068 r_refdef.view = originalview;
3069 r_waterstate.renderingscene = false;
3070 Cvar_SetValueQuick(&r_water, 0);
3071 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
3075 void R_Bloom_StartFrame(void)
3077 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3079 // set bloomwidth and bloomheight to the bloom resolution that will be
3080 // used (often less than the screen resolution for faster rendering)
3081 r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3082 r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3083 r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3084 r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3085 r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3087 // calculate desired texture sizes
3088 if (gl_support_arb_texture_non_power_of_two)
3090 screentexturewidth = r_refdef.view.width;
3091 screentextureheight = r_refdef.view.height;
3092 bloomtexturewidth = r_bloomstate.bloomwidth;
3093 bloomtextureheight = r_bloomstate.bloomheight;
3097 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
3098 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
3099 for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2);
3100 for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2);
3103 if ((r_hdr.integer || r_bloom.integer) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3105 Cvar_SetValueQuick(&r_hdr, 0);
3106 Cvar_SetValueQuick(&r_bloom, 0);
3109 if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial) || r_bloom.integer || r_hdr.integer)) && !r_bloom.integer)
3110 screentexturewidth = screentextureheight = 0;
3111 if (!r_hdr.integer && !r_bloom.integer)
3112 bloomtexturewidth = bloomtextureheight = 0;
3114 // allocate textures as needed
3115 if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3117 if (r_bloomstate.texture_screen)
3118 R_FreeTexture(r_bloomstate.texture_screen);
3119 r_bloomstate.texture_screen = NULL;
3120 r_bloomstate.screentexturewidth = screentexturewidth;
3121 r_bloomstate.screentextureheight = screentextureheight;
3122 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3123 r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3125 if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3127 if (r_bloomstate.texture_bloom)
3128 R_FreeTexture(r_bloomstate.texture_bloom);
3129 r_bloomstate.texture_bloom = NULL;
3130 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3131 r_bloomstate.bloomtextureheight = bloomtextureheight;
3132 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3133 r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3136 // set up a texcoord array for the full resolution screen image
3137 // (we have to keep this around to copy back during final render)
3138 r_bloomstate.screentexcoord2f[0] = 0;
3139 r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3140 r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3141 r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight;
3142 r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth;
3143 r_bloomstate.screentexcoord2f[5] = 0;
3144 r_bloomstate.screentexcoord2f[6] = 0;
3145 r_bloomstate.screentexcoord2f[7] = 0;
3147 // set up a texcoord array for the reduced resolution bloom image
3148 // (which will be additive blended over the screen image)
3149 r_bloomstate.bloomtexcoord2f[0] = 0;
3150 r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3151 r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3152 r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3153 r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3154 r_bloomstate.bloomtexcoord2f[5] = 0;
3155 r_bloomstate.bloomtexcoord2f[6] = 0;
3156 r_bloomstate.bloomtexcoord2f[7] = 0;
3158 if (r_hdr.integer || r_bloom.integer)
3160 r_bloomstate.enabled = true;
3161 r_bloomstate.hdr = r_hdr.integer != 0;
3165 void R_Bloom_CopyBloomTexture(float colorscale)
3167 r_refdef.stats.bloom++;
3169 // scale down screen texture to the bloom texture size
3171 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3172 GL_BlendFunc(GL_ONE, GL_ZERO);
3173 GL_Color(colorscale, colorscale, colorscale, 1);
3174 // TODO: optimize with multitexture or GLSL
3175 R_SetupGenericShader(true);
3176 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3177 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3178 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3179 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3181 // we now have a bloom image in the framebuffer
3182 // copy it into the bloom image texture for later processing
3183 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3184 GL_ActiveTexture(0);
3186 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3187 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3190 void R_Bloom_CopyHDRTexture(void)
3192 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3193 GL_ActiveTexture(0);
3195 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3196 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3199 void R_Bloom_MakeTexture(void)
3202 float xoffset, yoffset, r, brighten;
3204 r_refdef.stats.bloom++;
3206 R_ResetViewRendering2D();
3207 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3208 R_Mesh_ColorPointer(NULL, 0, 0);
3209 R_SetupGenericShader(true);
3211 // we have a bloom image in the framebuffer
3213 qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3215 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3218 r = bound(0, r_bloom_colorexponent.value / x, 1);
3219 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3220 GL_Color(r, r, r, 1);
3221 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3222 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3223 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3224 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3226 // copy the vertically blurred bloom view to a texture
3227 GL_ActiveTexture(0);
3229 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3230 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3233 range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3234 brighten = r_bloom_brighten.value;
3236 brighten *= r_hdr_range.value;
3237 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3238 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3240 for (dir = 0;dir < 2;dir++)
3242 // blend on at multiple vertical offsets to achieve a vertical blur
3243 // TODO: do offset blends using GLSL
3244 GL_BlendFunc(GL_ONE, GL_ZERO);
3245 for (x = -range;x <= range;x++)
3247 if (!dir){xoffset = 0;yoffset = x;}
3248 else {xoffset = x;yoffset = 0;}
3249 xoffset /= (float)r_bloomstate.bloomtexturewidth;
3250 yoffset /= (float)r_bloomstate.bloomtextureheight;
3251 // compute a texcoord array with the specified x and y offset
3252 r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3253 r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3254 r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3255 r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3256 r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3257 r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3258 r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3259 r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3260 // this r value looks like a 'dot' particle, fading sharply to
3261 // black at the edges
3262 // (probably not realistic but looks good enough)
3263 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3264 //r = (dir ? 1.0f : brighten)/(range*2+1);
3265 r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3266 GL_Color(r, r, r, 1);
3267 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3268 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3269 GL_BlendFunc(GL_ONE, GL_ONE);
3272 // copy the vertically blurred bloom view to a texture
3273 GL_ActiveTexture(0);
3275 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3276 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3279 // apply subtract last
3280 // (just like it would be in a GLSL shader)
3281 if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3283 GL_BlendFunc(GL_ONE, GL_ZERO);
3284 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3285 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3286 GL_Color(1, 1, 1, 1);
3287 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3288 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3290 GL_BlendFunc(GL_ONE, GL_ONE);
3291 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3292 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3293 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3294 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3295 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3296 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3297 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3299 // copy the darkened bloom view to a texture
3300 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3301 GL_ActiveTexture(0);
3303 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3304 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3308 void R_HDR_RenderBloomTexture(void)
3310 int oldwidth, oldheight;
3311 float oldcolorscale;
3313 oldcolorscale = r_refdef.view.colorscale;
3314 oldwidth = r_refdef.view.width;
3315 oldheight = r_refdef.view.height;
3316 r_refdef.view.width = r_bloomstate.bloomwidth;
3317 r_refdef.view.height = r_bloomstate.bloomheight;
3319 // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance.
3320 // TODO: add exposure compensation features
3321 // TODO: add fp16 framebuffer support
3323 r_refdef.view.showdebug = false;
3324 r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3326 R_ClearScreen(r_refdef.fogenabled);
3327 if (r_timereport_active)
3328 R_TimeReport("HDRclear");
3330 r_waterstate.numwaterplanes = 0;
3331 R_RenderScene(r_waterstate.enabled);
3332 r_refdef.view.showdebug = true;
3334 R_ResetViewRendering2D();
3336 R_Bloom_CopyHDRTexture();
3337 R_Bloom_MakeTexture();
3339 // restore the view settings
3340 r_refdef.view.width = oldwidth;
3341 r_refdef.view.height = oldheight;
3342 r_refdef.view.colorscale = oldcolorscale;
3344 R_ResetViewRendering3D();
3346 R_ClearScreen(r_refdef.fogenabled);
3347 if (r_timereport_active)
3348 R_TimeReport("viewclear");
3351 static void R_BlendView(void)
3353 if (r_bloomstate.texture_screen)
3355 // copy view into the screen texture
3356 R_ResetViewRendering2D();
3357 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3358 R_Mesh_ColorPointer(NULL, 0, 0);
3359 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3360 GL_ActiveTexture(0);CHECKGLERROR
3361 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3362 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3365 if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3367 unsigned int permutation =
3368 (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3369 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3370 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3371 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0);
3373 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3375 // render simple bloom effect
3376 // copy the screen and shrink it and darken it for the bloom process
3377 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3378 // make the bloom texture
3379 R_Bloom_MakeTexture();
3382 R_ResetViewRendering2D();
3383 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3384 R_Mesh_ColorPointer(NULL, 0, 0);
3385 GL_Color(1, 1, 1, 1);
3386 GL_BlendFunc(GL_ONE, GL_ZERO);
3387 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3388 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3389 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3390 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3391 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3392 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3393 R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3394 if (r_glsl_permutation->loc_TintColor >= 0)
3395 qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3396 if (r_glsl_permutation->loc_ClientTime >= 0)
3397 qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3398 if (r_glsl_permutation->loc_PixelSize >= 0)
3399 qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3400 if (r_glsl_permutation->loc_UserVec1 >= 0)
3402 float a=0, b=0, c=0, d=0;
3403 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3404 qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3406 if (r_glsl_permutation->loc_UserVec2 >= 0)
3408 float a=0, b=0, c=0, d=0;
3409 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3410 qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3412 if (r_glsl_permutation->loc_UserVec3 >= 0)
3414 float a=0, b=0, c=0, d=0;
3415 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3416 qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3418 if (r_glsl_permutation->loc_UserVec4 >= 0)
3420 float a=0, b=0, c=0, d=0;
3421 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3422 qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3424 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3425 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3431 if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3433 // render high dynamic range bloom effect
3434 // the bloom texture was made earlier this render, so we just need to
3435 // blend it onto the screen...
