2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
34 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
37 mempool_t *r_main_mempool;
38 rtexturepool_t *r_main_texturepool;
40 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
42 static qboolean r_loadnormalmap;
43 static qboolean r_loadgloss;
45 static qboolean r_loaddds;
46 static qboolean r_savedds;
53 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
54 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
55 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
56 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
57 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
58 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
59 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
60 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
61 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
62 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
63 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
64 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
66 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
67 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
68 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
69 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
70 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
72 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
81 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
82 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)"};
83 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
84 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
85 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"};
86 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"};
87 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
88 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"};
89 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"};
90 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"};
91 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
92 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
93 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
94 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
95 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
96 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
97 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
98 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
99 cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
100 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
101 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
102 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
103 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
104 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
106 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
107 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
108 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
110 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
111 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
112 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
113 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
114 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
115 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
116 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
117 cvar_t r_shadows_drawafterrtlighting = {CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
118 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
119 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
120 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
121 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
122 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"};
123 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
124 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
125 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
126 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
127 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
128 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
129 cvar_t r_transparentdepthmasking = {CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
130 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
131 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
132 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
134 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
135 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
136 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
137 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
138 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
139 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
140 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
141 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
143 cvar_t r_texture_dds_load = {CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
144 cvar_t r_texture_dds_save = {CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
146 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
147 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
148 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
150 cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
151 cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
152 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
153 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
154 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
155 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
156 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
157 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
159 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)"};
160 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
161 cvar_t r_glsl_offsetmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
162 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
163 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
164 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
165 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
166 cvar_t r_glsl_offsetmapping_lod = {CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
167 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
168 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
169 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)"};
170 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)"};
171 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)"};
172 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)"};
173 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
174 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
175 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
176 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
178 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)"};
179 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
180 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"};
181 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
182 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
183 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
184 cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"};
185 cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
186 cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"};
188 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
189 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
190 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
191 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
193 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
194 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
196 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
197 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
198 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
199 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
200 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
202 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
203 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
204 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
205 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
206 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
207 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
208 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
209 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
210 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
211 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
213 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"};
215 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"};
217 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
219 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
221 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
222 cvar_t r_glsl_saturation_redcompensate = {CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
224 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer."};
226 cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
228 extern cvar_t v_glslgamma;
229 extern cvar_t v_glslgamma_2d;
231 extern qboolean v_flipped_state;
233 r_framebufferstate_t r_fb;
235 /// shadow volume bsp struct with automatically growing nodes buffer
238 rtexture_t *r_texture_blanknormalmap;
239 rtexture_t *r_texture_white;
240 rtexture_t *r_texture_grey128;
241 rtexture_t *r_texture_black;
242 rtexture_t *r_texture_notexture;
243 rtexture_t *r_texture_whitecube;
244 rtexture_t *r_texture_normalizationcube;
245 rtexture_t *r_texture_fogattenuation;
246 rtexture_t *r_texture_fogheighttexture;
247 rtexture_t *r_texture_gammaramps;
248 unsigned int r_texture_gammaramps_serial;
249 //rtexture_t *r_texture_fogintensity;
250 rtexture_t *r_texture_reflectcube;
252 // TODO: hash lookups?
253 typedef struct cubemapinfo_s
260 int r_texture_numcubemaps;
261 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
263 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
264 unsigned int r_numqueries;
265 unsigned int r_maxqueries;
267 typedef struct r_qwskincache_s
269 char name[MAX_QPATH];
270 skinframe_t *skinframe;
274 static r_qwskincache_t *r_qwskincache;
275 static int r_qwskincache_size;
277 /// vertex coordinates for a quad that covers the screen exactly
278 extern const float r_screenvertex3f[12];
279 extern const float r_d3dscreenvertex3f[12];
280 const float r_screenvertex3f[12] =
287 const float r_d3dscreenvertex3f[12] =
295 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
298 for (i = 0;i < verts;i++)
309 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
312 for (i = 0;i < verts;i++)
322 // FIXME: move this to client?
325 if (gamemode == GAME_NEHAHRA)
327 Cvar_Set("gl_fogenable", "0");
328 Cvar_Set("gl_fogdensity", "0.2");
329 Cvar_Set("gl_fogred", "0.3");
330 Cvar_Set("gl_foggreen", "0.3");
331 Cvar_Set("gl_fogblue", "0.3");
333 r_refdef.fog_density = 0;
334 r_refdef.fog_red = 0;
335 r_refdef.fog_green = 0;
336 r_refdef.fog_blue = 0;
337 r_refdef.fog_alpha = 1;
338 r_refdef.fog_start = 0;
339 r_refdef.fog_end = 16384;
340 r_refdef.fog_height = 1<<30;
341 r_refdef.fog_fadedepth = 128;
342 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
345 static void R_BuildBlankTextures(void)
347 unsigned char data[4];
348 data[2] = 128; // normal X
349 data[1] = 128; // normal Y
350 data[0] = 255; // normal Z
351 data[3] = 255; // height
352 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
357 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
362 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
367 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
370 static void R_BuildNoTexture(void)
373 unsigned char pix[16][16][4];
374 // this makes a light grey/dark grey checkerboard texture
375 for (y = 0;y < 16;y++)
377 for (x = 0;x < 16;x++)
379 if ((y < 8) ^ (x < 8))
395 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
398 static void R_BuildWhiteCube(void)
400 unsigned char data[6*1*1*4];
401 memset(data, 255, sizeof(data));
402 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
405 static void R_BuildNormalizationCube(void)
409 vec_t s, t, intensity;
412 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
413 for (side = 0;side < 6;side++)
415 for (y = 0;y < NORMSIZE;y++)
417 for (x = 0;x < NORMSIZE;x++)
419 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
420 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
455 intensity = 127.0f / sqrt(DotProduct(v, v));
456 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
457 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
458 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
459 data[((side*64+y)*64+x)*4+3] = 255;
463 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
467 static void R_BuildFogTexture(void)
471 unsigned char data1[FOGWIDTH][4];
472 //unsigned char data2[FOGWIDTH][4];
475 r_refdef.fogmasktable_start = r_refdef.fog_start;
476 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
477 r_refdef.fogmasktable_range = r_refdef.fogrange;
478 r_refdef.fogmasktable_density = r_refdef.fog_density;
480 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
481 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
483 d = (x * r - r_refdef.fogmasktable_start);
484 if(developer_extra.integer)
485 Con_DPrintf("%f ", d);
487 if (r_fog_exp2.integer)
488 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
490 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
491 if(developer_extra.integer)
492 Con_DPrintf(" : %f ", alpha);
493 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
494 if(developer_extra.integer)
495 Con_DPrintf(" = %f\n", alpha);
496 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
499 for (x = 0;x < FOGWIDTH;x++)
501 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
506 //data2[x][0] = 255 - b;
507 //data2[x][1] = 255 - b;
508 //data2[x][2] = 255 - b;
511 if (r_texture_fogattenuation)
513 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
514 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
518 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
519 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
523 static void R_BuildFogHeightTexture(void)
525 unsigned char *inpixels;
533 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
534 if (r_refdef.fogheighttexturename[0])
535 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
538 r_refdef.fog_height_tablesize = 0;
539 if (r_texture_fogheighttexture)
540 R_FreeTexture(r_texture_fogheighttexture);
541 r_texture_fogheighttexture = NULL;
542 if (r_refdef.fog_height_table2d)
543 Mem_Free(r_refdef.fog_height_table2d);
544 r_refdef.fog_height_table2d = NULL;
545 if (r_refdef.fog_height_table1d)
546 Mem_Free(r_refdef.fog_height_table1d);
547 r_refdef.fog_height_table1d = NULL;
551 r_refdef.fog_height_tablesize = size;
552 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
553 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
554 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
556 // LordHavoc: now the magic - what is that table2d for? it is a cooked
557 // average fog color table accounting for every fog layer between a point
558 // and the camera. (Note: attenuation is handled separately!)
559 for (y = 0;y < size;y++)
561 for (x = 0;x < size;x++)
567 for (j = x;j <= y;j++)
569 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
575 for (j = x;j >= y;j--)
577 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
582 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
583 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
584 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
585 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
588 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
591 //=======================================================================================================================================================
593 static const char *builtinshaderstring =
594 #include "shader_glsl.h"
597 const char *builtinhlslshaderstring =
598 #include "shader_hlsl.h"
601 char *glslshaderstring = NULL;
602 char *hlslshaderstring = NULL;
604 //=======================================================================================================================================================
606 typedef struct shaderpermutationinfo_s
611 shaderpermutationinfo_t;
613 typedef struct shadermodeinfo_s
615 const char *vertexfilename;
616 const char *geometryfilename;
617 const char *fragmentfilename;
623 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
624 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
626 {"#define USEDIFFUSE\n", " diffuse"},
627 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
628 {"#define USEVIEWTINT\n", " viewtint"},
629 {"#define USECOLORMAPPING\n", " colormapping"},
630 {"#define USESATURATION\n", " saturation"},
631 {"#define USEFOGINSIDE\n", " foginside"},
632 {"#define USEFOGOUTSIDE\n", " fogoutside"},
633 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
634 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
635 {"#define USEGAMMARAMPS\n", " gammaramps"},
636 {"#define USECUBEFILTER\n", " cubefilter"},
637 {"#define USEGLOW\n", " glow"},
638 {"#define USEBLOOM\n", " bloom"},
639 {"#define USESPECULAR\n", " specular"},
640 {"#define USEPOSTPROCESSING\n", " postprocessing"},
641 {"#define USEREFLECTION\n", " reflection"},
642 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
643 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
644 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
645 {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"},
646 {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"},
647 {"#define USESHADOWSAMPLER\n", " shadowsampler"},
648 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"},
649 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
650 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
651 {"#define USEALPHAKILL\n", " alphakill"},
652 {"#define USEREFLECTCUBE\n", " reflectcube"},
653 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
654 {"#define USEBOUNCEGRID\n", " bouncegrid"},
655 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"},
656 {"#define USETRIPPY\n", " trippy"},
659 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
660 shadermodeinfo_t glslshadermodeinfo[SHADERMODE_COUNT] =
662 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
663 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
664 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
665 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
666 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
667 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
668 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
669 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
670 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
671 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
672 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
673 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
674 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
675 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
676 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
677 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
678 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
679 {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
682 shadermodeinfo_t hlslshadermodeinfo[SHADERMODE_COUNT] =
684 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_GENERIC\n", " generic"},
685 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_POSTPROCESS\n", " postprocess"},
686 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
687 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
688 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
689 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTMAP\n", " lightmap"},
690 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
691 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
692 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
693 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
694 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
695 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
696 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
697 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
698 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_WATER\n", " water"},
699 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_SHOWDEPTH\n", " showdepth"},
700 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
701 {"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
704 struct r_glsl_permutation_s;
705 typedef struct r_glsl_permutation_s
708 struct r_glsl_permutation_s *hashnext;
710 unsigned int permutation;
712 /// indicates if we have tried compiling this permutation already
714 /// 0 if compilation failed
716 // texture units assigned to each detected uniform
717 int tex_Texture_First;
718 int tex_Texture_Second;
719 int tex_Texture_GammaRamps;
720 int tex_Texture_Normal;
721 int tex_Texture_Color;
722 int tex_Texture_Gloss;
723 int tex_Texture_Glow;
724 int tex_Texture_SecondaryNormal;
725 int tex_Texture_SecondaryColor;
726 int tex_Texture_SecondaryGloss;
727 int tex_Texture_SecondaryGlow;
728 int tex_Texture_Pants;
729 int tex_Texture_Shirt;
730 int tex_Texture_FogHeightTexture;
731 int tex_Texture_FogMask;
732 int tex_Texture_Lightmap;
733 int tex_Texture_Deluxemap;
734 int tex_Texture_Attenuation;
735 int tex_Texture_Cube;
736 int tex_Texture_Refraction;
737 int tex_Texture_Reflection;
738 int tex_Texture_ShadowMap2D;
739 int tex_Texture_CubeProjection;
740 int tex_Texture_ScreenDepth;
741 int tex_Texture_ScreenNormalMap;
742 int tex_Texture_ScreenDiffuse;
743 int tex_Texture_ScreenSpecular;
744 int tex_Texture_ReflectMask;
745 int tex_Texture_ReflectCube;
746 int tex_Texture_BounceGrid;
747 /// locations of detected uniforms in program object, or -1 if not found
748 int loc_Texture_First;
749 int loc_Texture_Second;
750 int loc_Texture_GammaRamps;
751 int loc_Texture_Normal;
752 int loc_Texture_Color;
753 int loc_Texture_Gloss;
754 int loc_Texture_Glow;
755 int loc_Texture_SecondaryNormal;
756 int loc_Texture_SecondaryColor;
757 int loc_Texture_SecondaryGloss;
758 int loc_Texture_SecondaryGlow;
759 int loc_Texture_Pants;
760 int loc_Texture_Shirt;
761 int loc_Texture_FogHeightTexture;
762 int loc_Texture_FogMask;
763 int loc_Texture_Lightmap;
764 int loc_Texture_Deluxemap;
765 int loc_Texture_Attenuation;
766 int loc_Texture_Cube;
767 int loc_Texture_Refraction;
768 int loc_Texture_Reflection;
769 int loc_Texture_ShadowMap2D;
770 int loc_Texture_CubeProjection;
771 int loc_Texture_ScreenDepth;
772 int loc_Texture_ScreenNormalMap;
773 int loc_Texture_ScreenDiffuse;
774 int loc_Texture_ScreenSpecular;
775 int loc_Texture_ReflectMask;
776 int loc_Texture_ReflectCube;
777 int loc_Texture_BounceGrid;
779 int loc_BloomBlur_Parameters;
781 int loc_Color_Ambient;
782 int loc_Color_Diffuse;
783 int loc_Color_Specular;
787 int loc_DeferredColor_Ambient;
788 int loc_DeferredColor_Diffuse;
789 int loc_DeferredColor_Specular;
790 int loc_DeferredMod_Diffuse;
791 int loc_DeferredMod_Specular;
792 int loc_DistortScaleRefractReflect;
795 int loc_FogHeightFade;
797 int loc_FogPlaneViewDist;
798 int loc_FogRangeRecip;
801 int loc_LightPosition;
802 int loc_OffsetMapping_ScaleSteps;
803 int loc_OffsetMapping_LodDistance;
804 int loc_OffsetMapping_Bias;
806 int loc_ReflectColor;
807 int loc_ReflectFactor;
808 int loc_ReflectOffset;
809 int loc_RefractColor;
811 int loc_ScreenCenterRefractReflect;
812 int loc_ScreenScaleRefractReflect;
813 int loc_ScreenToDepth;
814 int loc_ShadowMap_Parameters;
815 int loc_ShadowMap_TextureScale;
816 int loc_SpecularPower;
821 int loc_ViewTintColor;
823 int loc_ModelToLight;
825 int loc_BackgroundTexMatrix;
826 int loc_ModelViewProjectionMatrix;
827 int loc_ModelViewMatrix;
828 int loc_PixelToScreenTexCoord;
829 int loc_ModelToReflectCube;
830 int loc_ShadowMapMatrix;
831 int loc_BloomColorSubtract;
832 int loc_NormalmapScrollBlend;
833 int loc_BounceGridMatrix;
834 int loc_BounceGridIntensity;
836 r_glsl_permutation_t;
838 #define SHADERPERMUTATION_HASHSIZE 256
841 // non-degradable "lightweight" shader parameters to keep the permutations simpler
842 // these can NOT degrade! only use for simple stuff
845 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
846 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
847 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
848 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
849 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
850 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
851 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
852 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
854 #define SHADERSTATICPARMS_COUNT 8
856 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
857 static int shaderstaticparms_count = 0;
859 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
860 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
861 static qboolean R_CompileShader_CheckStaticParms(void)
863 static int r_compileshader_staticparms_save[1];
864 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
865 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
868 if (r_glsl_saturation_redcompensate.integer)
869 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
870 if (r_glsl_vertextextureblend_usebothalphas.integer)
871 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
872 if (r_shadow_glossexact.integer)
873 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
874 if (r_glsl_postprocess.integer)
876 if (r_glsl_postprocess_uservec1_enable.integer)
877 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
878 if (r_glsl_postprocess_uservec2_enable.integer)
879 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
880 if (r_glsl_postprocess_uservec3_enable.integer)
881 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
882 if (r_glsl_postprocess_uservec4_enable.integer)
883 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
885 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
886 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
887 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
890 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
891 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
892 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
894 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
895 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
897 shaderstaticparms_count = 0;
900 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
901 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
902 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
903 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
904 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
905 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
906 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
907 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
910 /// information about each possible shader permutation
911 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
912 /// currently selected permutation
913 r_glsl_permutation_t *r_glsl_permutation;
914 /// storage for permutations linked in the hash table
915 memexpandablearray_t r_glsl_permutationarray;
917 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
919 //unsigned int hashdepth = 0;
920 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
921 r_glsl_permutation_t *p;
922 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
924 if (p->mode == mode && p->permutation == permutation)
926 //if (hashdepth > 10)
927 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
932 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
934 p->permutation = permutation;
935 p->hashnext = r_glsl_permutationhash[mode][hashindex];
936 r_glsl_permutationhash[mode][hashindex] = p;
937 //if (hashdepth > 10)
938 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
942 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
945 if (!filename || !filename[0])
947 if (!strcmp(filename, "glsl/default.glsl"))
949 if (!glslshaderstring)
951 glslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
952 if (glslshaderstring)
953 Con_DPrintf("Loading shaders from file %s...\n", filename);
955 glslshaderstring = (char *)builtinshaderstring;
957 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(glslshaderstring) + 1);
958 memcpy(shaderstring, glslshaderstring, strlen(glslshaderstring) + 1);
961 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
964 if (printfromdisknotice)
965 Con_DPrintf("from disk %s... ", filename);
971 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
975 shadermodeinfo_t *modeinfo = glslshadermodeinfo + mode;
976 char *vertexstring, *geometrystring, *fragmentstring;
977 char permutationname[256];
978 int vertstrings_count = 0;
979 int geomstrings_count = 0;
980 int fragstrings_count = 0;
981 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
982 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
983 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
990 permutationname[0] = 0;
991 vertexstring = R_GLSL_GetText(modeinfo->vertexfilename, true);
992 geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
993 fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
995 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
997 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
998 if(vid.support.gl20shaders130)
1000 vertstrings_list[vertstrings_count++] = "#version 130\n";
1001 geomstrings_list[geomstrings_count++] = "#version 130\n";