3436 R_ResetViewRendering2D();
3437 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3438 R_Mesh_ColorPointer(NULL, 0, 0);
3439 R_SetupGenericShader(true);
3440 GL_Color(1, 1, 1, 1);
3441 GL_BlendFunc(GL_ONE, GL_ONE);
3442 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3443 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3444 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3445 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3447 else if (r_bloomstate.texture_bloom)
3449 // render simple bloom effect
3450 // copy the screen and shrink it and darken it for the bloom process
3451 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3452 // make the bloom texture
3453 R_Bloom_MakeTexture();
3454 // put the original screen image back in place and blend the bloom
3456 R_ResetViewRendering2D();
3457 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3458 R_Mesh_ColorPointer(NULL, 0, 0);
3459 GL_Color(1, 1, 1, 1);
3460 GL_BlendFunc(GL_ONE, GL_ZERO);
3461 // do both in one pass if possible
3462 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3463 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3464 if (r_textureunits.integer >= 2 && gl_combine.integer)
3466 R_SetupGenericTwoTextureShader(GL_ADD);
3467 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3468 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3472 R_SetupGenericShader(true);
3473 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3474 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3475 // now blend on the bloom texture
3476 GL_BlendFunc(GL_ONE, GL_ONE);
3477 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3478 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3480 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3481 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3483 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3485 // apply a color tint to the whole view
3486 R_ResetViewRendering2D();
3487 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3488 R_Mesh_ColorPointer(NULL, 0, 0);
3489 R_SetupGenericShader(false);
3490 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3491 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3492 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
3496 void R_RenderScene(qboolean addwaterplanes);
3498 matrix4x4_t r_waterscrollmatrix;
3500 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3502 if (r_refdef.fog_density)
3504 r_refdef.fogcolor[0] = r_refdef.fog_red;
3505 r_refdef.fogcolor[1] = r_refdef.fog_green;
3506 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3510 VectorCopy(r_refdef.fogcolor, fogvec);
3511 if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3513 // color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3514 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3515 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3516 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3518 // color.rgb *= ContrastBoost * SceneBrightness;
3519 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3520 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3521 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3522 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3527 void R_UpdateVariables(void)
3531 r_refdef.scene.ambient = r_ambient.value;
3533 r_refdef.farclip = 4096;
3534 if (r_refdef.scene.worldmodel)
3535 r_refdef.farclip += VectorDistance(r_refdef.scene.worldmodel->normalmins, r_refdef.scene.worldmodel->normalmaxs);
3536 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3538 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3539 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3540 r_refdef.polygonfactor = 0;
3541 r_refdef.polygonoffset = 0;
3542 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3543 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3545 r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3546 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3547 r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3548 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3549 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3550 if (r_showsurfaces.integer)
3552 r_refdef.scene.rtworld = false;
3553 r_refdef.scene.rtworldshadows = false;
3554 r_refdef.scene.rtdlight = false;
3555 r_refdef.scene.rtdlightshadows = false;
3556 r_refdef.lightmapintensity = 0;
3559 if (gamemode == GAME_NEHAHRA)
3561 if (gl_fogenable.integer)
3563 r_refdef.oldgl_fogenable = true;
3564 r_refdef.fog_density = gl_fogdensity.value;
3565 r_refdef.fog_red = gl_fogred.value;
3566 r_refdef.fog_green = gl_foggreen.value;
3567 r_refdef.fog_blue = gl_fogblue.value;
3568 r_refdef.fog_alpha = 1;
3569 r_refdef.fog_start = 0;
3570 r_refdef.fog_end = gl_skyclip.value;
3572 else if (r_refdef.oldgl_fogenable)
3574 r_refdef.oldgl_fogenable = false;
3575 r_refdef.fog_density = 0;
3576 r_refdef.fog_red = 0;
3577 r_refdef.fog_green = 0;
3578 r_refdef.fog_blue = 0;
3579 r_refdef.fog_alpha = 0;
3580 r_refdef.fog_start = 0;
3581 r_refdef.fog_end = 0;
3585 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3586 r_refdef.fog_start = max(0, r_refdef.fog_start);
3587 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3589 // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3591 if (r_refdef.fog_density)
3593 r_refdef.fogenabled = true;
3594 // this is the point where the fog reaches 0.9986 alpha, which we
3595 // consider a good enough cutoff point for the texture
3596 // (0.9986 * 256 == 255.6)
3597 if (r_fog_exp2.integer)
3598 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3600 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3601 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3602 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3603 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3604 // fog color was already set
3605 // update the fog texture
3606 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)
3607 R_BuildFogTexture();
3610 r_refdef.fogenabled = false;
3612 if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3614 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3616 // build GLSL gamma texture
3617 #define RAMPWIDTH 256
3618 unsigned short ramp[RAMPWIDTH * 3];
3619 unsigned char ramprgb[RAMPWIDTH][4];
3622 r_texture_gammaramps_serial = vid_gammatables_serial;
3624 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3625 for(i = 0; i < RAMPWIDTH; ++i)
3627 ramprgb[i][0] = ramp[i] >> 8;
3628 ramprgb[i][1] = ramp[i + RAMPWIDTH] >> 8;
3629 ramprgb[i][2] = ramp[i + 2 * RAMPWIDTH] >> 8;
3632 if (r_texture_gammaramps)
3634 R_UpdateTexture(r_texture_gammaramps, &ramprgb[0][0], 0, 0, RAMPWIDTH, 1);
3638 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &ramprgb[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3644 // remove GLSL gamma texture
3648 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3649 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3655 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3656 if( scenetype != r_currentscenetype ) {
3657 // store the old scenetype
3658 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3659 r_currentscenetype = scenetype;
3660 // move in the new scene
3661 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3670 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3672 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3673 if( scenetype == r_currentscenetype ) {
3674 return &r_refdef.scene;
3676 return &r_scenes_store[ scenetype ];
3685 void R_RenderView(void)
3687 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
3688 return; //Host_Error ("R_RenderView: NULL worldmodel");
3690 r_refdef.view.colorscale = r_hdr_scenebrightness.value;
3692 // break apart the view matrix into vectors for various purposes
3693 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
3694 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
3695 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
3696 VectorNegate(r_refdef.view.left, r_refdef.view.right);
3697 // make an inverted copy of the view matrix for tracking sprites
3698 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
3700 R_Shadow_UpdateWorldLightSelection();
3702 R_Bloom_StartFrame();
3703 R_Water_StartFrame();
3706 if (r_timereport_active)
3707 R_TimeReport("viewsetup");
3709 R_ResetViewRendering3D();
3711 if (r_refdef.view.clear || r_refdef.fogenabled)
3713 R_ClearScreen(r_refdef.fogenabled);
3714 if (r_timereport_active)
3715 R_TimeReport("viewclear");
3717 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
3718 GL_Clear( GL_DEPTH_BUFFER_BIT );
3719 R_TimeReport("depthclear");
3721 r_refdef.view.clear = true;
3723 r_refdef.view.showdebug = true;
3725 // this produces a bloom texture to be used in R_BlendView() later
3727 R_HDR_RenderBloomTexture();
3729 r_waterstate.numwaterplanes = 0;
3730 R_RenderScene(r_waterstate.enabled);
3733 if (r_timereport_active)
3734 R_TimeReport("blendview");
3736 GL_Scissor(0, 0, vid.width, vid.height);
3737 GL_ScissorTest(false);
3741 extern void R_DrawLightningBeams (void);
3742 extern void VM_CL_AddPolygonsToMeshQueue (void);
3743 extern void R_DrawPortals (void);
3744 extern cvar_t cl_locs_show;
3745 static void R_DrawLocs(void);
3746 static void R_DrawEntityBBoxes(void);
3747 void R_RenderScene(qboolean addwaterplanes)
3749 r_refdef.stats.renders++;
3755 R_ResetViewRendering3D();
3758 if (r_timereport_active)
3759 R_TimeReport("watervis");
3761 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
3763 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
3764 if (r_timereport_active)
3765 R_TimeReport("waterworld");
3768 // don't let sound skip if going slow
3769 if (r_refdef.scene.extraupdate)
3772 R_DrawModelsAddWaterPlanes();
3773 if (r_timereport_active)
3774 R_TimeReport("watermodels");
3776 R_Water_ProcessPlanes();
3777 if (r_timereport_active)
3778 R_TimeReport("waterscenes");
3781 R_ResetViewRendering3D();
3783 // don't let sound skip if going slow
3784 if (r_refdef.scene.extraupdate)
3787 R_MeshQueue_BeginScene();
3792 if (r_timereport_active)
3793 R_TimeReport("visibility");
3795 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);
3797 if (cl.csqc_vidvars.drawworld)
3799 // don't let sound skip if going slow
3800 if (r_refdef.scene.extraupdate)
3803 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
3805 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
3806 if (r_timereport_active)
3807 R_TimeReport("worldsky");
3810 if (R_DrawBrushModelsSky() && r_timereport_active)
3811 R_TimeReport("bmodelsky");
3814 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
3816 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
3817 if (r_timereport_active)
3818 R_TimeReport("worlddepth");
3820 if (r_depthfirst.integer >= 2)
3822 R_DrawModelsDepth();
3823 if (r_timereport_active)
3824 R_TimeReport("modeldepth");
3827 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
3829 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
3830 if (r_timereport_active)
3831 R_TimeReport("world");
3834 // don't let sound skip if going slow
3835 if (r_refdef.scene.extraupdate)
3839 if (r_timereport_active)
3840 R_TimeReport("models");
3842 // don't let sound skip if going slow
3843 if (r_refdef.scene.extraupdate)
3846 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
3848 R_DrawModelShadows();
3850 R_ResetViewRendering3D();
3852 // don't let sound skip if going slow
3853 if (r_refdef.scene.extraupdate)
3857 R_ShadowVolumeLighting(false);
3858 if (r_timereport_active)
3859 R_TimeReport("rtlights");
3861 // don't let sound skip if going slow
3862 if (r_refdef.scene.extraupdate)
3865 if (cl.csqc_vidvars.drawworld)
3867 R_DrawLightningBeams();
3868 if (r_timereport_active)
3869 R_TimeReport("lightning");
3872 if (r_timereport_active)
3873 R_TimeReport("decals");
3876 if (r_timereport_active)
3877 R_TimeReport("particles");
3880 if (r_timereport_active)
3881 R_TimeReport("explosions");
3884 R_SetupGenericShader(true);
3885 VM_CL_AddPolygonsToMeshQueue();
3887 if (r_refdef.view.showdebug)
3889 if (cl_locs_show.integer)
3892 if (r_timereport_active)
3893 R_TimeReport("showlocs");
3896 if (r_drawportals.integer)
3899 if (r_timereport_active)
3900 R_TimeReport("portals");
3903 if (r_showbboxes.value > 0)
3905 R_DrawEntityBBoxes();
3906 if (r_timereport_active)
3907 R_TimeReport("bboxes");
3911 R_SetupGenericShader(true);
3912 R_MeshQueue_RenderTransparent();
3913 if (r_timereport_active)
3914 R_TimeReport("drawtrans");
3916 R_SetupGenericShader(true);
3918 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))
3920 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
3921 if (r_timereport_active)
3922 R_TimeReport("worlddebug");
3923 R_DrawModelsDebug();
3924 if (r_timereport_active)
3925 R_TimeReport("modeldebug");
3928 R_SetupGenericShader(true);
3930 if (cl.csqc_vidvars.drawworld)
3933 if (r_timereport_active)
3934 R_TimeReport("coronas");
3937 // don't let sound skip if going slow
3938 if (r_refdef.scene.extraupdate)
3941 R_ResetViewRendering2D();
3944 static const int bboxelements[36] =