1002 fragstrings_list[fragstrings_count++] = "#version 130\n";
1003 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1004 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1005 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1008 // the first pretext is which type of shader to compile as
1009 // (later these will all be bound together as a program object)
1010 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1011 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1012 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1014 // the second pretext is the mode (for example a light source)
1015 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1016 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1017 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1018 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1020 // now add all the permutation pretexts
1021 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1023 if (permutation & (1<<i))
1025 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1026 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1027 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1028 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1032 // keep line numbers correct
1033 vertstrings_list[vertstrings_count++] = "\n";
1034 geomstrings_list[geomstrings_count++] = "\n";
1035 fragstrings_list[fragstrings_count++] = "\n";
1040 R_CompileShader_AddStaticParms(mode, permutation);
1041 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1042 vertstrings_count += shaderstaticparms_count;
1043 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1044 geomstrings_count += shaderstaticparms_count;
1045 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1046 fragstrings_count += shaderstaticparms_count;
1048 // now append the shader text itself
1049 vertstrings_list[vertstrings_count++] = vertexstring;
1050 geomstrings_list[geomstrings_count++] = geometrystring;
1051 fragstrings_list[fragstrings_count++] = fragmentstring;
1053 // if any sources were NULL, clear the respective list
1055 vertstrings_count = 0;
1056 if (!geometrystring)
1057 geomstrings_count = 0;
1058 if (!fragmentstring)
1059 fragstrings_count = 0;
1061 // compile the shader program
1062 if (vertstrings_count + geomstrings_count + fragstrings_count)
1063 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1067 qglUseProgram(p->program);CHECKGLERROR
1068 // look up all the uniform variable names we care about, so we don't
1069 // have to look them up every time we set them
1071 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1072 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1073 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1074 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1075 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1076 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1077 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1078 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1079 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1080 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1081 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1082 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1083 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1084 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1085 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1086 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1087 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1088 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1089 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1090 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1091 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1092 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1093 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1094 p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth");
1095 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1096 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1097 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1098 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1099 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1100 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1101 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1102 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1103 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1104 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1105 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1106 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1107 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1108 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1109 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1110 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1111 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1112 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1113 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1114 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1115 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1116 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1117 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1118 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1119 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1120 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1121 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1122 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1123 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1124 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1125 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1126 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1127 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1128 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1129 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1130 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1131 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1132 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1133 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1134 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1135 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1136 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1137 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1138 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1139 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1140 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1141 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1142 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1143 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1144 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1145 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1146 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1147 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1148 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1149 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1150 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1151 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1152 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1153 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1154 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1155 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1156 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1157 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1158 // initialize the samplers to refer to the texture units we use
1159 p->tex_Texture_First = -1;
1160 p->tex_Texture_Second = -1;
1161 p->tex_Texture_GammaRamps = -1;
1162 p->tex_Texture_Normal = -1;
1163 p->tex_Texture_Color = -1;
1164 p->tex_Texture_Gloss = -1;
1165 p->tex_Texture_Glow = -1;
1166 p->tex_Texture_SecondaryNormal = -1;
1167 p->tex_Texture_SecondaryColor = -1;
1168 p->tex_Texture_SecondaryGloss = -1;
1169 p->tex_Texture_SecondaryGlow = -1;
1170 p->tex_Texture_Pants = -1;
1171 p->tex_Texture_Shirt = -1;
1172 p->tex_Texture_FogHeightTexture = -1;
1173 p->tex_Texture_FogMask = -1;
1174 p->tex_Texture_Lightmap = -1;
1175 p->tex_Texture_Deluxemap = -1;
1176 p->tex_Texture_Attenuation = -1;
1177 p->tex_Texture_Cube = -1;
1178 p->tex_Texture_Refraction = -1;
1179 p->tex_Texture_Reflection = -1;
1180 p->tex_Texture_ShadowMap2D = -1;
1181 p->tex_Texture_CubeProjection = -1;
1182 p->tex_Texture_ScreenDepth = -1;
1183 p->tex_Texture_ScreenNormalMap = -1;
1184 p->tex_Texture_ScreenDiffuse = -1;
1185 p->tex_Texture_ScreenSpecular = -1;
1186 p->tex_Texture_ReflectMask = -1;
1187 p->tex_Texture_ReflectCube = -1;
1188 p->tex_Texture_BounceGrid = -1;
1190 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1191 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1192 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1193 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1194 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1195 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1196 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1197 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1198 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1199 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1200 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1201 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1202 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1203 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1204 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1205 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1206 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1207 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1208 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1209 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1210 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1211 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1212 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1213 if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;}
1214 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1215 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1216 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1217 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1218 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1219 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1221 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1224 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1228 Mem_Free(vertexstring);
1230 Mem_Free(geometrystring);
1232 Mem_Free(fragmentstring);
1235 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1237 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1238 if (r_glsl_permutation != perm)
1240 r_glsl_permutation = perm;
1241 if (!r_glsl_permutation->program)
1243 if (!r_glsl_permutation->compiled)
1244 R_GLSL_CompilePermutation(perm, mode, permutation);
1245 if (!r_glsl_permutation->program)
1247 // remove features until we find a valid permutation
1249 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1251 // reduce i more quickly whenever it would not remove any bits
1252 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1253 if (!(permutation & j))
1256 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1257 if (!r_glsl_permutation->compiled)
1258 R_GLSL_CompilePermutation(perm, mode, permutation);
1259 if (r_glsl_permutation->program)
1262 if (i >= SHADERPERMUTATION_COUNT)
1264 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1265 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1266 qglUseProgram(0);CHECKGLERROR
1267 return; // no bit left to clear, entire mode is broken
1272 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1274 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1275 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1276 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1283 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1284 extern D3DCAPS9 vid_d3d9caps;
1287 struct r_hlsl_permutation_s;
1288 typedef struct r_hlsl_permutation_s
1290 /// hash lookup data
1291 struct r_hlsl_permutation_s *hashnext;
1293 unsigned int permutation;
1295 /// indicates if we have tried compiling this permutation already
1297 /// NULL if compilation failed
1298 IDirect3DVertexShader9 *vertexshader;
1299 IDirect3DPixelShader9 *pixelshader;
1301 r_hlsl_permutation_t;
1303 typedef enum D3DVSREGISTER_e
1305 D3DVSREGISTER_TexMatrix = 0, // float4x4
1306 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1307 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1308 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1309 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1310 D3DVSREGISTER_ModelToLight = 20, // float4x4
1311 D3DVSREGISTER_EyePosition = 24,
1312 D3DVSREGISTER_FogPlane = 25,
1313 D3DVSREGISTER_LightDir = 26,
1314 D3DVSREGISTER_LightPosition = 27,
1318 typedef enum D3DPSREGISTER_e
1320 D3DPSREGISTER_Alpha = 0,
1321 D3DPSREGISTER_BloomBlur_Parameters = 1,
1322 D3DPSREGISTER_ClientTime = 2,
1323 D3DPSREGISTER_Color_Ambient = 3,
1324 D3DPSREGISTER_Color_Diffuse = 4,
1325 D3DPSREGISTER_Color_Specular = 5,
1326 D3DPSREGISTER_Color_Glow = 6,
1327 D3DPSREGISTER_Color_Pants = 7,
1328 D3DPSREGISTER_Color_Shirt = 8,
1329 D3DPSREGISTER_DeferredColor_Ambient = 9,
1330 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1331 D3DPSREGISTER_DeferredColor_Specular = 11,
1332 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1333 D3DPSREGISTER_DeferredMod_Specular = 13,
1334 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1335 D3DPSREGISTER_EyePosition = 15, // unused
1336 D3DPSREGISTER_FogColor = 16,
1337 D3DPSREGISTER_FogHeightFade = 17,
1338 D3DPSREGISTER_FogPlane = 18,
1339 D3DPSREGISTER_FogPlaneViewDist = 19,
1340 D3DPSREGISTER_FogRangeRecip = 20,
1341 D3DPSREGISTER_LightColor = 21,
1342 D3DPSREGISTER_LightDir = 22, // unused
1343 D3DPSREGISTER_LightPosition = 23,
1344 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1345 D3DPSREGISTER_PixelSize = 25,
1346 D3DPSREGISTER_ReflectColor = 26,
1347 D3DPSREGISTER_ReflectFactor = 27,
1348 D3DPSREGISTER_ReflectOffset = 28,
1349 D3DPSREGISTER_RefractColor = 29,
1350 D3DPSREGISTER_Saturation = 30,
1351 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1352 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1353 D3DPSREGISTER_ScreenToDepth = 33,
1354 D3DPSREGISTER_ShadowMap_Parameters = 34,
1355 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1356 D3DPSREGISTER_SpecularPower = 36,
1357 D3DPSREGISTER_UserVec1 = 37,
1358 D3DPSREGISTER_UserVec2 = 38,
1359 D3DPSREGISTER_UserVec3 = 39,
1360 D3DPSREGISTER_UserVec4 = 40,
1361 D3DPSREGISTER_ViewTintColor = 41,
1362 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1363 D3DPSREGISTER_BloomColorSubtract = 43,
1364 D3DPSREGISTER_ViewToLight = 44, // float4x4
1365 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1366 D3DPSREGISTER_NormalmapScrollBlend = 52,
1367 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1368 D3DPSREGISTER_OffsetMapping_Bias = 54,
1373 /// information about each possible shader permutation
1374 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1375 /// currently selected permutation
1376 r_hlsl_permutation_t *r_hlsl_permutation;
1377 /// storage for permutations linked in the hash table
1378 memexpandablearray_t r_hlsl_permutationarray;
1380 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1382 //unsigned int hashdepth = 0;
1383 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1384 r_hlsl_permutation_t *p;
1385 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1387 if (p->mode == mode && p->permutation == permutation)
1389 //if (hashdepth > 10)
1390 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1395 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1397 p->permutation = permutation;
1398 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1399 r_hlsl_permutationhash[mode][hashindex] = p;
1400 //if (hashdepth > 10)
1401 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1405 static char *R_HLSL_GetText(const char *filename, qboolean printfromdisknotice)
1408 if (!filename || !filename[0])
1410 if (!strcmp(filename, "hlsl/default.hlsl"))
1412 if (!hlslshaderstring)
1414 hlslshaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1415 if (hlslshaderstring)
1416 Con_DPrintf("Loading shaders from file %s...\n", filename);
1418 hlslshaderstring = (char *)builtinhlslshaderstring;
1420 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(hlslshaderstring) + 1);
1421 memcpy(shaderstring, hlslshaderstring, strlen(hlslshaderstring) + 1);
1422 return shaderstring;
1424 shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1427 if (printfromdisknotice)
1428 Con_DPrintf("from disk %s... ", filename);
1429 return shaderstring;
1431 return shaderstring;
1435 //#include <d3dx9shader.h>
1436 //#include <d3dx9mesh.h>
1438 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1440 DWORD *vsbin = NULL;
1441 DWORD *psbin = NULL;
1442 fs_offset_t vsbinsize;
1443 fs_offset_t psbinsize;
1444 // IDirect3DVertexShader9 *vs = NULL;
1445 // IDirect3DPixelShader9 *ps = NULL;
1446 ID3DXBuffer *vslog = NULL;
1447 ID3DXBuffer *vsbuffer = NULL;
1448 ID3DXConstantTable *vsconstanttable = NULL;
1449 ID3DXBuffer *pslog = NULL;
1450 ID3DXBuffer *psbuffer = NULL;
1451 ID3DXConstantTable *psconstanttable = NULL;
1454 char temp[MAX_INPUTLINE];
1455 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1456 qboolean debugshader = gl_paranoid.integer != 0;
1457 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1458 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1461 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1462 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1464 if ((!vsbin && vertstring) || (!psbin && fragstring))
1466 const char* dllnames_d3dx9 [] =
1490 dllhandle_t d3dx9_dll = NULL;
1491 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1492 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1493 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1494 dllfunction_t d3dx9_dllfuncs[] =
1496 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1497 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1498 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1501 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1503 DWORD shaderflags = 0;
1505 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1506 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1507 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1508 if (vertstring && vertstring[0])
1512 // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog);
1513 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize());
1514 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1515 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1518 vsresult = qD3DXCompileShader(vertstring, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1521 vsbinsize = vsbuffer->GetBufferSize();
1522 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1523 memcpy(vsbin, vsbuffer->GetBufferPointer(), vsbinsize);
1524 vsbuffer->Release();
1528 strlcpy(temp, (const char *)vslog->GetBufferPointer(), min(sizeof(temp), vslog->GetBufferSize()));
1529 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1533 if (fragstring && fragstring[0])
1537 // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog);
1538 // FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize());
1539 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1540 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1543 psresult = qD3DXCompileShader(fragstring, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1546 psbinsize = psbuffer->GetBufferSize();
1547 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1548 memcpy(psbin, psbuffer->GetBufferPointer(), psbinsize);
1549 psbuffer->Release();
1553 strlcpy(temp, (const char *)pslog->GetBufferPointer(), min(sizeof(temp), pslog->GetBufferSize()));
1554 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1558 Sys_UnloadLibrary(&d3dx9_dll);
1561 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1565 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1566 if (FAILED(vsresult))
1567 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1568 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1569 if (FAILED(psresult))
1570 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1572 // free the shader data
1573 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1574 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1577 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1580 shadermodeinfo_t *modeinfo = hlslshadermodeinfo + mode;
1581 int vertstring_length = 0;
1582 int geomstring_length = 0;
1583 int fragstring_length = 0;
1585 char *vertexstring, *geometrystring, *fragmentstring;
1586 char *vertstring, *geomstring, *fragstring;
1587 char permutationname[256];
1588 char cachename[256];
1589 int vertstrings_count = 0;
1590 int geomstrings_count = 0;
1591 int fragstrings_count = 0;
1592 const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1593 const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1594 const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1];
1599 p->vertexshader = NULL;
1600 p->pixelshader = NULL;
1602 permutationname[0] = 0;
1604 vertexstring = R_HLSL_GetText(modeinfo->vertexfilename, true);
1605 geometrystring = R_HLSL_GetText(modeinfo->geometryfilename, false);
1606 fragmentstring = R_HLSL_GetText(modeinfo->fragmentfilename, false);
1608 strlcat(permutationname, modeinfo->vertexfilename, sizeof(permutationname));
1609 strlcat(cachename, "hlsl/", sizeof(cachename));
1611 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1612 vertstrings_count = 0;
1613 geomstrings_count = 0;
1614 fragstrings_count = 0;
1615 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1616 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1617 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1619 // the first pretext is which type of shader to compile as
1620 // (later these will all be bound together as a program object)
1621 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1622 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1623 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1625 // the second pretext is the mode (for example a light source)
1626 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1627 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1628 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1629 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1630 strlcat(cachename, modeinfo->name, sizeof(cachename));
1632 // now add all the permutation pretexts
1633 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1635 if (permutation & (1<<i))
1637 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1638 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1639 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1640 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1641 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1645 // keep line numbers correct
1646 vertstrings_list[vertstrings_count++] = "\n";
1647 geomstrings_list[geomstrings_count++] = "\n";
1648 fragstrings_list[fragstrings_count++] = "\n";
1653 R_CompileShader_AddStaticParms(mode, permutation);
1654 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1655 vertstrings_count += shaderstaticparms_count;
1656 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1657 geomstrings_count += shaderstaticparms_count;
1658 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1659 fragstrings_count += shaderstaticparms_count;
1661 // replace spaces in the cachename with _ characters
1662 for (i = 0;cachename[i];i++)
1663 if (cachename[i] == ' ')
1666 // now append the shader text itself
1667 vertstrings_list[vertstrings_count++] = vertexstring;
1668 geomstrings_list[geomstrings_count++] = geometrystring;
1669 fragstrings_list[fragstrings_count++] = fragmentstring;
1671 // if any sources were NULL, clear the respective list
1673 vertstrings_count = 0;
1674 if (!geometrystring)
1675 geomstrings_count = 0;
1676 if (!fragmentstring)
1677 fragstrings_count = 0;
1679 vertstring_length = 0;
1680 for (i = 0;i < vertstrings_count;i++)
1681 vertstring_length += strlen(vertstrings_list[i]);
1682 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1683 for (i = 0;i < vertstrings_count;t += strlen(vertstrings_list[i]), i++)
1684 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1686 geomstring_length = 0;
1687 for (i = 0;i < geomstrings_count;i++)
1688 geomstring_length += strlen(geomstrings_list[i]);
1689 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1690 for (i = 0;i < geomstrings_count;t += strlen(geomstrings_list[i]), i++)
1691 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1693 fragstring_length = 0;
1694 for (i = 0;i < fragstrings_count;i++)
1695 fragstring_length += strlen(fragstrings_list[i]);
1696 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1697 for (i = 0;i < fragstrings_count;t += strlen(fragstrings_list[i]), i++)
1698 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1700 // try to load the cached shader, or generate one
1701 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1703 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1704 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1706 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1710 Mem_Free(vertstring);
1712 Mem_Free(geomstring);
1714 Mem_Free(fragstring);
1716 Mem_Free(vertexstring);
1718 Mem_Free(geometrystring);
1720 Mem_Free(fragmentstring);
1723 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1724 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1725 static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1726 static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1727 static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1728 static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);}
1730 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1731 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1732 static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1733 static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1734 static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1735 static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
1737 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1739 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1740 if (r_hlsl_permutation != perm)
1742 r_hlsl_permutation = perm;
1743 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1745 if (!r_hlsl_permutation->compiled)
1746 R_HLSL_CompilePermutation(perm, mode, permutation);
1747 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1749 // remove features until we find a valid permutation
1751 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1753 // reduce i more quickly whenever it would not remove any bits
1754 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1755 if (!(permutation & j))
1758 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1759 if (!r_hlsl_permutation->compiled)
1760 R_HLSL_CompilePermutation(perm, mode, permutation);
1761 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1764 if (i >= SHADERPERMUTATION_COUNT)
1766 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].vertexfilename, shadermodeinfo[mode].pretext);
1767 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1768 return; // no bit left to clear, entire mode is broken
1772 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1773 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1775 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1776 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1777 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1781 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1783 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1784 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1785 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1786 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1789 static void R_GLSL_Restart_f(void)
1791 unsigned int i, limit;
1792 if (glslshaderstring && glslshaderstring != builtinshaderstring)
1793 Mem_Free(glslshaderstring);
1794 glslshaderstring = NULL;
1795 if (hlslshaderstring && hlslshaderstring != builtinhlslshaderstring)
1796 Mem_Free(hlslshaderstring);
1797 hlslshaderstring = NULL;
1798 switch(vid.renderpath)
1800 case RENDERPATH_D3D9:
1803 r_hlsl_permutation_t *p;
1804 r_hlsl_permutation = NULL;
1805 limit = Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1806 for (i = 0;i < limit;i++)
1808 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1810 if (p->vertexshader)
1811 IDirect3DVertexShader9_Release(p->vertexshader);
1813 IDirect3DPixelShader9_Release(p->pixelshader);
1814 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1817 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1821 case RENDERPATH_D3D10:
1822 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1824 case RENDERPATH_D3D11:
1825 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1827 case RENDERPATH_GL20:
1828 case RENDERPATH_GLES2:
1830 r_glsl_permutation_t *p;
1831 r_glsl_permutation = NULL;
1832 limit = Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1833 for (i = 0;i < limit;i++)
1835 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1837 GL_Backend_FreeProgram(p->program);
1838 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1841 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1844 case RENDERPATH_GL11:
1845 case RENDERPATH_GL13:
1846 case RENDERPATH_GLES1:
1848 case RENDERPATH_SOFT:
1853 static void R_GLSL_DumpShader_f(void)
1858 file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1861 FS_Print(file, "/* The engine may define the following macros:\n");
1862 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1863 for (i = 0;i < SHADERMODE_COUNT;i++)
1864 FS_Print(file, glslshadermodeinfo[i].pretext);
1865 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1866 FS_Print(file, shaderpermutationinfo[i].pretext);
1867 FS_Print(file, "*/\n");
1868 FS_Print(file, builtinshaderstring);
1870 Con_Printf("glsl/default.glsl written\n");
1873 Con_Printf("failed to write to glsl/default.glsl\n");
1875 file = FS_OpenRealFile("hlsl/default.hlsl", "w", false);
1878 FS_Print(file, "/* The engine may define the following macros:\n");
1879 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1880 for (i = 0;i < SHADERMODE_COUNT;i++)
1881 FS_Print(file, hlslshadermodeinfo[i].pretext);
1882 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1883 FS_Print(file, shaderpermutationinfo[i].pretext);
1884 FS_Print(file, "*/\n");
1885 FS_Print(file, builtinhlslshaderstring);
1887 Con_Printf("hlsl/default.hlsl written\n");
1890 Con_Printf("failed to write to hlsl/default.hlsl\n");
1893 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1895 unsigned int permutation = 0;
1896 if (r_trippy.integer && !notrippy)
1897 permutation |= SHADERPERMUTATION_TRIPPY;
1898 permutation |= SHADERPERMUTATION_VIEWTINT;
1900 permutation |= SHADERPERMUTATION_DIFFUSE;
1902 permutation |= SHADERPERMUTATION_SPECULAR;
1903 if (texturemode == GL_MODULATE)
1904 permutation |= SHADERPERMUTATION_COLORMAPPING;
1905 else if (texturemode == GL_ADD)
1906 permutation |= SHADERPERMUTATION_GLOW;
1907 else if (texturemode == GL_DECAL)
1908 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1909 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1910 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1911 if (suppresstexalpha)
1912 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1914 texturemode = GL_MODULATE;
1915 if (vid.allowalphatocoverage)
1916 GL_AlphaToCoverage(false);
1917 switch (vid.renderpath)
1919 case RENDERPATH_D3D9:
1921 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
1922 R_Mesh_TexBind(GL20TU_FIRST , first );
1923 R_Mesh_TexBind(GL20TU_SECOND, second);
1924 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
1925 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1928 case RENDERPATH_D3D10:
1929 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1931 case RENDERPATH_D3D11:
1932 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1934 case RENDERPATH_GL20:
1935 case RENDERPATH_GLES2:
1936 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1937 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
1938 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
1939 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1940 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1942 case RENDERPATH_GL13:
1943 case RENDERPATH_GLES1:
1944 R_Mesh_TexBind(0, first );
1945 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
1946 R_Mesh_TexBind(1, second);
1948 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
1950 case RENDERPATH_GL11:
1951 R_Mesh_TexBind(0, first );
1953 case RENDERPATH_SOFT:
1954 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
1955 R_Mesh_TexBind(GL20TU_FIRST , first );
1956 R_Mesh_TexBind(GL20TU_SECOND, second);
1961 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1963 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
1966 void R_SetupShader_DepthOrShadow(qboolean notrippy)
1968 unsigned int permutation = 0;
1969 if (r_trippy.integer && !notrippy)
1970 permutation |= SHADERPERMUTATION_TRIPPY;
1971 if (vid.allowalphatocoverage)
1972 GL_AlphaToCoverage(false);
1973 switch (vid.renderpath)
1975 case RENDERPATH_D3D9:
1977 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1980 case RENDERPATH_D3D10:
1981 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1983 case RENDERPATH_D3D11:
1984 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1986 case RENDERPATH_GL20:
1987 case RENDERPATH_GLES2:
1988 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1990 case RENDERPATH_GL13:
1991 case RENDERPATH_GLES1:
1992 R_Mesh_TexBind(0, 0);
1993 R_Mesh_TexBind(1, 0);
1995 case RENDERPATH_GL11:
1996 R_Mesh_TexBind(0, 0);
1998 case RENDERPATH_SOFT:
1999 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2004 void R_SetupShader_ShowDepth(qboolean notrippy)
2006 int permutation = 0;
2007 if (r_trippy.integer && !notrippy)
2008 permutation |= SHADERPERMUTATION_TRIPPY;
2009 if (vid.allowalphatocoverage)
2010 GL_AlphaToCoverage(false);
2011 switch (vid.renderpath)
2013 case RENDERPATH_D3D9:
2015 R_SetupShader_SetPermutationHLSL(SHADERMODE_SHOWDEPTH, permutation);
2018 case RENDERPATH_D3D10:
2019 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2021 case RENDERPATH_D3D11:
2022 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2024 case RENDERPATH_GL20:
2025 case RENDERPATH_GLES2:
2026 R_SetupShader_SetPermutationGLSL(SHADERMODE_SHOWDEPTH, permutation);
2028 case RENDERPATH_GL13:
2029 case RENDERPATH_GLES1:
2031 case RENDERPATH_GL11:
2033 case RENDERPATH_SOFT:
2034 R_SetupShader_SetPermutationSoft(SHADERMODE_SHOWDEPTH, permutation);
2039 extern qboolean r_shadow_usingdeferredprepass;
2040 extern cvar_t r_shadow_deferred_8bitrange;
2041 extern rtexture_t *r_shadow_attenuationgradienttexture;
2042 extern rtexture_t *r_shadow_attenuation2dtexture;
2043 extern rtexture_t *r_shadow_attenuation3dtexture;
2044 extern qboolean r_shadow_usingshadowmap2d;
2045 extern qboolean r_shadow_usingshadowmaportho;
2046 extern float r_shadow_shadowmap_texturescale[2];
2047 extern float r_shadow_shadowmap_parameters[4];
2048 extern qboolean r_shadow_shadowmapvsdct;
2049 extern qboolean r_shadow_shadowmapsampler;
2050 extern int r_shadow_shadowmappcf;
2051 extern rtexture_t *r_shadow_shadowmap2dtexture;
2052 extern rtexture_t *r_shadow_shadowmap2dcolortexture;
2053 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2054 extern matrix4x4_t r_shadow_shadowmapmatrix;
2055 extern int r_shadow_shadowmaplod; // changes for each light based on distance
2056 extern int r_shadow_prepass_width;
2057 extern int r_shadow_prepass_height;
2058 extern rtexture_t *r_shadow_prepassgeometrydepthtexture;
2059 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2060 extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture;
2061 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2062 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2064 #define BLENDFUNC_ALLOWS_COLORMOD 1
2065 #define BLENDFUNC_ALLOWS_FOG 2
2066 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2067 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2068 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2069 static int R_BlendFuncFlags(int src, int dst)
2073 // a blendfunc allows colormod if:
2074 // a) it can never keep the destination pixel invariant, or
2075 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2076 // this is to prevent unintended side effects from colormod
2078 // a blendfunc allows fog if:
2079 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2080 // this is to prevent unintended side effects from fog
2082 // these checks are the output of fogeval.pl
2084 r |= BLENDFUNC_ALLOWS_COLORMOD;
2085 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2086 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2087 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2088 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2089 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2090 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2091 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2092 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2093 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2094 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2095 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2096 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2097 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2098 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2099 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2100 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2101 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2102 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2103 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2104 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2105 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2110 void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
2112 // select a permutation of the lighting shader appropriate to this
2113 // combination of texture, entity, light source, and fogging, only use the
2114 // minimum features necessary to avoid wasting rendering time in the
2115 // fragment shader on features that are not being used
2116 unsigned int permutation = 0;
2117 unsigned int mode = 0;
2119 static float dummy_colormod[3] = {1, 1, 1};
2120 float *colormod = rsurface.colormod;
2122 matrix4x4_t tempmatrix;
2123 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2124 if (r_trippy.integer && !notrippy)
2125 permutation |= SHADERPERMUTATION_TRIPPY;
2126 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2127 permutation |= SHADERPERMUTATION_ALPHAKILL;
2128 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2129 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2130 if (rsurfacepass == RSURFPASS_BACKGROUND)
2132 // distorted background
2133 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2135 mode = SHADERMODE_WATER;
2136 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2138 // this is the right thing to do for wateralpha
2139 GL_BlendFunc(GL_ONE, GL_ZERO);
2140 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2144 // this is the right thing to do for entity alpha
2145 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2146 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2149 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2151 mode = SHADERMODE_REFRACTION;
2152 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2153 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2157 mode = SHADERMODE_GENERIC;
2158 permutation |= SHADERPERMUTATION_DIFFUSE;
2159 GL_BlendFunc(GL_ONE, GL_ZERO);
2160 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2162 if (vid.allowalphatocoverage)
2163 GL_AlphaToCoverage(false);
2165 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2167 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2169 switch(rsurface.texture->offsetmapping)
2171 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2172 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2173 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2174 case OFFSETMAPPING_OFF: break;
2177 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2178 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2179 // normalmap (deferred prepass), may use alpha test on diffuse
2180 mode = SHADERMODE_DEFERREDGEOMETRY;
2181 GL_BlendFunc(GL_ONE, GL_ZERO);
2182 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2183 if (vid.allowalphatocoverage)
2184 GL_AlphaToCoverage(false);
2186 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2188 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2190 switch(rsurface.texture->offsetmapping)
2192 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2193 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2194 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2195 case OFFSETMAPPING_OFF: break;
2198 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2199 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2201 mode = SHADERMODE_LIGHTSOURCE;
2202 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2203 permutation |= SHADERPERMUTATION_CUBEFILTER;
2204 if (diffusescale > 0)
2205 permutation |= SHADERPERMUTATION_DIFFUSE;
2206 if (specularscale > 0)
2207 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2208 if (r_refdef.fogenabled)
2209 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2210 if (rsurface.texture->colormapping)
2211 permutation |= SHADERPERMUTATION_COLORMAPPING;
2212 if (r_shadow_usingshadowmap2d)
2214 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2215 if(r_shadow_shadowmapvsdct)
2216 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2218 if (r_shadow_shadowmapsampler)
2219 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2220 if (r_shadow_shadowmappcf > 1)
2221 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2222 else if (r_shadow_shadowmappcf)
2223 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2225 if (rsurface.texture->reflectmasktexture)
2226 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2227 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2228 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2229 if (vid.allowalphatocoverage)
2230 GL_AlphaToCoverage(false);
2232 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2234 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2236 switch(rsurface.texture->offsetmapping)
2238 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2239 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2240 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2241 case OFFSETMAPPING_OFF: break;
2244 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2245 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2246 // unshaded geometry (fullbright or ambient model lighting)
2247 mode = SHADERMODE_FLATCOLOR;
2248 ambientscale = diffusescale = specularscale = 0;
2249 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2250 permutation |= SHADERPERMUTATION_GLOW;
2251 if (r_refdef.fogenabled)
2252 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2253 if (rsurface.texture->colormapping)
2254 permutation |= SHADERPERMUTATION_COLORMAPPING;
2255 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2257 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2258 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2260 if (r_shadow_shadowmapsampler)
2261 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2262 if (r_shadow_shadowmappcf > 1)
2263 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2264 else if (r_shadow_shadowmappcf)
2265 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2267 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2268 permutation |= SHADERPERMUTATION_REFLECTION;
2269 if (rsurface.texture->reflectmasktexture)
2270 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2271 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2272 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2273 // when using alphatocoverage, we don't need alphakill
2274 if (vid.allowalphatocoverage)
2276 if (r_transparent_alphatocoverage.integer)
2278 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2279 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2282 GL_AlphaToCoverage(false);
2285 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2287 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2289 switch(rsurface.texture->offsetmapping)
2291 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2292 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2293 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2294 case OFFSETMAPPING_OFF: break;
2297 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2298 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2299 // directional model lighting
2300 mode = SHADERMODE_LIGHTDIRECTION;
2301 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2302 permutation |= SHADERPERMUTATION_GLOW;
2303 permutation |= SHADERPERMUTATION_DIFFUSE;
2304 if (specularscale > 0)
2305 permutation |= SHADERPERMUTATION_SPECULAR;
2306 if (r_refdef.fogenabled)
2307 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2308 if (rsurface.texture->colormapping)
2309 permutation |= SHADERPERMUTATION_COLORMAPPING;
2310 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2312 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2313 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2315 if (r_shadow_shadowmapsampler)
2316 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2317 if (r_shadow_shadowmappcf > 1)
2318 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2319 else if (r_shadow_shadowmappcf)
2320 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2322 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2323 permutation |= SHADERPERMUTATION_REFLECTION;
2324 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2325 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2326 if (rsurface.texture->reflectmasktexture)
2327 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2328 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2330 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2331 if (r_shadow_bouncegriddirectional)
2332 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2334 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2335 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2336 // when using alphatocoverage, we don't need alphakill
2337 if (vid.allowalphatocoverage)
2339 if (r_transparent_alphatocoverage.integer)
2341 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2342 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2345 GL_AlphaToCoverage(false);
2348 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2350 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2352 switch(rsurface.texture->offsetmapping)
2354 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2355 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2356 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2357 case OFFSETMAPPING_OFF: break;
2360 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2361 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2362 // ambient model lighting
2363 mode = SHADERMODE_LIGHTDIRECTION;
2364 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2365 permutation |= SHADERPERMUTATION_GLOW;
2366 if (r_refdef.fogenabled)
2367 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2368 if (rsurface.texture->colormapping)
2369 permutation |= SHADERPERMUTATION_COLORMAPPING;
2370 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2372 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2373 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2375 if (r_shadow_shadowmapsampler)
2376 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2377 if (r_shadow_shadowmappcf > 1)
2378 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2379 else if (r_shadow_shadowmappcf)
2380 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2382 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2383 permutation |= SHADERPERMUTATION_REFLECTION;
2384 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2385 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2386 if (rsurface.texture->reflectmasktexture)
2387 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2388 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2390 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2391 if (r_shadow_bouncegriddirectional)
2392 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2394 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2395 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2396 // when using alphatocoverage, we don't need alphakill
2397 if (vid.allowalphatocoverage)
2399 if (r_transparent_alphatocoverage.integer)
2401 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2402 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2405 GL_AlphaToCoverage(false);
2410 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2412 switch(rsurface.texture->offsetmapping)
2414 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2415 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2416 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2417 case OFFSETMAPPING_OFF: break;
2420 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2421 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2423 if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2424 permutation |= SHADERPERMUTATION_GLOW;
2425 if (r_refdef.fogenabled)
2426 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2427 if (rsurface.texture->colormapping)
2428 permutation |= SHADERPERMUTATION_COLORMAPPING;
2429 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2431 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2432 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2434 if (r_shadow_shadowmapsampler)
2435 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
2436 if (r_shadow_shadowmappcf > 1)
2437 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
2438 else if (r_shadow_shadowmappcf)
2439 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
2441 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2442 permutation |= SHADERPERMUTATION_REFLECTION;
2443 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2444 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2445 if (rsurface.texture->reflectmasktexture)
2446 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2447 if (FAKELIGHT_ENABLED)
2449 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2450 mode = SHADERMODE_FAKELIGHT;
2451 permutation |= SHADERPERMUTATION_DIFFUSE;
2452 if (specularscale > 0)
2453 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2455 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2457 // deluxemapping (light direction texture)
2458 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2459 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2461 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2462 permutation |= SHADERPERMUTATION_DIFFUSE;
2463 if (specularscale > 0)
2464 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2466 else if (r_glsl_deluxemapping.integer >= 2)
2468 // fake deluxemapping (uniform light direction in tangentspace)
2469 if (rsurface.uselightmaptexture)
2470 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2472 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2473 permutation |= SHADERPERMUTATION_DIFFUSE;
2474 if (specularscale > 0)
2475 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2477 else if (rsurface.uselightmaptexture)
2479 // ordinary lightmapping (q1bsp, q3bsp)
2480 mode = SHADERMODE_LIGHTMAP;
2484 // ordinary vertex coloring (q3bsp)
2485 mode = SHADERMODE_VERTEXCOLOR;
2487 if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2490 if (r_shadow_bouncegriddirectional)
2491 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2493 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2494 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2495 // when using alphatocoverage, we don't need alphakill
2496 if (vid.allowalphatocoverage)
2498 if (r_transparent_alphatocoverage.integer)
2500 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2501 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2504 GL_AlphaToCoverage(false);
2507 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2508 colormod = dummy_colormod;
2509 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2510 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2511 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2512 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2513 switch(vid.renderpath)
2515 case RENDERPATH_D3D9:
2517 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2518 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2519 R_SetupShader_SetPermutationHLSL(mode, permutation);
2520 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2521 if (mode == SHADERMODE_LIGHTSOURCE)
2523 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2524 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2528 if (mode == SHADERMODE_LIGHTDIRECTION)
2530 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2533 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2534 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2535 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2536 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2537 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2539 if (mode == SHADERMODE_LIGHTSOURCE)
2541 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2542 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2543 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2544 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2545 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2547 // additive passes are only darkened by fog, not tinted
2548 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2549 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2553 if (mode == SHADERMODE_FLATCOLOR)
2555 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2557 else if (mode == SHADERMODE_LIGHTDIRECTION)
2559 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]);
2560 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2561 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2562 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2563 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2564 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2565 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2569 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2570 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2571 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2572 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2573 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2575 // additive passes are only darkened by fog, not tinted
2576 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2577 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2579 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2580 hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2581 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2582 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2583 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2584 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2585 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2586 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2587 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2588 if (mode == SHADERMODE_WATER)
2589 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2591 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2592 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2593 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2594 hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2595 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2596 if (rsurface.texture->pantstexture)
2597 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2599 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2600 if (rsurface.texture->shirttexture)
2601 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2603 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2604 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2605 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2606 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2607 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2608 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2609 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2610 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2611 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2612 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2614 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2615 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2616 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2617 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2619 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2620 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2621 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2622 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2623 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2624 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2625 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2626 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2627 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2628 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2629 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2630 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2631 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2632 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2633 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2634 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2635 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2636 if (rsurfacepass == RSURFPASS_BACKGROUND)
2638 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2639 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2640 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2644 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2646 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2647 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2648 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2649 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2650 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2652 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2653 if (rsurface.rtlight)
2655 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2656 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2661 case RENDERPATH_D3D10:
2662 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2664 case RENDERPATH_D3D11:
2665 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2667 case RENDERPATH_GL20:
2668 case RENDERPATH_GLES2:
2669 if (!vid.useinterleavedarrays)
2671 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2672 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2673 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2674 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2675 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2676 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2677 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2678 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2682 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2683 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmeshbuffer);
2685 R_SetupShader_SetPermutationGLSL(mode, permutation);
2686 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2687 if (mode == SHADERMODE_LIGHTSOURCE)
2689 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2690 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2691 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2692 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2693 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2694 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2696 // additive passes are only darkened by fog, not tinted
2697 if (r_glsl_permutation->loc_FogColor >= 0)
2698 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2699 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2703 if (mode == SHADERMODE_FLATCOLOR)
2705 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2707 else if (mode == SHADERMODE_LIGHTDIRECTION)
2709 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2710 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2711 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2712 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2713 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2714 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2715 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2719 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2720 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2721 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2722 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2723 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2725 // additive passes are only darkened by fog, not tinted
2726 if (r_glsl_permutation->loc_FogColor >= 0)
2728 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2729 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2731 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2733 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2734 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2735 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2736 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2737 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2738 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2739 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2740 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2741 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2743 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2744 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2745 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2746 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2747 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2749 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2750 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2751 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2752 if (r_glsl_permutation->loc_Color_Pants >= 0)
2754 if (rsurface.texture->pantstexture)
2755 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2757 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2759 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2761 if (rsurface.texture->shirttexture)
2762 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2764 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2766 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2767 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2768 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2769 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2770 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2771 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2772 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2773 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2774 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2776 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2777 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2778 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2779 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2780 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2781 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
2783 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2784 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2785 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2786 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2787 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2788 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2789 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2790 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2791 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2792 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2793 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2794 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2795 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2796 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2797 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2798 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2799 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2800 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2801 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2802 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2803 if (rsurfacepass == RSURFPASS_BACKGROUND)
2805 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2806 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2807 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2811 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2813 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
2814 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2815 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2816 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2817 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2819 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture );
2820 if (rsurface.rtlight)
2822 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2823 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2826 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
2829 case RENDERPATH_GL11:
2830 case RENDERPATH_GL13:
2831 case RENDERPATH_GLES1:
2833 case RENDERPATH_SOFT:
2834 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0), texturenumsurfaces, texturesurfacelist);
2835 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2836 R_SetupShader_SetPermutationSoft(mode, permutation);
2837 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2838 if (mode == SHADERMODE_LIGHTSOURCE)
2840 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2841 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2842 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2843 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2844 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2845 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2847 // additive passes are only darkened by fog, not tinted
2848 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2849 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2853 if (mode == SHADERMODE_FLATCOLOR)
2855 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2857 else if (mode == SHADERMODE_LIGHTDIRECTION)
2859 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]);
2860 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2861 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2862 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value);
2863 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2864 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]);
2865 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2869 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2870 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2871 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale);
2872 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value);
2873 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value);
2875 // additive passes are only darkened by fog, not tinted
2876 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2877 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2879 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2880 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
2881 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2882 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2883 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2884 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2885 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2886 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
2887 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2888 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2890 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
2891 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
2892 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
2893 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
2894 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
2896 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2897 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1));
2898 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2899 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
2901 if (rsurface.texture->pantstexture)
2902 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2904 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
2906 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
2908 if (rsurface.texture->shirttexture)
2909 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2911 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
2913 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2914 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
2915 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
2916 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
2917 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
2918 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2919 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2920 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2921 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2923 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer);
2924 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
2925 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2926 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2928 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2929 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2930 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2931 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2932 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2933 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2934 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2935 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2936 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2937 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2938 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2939 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2940 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2941 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2942 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2943 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2944 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2945 if (rsurfacepass == RSURFPASS_BACKGROUND)
2947 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2948 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2949 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2953 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2955 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
2956 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2957 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2958 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2959 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2961 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2dcolortexture);
2962 if (rsurface.rtlight)
2964 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2965 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2972 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2974 // select a permutation of the lighting shader appropriate to this
2975 // combination of texture, entity, light source, and fogging, only use the
2976 // minimum features necessary to avoid wasting rendering time in the
2977 // fragment shader on features that are not being used
2978 unsigned int permutation = 0;
2979 unsigned int mode = 0;
2980 const float *lightcolorbase = rtlight->currentcolor;
2981 float ambientscale = rtlight->ambientscale;
2982 float diffusescale = rtlight->diffusescale;
2983 float specularscale = rtlight->specularscale;
2984 // this is the location of the light in view space
2985 vec3_t viewlightorigin;
2986 // this transforms from view space (camera) to light space (cubemap)
2987 matrix4x4_t viewtolight;
2988 matrix4x4_t lighttoview;
2989 float viewtolight16f[16];
2990 float range = 1.0f / r_shadow_deferred_8bitrange.value;
2992 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2993 if (rtlight->currentcubemap != r_texture_whitecube)
2994 permutation |= SHADERPERMUTATION_CUBEFILTER;
2995 if (diffusescale > 0)
2996 permutation |= SHADERPERMUTATION_DIFFUSE;
2997 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2998 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2999 if (r_shadow_usingshadowmap2d)
3001 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3002 if (r_shadow_shadowmapvsdct)
3003 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3005 if (r_shadow_shadowmapsampler)
3006 permutation |= SHADERPERMUTATION_SHADOWSAMPLER;
3007 if (r_shadow_shadowmappcf > 1)
3008 permutation |= SHADERPERMUTATION_SHADOWMAPPCF2;
3009 else if (r_shadow_shadowmappcf)
3010 permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
3012 if (vid.allowalphatocoverage)
3013 GL_AlphaToCoverage(false);
3014 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3015 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3016 Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
3017 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3018 switch(vid.renderpath)
3020 case RENDERPATH_D3D9:
3022 R_SetupShader_SetPermutationHLSL(mode, permutation);
3023 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3024 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3025 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3026 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3027 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3028 hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3029 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3030 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3031 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3032 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3034 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3035 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture );
3036 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3037 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3038 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture );
3039 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3042 case RENDERPATH_D3D10:
3043 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3045 case RENDERPATH_D3D11:
3046 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3048 case RENDERPATH_GL20:
3049 case RENDERPATH_GLES2:
3050 R_SetupShader_SetPermutationGLSL(mode, permutation);
3051 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3052 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3053 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3054 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3055 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3056 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3057 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3058 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3059 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3060 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3062 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3063 if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture );
3064 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3065 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3066 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture );
3067 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3069 case RENDERPATH_GL11:
3070 case RENDERPATH_GL13:
3071 case RENDERPATH_GLES1:
3073 case RENDERPATH_SOFT:
3074 R_SetupShader_SetPermutationGLSL(mode, permutation);
3075 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3076 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3077 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range);
3078 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range);
3079 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range);
3080 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
3081 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
3082 DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3083 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3084 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3086 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3087 R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture );
3088 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3089 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture );
3091 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3096 #define SKINFRAME_HASH 1024
3100 int loadsequence; // incremented each level change
3101 memexpandablearray_t array;
3102 skinframe_t *hash[SKINFRAME_HASH];
3105 r_skinframe_t r_skinframe;
3107 void R_SkinFrame_PrepareForPurge(void)
3109 r_skinframe.loadsequence++;
3110 // wrap it without hitting zero
3111 if (r_skinframe.loadsequence >= 200)
3112 r_skinframe.loadsequence = 1;
3115 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3119 // mark the skinframe as used for the purging code
3120 skinframe->loadsequence = r_skinframe.loadsequence;
3123 void R_SkinFrame_Purge(void)
3127 for (i = 0;i < SKINFRAME_HASH;i++)
3129 for (s = r_skinframe.hash[i];s;s = s->next)
3131 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3133 if (s->merged == s->base)
3135 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3136 R_PurgeTexture(s->stain );s->stain = NULL;
3137 R_PurgeTexture(s->merged);s->merged = NULL;
3138 R_PurgeTexture(s->base );s->base = NULL;
3139 R_PurgeTexture(s->pants );s->pants = NULL;
3140 R_PurgeTexture(s->shirt );s->shirt = NULL;
3141 R_PurgeTexture(s->nmap );s->nmap = NULL;
3142 R_PurgeTexture(s->gloss );s->gloss = NULL;
3143 R_PurgeTexture(s->glow );s->glow = NULL;
3144 R_PurgeTexture(s->fog );s->fog = NULL;
3145 R_PurgeTexture(s->reflect);s->reflect = NULL;
3146 s->loadsequence = 0;
3152 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3154 char basename[MAX_QPATH];
3156 Image_StripImageExtension(name, basename, sizeof(basename));
3158 if( last == NULL ) {
3160 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3161 item = r_skinframe.hash[hashindex];
3166 // linearly search through the hash bucket
3167 for( ; item ; item = item->next ) {
3168 if( !strcmp( item->basename, basename ) ) {
3175 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3179 char basename[MAX_QPATH];
3181 Image_StripImageExtension(name, basename, sizeof(basename));
3183 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3184 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3185 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3189 rtexture_t *dyntexture;
3190 // check whether its a dynamic texture
3191 dyntexture = CL_GetDynTexture( basename );
3192 if (!add && !dyntexture)
3194 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3195 memset(item, 0, sizeof(*item));
3196 strlcpy(item->basename, basename, sizeof(item->basename));
3197 item->base = dyntexture; // either NULL or dyntexture handle
3198 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3199 item->comparewidth = comparewidth;
3200 item->compareheight = compareheight;
3201 item->comparecrc = comparecrc;
3202 item->next = r_skinframe.hash[hashindex];
3203 r_skinframe.hash[hashindex] = item;
3205 else if (textureflags & TEXF_FORCE_RELOAD)
3207 rtexture_t *dyntexture;
3208 // check whether its a dynamic texture
3209 dyntexture = CL_GetDynTexture( basename );
3210 if (!add && !dyntexture)
3212 if (item->merged == item->base)
3213 item->merged = NULL;
3214 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3215 R_PurgeTexture(item->stain );item->stain = NULL;
3216 R_PurgeTexture(item->merged);item->merged = NULL;
3217 R_PurgeTexture(item->base );item->base = NULL;
3218 R_PurgeTexture(item->pants );item->pants = NULL;
3219 R_PurgeTexture(item->shirt );item->shirt = NULL;
3220 R_PurgeTexture(item->nmap );item->nmap = NULL;
3221 R_PurgeTexture(item->gloss );item->gloss = NULL;
3222 R_PurgeTexture(item->glow );item->glow = NULL;
3223 R_PurgeTexture(item->fog );item->fog = NULL;
3224 R_PurgeTexture(item->reflect);item->reflect = NULL;
3225 item->loadsequence = 0;
3227 else if( item->base == NULL )
3229 rtexture_t *dyntexture;
3230 // check whether its a dynamic texture
3231 // 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]
3232 dyntexture = CL_GetDynTexture( basename );
3233 item->base = dyntexture; // either NULL or dyntexture handle
3236 R_SkinFrame_MarkUsed(item);
3240 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3242 unsigned long long avgcolor[5], wsum; \
3250 for(pix = 0; pix < cnt; ++pix) \
3253 for(comp = 0; comp < 3; ++comp) \
3255 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3258 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3260 for(comp = 0; comp < 3; ++comp) \
3261 avgcolor[comp] += getpixel * w; \
3264 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3265 avgcolor[4] += getpixel; \
3267 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3269 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3270 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3271 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3272 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3275 extern cvar_t gl_picmip;
3276 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3279 unsigned char *pixels;
3280 unsigned char *bumppixels;
3281 unsigned char *basepixels = NULL;
3282 int basepixels_width = 0;
3283 int basepixels_height = 0;
3284 skinframe_t *skinframe;
3285 rtexture_t *ddsbase = NULL;
3286 qboolean ddshasalpha = false;
3287 float ddsavgcolor[4];
3288 char basename[MAX_QPATH];
3289 int miplevel = R_PicmipForFlags(textureflags);
3290 int savemiplevel = miplevel;
3294 if (cls.state == ca_dedicated)
3297 // return an existing skinframe if already loaded
3298 // if loading of the first image fails, don't make a new skinframe as it
3299 // would cause all future lookups of this to be missing
3300 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3301 if (skinframe && skinframe->base)
3304 Image_StripImageExtension(name, basename, sizeof(basename));
3306 // check for DDS texture file first
3307 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel)))
3309 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3310 if (basepixels == NULL)
3314 // FIXME handle miplevel
3316 if (developer_loading.integer)
3317 Con_Printf("loading skin \"%s\"\n", name);
3319 // we've got some pixels to store, so really allocate this new texture now
3321 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3322 textureflags &= ~TEXF_FORCE_RELOAD;
3323 skinframe->stain = NULL;
3324 skinframe->merged = NULL;
3325 skinframe->base = NULL;
3326 skinframe->pants = NULL;
3327 skinframe->shirt = NULL;
3328 skinframe->nmap = NULL;
3329 skinframe->gloss = NULL;
3330 skinframe->glow = NULL;
3331 skinframe->fog = NULL;
3332 skinframe->reflect = NULL;
3333 skinframe->hasalpha = false;
3337 skinframe->base = ddsbase;
3338 skinframe->hasalpha = ddshasalpha;
3339 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3340 if (r_loadfog && skinframe->hasalpha)
3341 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel);
3342 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3346 basepixels_width = image_width;
3347 basepixels_height = image_height;
3348 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3349 if (textureflags & TEXF_ALPHA)
3351 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3353 if (basepixels[j] < 255)
3355 skinframe->hasalpha = true;
3359 if (r_loadfog && skinframe->hasalpha)
3361 // has transparent pixels
3362 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3363 for (j = 0;j < image_width * image_height * 4;j += 4)
3368 pixels[j+3] = basepixels[j+3];
3370 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
3374 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3376 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3377 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3378 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3379 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3380 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3386 mymiplevel = savemiplevel;
3387 if (r_loadnormalmap)
3388 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel);
3389 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3391 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3392 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3393 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3394 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel);
3397 // _norm is the name used by tenebrae and has been adopted as standard
3398 if (r_loadnormalmap && skinframe->nmap == NULL)
3400 mymiplevel = savemiplevel;
3401 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3403 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3407 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3409 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3410 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3411 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3413 Mem_Free(bumppixels);
3415 else if (r_shadow_bumpscale_basetexture.value > 0)
3417 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3418 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3419 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3423 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3424 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3428 // _luma is supported only for tenebrae compatibility
3429 // _glow is the preferred name
3430 mymiplevel = savemiplevel;
3431 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
3433 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3435 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3436 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3438 Mem_Free(pixels);pixels = NULL;
3441 mymiplevel = savemiplevel;
3442 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3444 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3446 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3447 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3453 mymiplevel = savemiplevel;
3454 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3456 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3458 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3459 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3465 mymiplevel = savemiplevel;
3466 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3468 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3470 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3471 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3477 mymiplevel = savemiplevel;
3478 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3480 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
3482 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3483 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3490 Mem_Free(basepixels);
3495 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3496 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3499 unsigned char *temp1, *temp2;
3500 skinframe_t *skinframe;
3503 if (cls.state == ca_dedicated)
3506 // if already loaded just return it, otherwise make a new skinframe
3507 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3508 if (skinframe && skinframe->base)
3510 textureflags &= ~TEXF_FORCE_RELOAD;
3512 skinframe->stain = NULL;
3513 skinframe->merged = NULL;
3514 skinframe->base = NULL;
3515 skinframe->pants = NULL;
3516 skinframe->shirt = NULL;
3517 skinframe->nmap = NULL;
3518 skinframe->gloss = NULL;
3519 skinframe->glow = NULL;
3520 skinframe->fog = NULL;
3521 skinframe->reflect = NULL;
3522 skinframe->hasalpha = false;
3524 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3528 if (developer_loading.integer)
3529 Con_Printf("loading 32bit skin \"%s\"\n", name);
3531 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3533 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3534 temp2 = temp1 + width * height * 4;