3954 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
3957 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
3958 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3959 GL_DepthMask(false);
3960 GL_DepthRange(0, 1);
3961 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3962 R_Mesh_Matrix(&identitymatrix);
3963 R_Mesh_ResetTextureState();
3965 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
3966 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
3967 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
3968 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
3969 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
3970 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
3971 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
3972 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
3973 R_FillColors(color4f, 8, cr, cg, cb, ca);
3974 if (r_refdef.fogenabled)
3976 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
3978 f1 = FogPoint_World(v);
3980 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
3981 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
3982 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
3985 R_Mesh_VertexPointer(vertex3f, 0, 0);
3986 R_Mesh_ColorPointer(color4f, 0, 0);
3987 R_Mesh_ResetTextureState();
3988 R_SetupGenericShader(false);
3989 R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0);
3992 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
3996 prvm_edict_t *edict;
3997 // this function draws bounding boxes of server entities
4000 GL_CullFace(GL_NONE);
4001 R_SetupGenericShader(false);
4003 for (i = 0;i < numsurfaces;i++)
4005 edict = PRVM_EDICT_NUM(surfacelist[i]);
4006 switch ((int)edict->fields.server->solid)
4008 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
4009 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
4010 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
4011 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4012 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
4013 default: Vector4Set(color, 0, 0, 0, 0.50);break;
4015 color[3] *= r_showbboxes.value;
4016 color[3] = bound(0, color[3], 1);
4017 GL_DepthTest(!r_showdisabledepthtest.integer);
4018 GL_CullFace(r_refdef.view.cullface_front);
4019 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4024 static void R_DrawEntityBBoxes(void)
4027 prvm_edict_t *edict;
4029 // this function draws bounding boxes of server entities
4033 for (i = 0;i < prog->num_edicts;i++)
4035 edict = PRVM_EDICT_NUM(i);
4036 if (edict->priv.server->free)
4038 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4039 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4044 int nomodelelements[24] =
4056 float nomodelvertex3f[6*3] =
4066 float nomodelcolor4f[6*4] =
4068 0.0f, 0.0f, 0.5f, 1.0f,
4069 0.0f, 0.0f, 0.5f, 1.0f,
4070 0.0f, 0.5f, 0.0f, 1.0f,
4071 0.0f, 0.5f, 0.0f, 1.0f,
4072 0.5f, 0.0f, 0.0f, 1.0f,
4073 0.5f, 0.0f, 0.0f, 1.0f
4076 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4081 // this is only called once per entity so numsurfaces is always 1, and
4082 // surfacelist is always {0}, so this code does not handle batches
4083 R_Mesh_Matrix(&ent->matrix);
4085 if (ent->flags & EF_ADDITIVE)
4087 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4088 GL_DepthMask(false);
4090 else if (ent->alpha < 1)
4092 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4093 GL_DepthMask(false);
4097 GL_BlendFunc(GL_ONE, GL_ZERO);
4100 GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4101 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4102 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4103 GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4104 R_SetupGenericShader(false);
4105 R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4106 if (r_refdef.fogenabled)
4109 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4110 R_Mesh_ColorPointer(color4f, 0, 0);
4111 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4112 f1 = FogPoint_World(org);
4114 for (i = 0, c = color4f;i < 6;i++, c += 4)
4116 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4117 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4118 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4122 else if (ent->alpha != 1)
4124 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4125 R_Mesh_ColorPointer(color4f, 0, 0);
4126 for (i = 0, c = color4f;i < 6;i++, c += 4)
4130 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4131 R_Mesh_ResetTextureState();
4132 R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
4135 void R_DrawNoModel(entity_render_t *ent)
4138 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4139 //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4140 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4142 // R_DrawNoModelCallback(ent, 0);
4145 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4147 vec3_t right1, right2, diff, normal;
4149 VectorSubtract (org2, org1, normal);
4151 // calculate 'right' vector for start
4152 VectorSubtract (r_refdef.view.origin, org1, diff);
4153 CrossProduct (normal, diff, right1);
4154 VectorNormalize (right1);
4156 // calculate 'right' vector for end
4157 VectorSubtract (r_refdef.view.origin, org2, diff);
4158 CrossProduct (normal, diff, right2);
4159 VectorNormalize (right2);
4161 vert[ 0] = org1[0] + width * right1[0];
4162 vert[ 1] = org1[1] + width * right1[1];
4163 vert[ 2] = org1[2] + width * right1[2];
4164 vert[ 3] = org1[0] - width * right1[0];
4165 vert[ 4] = org1[1] - width * right1[1];
4166 vert[ 5] = org1[2] - width * right1[2];
4167 vert[ 6] = org2[0] - width * right2[0];
4168 vert[ 7] = org2[1] - width * right2[1];
4169 vert[ 8] = org2[2] - width * right2[2];
4170 vert[ 9] = org2[0] + width * right2[0];
4171 vert[10] = org2[1] + width * right2[1];
4172 vert[11] = org2[2] + width * right2[2];
4175 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4177 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4182 if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4183 fog = FogPoint_World(origin);
4185 R_Mesh_Matrix(&identitymatrix);
4186 GL_BlendFunc(blendfunc1, blendfunc2);
4192 GL_CullFace(r_refdef.view.cullface_front);
4195 GL_CullFace(r_refdef.view.cullface_back);
4196 GL_CullFace(GL_NONE);
4198 GL_DepthMask(false);
4199 GL_DepthRange(0, depthshort ? 0.0625 : 1);
4200 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4201 GL_DepthTest(!depthdisable);
4203 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4204 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4205 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4206 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4207 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4208 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4209 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4210 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4211 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4212 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4213 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4214 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4216 R_Mesh_VertexPointer(vertex3f, 0, 0);
4217 R_Mesh_ColorPointer(NULL, 0, 0);
4218 R_Mesh_ResetTextureState();
4219 R_SetupGenericShader(true);
4220 R_Mesh_TexBind(0, R_GetTexture(texture));
4221 R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4222 // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4223 GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4224 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4226 if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4228 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4229 GL_BlendFunc(blendfunc1, GL_ONE);
4231 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4232 R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
4236 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4241 VectorSet(v, x, y, z);
4242 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4243 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4245 if (i == mesh->numvertices)
4247 if (mesh->numvertices < mesh->maxvertices)
4249 VectorCopy(v, vertex3f);
4250 mesh->numvertices++;
4252 return mesh->numvertices;
4258 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4262 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4263 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4264 e = mesh->element3i + mesh->numtriangles * 3;
4265 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4267 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4268 if (mesh->numtriangles < mesh->maxtriangles)
4273 mesh->numtriangles++;
4275 element[1] = element[2];
4279 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4283 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4284 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4285 e = mesh->element3i + mesh->numtriangles * 3;
4286 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4288 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4289 if (mesh->numtriangles < mesh->maxtriangles)
4294 mesh->numtriangles++;
4296 element[1] = element[2];
4300 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4301 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4303 int planenum, planenum2;
4306 mplane_t *plane, *plane2;
4308 double temppoints[2][256*3];
4309 // figure out how large a bounding box we need to properly compute this brush
4311 for (w = 0;w < numplanes;w++)
4312 maxdist = max(maxdist, planes[w].dist);
4313 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4314 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4315 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4319 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4320 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4322 if (planenum2 == planenum)
4324 PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
4327 if (tempnumpoints < 3)
4329 // generate elements forming a triangle fan for this polygon
4330 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4334 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
4336 texturelayer_t *layer;
4337 layer = t->currentlayers + t->currentnumlayers++;
4339 layer->depthmask = depthmask;
4340 layer->blendfunc1 = blendfunc1;
4341 layer->blendfunc2 = blendfunc2;
4342 layer->texture = texture;
4343 layer->texmatrix = *matrix;
4344 layer->color[0] = r * r_refdef.view.colorscale;
4345 layer->color[1] = g * r_refdef.view.colorscale;
4346 layer->color[2] = b * r_refdef.view.colorscale;
4347 layer->color[3] = a;
4350 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4353 index = parms[2] + r_refdef.scene.time * parms[3];
4354 index -= floor(index);
4358 case Q3WAVEFUNC_NONE:
4359 case Q3WAVEFUNC_NOISE:
4360 case Q3WAVEFUNC_COUNT:
4363 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4364 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4365 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4366 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4367 case Q3WAVEFUNC_TRIANGLE:
4369 f = index - floor(index);
4380 return (float)(parms[0] + parms[1] * f);
4383 void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t)
4386 model_t *model = ent->model;
4389 q3shaderinfo_layer_tcmod_t *tcmod;
4391 if (t->basematerialflags & MATERIALFLAG_NODRAW)
4393 t->currentmaterialflags = MATERIALFLAG_NODRAW;
4397 // switch to an alternate material if this is a q1bsp animated material
4399 texture_t *texture = t;
4400 int s = ent->skinnum;
4401 if ((unsigned int)s >= (unsigned int)model->numskins)
4403 if (model->skinscenes)
4405 if (model->skinscenes[s].framecount > 1)
4406 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4408 s = model->skinscenes[s].firstframe;
4411 t = t + s * model->num_surfaces;
4414 // use an alternate animation if the entity's frame is not 0,
4415 // and only if the texture has an alternate animation
4416 if (ent->frame2 != 0 && t->anim_total[1])
4417 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4419 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4421 texture->currentframe = t;
4424 // update currentskinframe to be a qw skin or animation frame
4425 if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients)
4427 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4429 strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4430 if (developer_loading.integer)
4431 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4432 r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4434 t->currentskinframe = r_qwskincache_skinframe[i];
4435 if (t->currentskinframe == NULL)
4436 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4438 else if (t->numskinframes >= 2)
4439 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes];
4440 if (t->backgroundnumskinframes >= 2)
4441 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes];
4443 t->currentmaterialflags = t->basematerialflags;
4444 t->currentalpha = ent->alpha;
4445 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4447 t->currentalpha *= r_wateralpha.value;
4449 * FIXME what is this supposed to do?