3535 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3536 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3539 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3540 if (textureflags & TEXF_ALPHA)
3542 for (i = 3;i < width * height * 4;i += 4)
3544 if (skindata[i] < 255)
3546 skinframe->hasalpha = true;
3550 if (r_loadfog && skinframe->hasalpha)
3552 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3553 memcpy(fogpixels, skindata, width * height * 4);
3554 for (i = 0;i < width * height * 4;i += 4)
3555 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3556 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3557 Mem_Free(fogpixels);
3561 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3562 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3567 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3571 skinframe_t *skinframe;
3573 if (cls.state == ca_dedicated)
3576 // if already loaded just return it, otherwise make a new skinframe
3577 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3578 if (skinframe && skinframe->base)
3580 textureflags &= ~TEXF_FORCE_RELOAD;
3582 skinframe->stain = NULL;
3583 skinframe->merged = NULL;
3584 skinframe->base = NULL;
3585 skinframe->pants = NULL;
3586 skinframe->shirt = NULL;
3587 skinframe->nmap = NULL;
3588 skinframe->gloss = NULL;
3589 skinframe->glow = NULL;
3590 skinframe->fog = NULL;
3591 skinframe->reflect = NULL;
3592 skinframe->hasalpha = false;
3594 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3598 if (developer_loading.integer)
3599 Con_Printf("loading quake skin \"%s\"\n", name);
3601 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
3602 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3603 memcpy(skinframe->qpixels, skindata, width*height);
3604 skinframe->qwidth = width;
3605 skinframe->qheight = height;
3608 for (i = 0;i < width * height;i++)
3609 featuresmask |= palette_featureflags[skindata[i]];
3611 skinframe->hasalpha = false;
3612 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3613 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3614 skinframe->qgeneratemerged = true;
3615 skinframe->qgeneratebase = skinframe->qhascolormapping;
3616 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3618 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3619 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3624 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3628 unsigned char *skindata;
3631 if (!skinframe->qpixels)
3634 if (!skinframe->qhascolormapping)
3635 colormapped = false;
3639 if (!skinframe->qgeneratebase)
3644 if (!skinframe->qgeneratemerged)
3648 width = skinframe->qwidth;
3649 height = skinframe->qheight;
3650 skindata = skinframe->qpixels;
3652 if (skinframe->qgeneratenmap)
3654 unsigned char *temp1, *temp2;
3655 skinframe->qgeneratenmap = false;
3656 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3657 temp2 = temp1 + width * height * 4;
3658 // use either a custom palette or the quake palette
3659 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
3660 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
3661 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3665 if (skinframe->qgenerateglow)
3667 skinframe->qgenerateglow = false;
3668 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
3673 skinframe->qgeneratebase = false;
3674 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
3675 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
3676 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
3680 skinframe->qgeneratemerged = false;
3681 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
3684 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3686 Mem_Free(skinframe->qpixels);
3687 skinframe->qpixels = NULL;
3691 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
3694 skinframe_t *skinframe;
3697 if (cls.state == ca_dedicated)
3700 // if already loaded just return it, otherwise make a new skinframe
3701 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3702 if (skinframe && skinframe->base)
3704 textureflags &= ~TEXF_FORCE_RELOAD;
3706 skinframe->stain = NULL;
3707 skinframe->merged = NULL;
3708 skinframe->base = NULL;
3709 skinframe->pants = NULL;
3710 skinframe->shirt = NULL;
3711 skinframe->nmap = NULL;
3712 skinframe->gloss = NULL;
3713 skinframe->glow = NULL;
3714 skinframe->fog = NULL;
3715 skinframe->reflect = NULL;
3716 skinframe->hasalpha = false;
3718 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3722 if (developer_loading.integer)
3723 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3725 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3726 if (textureflags & TEXF_ALPHA)
3728 for (i = 0;i < width * height;i++)
3730 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3732 skinframe->hasalpha = true;
3736 if (r_loadfog && skinframe->hasalpha)
3737 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3740 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3741 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
3746 skinframe_t *R_SkinFrame_LoadMissing(void)
3748 skinframe_t *skinframe;
3750 if (cls.state == ca_dedicated)
3753 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3754 skinframe->stain = NULL;
3755 skinframe->merged = NULL;
3756 skinframe->base = NULL;
3757 skinframe->pants = NULL;
3758 skinframe->shirt = NULL;
3759 skinframe->nmap = NULL;
3760 skinframe->gloss = NULL;
3761 skinframe->glow = NULL;
3762 skinframe->fog = NULL;
3763 skinframe->reflect = NULL;
3764 skinframe->hasalpha = false;
3766 skinframe->avgcolor[0] = rand() / RAND_MAX;
3767 skinframe->avgcolor[1] = rand() / RAND_MAX;
3768 skinframe->avgcolor[2] = rand() / RAND_MAX;
3769 skinframe->avgcolor[3] = 1;
3774 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3775 typedef struct suffixinfo_s
3778 qboolean flipx, flipy, flipdiagonal;
3781 static suffixinfo_t suffix[3][6] =
3784 {"px", false, false, false},
3785 {"nx", false, false, false},
3786 {"py", false, false, false},
3787 {"ny", false, false, false},
3788 {"pz", false, false, false},
3789 {"nz", false, false, false}
3792 {"posx", false, false, false},
3793 {"negx", false, false, false},
3794 {"posy", false, false, false},
3795 {"negy", false, false, false},
3796 {"posz", false, false, false},
3797 {"negz", false, false, false}
3800 {"rt", true, false, true},
3801 {"lf", false, true, true},
3802 {"ft", true, true, false},
3803 {"bk", false, false, false},
3804 {"up", true, false, true},
3805 {"dn", true, false, true}
3809 static int componentorder[4] = {0, 1, 2, 3};
3811 static rtexture_t *R_LoadCubemap(const char *basename)
3813 int i, j, cubemapsize;
3814 unsigned char *cubemappixels, *image_buffer;
3815 rtexture_t *cubemaptexture;
3817 // must start 0 so the first loadimagepixels has no requested width/height
3819 cubemappixels = NULL;
3820 cubemaptexture = NULL;
3821 // keep trying different suffix groups (posx, px, rt) until one loads
3822 for (j = 0;j < 3 && !cubemappixels;j++)
3824 // load the 6 images in the suffix group
3825 for (i = 0;i < 6;i++)
3827 // generate an image name based on the base and and suffix
3828 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3830 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3832 // an image loaded, make sure width and height are equal
3833 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3835 // if this is the first image to load successfully, allocate the cubemap memory
3836 if (!cubemappixels && image_width >= 1)
3838 cubemapsize = image_width;
3839 // note this clears to black, so unavailable sides are black
3840 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3842 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3844 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
3847 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3849 Mem_Free(image_buffer);
3853 // if a cubemap loaded, upload it
3856 if (developer_loading.integer)
3857 Con_Printf("loading cubemap \"%s\"\n", basename);
3859 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
3860 Mem_Free(cubemappixels);
3864 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3865 if (developer_loading.integer)
3867 Con_Printf("(tried tried images ");
3868 for (j = 0;j < 3;j++)
3869 for (i = 0;i < 6;i++)
3870 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3871 Con_Print(" and was unable to find any of them).\n");
3874 return cubemaptexture;
3877 rtexture_t *R_GetCubemap(const char *basename)
3880 for (i = 0;i < r_texture_numcubemaps;i++)
3881 if (r_texture_cubemaps[i] != NULL)
3882 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3883 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3884 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3885 return r_texture_whitecube;
3886 r_texture_numcubemaps++;
3887 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3888 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3889 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3890 return r_texture_cubemaps[i]->texture;
3893 static void R_Main_FreeViewCache(void)
3895 if (r_refdef.viewcache.entityvisible)
3896 Mem_Free(r_refdef.viewcache.entityvisible);
3897 if (r_refdef.viewcache.world_pvsbits)
3898 Mem_Free(r_refdef.viewcache.world_pvsbits);
3899 if (r_refdef.viewcache.world_leafvisible)
3900 Mem_Free(r_refdef.viewcache.world_leafvisible);
3901 if (r_refdef.viewcache.world_surfacevisible)
3902 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3903 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3906 static void R_Main_ResizeViewCache(void)
3908 int numentities = r_refdef.scene.numentities;
3909 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3910 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3911 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3912 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3913 if (r_refdef.viewcache.maxentities < numentities)
3915 r_refdef.viewcache.maxentities = numentities;
3916 if (r_refdef.viewcache.entityvisible)
3917 Mem_Free(r_refdef.viewcache.entityvisible);
3918 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3920 if (r_refdef.viewcache.world_numclusters != numclusters)
3922 r_refdef.viewcache.world_numclusters = numclusters;
3923 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3924 if (r_refdef.viewcache.world_pvsbits)
3925 Mem_Free(r_refdef.viewcache.world_pvsbits);
3926 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3928 if (r_refdef.viewcache.world_numleafs != numleafs)
3930 r_refdef.viewcache.world_numleafs = numleafs;
3931 if (r_refdef.viewcache.world_leafvisible)
3932 Mem_Free(r_refdef.viewcache.world_leafvisible);
3933 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3935 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3937 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3938 if (r_refdef.viewcache.world_surfacevisible)
3939 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3940 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3944 extern rtexture_t *loadingscreentexture;
3945 static void gl_main_start(void)
3947 loadingscreentexture = NULL;
3948 r_texture_blanknormalmap = NULL;
3949 r_texture_white = NULL;
3950 r_texture_grey128 = NULL;
3951 r_texture_black = NULL;
3952 r_texture_whitecube = NULL;
3953 r_texture_normalizationcube = NULL;
3954 r_texture_fogattenuation = NULL;
3955 r_texture_fogheighttexture = NULL;
3956 r_texture_gammaramps = NULL;
3957 r_texture_numcubemaps = 0;
3959 r_loaddds = r_texture_dds_load.integer != 0;
3960 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3962 switch(vid.renderpath)
3964 case RENDERPATH_GL20:
3965 case RENDERPATH_D3D9:
3966 case RENDERPATH_D3D10:
3967 case RENDERPATH_D3D11:
3968 case RENDERPATH_SOFT:
3969 case RENDERPATH_GLES2:
3970 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3971 Cvar_SetValueQuick(&gl_combine, 1);
3972 Cvar_SetValueQuick(&r_glsl, 1);
3973 r_loadnormalmap = true;
3977 case RENDERPATH_GL13:
3978 case RENDERPATH_GLES1:
3979 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3980 Cvar_SetValueQuick(&gl_combine, 1);
3981 Cvar_SetValueQuick(&r_glsl, 0);
3982 r_loadnormalmap = false;
3983 r_loadgloss = false;
3986 case RENDERPATH_GL11:
3987 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
3988 Cvar_SetValueQuick(&gl_combine, 0);
3989 Cvar_SetValueQuick(&r_glsl, 0);
3990 r_loadnormalmap = false;
3991 r_loadgloss = false;
3997 R_FrameData_Reset();
4001 memset(r_queries, 0, sizeof(r_queries));
4003 r_qwskincache = NULL;
4004 r_qwskincache_size = 0;
4006 // due to caching of texture_t references, the collision cache must be reset
4007 Collision_Cache_Reset(true);
4009 // set up r_skinframe loading system for textures
4010 memset(&r_skinframe, 0, sizeof(r_skinframe));
4011 r_skinframe.loadsequence = 1;
4012 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4014 r_main_texturepool = R_AllocTexturePool();
4015 R_BuildBlankTextures();
4017 if (vid.support.arb_texture_cube_map)
4020 R_BuildNormalizationCube();
4022 r_texture_fogattenuation = NULL;
4023 r_texture_fogheighttexture = NULL;
4024 r_texture_gammaramps = NULL;
4025 //r_texture_fogintensity = NULL;
4026 memset(&r_fb, 0, sizeof(r_fb));
4027 r_glsl_permutation = NULL;
4028 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4029 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4030 glslshaderstring = NULL;
4032 r_hlsl_permutation = NULL;
4033 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4034 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4036 hlslshaderstring = NULL;
4037 memset(&r_svbsp, 0, sizeof (r_svbsp));
4039 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4040 r_texture_numcubemaps = 0;
4042 r_refdef.fogmasktable_density = 0;
4045 static void gl_main_shutdown(void)
4048 R_FrameData_Reset();
4050 R_Main_FreeViewCache();
4052 switch(vid.renderpath)
4054 case RENDERPATH_GL11:
4055 case RENDERPATH_GL13:
4056 case RENDERPATH_GL20:
4057 case RENDERPATH_GLES1:
4058 case RENDERPATH_GLES2:
4059 #ifdef GL_SAMPLES_PASSED_ARB
4061 qglDeleteQueriesARB(r_maxqueries, r_queries);
4064 case RENDERPATH_D3D9:
4065 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4067 case RENDERPATH_D3D10:
4068 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4070 case RENDERPATH_D3D11:
4071 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4073 case RENDERPATH_SOFT:
4079 memset(r_queries, 0, sizeof(r_queries));
4081 r_qwskincache = NULL;
4082 r_qwskincache_size = 0;
4084 // clear out the r_skinframe state
4085 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4086 memset(&r_skinframe, 0, sizeof(r_skinframe));
4089 Mem_Free(r_svbsp.nodes);
4090 memset(&r_svbsp, 0, sizeof (r_svbsp));
4091 R_FreeTexturePool(&r_main_texturepool);
4092 loadingscreentexture = NULL;
4093 r_texture_blanknormalmap = NULL;
4094 r_texture_white = NULL;
4095 r_texture_grey128 = NULL;
4096 r_texture_black = NULL;
4097 r_texture_whitecube = NULL;
4098 r_texture_normalizationcube = NULL;
4099 r_texture_fogattenuation = NULL;
4100 r_texture_fogheighttexture = NULL;
4101 r_texture_gammaramps = NULL;
4102 r_texture_numcubemaps = 0;
4103 //r_texture_fogintensity = NULL;
4104 memset(&r_fb, 0, sizeof(r_fb));
4107 r_glsl_permutation = NULL;
4108 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4109 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4110 glslshaderstring = NULL;
4112 r_hlsl_permutation = NULL;
4113 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4114 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4116 hlslshaderstring = NULL;
4119 static void gl_main_newmap(void)
4121 // FIXME: move this code to client
4122 char *entities, entname[MAX_QPATH];
4124 Mem_Free(r_qwskincache);
4125 r_qwskincache = NULL;
4126 r_qwskincache_size = 0;
4129 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4130 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4132 CL_ParseEntityLump(entities);
4136 if (cl.worldmodel->brush.entities)
4137 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4139 R_Main_FreeViewCache();
4141 R_FrameData_Reset();
4144 void GL_Main_Init(void)
4146 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4148 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4149 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4150 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4151 if (gamemode == GAME_NEHAHRA)
4153 Cvar_RegisterVariable (&gl_fogenable);
4154 Cvar_RegisterVariable (&gl_fogdensity);
4155 Cvar_RegisterVariable (&gl_fogred);
4156 Cvar_RegisterVariable (&gl_foggreen);
4157 Cvar_RegisterVariable (&gl_fogblue);
4158 Cvar_RegisterVariable (&gl_fogstart);
4159 Cvar_RegisterVariable (&gl_fogend);
4160 Cvar_RegisterVariable (&gl_skyclip);
4162 Cvar_RegisterVariable(&r_motionblur);
4163 Cvar_RegisterVariable(&r_damageblur);
4164 Cvar_RegisterVariable(&r_motionblur_averaging);
4165 Cvar_RegisterVariable(&r_motionblur_randomize);
4166 Cvar_RegisterVariable(&r_motionblur_minblur);
4167 Cvar_RegisterVariable(&r_motionblur_maxblur);
4168 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4169 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4170 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4171 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4172 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4173 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4174 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4175 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4176 Cvar_RegisterVariable(&r_equalize_entities_by);
4177 Cvar_RegisterVariable(&r_equalize_entities_to);
4178 Cvar_RegisterVariable(&r_depthfirst);
4179 Cvar_RegisterVariable(&r_useinfinitefarclip);
4180 Cvar_RegisterVariable(&r_farclip_base);
4181 Cvar_RegisterVariable(&r_farclip_world);
4182 Cvar_RegisterVariable(&r_nearclip);
4183 Cvar_RegisterVariable(&r_deformvertexes);
4184 Cvar_RegisterVariable(&r_transparent);
4185 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4186 Cvar_RegisterVariable(&r_showoverdraw);
4187 Cvar_RegisterVariable(&r_showbboxes);
4188 Cvar_RegisterVariable(&r_showsurfaces);
4189 Cvar_RegisterVariable(&r_showtris);
4190 Cvar_RegisterVariable(&r_shownormals);
4191 Cvar_RegisterVariable(&r_showlighting);
4192 Cvar_RegisterVariable(&r_showshadowvolumes);
4193 Cvar_RegisterVariable(&r_showcollisionbrushes);
4194 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4195 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4196 Cvar_RegisterVariable(&r_showdisabledepthtest);
4197 Cvar_RegisterVariable(&r_drawportals);
4198 Cvar_RegisterVariable(&r_drawentities);
4199 Cvar_RegisterVariable(&r_draw2d);
4200 Cvar_RegisterVariable(&r_drawworld);
4201 Cvar_RegisterVariable(&r_cullentities_trace);
4202 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4203 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4204 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4205 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4206 Cvar_RegisterVariable(&r_sortentities);
4207 Cvar_RegisterVariable(&r_drawviewmodel);
4208 Cvar_RegisterVariable(&r_drawexteriormodel);
4209 Cvar_RegisterVariable(&r_speeds);
4210 Cvar_RegisterVariable(&r_fullbrights);
4211 Cvar_RegisterVariable(&r_wateralpha);
4212 Cvar_RegisterVariable(&r_dynamic);
4213 Cvar_RegisterVariable(&r_fakelight);
4214 Cvar_RegisterVariable(&r_fakelight_intensity);
4215 Cvar_RegisterVariable(&r_fullbright);
4216 Cvar_RegisterVariable(&r_shadows);
4217 Cvar_RegisterVariable(&r_shadows_darken);
4218 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4219 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4220 Cvar_RegisterVariable(&r_shadows_throwdistance);
4221 Cvar_RegisterVariable(&r_shadows_throwdirection);
4222 Cvar_RegisterVariable(&r_shadows_focus);
4223 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4224 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4225 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4226 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4227 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4228 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4229 Cvar_RegisterVariable(&r_fog_exp2);
4230 Cvar_RegisterVariable(&r_fog_clear);
4231 Cvar_RegisterVariable(&r_drawfog);
4232 Cvar_RegisterVariable(&r_transparentdepthmasking);
4233 Cvar_RegisterVariable(&r_transparent_sortmindist);
4234 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4235 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4236 Cvar_RegisterVariable(&r_texture_dds_load);
4237 Cvar_RegisterVariable(&r_texture_dds_save);
4238 Cvar_RegisterVariable(&r_textureunits);
4239 Cvar_RegisterVariable(&gl_combine);
4240 Cvar_RegisterVariable(&r_viewfbo);
4241 Cvar_RegisterVariable(&r_viewscale);
4242 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4243 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4244 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4245 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4246 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4247 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4248 Cvar_RegisterVariable(&r_glsl);
4249 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4250 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4251 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4252 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4253 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4254 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4255 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4256 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4257 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4258 Cvar_RegisterVariable(&r_glsl_postprocess);
4259 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4260 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4261 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4262 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4263 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4264 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4265 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4266 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4268 Cvar_RegisterVariable(&r_water);
4269 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4270 Cvar_RegisterVariable(&r_water_clippingplanebias);
4271 Cvar_RegisterVariable(&r_water_refractdistort);
4272 Cvar_RegisterVariable(&r_water_reflectdistort);
4273 Cvar_RegisterVariable(&r_water_scissormode);
4274 Cvar_RegisterVariable(&r_water_lowquality);
4275 Cvar_RegisterVariable(&r_water_hideplayer);
4276 Cvar_RegisterVariable(&r_water_fbo);
4278 Cvar_RegisterVariable(&r_lerpsprites);
4279 Cvar_RegisterVariable(&r_lerpmodels);
4280 Cvar_RegisterVariable(&r_lerplightstyles);
4281 Cvar_RegisterVariable(&r_waterscroll);
4282 Cvar_RegisterVariable(&r_bloom);
4283 Cvar_RegisterVariable(&r_bloom_colorscale);
4284 Cvar_RegisterVariable(&r_bloom_brighten);
4285 Cvar_RegisterVariable(&r_bloom_blur);
4286 Cvar_RegisterVariable(&r_bloom_resolution);
4287 Cvar_RegisterVariable(&r_bloom_colorexponent);
4288 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4289 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4290 Cvar_RegisterVariable(&r_hdr_glowintensity);
4291 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4292 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4293 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4294 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4295 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4296 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4297 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4298 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4299 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4300 Cvar_RegisterVariable(&developer_texturelogging);
4301 Cvar_RegisterVariable(&gl_lightmaps);
4302 Cvar_RegisterVariable(&r_test);
4303 Cvar_RegisterVariable(&r_glsl_saturation);
4304 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4305 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4306 Cvar_RegisterVariable(&r_framedatasize);
4307 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4308 Cvar_SetValue("r_fullbrights", 0);
4309 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4312 void Render_Init(void)
4325 R_LightningBeams_Init();
4335 extern char *ENGINE_EXTENSIONS;
4338 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4339 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4340 gl_version = (const char *)qglGetString(GL_VERSION);
4341 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4345 if (!gl_platformextensions)
4346 gl_platformextensions = "";
4348 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4349 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4350 Con_Printf("GL_VERSION: %s\n", gl_version);
4351 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4352 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4354 VID_CheckExtensions();
4356 // LordHavoc: report supported extensions
4357 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4359 // clear to black (loading plaque will be seen over this)
4360 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4364 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4368 if (r_trippy.integer)
4370 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4372 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
4375 p = r_refdef.view.frustum + i;
4380 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4384 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4388 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4392 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4396 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4400 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4404 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4408 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4416 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4420 if (r_trippy.integer)
4422 for (i = 0;i < numplanes;i++)
4429 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4433 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4437 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4441 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4445 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4449 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4453 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4457 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4465 //==================================================================================
4467 // LordHavoc: this stores temporary data used within the same frame
4469 typedef struct r_framedata_mem_s
4471 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4472 size_t size; // how much usable space
4473 size_t current; // how much space in use
4474 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4475 size_t wantedsize; // how much space was allocated
4476 unsigned char *data; // start of real data (16byte aligned)
4480 static r_framedata_mem_t *r_framedata_mem;
4482 void R_FrameData_Reset(void)
4484 while (r_framedata_mem)
4486 r_framedata_mem_t *next = r_framedata_mem->purge;
4487 Mem_Free(r_framedata_mem);
4488 r_framedata_mem = next;
4492 static void R_FrameData_Resize(void)
4495 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4496 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4497 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize)
4499 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4500 newmem->wantedsize = wantedsize;
4501 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4502 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4503 newmem->current = 0;
4505 newmem->purge = r_framedata_mem;
4506 r_framedata_mem = newmem;
4510 void R_FrameData_NewFrame(void)
4512 R_FrameData_Resize();
4513 if (!r_framedata_mem)
4515 // if we ran out of space on the last frame, free the old memory now
4516 while (r_framedata_mem->purge)
4518 // repeatedly remove the second item in the list, leaving only head
4519 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4520 Mem_Free(r_framedata_mem->purge);
4521 r_framedata_mem->purge = next;
4523 // reset the current mem pointer
4524 r_framedata_mem->current = 0;
4525 r_framedata_mem->mark = 0;
4528 void *R_FrameData_Alloc(size_t size)
4532 // align to 16 byte boundary - the data pointer is already aligned, so we
4533 // only need to ensure the size of every allocation is also aligned
4534 size = (size + 15) & ~15;
4536 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4538 // emergency - we ran out of space, allocate more memory
4539 Cvar_SetValueQuick(&r_framedatasize, bound(0.25f, r_framedatasize.value * 2.0f, 128.0f));
4540 R_FrameData_Resize();
4543 data = r_framedata_mem->data + r_framedata_mem->current;
4544 r_framedata_mem->current += size;
4546 // count the usage for stats
4547 r_refdef.stats.framedatacurrent = max(r_refdef.stats.framedatacurrent, (int)r_framedata_mem->current);
4548 r_refdef.stats.framedatasize = max(r_refdef.stats.framedatasize, (int)r_framedata_mem->size);
4550 return (void *)data;
4553 void *R_FrameData_Store(size_t size, void *data)
4555 void *d = R_FrameData_Alloc(size);
4557 memcpy(d, data, size);
4561 void R_FrameData_SetMark(void)
4563 if (!r_framedata_mem)
4565 r_framedata_mem->mark = r_framedata_mem->current;
4568 void R_FrameData_ReturnToMark(void)
4570 if (!r_framedata_mem)
4572 r_framedata_mem->current = r_framedata_mem->mark;
4575 //==================================================================================
4577 // LordHavoc: animcache originally written by Echon, rewritten since then
4580 * Animation cache prevents re-generating mesh data for an animated model
4581 * multiple times in one frame for lighting, shadowing, reflections, etc.
4584 void R_AnimCache_Free(void)
4588 void R_AnimCache_ClearCache(void)
4591 entity_render_t *ent;
4593 for (i = 0;i < r_refdef.scene.numentities;i++)
4595 ent = r_refdef.scene.entities[i];
4596 ent->animcache_vertex3f = NULL;
4597 ent->animcache_normal3f = NULL;
4598 ent->animcache_svector3f = NULL;
4599 ent->animcache_tvector3f = NULL;
4600 ent->animcache_vertexmesh = NULL;
4601 ent->animcache_vertex3fbuffer = NULL;
4602 ent->animcache_vertexmeshbuffer = NULL;
4606 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4610 // check if we need the meshbuffers
4611 if (!vid.useinterleavedarrays)
4614 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4615 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4616 // TODO: upload vertex3f buffer?
4617 if (ent->animcache_vertexmesh)
4619 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4620 for (i = 0;i < numvertices;i++)
4621 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4622 if (ent->animcache_svector3f)
4623 for (i = 0;i < numvertices;i++)
4624 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4625 if (ent->animcache_tvector3f)
4626 for (i = 0;i < numvertices;i++)
4627 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4628 if (ent->animcache_normal3f)
4629 for (i = 0;i < numvertices;i++)
4630 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4631 // TODO: upload vertexmeshbuffer?
4635 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4637 dp_model_t *model = ent->model;
4639 // see if it's already cached this frame
4640 if (ent->animcache_vertex3f)
4642 // add normals/tangents if needed (this only happens with multiple views, reflections, cameras, etc)
4643 if (wantnormals || wanttangents)
4645 if (ent->animcache_normal3f)
4646 wantnormals = false;
4647 if (ent->animcache_svector3f)
4648 wanttangents = false;
4649 if (wantnormals || wanttangents)
4651 numvertices = model->surfmesh.num_vertices;
4653 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4656 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4657 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4659 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
4660 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4666 // see if this ent is worth caching
4667 if (!model || !model->Draw || !model->surfmesh.isanimated || !model->AnimateVertices)
4669 // get some memory for this entity and generate mesh data
4670 numvertices = model->surfmesh.num_vertices;
4671 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4673 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4676 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4677 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
4679 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
4680 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
4685 void R_AnimCache_CacheVisibleEntities(void)
4688 qboolean wantnormals = true;
4689 qboolean wanttangents = !r_showsurfaces.integer;
4691 switch(vid.renderpath)
4693 case RENDERPATH_GL20:
4694 case RENDERPATH_D3D9:
4695 case RENDERPATH_D3D10:
4696 case RENDERPATH_D3D11:
4697 case RENDERPATH_GLES2:
4699 case RENDERPATH_GL11:
4700 case RENDERPATH_GL13:
4701 case RENDERPATH_GLES1:
4702 wanttangents = false;
4704 case RENDERPATH_SOFT:
4708 if (r_shownormals.integer)
4709 wanttangents = wantnormals = true;
4711 // TODO: thread this
4712 // NOTE: R_PrepareRTLights() also caches entities
4714 for (i = 0;i < r_refdef.scene.numentities;i++)
4715 if (r_refdef.viewcache.entityvisible[i])
4716 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
4719 //==================================================================================
4721 extern cvar_t r_overheadsprites_pushback;
4723 static void R_View_UpdateEntityLighting (void)
4726 entity_render_t *ent;
4727 vec3_t tempdiffusenormal, avg;
4728 vec_t f, fa, fd, fdd;
4729 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
4731 for (i = 0;i < r_refdef.scene.numentities;i++)
4733 ent = r_refdef.scene.entities[i];
4735 // skip unseen models and models that updated by CSQC
4736 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
4740 if (ent->model && ent->model->brush.num_leafs)
4742 // TODO: use modellight for r_ambient settings on world?
4743 VectorSet(ent->modellight_ambient, 0, 0, 0);
4744 VectorSet(ent->modellight_diffuse, 0, 0, 0);
4745 VectorSet(ent->modellight_lightdir, 0, 0, 1);
4749 // fetch the lighting from the worldmodel data
4750 VectorClear(ent->modellight_ambient);
4751 VectorClear(ent->modellight_diffuse);
4752 VectorClear(tempdiffusenormal);
4753 if (ent->flags & RENDER_LIGHT)
4756 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4758 // complete lightning for lit sprites
4759 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
4760 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
4762 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
4763 org[2] = org[2] + r_overheadsprites_pushback.value;
4764 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
4767 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
4769 if(ent->flags & RENDER_EQUALIZE)
4771 // first fix up ambient lighting...
4772 if(r_equalize_entities_minambient.value > 0)
4774 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4777 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
4778 if(fa < r_equalize_entities_minambient.value * fd)
4781 // fa'/fd' = minambient
4782 // fa'+0.25*fd' = fa+0.25*fd
4784 // fa' = fd' * minambient
4785 // fd'*(0.25+minambient) = fa+0.25*fd
4787 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
4788 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
4790 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
4791 f = fdd / fd; // f>0 because all this is additive; f<1 because fdd<fd because this follows from fa < r_equalize_entities_minambient.value * fd
4792 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
4793 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
4798 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
4800 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
4801 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
4805 // adjust brightness and saturation to target
4806 avg[0] = avg[1] = avg[2] = fa / f;
4807 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
4808 avg[0] = avg[1] = avg[2] = fd / f;
4809 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
4815 VectorSet(ent->modellight_ambient, 1, 1, 1);
4817 // move the light direction into modelspace coordinates for lighting code
4818 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
4819 if(VectorLength2(ent->modellight_lightdir) == 0)
4820 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
4821 VectorNormalize(ent->modellight_lightdir);
4825 #define MAX_LINEOFSIGHTTRACES 64
4827 static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4830 vec3_t boxmins, boxmaxs;
4833 dp_model_t *model = r_refdef.scene.worldmodel;
4835 if (!model || !model->brush.TraceLineOfSight)
4838 // expand the box a little
4839 boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
4840 boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
4841 boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
4842 boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
4843 boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
4844 boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
4846 // return true if eye is inside enlarged box
4847 if (BoxesOverlap(boxmins, boxmaxs, eye, eye))
4851 VectorCopy(eye, start);
4852 VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
4853 if (model->brush.TraceLineOfSight(model, start, end))
4856 // try various random positions
4857 for (i = 0;i < numsamples;i++)
4859 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4860 if (model->brush.TraceLineOfSight(model, start, end))
4868 static void R_View_UpdateEntityVisible (void)
4873 entity_render_t *ent;
4875 renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4876 : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL)
4877 : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL
4878 : RENDER_EXTERIORMODEL;
4879 if (!r_drawviewmodel.integer)
4880 renderimask |= RENDER_VIEWMODEL;
4881 if (!r_drawexteriormodel.integer)
4882 renderimask |= RENDER_EXTERIORMODEL;
4883 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4885 // worldmodel can check visibility
4886 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4887 for (i = 0;i < r_refdef.scene.numentities;i++)
4889 ent = r_refdef.scene.entities[i];
4890 if (!(ent->flags & renderimask))
4891 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4892 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4893 r_refdef.viewcache.entityvisible[i] = true;
4898 // no worldmodel or it can't check visibility
4899 for (i = 0;i < r_refdef.scene.numentities;i++)
4901 ent = r_refdef.scene.entities[i];
4902 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));
4905 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
4906 // sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
4908 for (i = 0;i < r_refdef.scene.numentities;i++)
4910 if (!r_refdef.viewcache.entityvisible[i])
4912 ent = r_refdef.scene.entities[i];
4913 if(!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4915 samples = ent->entitynumber ? r_cullentities_trace_samples.integer : r_cullentities_trace_tempentitysamples.integer;
4917 continue; // temp entities do pvs only
4918 if(R_CanSeeBox(samples, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
4919 ent->last_trace_visibility = realtime;
4920 if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
4921 r_refdef.viewcache.entityvisible[i] = 0;
4927 /// only used if skyrendermasked, and normally returns false
4928 static int R_DrawBrushModelsSky (void)
4931 entity_render_t *ent;
4934 for (i = 0;i < r_refdef.scene.numentities;i++)
4936 if (!r_refdef.viewcache.entityvisible[i])
4938 ent = r_refdef.scene.entities[i];
4939 if (!ent->model || !ent->model->DrawSky)
4941 ent->model->DrawSky(ent);
4947 static void R_DrawNoModel(entity_render_t *ent);
4948 static void R_DrawModels(void)
4951 entity_render_t *ent;
4953 for (i = 0;i < r_refdef.scene.numentities;i++)
4955 if (!r_refdef.viewcache.entityvisible[i])
4957 ent = r_refdef.scene.entities[i];
4958 r_refdef.stats.entities++;
4960 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4963 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4964 Con_Printf("R_DrawModels\n");
4965 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4966 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4967 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4970 if (ent->model && ent->model->Draw != NULL)
4971 ent->model->Draw(ent);
4977 static void R_DrawModelsDepth(void)
4980 entity_render_t *ent;
4982 for (i = 0;i < r_refdef.scene.numentities;i++)
4984 if (!r_refdef.viewcache.entityvisible[i])
4986 ent = r_refdef.scene.entities[i];
4987 if (ent->model && ent->model->DrawDepth != NULL)
4988 ent->model->DrawDepth(ent);
4992 static void R_DrawModelsDebug(void)
4995 entity_render_t *ent;
4997 for (i = 0;i < r_refdef.scene.numentities;i++)
4999 if (!r_refdef.viewcache.entityvisible[i])
5001 ent = r_refdef.scene.entities[i];
5002 if (ent->model && ent->model->DrawDebug != NULL)
5003 ent->model->DrawDebug(ent);
5007 static void R_DrawModelsAddWaterPlanes(void)
5010 entity_render_t *ent;
5012 for (i = 0;i < r_refdef.scene.numentities;i++)
5014 if (!r_refdef.viewcache.entityvisible[i])
5016 ent = r_refdef.scene.entities[i];
5017 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5018 ent->model->DrawAddWaterPlanes(ent);
5022 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
5024 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5026 if (r_hdr_irisadaptation.integer)
5031 vec3_t diffusenormal;
5033 vec_t brightness = 0.0f;
5038 VectorCopy(r_refdef.view.forward, forward);
5039 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5041 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5042 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5043 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5044 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5045 d = DotProduct(forward, diffusenormal);
5046 brightness += VectorLength(ambient);
5048 brightness += d * VectorLength(diffuse);
5050 brightness *= 1.0f / c;
5051 brightness += 0.00001f; // make sure it's never zero
5052 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5053 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5054 current = r_hdr_irisadaptation_value.value;
5056 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5057 else if (current > goal)
5058 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5059 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5060 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5062 else if (r_hdr_irisadaptation_value.value != 1.0f)
5063 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5066 static void R_View_SetFrustum(const int *scissor)
5069 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5070 vec3_t forward, left, up, origin, v;
5074 // flipped x coordinates (because x points left here)
5075 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5076 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5078 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5079 switch(vid.renderpath)
5081 case RENDERPATH_D3D9:
5082 case RENDERPATH_D3D10:
5083 case RENDERPATH_D3D11:
5084 // non-flipped y coordinates
5085 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5086 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5088 case RENDERPATH_SOFT:
5089 case RENDERPATH_GL11:
5090 case RENDERPATH_GL13:
5091 case RENDERPATH_GL20:
5092 case RENDERPATH_GLES1:
5093 case RENDERPATH_GLES2:
5094 // non-flipped y coordinates
5095 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5096 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5101 // we can't trust r_refdef.view.forward and friends in reflected scenes
5102 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5105 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5106 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5107 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5108 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5109 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5110 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5111 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5112 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5113 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5114 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5115 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5116 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5120 zNear = r_refdef.nearclip;
5121 nudge = 1.0 - 1.0 / (1<<23);
5122 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5123 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5124 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5125 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5126 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5127 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5128 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5129 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5135 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5136 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5137 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5138 r_refdef.view.frustum[0].dist = m[15] - m[12];
5140 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5141 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5142 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5143 r_refdef.view.frustum[1].dist = m[15] + m[12];
5145 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5146 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5147 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5148 r_refdef.view.frustum[2].dist = m[15] - m[13];
5150 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5151 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5152 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5153 r_refdef.view.frustum[3].dist = m[15] + m[13];
5155 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5156 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5157 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5158 r_refdef.view.frustum[4].dist = m[15] - m[14];
5160 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5161 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5162 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5163 r_refdef.view.frustum[5].dist = m[15] + m[14];
5166 if (r_refdef.view.useperspective)
5168 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5169 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
5170 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
5171 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
5172 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
5174 // then the normals from the corners relative to origin
5175 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5176 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5177 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5178 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5180 // in a NORMAL view, forward cross left == up
5181 // in a REFLECTED view, forward cross left == down
5182 // so our cross products above need to be adjusted for a left handed coordinate system
5183 CrossProduct(forward, left, v);
5184 if(DotProduct(v, up) < 0)
5186 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5187 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5188 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5189 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5192 // Leaving those out was a mistake, those were in the old code, and they
5193 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5194 // I couldn't reproduce it after adding those normalizations. --blub
5195 VectorNormalize(r_refdef.view.frustum[0].normal);
5196 VectorNormalize(r_refdef.view.frustum[1].normal);
5197 VectorNormalize(r_refdef.view.frustum[2].normal);
5198 VectorNormalize(r_refdef.view.frustum[3].normal);
5200 // make the corners absolute
5201 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5202 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5203 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5204 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5207 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5209 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5210 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5211 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5212 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5213 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5217 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5218 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5219 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5220 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5221 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5222 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5223 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5224 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5225 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5226 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5228 r_refdef.view.numfrustumplanes = 5;
5230 if (r_refdef.view.useclipplane)
5232 r_refdef.view.numfrustumplanes = 6;
5233 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5236 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5237 PlaneClassify(r_refdef.view.frustum + i);
5239 // LordHavoc: note to all quake engine coders, Quake had a special case
5240 // for 90 degrees which assumed a square view (wrong), so I removed it,
5241 // Quake2 has it disabled as well.