4450 // if rendering refraction/reflection, disable transparency
4451 if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
4452 t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
4455 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled)
4456 t->currentalpha *= t->r_water_wateralpha;
4457 if(!r_waterstate.enabled)
4458 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4459 if (!(ent->flags & RENDER_LIGHT))
4460 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4461 else if (rsurface.modeltexcoordlightmap2f == NULL)
4463 // pick a model lighting mode
4464 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4465 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4467 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4469 if (ent->effects & EF_ADDITIVE)
4470 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4471 else if (t->currentalpha < 1)
4472 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4473 if (ent->effects & EF_DOUBLESIDED)
4474 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4475 if (ent->effects & EF_NODEPTHTEST)
4476 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4477 if (ent->flags & RENDER_VIEWMODEL)
4478 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4479 if (t->backgroundnumskinframes)
4480 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4481 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4483 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4484 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4487 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4489 // there is no tcmod
4490 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4491 t->currenttexmatrix = r_waterscrollmatrix;
4493 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4496 switch(tcmod->tcmod)
4500 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4501 matrix = r_waterscrollmatrix;
4503 matrix = identitymatrix;
4505 case Q3TCMOD_ENTITYTRANSLATE:
4506 // this is used in Q3 to allow the gamecode to control texcoord
4507 // scrolling on the entity, which is not supported in darkplaces yet.
4508 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4510 case Q3TCMOD_ROTATE:
4511 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4512 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4513 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4516 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4518 case Q3TCMOD_SCROLL:
4519 Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4521 case Q3TCMOD_STRETCH:
4522 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4523 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4525 case Q3TCMOD_TRANSFORM:
4526 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
4527 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
4528 VectorSet(tcmat + 6, 0 , 0 , 1);
4529 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
4530 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4532 case Q3TCMOD_TURBULENT:
4533 // this is handled in the RSurf_PrepareVertices function
4534 matrix = identitymatrix;
4537 // either replace or concatenate the transformation
4539 t->currenttexmatrix = matrix;
4542 matrix4x4_t temp = t->currenttexmatrix;
4543 Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp);
4547 t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4548 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4549 t->glosstexture = r_texture_black;
4550 t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4551 t->backgroundglosstexture = r_texture_black;
4552 t->specularpower = r_shadow_glossexponent.value;
4553 // TODO: store reference values for these in the texture?
4554 t->specularscale = 0;
4555 if (r_shadow_gloss.integer > 0)
4557 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4559 if (r_shadow_glossintensity.value > 0)
4561 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4562 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4563 t->specularscale = r_shadow_glossintensity.value;
4566 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4568 t->glosstexture = r_texture_white;
4569 t->backgroundglosstexture = r_texture_white;
4570 t->specularscale = r_shadow_gloss2intensity.value;
4574 // lightmaps mode looks bad with dlights using actual texturing, so turn
4575 // off the colormap and glossmap, but leave the normalmap on as it still
4576 // accurately represents the shading involved
4577 if (gl_lightmaps.integer)
4579 t->basetexture = r_texture_grey128;
4580 t->backgroundbasetexture = NULL;
4581 t->specularscale = 0;
4582 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4585 Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4586 VectorClear(t->dlightcolor);
4587 t->currentnumlayers = 0;
4588 if (t->currentmaterialflags & MATERIALFLAG_WALL)
4591 int blendfunc1, blendfunc2, depthmask;
4592 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4594 blendfunc1 = GL_SRC_ALPHA;
4595 blendfunc2 = GL_ONE;
4597 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4599 blendfunc1 = GL_SRC_ALPHA;
4600 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4602 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4604 blendfunc1 = t->customblendfunc[0];
4605 blendfunc2 = t->customblendfunc[1];
4609 blendfunc1 = GL_ONE;
4610 blendfunc2 = GL_ZERO;
4612 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4613 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4614 layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4615 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4617 // fullbright is not affected by r_refdef.lightmapintensity
4618 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4619 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4620 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4621 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4622 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4626 vec3_t ambientcolor;
4628 // set the color tint used for lights affecting this surface
4629 VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4631 // q3bsp has no lightmap updates, so the lightstylevalue that
4632 // would normally be baked into the lightmap must be
4633 // applied to the color
4634 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4635 if (ent->model->type == mod_brushq3)
4636 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4637 colorscale *= r_refdef.lightmapintensity;
4638 VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4639 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4640 // basic lit geometry
4641 R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4642 // add pants/shirt if needed
4643 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4644 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4645 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4646 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4647 // now add ambient passes if needed
4648 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4650 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4651 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4652 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4653 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4654 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4657 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
4658 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
4659 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
4661 // if this is opaque use alpha blend which will darken the earlier
4664 // if this is an alpha blended material, all the earlier passes
4665 // were darkened by fog already, so we only need to add the fog
4666 // color ontop through the fog mask texture
4668 // if this is an additive blended material, all the earlier passes
4669 // were darkened by fog already, and we should not add fog color
4670 // (because the background was not darkened, there is no fog color
4671 // that was lost behind it).
4672 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
4677 void R_UpdateAllTextureInfo(entity_render_t *ent)
4681 for (i = 0;i < ent->model->num_texturesperskin;i++)
4682 R_UpdateTextureInfo(ent, ent->model->data_textures + i);
4685 rsurfacestate_t rsurface;
4687 void R_Mesh_ResizeArrays(int newvertices)
4690 if (rsurface.array_size >= newvertices)
4692 if (rsurface.array_modelvertex3f)
4693 Mem_Free(rsurface.array_modelvertex3f);
4694 rsurface.array_size = (newvertices + 1023) & ~1023;
4695 base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
4696 rsurface.array_modelvertex3f = base + rsurface.array_size * 0;
4697 rsurface.array_modelsvector3f = base + rsurface.array_size * 3;
4698 rsurface.array_modeltvector3f = base + rsurface.array_size * 6;
4699 rsurface.array_modelnormal3f = base + rsurface.array_size * 9;
4700 rsurface.array_deformedvertex3f = base + rsurface.array_size * 12;
4701 rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
4702 rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
4703 rsurface.array_deformednormal3f = base + rsurface.array_size * 21;
4704 rsurface.array_texcoord3f = base + rsurface.array_size * 24;
4705 rsurface.array_color4f = base + rsurface.array_size * 27;
4706 rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
4709 void RSurf_ActiveWorldEntity(void)
4711 model_t *model = r_refdef.scene.worldmodel;
4712 if (rsurface.array_size < model->surfmesh.num_vertices)
4713 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4714 rsurface.matrix = identitymatrix;
4715 rsurface.inversematrix = identitymatrix;
4716 R_Mesh_Matrix(&identitymatrix);
4717 VectorCopy(r_refdef.view.origin, rsurface.modelorg);
4718 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
4719 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
4720 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
4721 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
4722 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
4723 rsurface.frameblend[0].frame = 0;
4724 rsurface.frameblend[0].lerp = 1;
4725 rsurface.frameblend[1].frame = 0;
4726 rsurface.frameblend[1].lerp = 0;
4727 rsurface.frameblend[2].frame = 0;
4728 rsurface.frameblend[2].lerp = 0;
4729 rsurface.frameblend[3].frame = 0;
4730 rsurface.frameblend[3].lerp = 0;
4731 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4732 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4733 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4734 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4735 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4736 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4737 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4738 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4739 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4740 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4741 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4742 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4743 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4744 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4745 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4746 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4747 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4748 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4749 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4750 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4751 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4752 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4753 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4754 rsurface.modelelement3i = model->surfmesh.data_element3i;
4755 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4756 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4757 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4758 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4759 rsurface.modelsurfaces = model->data_surfaces;
4760 rsurface.generatedvertex = false;
4761 rsurface.vertex3f = rsurface.modelvertex3f;
4762 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4763 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4764 rsurface.svector3f = rsurface.modelsvector3f;
4765 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4766 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4767 rsurface.tvector3f = rsurface.modeltvector3f;
4768 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4769 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4770 rsurface.normal3f = rsurface.modelnormal3f;
4771 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4772 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4773 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4776 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4778 model_t *model = ent->model;
4779 if (rsurface.array_size < model->surfmesh.num_vertices)
4780 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
4781 rsurface.matrix = ent->matrix;
4782 rsurface.inversematrix = ent->inversematrix;
4783 R_Mesh_Matrix(&rsurface.matrix);
4784 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
4785 rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
4786 rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
4787 rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
4788 rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
4789 rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
4790 rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
4791 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
4792 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
4793 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
4794 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
4795 rsurface.frameblend[0] = ent->frameblend[0];
4796 rsurface.frameblend[1] = ent->frameblend[1];
4797 rsurface.frameblend[2] = ent->frameblend[2];
4798 rsurface.frameblend[3] = ent->frameblend[3];
4799 rsurface.basepolygonfactor = r_refdef.polygonfactor;
4800 rsurface.basepolygonoffset = r_refdef.polygonoffset;
4801 if (ent->model->brush.submodel)
4803 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
4804 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
4806 if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0))
4810 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4811 rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4812 rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4813 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4814 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
4816 else if (wantnormals)
4818 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4819 rsurface.modelsvector3f = NULL;
4820 rsurface.modeltvector3f = NULL;
4821 rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4822 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
4826 rsurface.modelvertex3f = rsurface.array_modelvertex3f;
4827 rsurface.modelsvector3f = NULL;
4828 rsurface.modeltvector3f = NULL;
4829 rsurface.modelnormal3f = NULL;
4830 model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
4832 rsurface.modelvertex3f_bufferobject = 0;
4833 rsurface.modelvertex3f_bufferoffset = 0;
4834 rsurface.modelsvector3f_bufferobject = 0;
4835 rsurface.modelsvector3f_bufferoffset = 0;
4836 rsurface.modeltvector3f_bufferobject = 0;
4837 rsurface.modeltvector3f_bufferoffset = 0;
4838 rsurface.modelnormal3f_bufferobject = 0;
4839 rsurface.modelnormal3f_bufferoffset = 0;
4840 rsurface.generatedvertex = true;
4844 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
4845 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
4846 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
4847 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
4848 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
4849 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
4850 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
4851 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
4852 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
4853 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
4854 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
4855 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
4856 rsurface.generatedvertex = false;
4858 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
4859 rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
4860 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
4861 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
4862 rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
4863 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
4864 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
4865 rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
4866 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
4867 rsurface.modelelement3i = model->surfmesh.data_element3i;
4868 rsurface.modelelement3i_bufferobject = model->surfmesh.ebo;
4869 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
4870 rsurface.modelnum_vertices = model->surfmesh.num_vertices;
4871 rsurface.modelnum_triangles = model->surfmesh.num_triangles;
4872 rsurface.modelsurfaces = model->data_surfaces;
4873 rsurface.vertex3f = rsurface.modelvertex3f;
4874 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4875 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4876 rsurface.svector3f = rsurface.modelsvector3f;
4877 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4878 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4879 rsurface.tvector3f = rsurface.modeltvector3f;
4880 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4881 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4882 rsurface.normal3f = rsurface.modelnormal3f;
4883 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4884 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4885 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
4888 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
4889 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
4892 int texturesurfaceindex;
4897 const float *v1, *in_tc;
4899 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
4901 q3shaderinfo_deform_t *deform;
4902 // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
4903 if (rsurface.generatedvertex)
4905 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
4906 generatenormals = true;
4907 for (i = 0;i < Q3MAXDEFORMS;i++)
4909 if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
4911 generatetangents = true;
4912 generatenormals = true;
4914 if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
4915 generatenormals = true;
4917 if (generatenormals && !rsurface.modelnormal3f)
4919 rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
4920 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
4921 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
4922 Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
4924 if (generatetangents && !rsurface.modelsvector3f)
4926 rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
4927 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
4928 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
4929 rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
4930 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
4931 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
4932 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
4935 rsurface.vertex3f = rsurface.modelvertex3f;
4936 rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
4937 rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
4938 rsurface.svector3f = rsurface.modelsvector3f;
4939 rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
4940 rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
4941 rsurface.tvector3f = rsurface.modeltvector3f;
4942 rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
4943 rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
4944 rsurface.normal3f = rsurface.modelnormal3f;
4945 rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
4946 rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
4947 // if vertices are deformed (sprite flares and things in maps, possibly
4948 // water waves, bulges and other deformations), generate them into
4949 // rsurface.deform* arrays from whatever the rsurface.* arrays point to
4950 // (may be static model data or generated data for an animated model, or
4951 // the previous deform pass)
4952 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
4954 switch (deform->deform)
4957 case Q3DEFORM_PROJECTIONSHADOW:
4958 case Q3DEFORM_TEXT0:
4959 case Q3DEFORM_TEXT1:
4960 case Q3DEFORM_TEXT2:
4961 case Q3DEFORM_TEXT3:
4962 case Q3DEFORM_TEXT4:
4963 case Q3DEFORM_TEXT5:
4964 case Q3DEFORM_TEXT6:
4965 case Q3DEFORM_TEXT7:
4968 case Q3DEFORM_AUTOSPRITE:
4969 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
4970 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
4971 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
4972 VectorNormalize(newforward);
4973 VectorNormalize(newright);
4974 VectorNormalize(newup);
4975 // make deformed versions of only the model vertices used by the specified surfaces
4976 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
4978 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
4979 // a single autosprite surface can contain multiple sprites...
4980 for (j = 0;j < surface->num_vertices - 3;j += 4)
4982 VectorClear(center);
4983 for (i = 0;i < 4;i++)
4984 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
4985 VectorScale(center, 0.25f, center);
4986 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward);
4987 VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
4988 VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
4989 for (i = 0;i < 4;i++)
4991 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
4992 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
4995 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
4996 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
4998 rsurface.vertex3f = rsurface.array_deformedvertex3f;
4999 rsurface.vertex3f_bufferobject = 0;
5000 rsurface.vertex3f_bufferoffset = 0;
5001 rsurface.svector3f = rsurface.array_deformedsvector3f;
5002 rsurface.svector3f_bufferobject = 0;
5003 rsurface.svector3f_bufferoffset = 0;
5004 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5005 rsurface.tvector3f_bufferobject = 0;
5006 rsurface.tvector3f_bufferoffset = 0;
5007 rsurface.normal3f = rsurface.array_deformednormal3f;
5008 rsurface.normal3f_bufferobject = 0;
5009 rsurface.normal3f_bufferoffset = 0;
5011 case Q3DEFORM_AUTOSPRITE2:
5012 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5013 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5014 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5015 VectorNormalize(newforward);
5016 VectorNormalize(newright);
5017 VectorNormalize(newup);
5018 // make deformed versions of only the model vertices used by the specified surfaces
5019 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5021 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5022 const float *v1, *v2;
5032 memset(shortest, 0, sizeof(shortest));
5033 // a single autosprite surface can contain multiple sprites...
5034 for (j = 0;j < surface->num_vertices - 3;j += 4)
5036 VectorClear(center);
5037 for (i = 0;i < 4;i++)
5038 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5039 VectorScale(center, 0.25f, center);
5040 // find the two shortest edges, then use them to define the
5041 // axis vectors for rotating around the central axis
5042 for (i = 0;i < 6;i++)
5044 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5045 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5047 Debug_PolygonBegin(NULL, 0);
5048 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5049 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5050 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5053 l = VectorDistance2(v1, v2);
5054 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5056 l += (1.0f / 1024.0f);
5057 if (shortest[0].length2 > l || i == 0)
5059 shortest[1] = shortest[0];
5060 shortest[0].length2 = l;
5061 shortest[0].v1 = v1;
5062 shortest[0].v2 = v2;
5064 else if (shortest[1].length2 > l || i == 1)
5066 shortest[1].length2 = l;
5067 shortest[1].v1 = v1;
5068 shortest[1].v2 = v2;
5071 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5072 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5074 Debug_PolygonBegin(NULL, 0);
5075 Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5076 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5077 Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5080 // this calculates the right vector from the shortest edge
5081 // and the up vector from the edge midpoints
5082 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5083 VectorNormalize(right);
5084 VectorSubtract(end, start, up);
5085 VectorNormalize(up);
5086 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5087 //VectorSubtract(rsurface.modelorg, center, forward);
5088 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5089 VectorNegate(forward, forward);
5090 VectorReflect(forward, 0, up, forward);
5091 VectorNormalize(forward);
5092 CrossProduct(up, forward, newright);
5093 VectorNormalize(newright);
5095 Debug_PolygonBegin(NULL, 0);
5096 Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5097 Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5098 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5102 Debug_PolygonBegin(NULL, 0);
5103 Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5104 Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5105 Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1);
5108 // rotate the quad around the up axis vector, this is made
5109 // especially easy by the fact we know the quad is flat,
5110 // so we only have to subtract the center position and
5111 // measure distance along the right vector, and then
5112 // multiply that by the newright vector and add back the
5114 // we also need to subtract the old position to undo the
5115 // displacement from the center, which we do with a
5116 // DotProduct, the subtraction/addition of center is also
5117 // optimized into DotProducts here
5118 l = DotProduct(right, center);
5119 for (i = 0;i < 4;i++)
5121 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5122 f = DotProduct(right, v1) - l;
5123 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5126 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5127 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5129 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5130 rsurface.vertex3f_bufferobject = 0;
5131 rsurface.vertex3f_bufferoffset = 0;
5132 rsurface.svector3f = rsurface.array_deformedsvector3f;
5133 rsurface.svector3f_bufferobject = 0;
5134 rsurface.svector3f_bufferoffset = 0;
5135 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5136 rsurface.tvector3f_bufferobject = 0;
5137 rsurface.tvector3f_bufferoffset = 0;
5138 rsurface.normal3f = rsurface.array_deformednormal3f;
5139 rsurface.normal3f_bufferobject = 0;
5140 rsurface.normal3f_bufferoffset = 0;
5142 case Q3DEFORM_NORMAL:
5143 // deform the normals to make reflections wavey
5144 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5146 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5147 for (j = 0;j < surface->num_vertices;j++)
5150 float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3;
5151 VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5152 VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal);
5153 normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5154 normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5155 normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5156 VectorNormalize(normal);
5158 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5160 rsurface.svector3f = rsurface.array_deformedsvector3f;
5161 rsurface.svector3f_bufferobject = 0;
5162 rsurface.svector3f_bufferoffset = 0;
5163 rsurface.tvector3f = rsurface.array_deformedtvector3f;
5164 rsurface.tvector3f_bufferobject = 0;
5165 rsurface.tvector3f_bufferoffset = 0;
5166 rsurface.normal3f = rsurface.array_deformednormal3f;
5167 rsurface.normal3f_bufferobject = 0;
5168 rsurface.normal3f_bufferoffset = 0;
5171 // deform vertex array to make wavey water and flags and such
5172 waveparms[0] = deform->waveparms[0];
5173 waveparms[1] = deform->waveparms[1];
5174 waveparms[2] = deform->waveparms[2];
5175 waveparms[3] = deform->waveparms[3];
5176 // this is how a divisor of vertex influence on deformation
5177 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5178 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5179 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5182 for (j = 0;j < surface->num_vertices;j++)
5184 float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3;
5185 VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex);
5186 // if the wavefunc depends on time, evaluate it per-vertex
5189 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5190 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5192 VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex);
5195 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5196 rsurface.vertex3f_bufferobject = 0;
5197 rsurface.vertex3f_bufferoffset = 0;
5199 case Q3DEFORM_BULGE:
5200 // deform vertex array to make the surface have moving bulges
5201 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5203 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5204 for (j = 0;j < surface->num_vertices;j++)
5206 scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5207 VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5210 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5211 rsurface.vertex3f_bufferobject = 0;
5212 rsurface.vertex3f_bufferoffset = 0;
5215 // deform vertex array
5216 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5217 VectorScale(deform->parms, scale, waveparms);
5218 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5220 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5221 for (j = 0;j < surface->num_vertices;j++)
5222 VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5224 rsurface.vertex3f = rsurface.array_deformedvertex3f;
5225 rsurface.vertex3f_bufferobject = 0;
5226 rsurface.vertex3f_bufferoffset = 0;
5230 // generate texcoords based on the chosen texcoord source
5231 switch(rsurface.texture->tcgen.tcgen)
5234 case Q3TCGEN_TEXTURE:
5235 rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5236 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject;
5237 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
5239 case Q3TCGEN_LIGHTMAP:
5240 rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f;
5241 rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5242 rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5244 case Q3TCGEN_VECTOR:
5245 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5247 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5248 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5250 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5251 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5254 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5255 rsurface.texcoordtexture2f_bufferobject = 0;
5256 rsurface.texcoordtexture2f_bufferoffset = 0;
5258 case Q3TCGEN_ENVIRONMENT:
5259 // make environment reflections using a spheremap
5260 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5262 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5263 const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5264 const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5265 float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5266 for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5268 float l, d, eyedir[3];
5269 VectorSubtract(rsurface.modelorg, vertex, eyedir);
5270 l = 0.5f / VectorLength(eyedir);
5271 d = DotProduct(normal, eyedir)*2;
5272 out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l;
5273 out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l;
5276 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5277 rsurface.texcoordtexture2f_bufferobject = 0;
5278 rsurface.texcoordtexture2f_bufferoffset = 0;
5281 // the only tcmod that needs software vertex processing is turbulent, so
5282 // check for it here and apply the changes if needed
5283 // and we only support that as the first one
5284 // (handling a mixture of turbulent and other tcmods would be problematic
5285 // without punting it entirely to a software path)
5286 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5288 amplitude = rsurface.texture->tcmods[0].parms[1];
5289 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5290 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5292 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5293 for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5295 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5296 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5299 rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f;
5300 rsurface.texcoordtexture2f_bufferobject = 0;
5301 rsurface.texcoordtexture2f_bufferoffset = 0;
5303 rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
5304 rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5305 rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5306 R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5309 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5312 const msurface_t *surface = texturesurfacelist[0];
5313 const msurface_t *surface2;
5318 // TODO: lock all array ranges before render, rather than on each surface
5319 if (texturenumsurfaces == 1)
5321 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5322 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5324 else if (r_batchmode.integer == 2)
5326 #define MAXBATCHTRIANGLES 4096
5327 int batchtriangles = 0;
5328 int batchelements[MAXBATCHTRIANGLES*3];
5329 for (i = 0;i < texturenumsurfaces;i = j)
5331 surface = texturesurfacelist[i];
5333 if (surface->num_triangles > MAXBATCHTRIANGLES)
5335 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5338 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5339 batchtriangles = surface->num_triangles;
5340 firstvertex = surface->num_firstvertex;
5341 endvertex = surface->num_firstvertex + surface->num_vertices;
5342 for (;j < texturenumsurfaces;j++)
5344 surface2 = texturesurfacelist[j];
5345 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5347 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5348 batchtriangles += surface2->num_triangles;