5243 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5244 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5245 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5246 //PlaneClassify(&frustum[0]);
5248 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5249 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5250 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5251 //PlaneClassify(&frustum[1]);
5253 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5254 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5255 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5256 //PlaneClassify(&frustum[2]);
5258 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5259 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5260 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5261 //PlaneClassify(&frustum[3]);
5264 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5265 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5266 //PlaneClassify(&frustum[4]);
5269 static void R_View_UpdateWithScissor(const int *myscissor)
5271 R_Main_ResizeViewCache();
5272 R_View_SetFrustum(myscissor);
5273 R_View_WorldVisibility(r_refdef.view.useclipplane);
5274 R_View_UpdateEntityVisible();
5275 R_View_UpdateEntityLighting();
5276 R_AnimCache_CacheVisibleEntities();
5279 static void R_View_Update(void)
5281 R_Main_ResizeViewCache();
5282 R_View_SetFrustum(NULL);
5283 R_View_WorldVisibility(r_refdef.view.useclipplane);
5284 R_View_UpdateEntityVisible();
5285 R_View_UpdateEntityLighting();
5286 R_AnimCache_CacheVisibleEntities();
5289 float viewscalefpsadjusted = 1.0f;
5291 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5293 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5294 scale = bound(0.03125f, scale, 1.0f);
5295 *outwidth = (int)ceil(width * scale);
5296 *outheight = (int)ceil(height * scale);
5299 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5301 const float *customclipplane = NULL;
5303 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5304 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5306 // LordHavoc: couldn't figure out how to make this approach the
5307 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5308 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5309 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5310 dist = r_refdef.view.clipplane.dist;
5311 plane[0] = r_refdef.view.clipplane.normal[0];
5312 plane[1] = r_refdef.view.clipplane.normal[1];
5313 plane[2] = r_refdef.view.clipplane.normal[2];
5315 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5318 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5319 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5321 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5322 if (!r_refdef.view.useperspective)
5323 R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
5324 else if (vid.stencil && r_useinfinitefarclip.integer)
5325 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
5327 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
5328 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5329 R_SetViewport(&r_refdef.view.viewport);
5330 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5332 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5333 float screenplane[4];
5334 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5335 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5336 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5337 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5338 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5342 void R_EntityMatrix(const matrix4x4_t *matrix)
5344 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5346 gl_modelmatrixchanged = false;
5347 gl_modelmatrix = *matrix;
5348 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5349 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5350 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5351 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5353 switch(vid.renderpath)
5355 case RENDERPATH_D3D9:
5357 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5358 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5361 case RENDERPATH_D3D10:
5362 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5364 case RENDERPATH_D3D11:
5365 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5367 case RENDERPATH_GL11:
5368 case RENDERPATH_GL13:
5369 case RENDERPATH_GLES1:
5370 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5372 case RENDERPATH_SOFT:
5373 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5374 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5376 case RENDERPATH_GL20:
5377 case RENDERPATH_GLES2:
5378 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5379 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5385 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5387 r_viewport_t viewport;
5390 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5391 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, 1, 1, -10, 100, NULL);
5392 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5393 R_SetViewport(&viewport);
5394 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5395 GL_Color(1, 1, 1, 1);
5396 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5397 GL_BlendFunc(GL_ONE, GL_ZERO);
5398 GL_ScissorTest(false);
5399 GL_DepthMask(false);
5400 GL_DepthRange(0, 1);
5401 GL_DepthTest(false);
5402 GL_DepthFunc(GL_LEQUAL);
5403 R_EntityMatrix(&identitymatrix);
5404 R_Mesh_ResetTextureState();
5405 GL_PolygonOffset(0, 0);
5406 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5407 switch(vid.renderpath)
5409 case RENDERPATH_GL11:
5410 case RENDERPATH_GL13:
5411 case RENDERPATH_GL20:
5412 case RENDERPATH_GLES1:
5413 case RENDERPATH_GLES2:
5414 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5416 case RENDERPATH_D3D9:
5417 case RENDERPATH_D3D10:
5418 case RENDERPATH_D3D11:
5419 case RENDERPATH_SOFT:
5422 GL_CullFace(GL_NONE);
5425 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5429 R_SetupView(true, fbo, depthtexture, colortexture);
5430 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5431 GL_Color(1, 1, 1, 1);
5432 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5433 GL_BlendFunc(GL_ONE, GL_ZERO);
5434 GL_ScissorTest(true);
5436 GL_DepthRange(0, 1);
5438 GL_DepthFunc(GL_LEQUAL);
5439 R_EntityMatrix(&identitymatrix);
5440 R_Mesh_ResetTextureState();
5441 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5442 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5443 switch(vid.renderpath)
5445 case RENDERPATH_GL11:
5446 case RENDERPATH_GL13:
5447 case RENDERPATH_GL20:
5448 case RENDERPATH_GLES1:
5449 case RENDERPATH_GLES2:
5450 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5452 case RENDERPATH_D3D9:
5453 case RENDERPATH_D3D10:
5454 case RENDERPATH_D3D11:
5455 case RENDERPATH_SOFT:
5458 GL_CullFace(r_refdef.view.cullface_back);
5463 R_RenderView_UpdateViewVectors
5466 static void R_RenderView_UpdateViewVectors(void)
5468 // break apart the view matrix into vectors for various purposes
5469 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5470 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5471 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5472 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5473 // make an inverted copy of the view matrix for tracking sprites
5474 Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5477 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5478 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5480 static void R_Water_StartFrame(void)
5483 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5484 r_waterstate_waterplane_t *p;
5485 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5487 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5490 switch(vid.renderpath)
5492 case RENDERPATH_GL20:
5493 case RENDERPATH_D3D9:
5494 case RENDERPATH_D3D10:
5495 case RENDERPATH_D3D11:
5496 case RENDERPATH_SOFT:
5497 case RENDERPATH_GLES2:
5499 case RENDERPATH_GL11:
5500 case RENDERPATH_GL13:
5501 case RENDERPATH_GLES1:
5505 // set waterwidth and waterheight to the water resolution that will be
5506 // used (often less than the screen resolution for faster rendering)
5507 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5509 // calculate desired texture sizes
5510 // can't use water if the card does not support the texture size
5511 if (!r_water.integer || r_showsurfaces.integer)
5512 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5513 else if (vid.support.arb_texture_non_power_of_two)
5515 texturewidth = waterwidth;
5516 textureheight = waterheight;
5517 camerawidth = waterwidth;
5518 cameraheight = waterheight;
5522 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5523 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5524 for (camerawidth = 1;camerawidth <= waterwidth; camerawidth *= 2); camerawidth /= 2;
5525 for (cameraheight = 1;cameraheight <= waterheight;cameraheight *= 2); cameraheight /= 2;
5528 // allocate textures as needed
5529 if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo))
5531 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5532 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5534 if (p->texture_refraction)
5535 R_FreeTexture(p->texture_refraction);
5536 p->texture_refraction = NULL;
5537 if (p->fbo_refraction)
5538 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5539 p->fbo_refraction = 0;
5540 if (p->texture_reflection)
5541 R_FreeTexture(p->texture_reflection);
5542 p->texture_reflection = NULL;
5543 if (p->fbo_reflection)
5544 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
5545 p->fbo_reflection = 0;
5546 if (p->texture_camera)
5547 R_FreeTexture(p->texture_camera);
5548 p->texture_camera = NULL;
5550 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
5553 memset(&r_fb.water, 0, sizeof(r_fb.water));
5554 r_fb.water.texturewidth = texturewidth;
5555 r_fb.water.textureheight = textureheight;
5556 r_fb.water.camerawidth = camerawidth;
5557 r_fb.water.cameraheight = cameraheight;
5560 if (r_fb.water.texturewidth)
5562 int scaledwidth, scaledheight;
5564 r_fb.water.enabled = true;
5566 // water resolution is usually reduced
5567 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
5568 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
5569 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
5571 // set up variables that will be used in shader setup
5572 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5573 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5574 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
5575 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
5578 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5579 r_fb.water.numwaterplanes = 0;
5582 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
5584 int planeindex, bestplaneindex, vertexindex;
5585 vec3_t mins, maxs, normal, center, v, n;
5586 vec_t planescore, bestplanescore;
5588 r_waterstate_waterplane_t *p;
5589 texture_t *t = R_GetCurrentTexture(surface->texture);
5591 rsurface.texture = t;
5592 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
5593 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
5594 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
5596 // average the vertex normals, find the surface bounds (after deformvertexes)
5597 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
5598 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
5599 VectorCopy(n, normal);
5600 VectorCopy(v, mins);
5601 VectorCopy(v, maxs);
5602 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
5604 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
5605 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
5606 VectorAdd(normal, n, normal);
5607 mins[0] = min(mins[0], v[0]);
5608 mins[1] = min(mins[1], v[1]);
5609 mins[2] = min(mins[2], v[2]);
5610 maxs[0] = max(maxs[0], v[0]);
5611 maxs[1] = max(maxs[1], v[1]);
5612 maxs[2] = max(maxs[2], v[2]);
5614 VectorNormalize(normal);
5615 VectorMAM(0.5f, mins, 0.5f, maxs, center);
5617 VectorCopy(normal, plane.normal);
5618 VectorNormalize(plane.normal);
5619 plane.dist = DotProduct(center, plane.normal);
5620 PlaneClassify(&plane);
5621 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
5623 // skip backfaces (except if nocullface is set)
5624 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
5626 VectorNegate(plane.normal, plane.normal);
5628 PlaneClassify(&plane);
5632 // find a matching plane if there is one
5633 bestplaneindex = -1;
5634 bestplanescore = 1048576.0f;
5635 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5637 if(p->camera_entity == t->camera_entity)
5639 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
5640 if (bestplaneindex < 0 || bestplanescore > planescore)
5642 bestplaneindex = planeindex;
5643 bestplanescore = planescore;
5647 planeindex = bestplaneindex;
5648 p = r_fb.water.waterplanes + planeindex;
5650 // if this surface does not fit any known plane rendered this frame, add one
5651 if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
5653 // store the new plane
5654 planeindex = r_fb.water.numwaterplanes++;
5655 p = r_fb.water.waterplanes + planeindex;
5657 // clear materialflags and pvs
5658 p->materialflags = 0;
5659 p->pvsvalid = false;
5660 p->camera_entity = t->camera_entity;
5661 VectorCopy(mins, p->mins);
5662 VectorCopy(maxs, p->maxs);
5666 // merge mins/maxs when we're adding this surface to the plane
5667 p->mins[0] = min(p->mins[0], mins[0]);
5668 p->mins[1] = min(p->mins[1], mins[1]);
5669 p->mins[2] = min(p->mins[2], mins[2]);
5670 p->maxs[0] = max(p->maxs[0], maxs[0]);
5671 p->maxs[1] = max(p->maxs[1], maxs[1]);
5672 p->maxs[2] = max(p->maxs[2], maxs[2]);
5674 // merge this surface's materialflags into the waterplane
5675 p->materialflags |= t->currentmaterialflags;
5676 if(!(p->materialflags & MATERIALFLAG_CAMERA))
5678 // merge this surface's PVS into the waterplane
5679 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
5680 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
5682 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
5688 extern cvar_t r_drawparticles;
5689 extern cvar_t r_drawdecals;
5691 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5694 r_refdef_view_t originalview;
5695 r_refdef_view_t myview;
5696 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
5697 r_waterstate_waterplane_t *p;
5699 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.samples < 2;
5702 originalview = r_refdef.view;
5704 // lowquality hack, temporarily shut down some cvars and restore afterwards
5705 qualityreduction = r_water_lowquality.integer;
5706 if (qualityreduction > 0)
5708 if (qualityreduction >= 1)
5710 old_r_shadows = r_shadows.integer;
5711 old_r_worldrtlight = r_shadow_realtime_world.integer;
5712 old_r_dlight = r_shadow_realtime_dlight.integer;
5713 Cvar_SetValueQuick(&r_shadows, 0);
5714 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
5715 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
5717 if (qualityreduction >= 2)
5719 old_r_dynamic = r_dynamic.integer;
5720 old_r_particles = r_drawparticles.integer;
5721 old_r_decals = r_drawdecals.integer;
5722 Cvar_SetValueQuick(&r_dynamic, 0);
5723 Cvar_SetValueQuick(&r_drawparticles, 0);
5724 Cvar_SetValueQuick(&r_drawdecals, 0);
5728 // make sure enough textures are allocated
5729 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5731 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5733 if (!p->texture_refraction)
5734 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5735 if (!p->texture_refraction)
5739 if (r_fb.water.depthtexture == NULL)
5740 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5741 if (p->fbo_refraction == 0)
5742 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
5745 else if (p->materialflags & MATERIALFLAG_CAMERA)
5747 if (!p->texture_camera)
5748 p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL);
5749 if (!p->texture_camera)
5753 if (r_fb.water.depthtexture == NULL)
5754 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5755 if (p->fbo_camera == 0)
5756 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
5760 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5762 if (!p->texture_reflection)
5763 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5764 if (!p->texture_reflection)
5768 if (r_fb.water.depthtexture == NULL)
5769 r_fb.water.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false);
5770 if (p->fbo_reflection == 0)
5771 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
5777 r_refdef.view = originalview;
5778 r_refdef.view.showdebug = false;
5779 r_refdef.view.width = r_fb.water.waterwidth;
5780 r_refdef.view.height = r_fb.water.waterheight;
5781 r_refdef.view.useclipplane = true;
5782 myview = r_refdef.view;
5783 r_fb.water.renderingscene = true;
5784 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
5786 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
5788 r_refdef.view = myview;
5789 if(r_water_scissormode.integer)
5791 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5792 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5793 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5796 // render reflected scene and copy into texture
5797 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
5798 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
5799 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
5800 r_refdef.view.clipplane = p->plane;
5801 // reverse the cullface settings for this render
5802 r_refdef.view.cullface_front = GL_FRONT;
5803 r_refdef.view.cullface_back = GL_BACK;
5804 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
5806 r_refdef.view.usecustompvs = true;
5808 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5810 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5813 r_fb.water.hideplayer = r_water_hideplayer.integer >= 2;
5814 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5815 R_ClearScreen(r_refdef.fogenabled);
5816 if(r_water_scissormode.integer & 2)
5817 R_View_UpdateWithScissor(myscissor);
5820 if(r_water_scissormode.integer & 1)
5821 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5822 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
5824 if (!p->fbo_reflection)
5825 R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5826 r_fb.water.hideplayer = false;
5829 // render the normal view scene and copy into texture
5830 // (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)
5831 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
5833 r_refdef.view = myview;
5834 if(r_water_scissormode.integer)
5836 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5837 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
5838 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
5841 r_fb.water.hideplayer = r_water_hideplayer.integer >= 1;
5843 r_refdef.view.clipplane = p->plane;
5844 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5845 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5847 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5849 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5850 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5851 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5852 R_RenderView_UpdateViewVectors();
5853 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5855 r_refdef.view.usecustompvs = true;
5856 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5860 PlaneClassify(&r_refdef.view.clipplane);
5862 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5863 R_ClearScreen(r_refdef.fogenabled);
5864 if(r_water_scissormode.integer & 2)
5865 R_View_UpdateWithScissor(myscissor);
5868 if(r_water_scissormode.integer & 1)
5869 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5870 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
5872 if (!p->fbo_refraction)
5873 R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5874 r_fb.water.hideplayer = false;
5876 else if (p->materialflags & MATERIALFLAG_CAMERA)
5878 r_refdef.view = myview;
5880 r_refdef.view.clipplane = p->plane;
5881 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5882 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5884 r_refdef.view.width = r_fb.water.camerawidth;
5885 r_refdef.view.height = r_fb.water.cameraheight;
5886 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5887 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5888 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5889 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5891 if(p->camera_entity)
5893 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5894 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5897 // note: all of the view is used for displaying... so
5898 // there is no use in scissoring
5900 // reverse the cullface settings for this render
5901 r_refdef.view.cullface_front = GL_FRONT;
5902 r_refdef.view.cullface_back = GL_BACK;
5903 // also reverse the view matrix
5904 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5905 R_RenderView_UpdateViewVectors();
5906 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5908 r_refdef.view.usecustompvs = true;
5909 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5912 // camera needs no clipplane
5913 r_refdef.view.useclipplane = false;
5915 PlaneClassify(&r_refdef.view.clipplane);
5917 r_fb.water.hideplayer = false;
5919 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5920 R_ClearScreen(r_refdef.fogenabled);
5922 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
5925 R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5926 r_fb.water.hideplayer = false;
5930 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
5931 r_fb.water.renderingscene = false;
5932 r_refdef.view = originalview;
5933 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
5934 if (!r_fb.water.depthtexture)
5935 R_ClearScreen(r_refdef.fogenabled);
5939 r_refdef.view = originalview;
5940 r_fb.water.renderingscene = false;
5941 Cvar_SetValueQuick(&r_water, 0);
5942 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5944 // lowquality hack, restore cvars
5945 if (qualityreduction > 0)
5947 if (qualityreduction >= 1)
5949 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5950 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5951 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5953 if (qualityreduction >= 2)
5955 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5956 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5957 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5962 static void R_Bloom_StartFrame(void)
5965 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
5966 int viewwidth, viewheight;
5967 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.samples < 2;
5968 textype_t textype = TEXTYPE_COLORBUFFER;
5970 switch (vid.renderpath)
5972 case RENDERPATH_GL20:
5973 case RENDERPATH_GLES2:
5974 if (vid.support.ext_framebuffer_object)
5976 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5977 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5980 case RENDERPATH_GL11:
5981 case RENDERPATH_GL13:
5982 case RENDERPATH_GLES1:
5983 case RENDERPATH_D3D9:
5984 case RENDERPATH_D3D10:
5985 case RENDERPATH_D3D11:
5986 case RENDERPATH_SOFT:
5990 if (r_viewscale_fpsscaling.integer)
5992 double actualframetime;
5993 double targetframetime;
5995 actualframetime = r_refdef.lastdrawscreentime;
5996 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5997 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5998 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5999 if (r_viewscale_fpsscaling_stepsize.value > 0)
6000 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6001 viewscalefpsadjusted += adjust;
6002 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6005 viewscalefpsadjusted = 1.0f;
6007 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6009 switch(vid.renderpath)
6011 case RENDERPATH_GL20:
6012 case RENDERPATH_D3D9:
6013 case RENDERPATH_D3D10:
6014 case RENDERPATH_D3D11:
6015 case RENDERPATH_SOFT:
6016 case RENDERPATH_GLES2:
6018 case RENDERPATH_GL11:
6019 case RENDERPATH_GL13:
6020 case RENDERPATH_GLES1:
6024 // set bloomwidth and bloomheight to the bloom resolution that will be
6025 // used (often less than the screen resolution for faster rendering)
6026 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height);
6027 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6028 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6029 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6030 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6032 // calculate desired texture sizes