5349 firstvertex = min(firstvertex, surface2->num_firstvertex);
5350 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5352 surface2 = texturesurfacelist[j-1];
5353 numvertices = endvertex - firstvertex;
5354 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5357 else if (r_batchmode.integer == 1)
5359 for (i = 0;i < texturenumsurfaces;i = j)
5361 surface = texturesurfacelist[i];
5362 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5363 if (texturesurfacelist[j] != surface2)
5365 surface2 = texturesurfacelist[j-1];
5366 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5367 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5368 GL_LockArrays(surface->num_firstvertex, numvertices);
5369 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5374 for (i = 0;i < texturenumsurfaces;i++)
5376 surface = texturesurfacelist[i];
5377 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5378 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5383 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5385 int i, planeindex, vertexindex;
5389 r_waterstate_waterplane_t *p, *bestp;
5390 msurface_t *surface;
5391 if (r_waterstate.renderingscene)
5393 for (i = 0;i < texturenumsurfaces;i++)
5395 surface = texturesurfacelist[i];
5396 if (lightmaptexunit >= 0)
5397 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5398 if (deluxemaptexunit >= 0)
5399 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5400 // pick the closest matching water plane
5403 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5406 for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5408 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5409 d += fabs(PlaneDiff(vert, &p->plane));
5411 if (bestd > d || !bestp)
5419 if (refractiontexunit >= 0)
5420 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5421 if (reflectiontexunit >= 0)
5422 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5426 if (refractiontexunit >= 0)
5427 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5428 if (reflectiontexunit >= 0)
5429 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5431 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5432 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5436 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5440 const msurface_t *surface = texturesurfacelist[0];
5441 const msurface_t *surface2;
5446 // TODO: lock all array ranges before render, rather than on each surface
5447 if (texturenumsurfaces == 1)
5449 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5450 if (deluxemaptexunit >= 0)
5451 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5452 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5453 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5455 else if (r_batchmode.integer == 2)
5457 #define MAXBATCHTRIANGLES 4096
5458 int batchtriangles = 0;
5459 int batchelements[MAXBATCHTRIANGLES*3];
5460 for (i = 0;i < texturenumsurfaces;i = j)
5462 surface = texturesurfacelist[i];
5463 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5464 if (deluxemaptexunit >= 0)
5465 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5467 if (surface->num_triangles > MAXBATCHTRIANGLES)
5469 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5472 memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5473 batchtriangles = surface->num_triangles;
5474 firstvertex = surface->num_firstvertex;
5475 endvertex = surface->num_firstvertex + surface->num_vertices;
5476 for (;j < texturenumsurfaces;j++)
5478 surface2 = texturesurfacelist[j];
5479 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5481 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5482 batchtriangles += surface2->num_triangles;
5483 firstvertex = min(firstvertex, surface2->num_firstvertex);
5484 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5486 surface2 = texturesurfacelist[j-1];
5487 numvertices = endvertex - firstvertex;
5488 R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
5491 else if (r_batchmode.integer == 1)
5494 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5495 for (i = 0;i < texturenumsurfaces;i = j)
5497 surface = texturesurfacelist[i];
5498 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5499 if (texturesurfacelist[j] != surface2)
5501 Con_Printf(" %i", j - i);
5504 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5506 for (i = 0;i < texturenumsurfaces;i = j)
5508 surface = texturesurfacelist[i];
5509 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5510 if (deluxemaptexunit >= 0)
5511 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5512 for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5513 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5516 Con_Printf(" %i", j - i);
5518 surface2 = texturesurfacelist[j-1];
5519 numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5520 numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5521 GL_LockArrays(surface->num_firstvertex, numvertices);
5522 R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5530 for (i = 0;i < texturenumsurfaces;i++)
5532 surface = texturesurfacelist[i];
5533 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5534 if (deluxemaptexunit >= 0)
5535 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5536 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5537 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5542 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5545 int texturesurfaceindex;
5546 if (r_showsurfaces.integer == 2)
5548 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5550 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5551 for (j = 0;j < surface->num_triangles;j++)
5553 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5554 GL_Color(f, f, f, 1);
5555 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
5561 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5563 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5564 int k = (int)(((size_t)surface) / sizeof(msurface_t));
5565 GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5566 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5567 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
5572 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5574 int texturesurfaceindex;
5578 if (rsurface.lightmapcolor4f)
5580 // generate color arrays for the surfaces in this list
5581 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5583 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5584 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5586 f = FogPoint_Model(v);
5596 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5598 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5599 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5601 f = FogPoint_Model(v);
5609 rsurface.lightmapcolor4f = rsurface.array_color4f;
5610 rsurface.lightmapcolor4f_bufferobject = 0;
5611 rsurface.lightmapcolor4f_bufferoffset = 0;
5614 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
5616 int texturesurfaceindex;
5619 if (!rsurface.lightmapcolor4f)
5621 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5623 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5624 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
5632 rsurface.lightmapcolor4f = rsurface.array_color4f;
5633 rsurface.lightmapcolor4f_bufferobject = 0;
5634 rsurface.lightmapcolor4f_bufferoffset = 0;
5637 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5640 rsurface.lightmapcolor4f = NULL;
5641 rsurface.lightmapcolor4f_bufferobject = 0;
5642 rsurface.lightmapcolor4f_bufferoffset = 0;
5643 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5644 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5645 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5646 GL_Color(r, g, b, a);
5647 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
5650 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5652 // TODO: optimize applyfog && applycolor case
5653 // just apply fog if necessary, and tint the fog color array if necessary
5654 rsurface.lightmapcolor4f = NULL;
5655 rsurface.lightmapcolor4f_bufferobject = 0;
5656 rsurface.lightmapcolor4f_bufferoffset = 0;
5657 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5658 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5659 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5660 GL_Color(r, g, b, a);
5661 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5664 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5666 int texturesurfaceindex;
5670 if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples)
5672 // generate color arrays for the surfaces in this list
5673 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5675 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5676 for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
5678 if (surface->lightmapinfo->samples)
5680 const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
5681 float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
5682 VectorScale(lm, scale, c);
5683 if (surface->lightmapinfo->styles[1] != 255)
5685 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
5687 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
5688 VectorMA(c, scale, lm, c);
5689 if (surface->lightmapinfo->styles[2] != 255)
5692 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
5693 VectorMA(c, scale, lm, c);
5694 if (surface->lightmapinfo->styles[3] != 255)
5697 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
5698 VectorMA(c, scale, lm, c);
5708 rsurface.lightmapcolor4f = rsurface.array_color4f;
5709 rsurface.lightmapcolor4f_bufferobject = 0;
5710 rsurface.lightmapcolor4f_bufferoffset = 0;
5714 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
5715 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
5716 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
5718 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5719 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5720 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5721 GL_Color(r, g, b, a);
5722 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5725 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
5727 int texturesurfaceindex;
5731 vec3_t ambientcolor;
5732 vec3_t diffusecolor;
5736 VectorCopy(rsurface.modellight_lightdir, lightdir);
5737 f = 0.5f * r_refdef.lightmapintensity;
5738 ambientcolor[0] = rsurface.modellight_ambient[0] * r * f;
5739 ambientcolor[1] = rsurface.modellight_ambient[1] * g * f;
5740 ambientcolor[2] = rsurface.modellight_ambient[2] * b * f;
5741 diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
5742 diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
5743 diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
5744 if (VectorLength2(diffusecolor) > 0)
5746 // generate color arrays for the surfaces in this list
5747 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5749 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5750 int numverts = surface->num_vertices;
5751 v = rsurface.vertex3f + 3 * surface->num_firstvertex;
5752 c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
5753 c = rsurface.array_color4f + 4 * surface->num_firstvertex;
5754 // q3-style directional shading
5755 for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
5757 if ((f = DotProduct(c2, lightdir)) > 0)
5758 VectorMA(ambientcolor, f, diffusecolor, c);
5760 VectorCopy(ambientcolor, c);
5769 rsurface.lightmapcolor4f = rsurface.array_color4f;
5770 rsurface.lightmapcolor4f_bufferobject = 0;
5771 rsurface.lightmapcolor4f_bufferoffset = 0;
5775 r = ambientcolor[0];
5776 g = ambientcolor[1];
5777 b = ambientcolor[2];
5778 rsurface.lightmapcolor4f = NULL;
5779 rsurface.lightmapcolor4f_bufferobject = 0;
5780 rsurface.lightmapcolor4f_bufferoffset = 0;
5782 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
5783 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
5784 R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
5785 GL_Color(r, g, b, a);
5786 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5789 void RSurf_SetupDepthAndCulling(void)
5791 // submodels are biased to avoid z-fighting with world surfaces that they
5792 // may be exactly overlapping (avoids z-fighting artifacts on certain
5793 // doors and things in Quake maps)
5794 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
5795 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
5796 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
5797 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
5800 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
5802 // transparent sky would be ridiculous
5803 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
5805 R_SetupGenericShader(false);
5808 skyrendernow = false;
5809 // we have to force off the water clipping plane while rendering sky
5813 // restore entity matrix
5814 R_Mesh_Matrix(&rsurface.matrix);
5816 RSurf_SetupDepthAndCulling();
5818 // LordHavoc: HalfLife maps have freaky skypolys so don't use
5819 // skymasking on them, and Quake3 never did sky masking (unlike
5820 // software Quake and software Quake2), so disable the sky masking
5821 // in Quake3 maps as it causes problems with q3map2 sky tricks,
5822 // and skymasking also looks very bad when noclipping outside the
5823 // level, so don't use it then either.
5824 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
5826 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
5827 R_Mesh_ColorPointer(NULL, 0, 0);
5828 R_Mesh_ResetTextureState();
5829 if (skyrendermasked)
5831 R_SetupDepthOrShadowShader();
5832 // depth-only (masking)
5833 GL_ColorMask(0,0,0,0);
5834 // just to make sure that braindead drivers don't draw
5835 // anything despite that colormask...
5836 GL_BlendFunc(GL_ZERO, GL_ONE);
5840 R_SetupGenericShader(false);
5842 GL_BlendFunc(GL_ONE, GL_ZERO);
5844 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
5845 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5846 if (skyrendermasked)
5847 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5849 R_Mesh_ResetTextureState();
5850 GL_Color(1, 1, 1, 1);
5853 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5855 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
5858 R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
5859 R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
5860 R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
5861 R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
5862 R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
5863 if (rsurface.texture->backgroundcurrentskinframe)
5865 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
5866 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
5867 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
5868 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
5870 if(rsurface.texture->colormapping)
5872 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
5873 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
5875 R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
5876 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5877 R_Mesh_ColorPointer(NULL, 0, 0);
5879 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5881 if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5883 // render background
5884 GL_BlendFunc(GL_ONE, GL_ZERO);
5886 GL_AlphaTest(false);
5888 GL_Color(1, 1, 1, 1);
5889 R_Mesh_ColorPointer(NULL, 0, 0);
5891 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
5892 if (r_glsl_permutation)
5894 RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
5895 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5896 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5897 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5898 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5899 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5900 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5902 GL_LockArrays(0, 0);
5904 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5905 GL_DepthMask(false);
5906 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
5907 R_Mesh_ColorPointer(NULL, 0, 0);
5909 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
5910 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
5911 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
5914 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
5915 if (!r_glsl_permutation)
5918 RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
5919 R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
5920 R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
5921 R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
5922 R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
5923 R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
5925 if (r_glsl_permutation->loc_Texture_Refraction >= 0)
5927 GL_BlendFunc(GL_ONE, GL_ZERO);
5929 GL_AlphaTest(false);
5933 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
5934 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
5935 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
5938 if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
5940 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5941 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5943 RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
5947 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
5948 RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
5950 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
5952 GL_LockArrays(0, 0);
5955 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
5957 // OpenGL 1.3 path - anything not completely ancient
5958 int texturesurfaceindex;
5959 qboolean applycolor;
5963 const texturelayer_t *layer;
5964 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
5966 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
5969 int layertexrgbscale;
5970 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
5972 if (layerindex == 0)
5976 GL_AlphaTest(false);
5977 qglDepthFunc(GL_EQUAL);CHECKGLERROR
5980 GL_DepthMask(layer->depthmask && writedepth);
5981 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
5982 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
5984 layertexrgbscale = 4;
5985 VectorScale(layer->color, 0.25f, layercolor);
5987 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
5989 layertexrgbscale = 2;
5990 VectorScale(layer->color, 0.5f, layercolor);
5994 layertexrgbscale = 1;
5995 VectorScale(layer->color, 1.0f, layercolor);
5997 layercolor[3] = layer->color[3];
5998 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
5999 R_Mesh_ColorPointer(NULL, 0, 0);
6000 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6001 switch (layer->type)
6003 case TEXTURELAYERTYPE_LITTEXTURE:
6004 memset(&m, 0, sizeof(m));
6005 m.tex[0] = R_GetTexture(r_texture_white);
6006 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6007 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6008 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6009 m.tex[1] = R_GetTexture(layer->texture);
6010 m.texmatrix[1] = layer->texmatrix;
6011 m.texrgbscale[1] = layertexrgbscale;
6012 m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6013 m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6014 m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6015 R_Mesh_TextureState(&m);
6016 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6017 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6018 else if (rsurface.uselightmaptexture)
6019 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6021 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6023 case TEXTURELAYERTYPE_TEXTURE:
6024 memset(&m, 0, sizeof(m));
6025 m.tex[0] = R_GetTexture(layer->texture);
6026 m.texmatrix[0] = layer->texmatrix;
6027 m.texrgbscale[0] = layertexrgbscale;
6028 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6029 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6030 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6031 R_Mesh_TextureState(&m);
6032 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6034 case TEXTURELAYERTYPE_FOG:
6035 memset(&m, 0, sizeof(m));
6036 m.texrgbscale[0] = layertexrgbscale;
6039 m.tex[0] = R_GetTexture(layer->texture);
6040 m.texmatrix[0] = layer->texmatrix;
6041 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6042 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6043 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6045 R_Mesh_TextureState(&m);
6046 // generate a color array for the fog pass
6047 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6048 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6052 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6053 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6055 f = 1 - FogPoint_Model(v);
6056 c[0] = layercolor[0];
6057 c[1] = layercolor[1];
6058 c[2] = layercolor[2];
6059 c[3] = f * layercolor[3];
6062 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6065 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6067 GL_LockArrays(0, 0);
6070 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6072 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6073 GL_AlphaTest(false);
6077 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6079 // OpenGL 1.1 - crusty old voodoo path
6080 int texturesurfaceindex;
6084 const texturelayer_t *layer;
6085 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6087 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6089 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6091 if (layerindex == 0)
6095 GL_AlphaTest(false);
6096 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6099 GL_DepthMask(layer->depthmask && writedepth);
6100 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6101 R_Mesh_ColorPointer(NULL, 0, 0);
6102 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6103 switch (layer->type)
6105 case TEXTURELAYERTYPE_LITTEXTURE:
6106 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6108 // two-pass lit texture with 2x rgbscale
6109 // first the lightmap pass
6110 memset(&m, 0, sizeof(m));
6111 m.tex[0] = R_GetTexture(r_texture_white);
6112 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6113 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6114 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6115 R_Mesh_TextureState(&m);
6116 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6117 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6118 else if (rsurface.uselightmaptexture)
6119 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6121 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6122 GL_LockArrays(0, 0);
6123 // then apply the texture to it
6124 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6125 memset(&m, 0, sizeof(m));
6126 m.tex[0] = R_GetTexture(layer->texture);
6127 m.texmatrix[0] = layer->texmatrix;
6128 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6129 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6130 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6131 R_Mesh_TextureState(&m);
6132 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6136 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6137 memset(&m, 0, sizeof(m));
6138 m.tex[0] = R_GetTexture(layer->texture);
6139 m.texmatrix[0] = layer->texmatrix;
6140 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6141 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6142 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6143 R_Mesh_TextureState(&m);
6144 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6145 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6147 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6150 case TEXTURELAYERTYPE_TEXTURE:
6151 // singletexture unlit texture with transparency support
6152 memset(&m, 0, sizeof(m));
6153 m.tex[0] = R_GetTexture(layer->texture);
6154 m.texmatrix[0] = layer->texmatrix;
6155 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6156 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6157 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6158 R_Mesh_TextureState(&m);
6159 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6161 case TEXTURELAYERTYPE_FOG:
6162 // singletexture fogging
6163 R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6166 memset(&m, 0, sizeof(m));
6167 m.tex[0] = R_GetTexture(layer->texture);
6168 m.texmatrix[0] = layer->texmatrix;
6169 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6170 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6171 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6172 R_Mesh_TextureState(&m);
6175 R_Mesh_ResetTextureState();
6176 // generate a color array for the fog pass
6177 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6181 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6182 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6184 f = 1 - FogPoint_Model(v);
6185 c[0] = layer->color[0];
6186 c[1] = layer->color[1];
6187 c[2] = layer->color[2];
6188 c[3] = f * layer->color[3];
6191 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6194 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6196 GL_LockArrays(0, 0);
6199 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6201 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6202 GL_AlphaTest(false);
6206 static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6209 RSurf_SetupDepthAndCulling();
6210 if (r_glsl.integer && gl_support_fragment_shader)
6211 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6212 else if (gl_combine.integer && r_textureunits.integer >= 2)
6213 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6215 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6219 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6222 int texturenumsurfaces, endsurface;
6224 msurface_t *surface;
6225 msurface_t *texturesurfacelist[1024];
6227 // if the model is static it doesn't matter what value we give for
6228 // wantnormals and wanttangents, so this logic uses only rules applicable
6229 // to a model, knowing that they are meaningless otherwise
6230 if (ent == r_refdef.scene.worldentity)
6231 RSurf_ActiveWorldEntity();
6232 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6233 RSurf_ActiveModelEntity(ent, false, false);
6235 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6237 for (i = 0;i < numsurfaces;i = j)
6240 surface = rsurface.modelsurfaces + surfacelist[i];
6241 texture = surface->texture;
6242 R_UpdateTextureInfo(ent, texture);
6243 rsurface.texture = texture->currentframe;
6244 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6245 // scan ahead until we find a different texture
6246 endsurface = min(i + 1024, numsurfaces);
6247 texturenumsurfaces = 0;
6248 texturesurfacelist[texturenumsurfaces++] = surface;
6249 for (;j < endsurface;j++)
6251 surface = rsurface.modelsurfaces + surfacelist[j];
6252 if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6254 texturesurfacelist[texturenumsurfaces++] = surface;
6256 // render the range of surfaces
6257 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6259 GL_AlphaTest(false);
6262 static void R_ProcessTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6267 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6269 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6271 RSurf_SetupDepthAndCulling();
6272 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6273 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6275 else if (r_showsurfaces.integer)
6277 RSurf_SetupDepthAndCulling();
6279 GL_BlendFunc(GL_ONE, GL_ZERO);
6281 GL_AlphaTest(false);
6282 R_Mesh_ColorPointer(NULL, 0, 0);
6283 R_Mesh_ResetTextureState();
6284 R_SetupGenericShader(false);
6285 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6286 if (!r_refdef.view.showdebug)
6288 GL_Color(0, 0, 0, 1);
6289 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6292 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6294 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6295 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6296 else if (!rsurface.texture->currentnumlayers)
6298 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) && queueentity)
6300 // transparent surfaces get pushed off into the transparent queue
6301 int surfacelistindex;
6302 const msurface_t *surface;
6303 vec3_t tempcenter, center;
6304 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6306 surface = texturesurfacelist[surfacelistindex];
6307 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6308 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6309 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6310 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6311 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6316 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6317 R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6322 void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
6326 // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
6329 for (i = 0;i < numsurfaces;i++)
6330 if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))
6331 R_Water_AddWaterPlane(surfacelist[i]);
6334 // break the surface list down into batches by texture and use of lightmapping
6335 for (i = 0;i < numsurfaces;i = j)
6338 // texture is the base texture pointer, rsurface.texture is the
6339 // current frame/skin the texture is directing us to use (for example
6340 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6341 // use skin 1 instead)
6342 texture = surfacelist[i]->texture;
6343 rsurface.texture = texture->currentframe;
6344 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6345 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6347 // if this texture is not the kind we want, skip ahead to the next one
6348 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6352 // simply scan ahead until we find a different texture or lightmap state
6353 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6355 // render the range of surfaces
6356 R_ProcessTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
6360 float locboxvertex3f[6*4*3] =
6362 1,0,1, 1,0,0, 1,1,0, 1,1,1,
6363 0,1,1, 0,1,0, 0,0,0, 0,0,1,
6364 1,1,1, 1,1,0, 0,1,0, 0,1,1,
6365 0,0,1, 0,0,0, 1,0,0, 1,0,1,
6366 0,0,1, 1,0,1, 1,1,1, 0,1,1,
6367 1,0,0, 0,0,0, 0,1,0, 1,1,0
6370 int locboxelement3i[6*2*3] =
6380 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6383 cl_locnode_t *loc = (cl_locnode_t *)ent;
6385 float vertex3f[6*4*3];
6387 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6388 GL_DepthMask(false);
6389 GL_DepthRange(0, 1);
6390 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6392 GL_CullFace(GL_NONE);
6393 R_Mesh_Matrix(&identitymatrix);
6395 R_Mesh_VertexPointer(vertex3f, 0, 0);
6396 R_Mesh_ColorPointer(NULL, 0, 0);
6397 R_Mesh_ResetTextureState();
6398 R_SetupGenericShader(false);
6401 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6402 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6403 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
6404 surfacelist[0] < 0 ? 0.5f : 0.125f);
6406 if (VectorCompare(loc->mins, loc->maxs))
6408 VectorSet(size, 2, 2, 2);
6409 VectorMA(loc->mins, -0.5f, size, mins);
6413 VectorCopy(loc->mins, mins);
6414 VectorSubtract(loc->maxs, loc->mins, size);
6417 for (i = 0;i < 6*4*3;)
6418 for (j = 0;j < 3;j++, i++)
6419 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
6421 R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
6424 void R_DrawLocs(void)
6427 cl_locnode_t *loc, *nearestloc;
6429 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
6430 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
6432 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
6433 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
6437 void R_DrawDebugModel(entity_render_t *ent)
6439 int i, j, k, l, flagsmask;
6440 const int *elements;
6442 msurface_t *surface;
6443 model_t *model = ent->model;
6446 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
6448 R_Mesh_ColorPointer(NULL, 0, 0);
6449 R_Mesh_ResetTextureState();
6450 R_SetupGenericShader(false);
6451 GL_DepthRange(0, 1);
6452 GL_DepthTest(!r_showdisabledepthtest.integer);
6453 GL_DepthMask(false);
6454 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6456 if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
6458 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
6459 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
6461 if (brush->colbrushf && brush->colbrushf->numtriangles)
6463 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
6464 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6465 R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
6468 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
6470 if (surface->num_collisiontriangles)
6472 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
6473 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
6474 R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
6479 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6481 if (r_showtris.integer || r_shownormals.integer)
6483 if (r_showdisabledepthtest.integer)
6485 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6486 GL_DepthMask(false);
6490 GL_BlendFunc(GL_ONE, GL_ZERO);
6493 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
6495 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
6497 rsurface.texture = surface->texture->currentframe;
6498 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
6500 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
6501 if (r_showtris.value > 0)
6503 if (!rsurface.texture->currentlayers->depthmask)
6504 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
6505 else if (ent == r_refdef.scene.worldentity)
6506 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
6508 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
6509 elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
6512 for (k = 0;k < surface->num_triangles;k++, elements += 3)
6514 #define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
6515 GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
6516 GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
6517 GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
6522 if (r_shownormals.value > 0)
6525 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6527 VectorCopy(rsurface.vertex3f + l * 3, v);
6528 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
6529 qglVertex3f(v[0], v[1], v[2]);
6530 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
6531 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6532 qglVertex3f(v[0], v[1], v[2]);
6537 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6539 VectorCopy(rsurface.vertex3f + l * 3, v);
6540 GL_Color(0, r_refdef.view.colorscale, 0, 1);
6541 qglVertex3f(v[0], v[1], v[2]);
6542 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
6543 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6544 qglVertex3f(v[0], v[1], v[2]);
6549 for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
6551 VectorCopy(rsurface.vertex3f + l * 3, v);
6552 GL_Color(0, 0, r_refdef.view.colorscale, 1);
6553 qglVertex3f(v[0], v[1], v[2]);
6554 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
6555 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
6556 qglVertex3f(v[0], v[1], v[2]);
6563 rsurface.texture = NULL;
6567 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
6568 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6570 int i, j, endj, f, flagsmask;
6571 msurface_t *surface;
6573 model_t *model = r_refdef.scene.worldmodel;
6574 const int maxsurfacelist = 1024;
6575 int numsurfacelist = 0;
6576 msurface_t *surfacelist[1024];
6580 RSurf_ActiveWorldEntity();
6582 // update light styles on this submodel
6583 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6585 model_brush_lightstyleinfo_t *style;
6586 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6588 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6590 msurface_t *surfaces = model->data_surfaces;
6591 int *list = style->surfacelist;
6592 style->value = r_refdef.scene.lightstylevalue[style->style];
6593 for (j = 0;j < style->numsurfaces;j++)
6594 surfaces[list[j]].cached_dlight = true;
6599 R_UpdateAllTextureInfo(r_refdef.scene.worldentity);
6600 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6604 R_DrawDebugModel(r_refdef.scene.worldentity);
6610 rsurface.uselightmaptexture = false;
6611 rsurface.texture = NULL;
6612 rsurface.rtlight = NULL;
6614 j = model->firstmodelsurface;
6615 endj = j + model->nummodelsurfaces;
6618 // quickly skip over non-visible surfaces
6619 for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++)
6621 // quickly iterate over visible surfaces
6622 for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++)
6624 // process this surface
6625 surface = model->data_surfaces + j;
6626 // if this surface fits the criteria, add it to the list
6627 if (surface->num_triangles)
6629 // if lightmap parameters changed, rebuild lightmap texture
6630 if (surface->cached_dlight)
6631 R_BuildLightMap(r_refdef.scene.worldentity, surface);
6632 // add face to draw list
6633 surfacelist[numsurfacelist++] = surface;
6634 r_refdef.stats.world_triangles += surface->num_triangles;
6635 if (numsurfacelist >= maxsurfacelist)
6637 r_refdef.stats.world_surfaces += numsurfacelist;
6638 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6644 r_refdef.stats.world_surfaces += numsurfacelist;
6646 R_QueueSurfaceList(r_refdef.scene.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6647 GL_AlphaTest(false);
6650 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
6652 int i, j, f, flagsmask;
6653 msurface_t *surface, *endsurface;
6655 model_t *model = ent->model;
6656 const int maxsurfacelist = 1024;
6657 int numsurfacelist = 0;
6658 msurface_t *surfacelist[1024];
6662 // if the model is static it doesn't matter what value we give for
6663 // wantnormals and wanttangents, so this logic uses only rules applicable
6664 // to a model, knowing that they are meaningless otherwise
6665 if (ent == r_refdef.scene.worldentity)
6666 RSurf_ActiveWorldEntity();
6667 else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6668 RSurf_ActiveModelEntity(ent, false, false);
6670 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
6672 // update light styles
6673 if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
6675 model_brush_lightstyleinfo_t *style;
6676 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
6678 if (style->value != r_refdef.scene.lightstylevalue[style->style])
6680 msurface_t *surfaces = model->data_surfaces;
6681 int *list = style->surfacelist;
6682 style->value = r_refdef.scene.lightstylevalue[style->style];
6683 for (j = 0;j < style->numsurfaces;j++)
6684 surfaces[list[j]].cached_dlight = true;
6689 R_UpdateAllTextureInfo(ent);
6690 flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL);
6694 R_DrawDebugModel(ent);
6700 rsurface.uselightmaptexture = false;
6701 rsurface.texture = NULL;
6702 rsurface.rtlight = NULL;
6704 surface = model->data_surfaces + model->firstmodelsurface;
6705 endsurface = surface + model->nummodelsurfaces;
6706 for (;surface < endsurface;surface++)
6708 // if this surface fits the criteria, add it to the list
6709 if (surface->num_triangles)
6711 // if lightmap parameters changed, rebuild lightmap texture
6712 if (surface->cached_dlight)
6713 R_BuildLightMap(ent, surface);
6714 // add face to draw list
6715 surfacelist[numsurfacelist++] = surface;
6716 r_refdef.stats.entities_triangles += surface->num_triangles;
6717 if (numsurfacelist >= maxsurfacelist)
6719 r_refdef.stats.entities_surfaces += numsurfacelist;
6720 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6725 r_refdef.stats.entities_surfaces += numsurfacelist;
6727 R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
6728 GL_AlphaTest(false);