6033 if (vid.support.arb_texture_non_power_of_two)
6035 screentexturewidth = vid.width;
6036 screentextureheight = vid.height;
6037 bloomtexturewidth = r_fb.bloomwidth;
6038 bloomtextureheight = r_fb.bloomheight;
6042 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6043 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6044 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6045 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6048 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
6050 Cvar_SetValueQuick(&r_bloom, 0);
6051 Cvar_SetValueQuick(&r_motionblur, 0);
6052 Cvar_SetValueQuick(&r_damageblur, 0);
6055 if (!(r_glsl_postprocess.integer || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6057 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6059 && r_viewscale.value == 1.0f
6060 && !r_viewscale_fpsscaling.integer)
6061 screentexturewidth = screentextureheight = 0;
6062 if (!r_bloom.integer)
6063 bloomtexturewidth = bloomtextureheight = 0;
6065 // allocate textures as needed
6066 if (r_fb.screentexturewidth != screentexturewidth
6067 || r_fb.screentextureheight != screentextureheight
6068 || r_fb.bloomtexturewidth != bloomtexturewidth
6069 || r_fb.bloomtextureheight != bloomtextureheight
6070 || r_fb.textype != textype
6071 || useviewfbo != (r_fb.fbo != 0))
6073 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6075 if (r_fb.bloomtexture[i])
6076 R_FreeTexture(r_fb.bloomtexture[i]);
6077 r_fb.bloomtexture[i] = NULL;
6079 if (r_fb.bloomfbo[i])
6080 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6081 r_fb.bloomfbo[i] = 0;
6085 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6088 if (r_fb.colortexture)
6089 R_FreeTexture(r_fb.colortexture);
6090 r_fb.colortexture = NULL;
6092 if (r_fb.depthtexture)
6093 R_FreeTexture(r_fb.depthtexture);
6094 r_fb.depthtexture = NULL;
6096 if (r_fb.ghosttexture)
6097 R_FreeTexture(r_fb.ghosttexture);
6098 r_fb.ghosttexture = NULL;
6100 r_fb.screentexturewidth = screentexturewidth;
6101 r_fb.screentextureheight = screentextureheight;
6102 r_fb.bloomtexturewidth = bloomtexturewidth;
6103 r_fb.bloomtextureheight = bloomtextureheight;
6104 r_fb.textype = textype;
6106 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6108 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6109 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6110 r_fb.ghosttexture_valid = false;
6111 r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6114 // FIXME: choose depth bits based on a cvar
6115 r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false);
6116 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6117 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6119 // render depth into one texture and color into the other
6123 qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6124 qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
6125 status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
6126 if (status != GL_FRAMEBUFFER_COMPLETE)
6127 Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
6133 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6135 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6137 r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
6139 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6144 // bloom texture is a different resolution
6145 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height);
6146 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6147 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6148 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6149 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6151 // set up a texcoord array for the full resolution screen image
6152 // (we have to keep this around to copy back during final render)
6153 r_fb.screentexcoord2f[0] = 0;
6154 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6155 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6156 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6157 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6158 r_fb.screentexcoord2f[5] = 0;
6159 r_fb.screentexcoord2f[6] = 0;
6160 r_fb.screentexcoord2f[7] = 0;
6162 // set up a texcoord array for the reduced resolution bloom image
6163 // (which will be additive blended over the screen image)
6164 r_fb.bloomtexcoord2f[0] = 0;
6165 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6166 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6167 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6168 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6169 r_fb.bloomtexcoord2f[5] = 0;
6170 r_fb.bloomtexcoord2f[6] = 0;
6171 r_fb.bloomtexcoord2f[7] = 0;
6173 switch(vid.renderpath)
6175 case RENDERPATH_GL11:
6176 case RENDERPATH_GL13:
6177 case RENDERPATH_GL20:
6178 case RENDERPATH_SOFT:
6179 case RENDERPATH_GLES1:
6180 case RENDERPATH_GLES2:
6182 case RENDERPATH_D3D9:
6183 case RENDERPATH_D3D10:
6184 case RENDERPATH_D3D11:
6187 for (i = 0;i < 4;i++)
6189 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6190 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6191 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6192 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6198 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6201 r_refdef.view.clear = true;
6204 static void R_Bloom_MakeTexture(void)
6207 float xoffset, yoffset, r, brighten;
6209 float colorscale = r_bloom_colorscale.value;
6211 r_refdef.stats.bloom++;
6215 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6216 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6219 // scale down screen texture to the bloom texture size
6221 r_fb.bloomindex = 0;
6222 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6223 R_SetViewport(&r_fb.bloomviewport);
6224 GL_BlendFunc(GL_ONE, GL_ZERO);
6225 GL_Color(colorscale, colorscale, colorscale, 1);
6226 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6227 switch(vid.renderpath)
6229 case RENDERPATH_GL11:
6230 case RENDERPATH_GL13:
6231 case RENDERPATH_GL20:
6232 case RENDERPATH_GLES1:
6233 case RENDERPATH_GLES2:
6234 case RENDERPATH_SOFT:
6235 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6237 case RENDERPATH_D3D9:
6238 case RENDERPATH_D3D10:
6239 case RENDERPATH_D3D11:
6240 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6243 // TODO: do boxfilter scale-down in shader?
6244 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6245 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6246 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6248 // we now have a properly scaled bloom image
6249 if (!r_fb.bloomfbo[r_fb.bloomindex])
6251 // copy it into the bloom texture
6252 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6253 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6256 // multiply bloom image by itself as many times as desired
6257 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6259 intex = r_fb.bloomtexture[r_fb.bloomindex];
6260 r_fb.bloomindex ^= 1;
6261 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6263 r = bound(0, r_bloom_colorexponent.value / x, 1);
6264 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6266 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6267 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6268 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6269 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6271 if (!r_fb.bloomfbo[r_fb.bloomindex])
6273 // copy the darkened image to a texture
6274 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6275 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6279 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6280 brighten = r_bloom_brighten.value;
6281 brighten = sqrt(brighten);
6283 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6285 for (dir = 0;dir < 2;dir++)
6287 intex = r_fb.bloomtexture[r_fb.bloomindex];
6288 r_fb.bloomindex ^= 1;
6289 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6290 // blend on at multiple vertical offsets to achieve a vertical blur
6291 // TODO: do offset blends using GLSL
6292 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6293 GL_BlendFunc(GL_ONE, GL_ZERO);
6294 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6295 for (x = -range;x <= range;x++)
6297 if (!dir){xoffset = 0;yoffset = x;}
6298 else {xoffset = x;yoffset = 0;}
6299 xoffset /= (float)r_fb.bloomtexturewidth;
6300 yoffset /= (float)r_fb.bloomtextureheight;
6301 // compute a texcoord array with the specified x and y offset
6302 r_fb.offsettexcoord2f[0] = xoffset+0;
6303 r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6304 r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6305 r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6306 r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6307 r_fb.offsettexcoord2f[5] = yoffset+0;
6308 r_fb.offsettexcoord2f[6] = xoffset+0;
6309 r_fb.offsettexcoord2f[7] = yoffset+0;
6310 // this r value looks like a 'dot' particle, fading sharply to
6311 // black at the edges
6312 // (probably not realistic but looks good enough)
6313 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6314 //r = brighten/(range*2+1);
6315 r = brighten / (range * 2 + 1);
6317 r *= (1 - x*x/(float)(range*range));
6318 GL_Color(r, r, r, 1);
6319 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6320 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6321 r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight;
6322 GL_BlendFunc(GL_ONE, GL_ONE);
6325 if (!r_fb.bloomfbo[r_fb.bloomindex])
6327 // copy the vertically or horizontally blurred bloom view to a texture
6328 R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height);
6329 r_refdef.stats.bloom_copypixels += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6334 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6336 unsigned int permutation;
6337 float uservecs[4][4];
6339 switch (vid.renderpath)
6341 case RENDERPATH_GL20:
6342 case RENDERPATH_D3D9:
6343 case RENDERPATH_D3D10:
6344 case RENDERPATH_D3D11:
6345 case RENDERPATH_SOFT:
6346 case RENDERPATH_GLES2:
6348 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6349 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6350 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6351 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6352 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6354 if (r_fb.colortexture)
6358 R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6359 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6362 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6364 // declare variables
6365 float blur_factor, blur_mouseaccel, blur_velocity;
6366 static float blur_average;
6367 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6369 // set a goal for the factoring
6370 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6371 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6372 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6373 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6374 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6375 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6377 // from the goal, pick an averaged value between goal and last value
6378 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6379 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6381 // enforce minimum amount of blur
6382 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6384 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6386 // calculate values into a standard alpha
6387 cl.motionbluralpha = 1 - exp(-
6389 (r_motionblur.value * blur_factor / 80)
6391 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6394 max(0.0001, cl.time - cl.oldtime) // fps independent
6397 // randomization for the blur value to combat persistent ghosting
6398 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6399 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6402 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6403 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6405 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6406 GL_Color(1, 1, 1, cl.motionbluralpha);
6407 switch(vid.renderpath)
6409 case RENDERPATH_GL11:
6410 case RENDERPATH_GL13:
6411 case RENDERPATH_GL20:
6412 case RENDERPATH_GLES1:
6413 case RENDERPATH_GLES2:
6414 case RENDERPATH_SOFT:
6415 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6417 case RENDERPATH_D3D9:
6418 case RENDERPATH_D3D10:
6419 case RENDERPATH_D3D11:
6420 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6423 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6424 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6425 r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6428 // updates old view angles for next pass
6429 VectorCopy(cl.viewangles, blur_oldangles);
6431 // copy view into the ghost texture
6432 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
6433 r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6434 r_fb.ghosttexture_valid = true;
6439 // no r_fb.colortexture means we're rendering to the real fb
6440 // we may still have to do view tint...
6441 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6443 // apply a color tint to the whole view
6444 R_ResetViewRendering2D(0, NULL, NULL);
6445 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6446 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6447 R_SetupShader_Generic_NoTexture(false, true);
6448 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6449 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6451 break; // no screen processing, no bloom, skip it
6454 if (r_fb.bloomtexture[0])
6456 // make the bloom texture
6457 R_Bloom_MakeTexture();
6460 #if _MSC_VER >= 1400
6461 #define sscanf sscanf_s
6463 memset(uservecs, 0, sizeof(uservecs));
6464 if (r_glsl_postprocess_uservec1_enable.integer)
6465 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6466 if (r_glsl_postprocess_uservec2_enable.integer)
6467 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6468 if (r_glsl_postprocess_uservec3_enable.integer)
6469 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6470 if (r_glsl_postprocess_uservec4_enable.integer)
6471 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6473 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6474 GL_Color(1, 1, 1, 1);
6475 GL_BlendFunc(GL_ONE, GL_ZERO);
6477 switch(vid.renderpath)
6479 case RENDERPATH_GL20:
6480 case RENDERPATH_GLES2:
6481 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6482 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6483 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6484 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6485 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6486 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6487 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6488 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6489 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6490 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6491 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6492 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6493 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6494 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6496 case RENDERPATH_D3D9:
6498 // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that...
6499 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6500 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6501 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6502 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6503 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6504 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6505 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6506 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6507 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6508 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6509 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6510 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6511 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6512 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6515 case RENDERPATH_D3D10:
6516 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6518 case RENDERPATH_D3D11:
6519 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
6521 case RENDERPATH_SOFT:
6522 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6523 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
6524 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6525 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6526 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6527 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6528 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6529 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6530 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6531 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6532 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6533 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
6534 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6535 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
6540 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6541 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
6543 case RENDERPATH_GL11:
6544 case RENDERPATH_GL13:
6545 case RENDERPATH_GLES1:
6546 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6548 // apply a color tint to the whole view
6549 R_ResetViewRendering2D(0, NULL, NULL);
6550 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6551 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6552 R_SetupShader_Generic_NoTexture(false, true);
6553 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6554 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6560 matrix4x4_t r_waterscrollmatrix;
6562 void R_UpdateFog(void)
6565 if (gamemode == GAME_NEHAHRA)
6567 if (gl_fogenable.integer)
6569 r_refdef.oldgl_fogenable = true;
6570 r_refdef.fog_density = gl_fogdensity.value;
6571 r_refdef.fog_red = gl_fogred.value;
6572 r_refdef.fog_green = gl_foggreen.value;
6573 r_refdef.fog_blue = gl_fogblue.value;
6574 r_refdef.fog_alpha = 1;
6575 r_refdef.fog_start = 0;
6576 r_refdef.fog_end = gl_skyclip.value;
6577 r_refdef.fog_height = 1<<30;
6578 r_refdef.fog_fadedepth = 128;
6580 else if (r_refdef.oldgl_fogenable)
6582 r_refdef.oldgl_fogenable = false;
6583 r_refdef.fog_density = 0;
6584 r_refdef.fog_red = 0;
6585 r_refdef.fog_green = 0;
6586 r_refdef.fog_blue = 0;
6587 r_refdef.fog_alpha = 0;
6588 r_refdef.fog_start = 0;
6589 r_refdef.fog_end = 0;
6590 r_refdef.fog_height = 1<<30;
6591 r_refdef.fog_fadedepth = 128;
6596 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
6597 r_refdef.fog_start = max(0, r_refdef.fog_start);
6598 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
6600 if (r_refdef.fog_density && r_drawfog.integer)
6602 r_refdef.fogenabled = true;
6603 // this is the point where the fog reaches 0.9986 alpha, which we
6604 // consider a good enough cutoff point for the texture
6605 // (0.9986 * 256 == 255.6)
6606 if (r_fog_exp2.integer)
6607 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
6609 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
6610 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
6611 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
6612 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
6613 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
6614 R_BuildFogHeightTexture();
6615 // fog color was already set
6616 // update the fog texture
6617 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)
6618 R_BuildFogTexture();
6619 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
6620 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
6623 r_refdef.fogenabled = false;
6626 if (r_refdef.fog_density)
6628 r_refdef.fogcolor[0] = r_refdef.fog_red;
6629 r_refdef.fogcolor[1] = r_refdef.fog_green;
6630 r_refdef.fogcolor[2] = r_refdef.fog_blue;
6632 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
6633 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
6634 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
6635 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
6639 VectorCopy(r_refdef.fogcolor, fogvec);
6640 // color.rgb *= ContrastBoost * SceneBrightness;
6641 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
6642 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
6643 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
6644 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
6649 void R_UpdateVariables(void)
6653 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
6655 r_refdef.farclip = r_farclip_base.value;
6656 if (r_refdef.scene.worldmodel)
6657 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
6658 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
6660 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
6661 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
6662 r_refdef.polygonfactor = 0;
6663 r_refdef.polygonoffset = 0;
6664 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6665 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
6667 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
6668 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
6669 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
6670 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
6671 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
6672 if (FAKELIGHT_ENABLED)
6674 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
6676 if (r_showsurfaces.integer)
6678 r_refdef.scene.rtworld = false;
6679 r_refdef.scene.rtworldshadows = false;
6680 r_refdef.scene.rtdlight = false;
6681 r_refdef.scene.rtdlightshadows = false;
6682 r_refdef.lightmapintensity = 0;
6685 switch(vid.renderpath)
6687 case RENDERPATH_GL20:
6688 case RENDERPATH_D3D9:
6689 case RENDERPATH_D3D10:
6690 case RENDERPATH_D3D11:
6691 case RENDERPATH_SOFT:
6692 case RENDERPATH_GLES2:
6693 if(v_glslgamma.integer && !vid_gammatables_trivial)
6695 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
6697 // build GLSL gamma texture
6698 #define RAMPWIDTH 256
6699 unsigned short ramp[RAMPWIDTH * 3];
6700 unsigned char rampbgr[RAMPWIDTH][4];
6703 r_texture_gammaramps_serial = vid_gammatables_serial;
6705 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
6706 for(i = 0; i < RAMPWIDTH; ++i)
6708 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6709 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
6710 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
6713 if (r_texture_gammaramps)
6715 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
6719 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
6725 // remove GLSL gamma texture
6728 case RENDERPATH_GL11:
6729 case RENDERPATH_GL13:
6730 case RENDERPATH_GLES1:
6735 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
6736 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
6742 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
6743 if( scenetype != r_currentscenetype ) {
6744 // store the old scenetype
6745 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
6746 r_currentscenetype = scenetype;
6747 // move in the new scene
6748 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
6757 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
6759 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
6760 if( scenetype == r_currentscenetype ) {
6761 return &r_refdef.scene;
6763 return &r_scenes_store[ scenetype ];
6767 static int R_SortEntities_Compare(const void *ap, const void *bp)
6769 const entity_render_t *a = *(const entity_render_t **)ap;
6770 const entity_render_t *b = *(const entity_render_t **)bp;
6773 if(a->model < b->model)
6775 if(a->model > b->model)
6779 // TODO possibly calculate the REAL skinnum here first using
6781 if(a->skinnum < b->skinnum)
6783 if(a->skinnum > b->skinnum)
6786 // everything we compared is equal
6789 static void R_SortEntities(void)
6791 // below or equal 2 ents, sorting never gains anything
6792 if(r_refdef.scene.numentities <= 2)
6795 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
6803 int dpsoftrast_test;
6804 extern cvar_t r_shadow_bouncegrid;
6805 void R_RenderView(void)
6807 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
6809 rtexture_t *depthtexture;
6810 rtexture_t *colortexture;
6812 dpsoftrast_test = r_test.integer;
6814 if (r_timereport_active)
6815 R_TimeReport("start");
6816 r_textureframe++; // used only by R_GetCurrentTexture
6817 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6819 if(R_CompileShader_CheckStaticParms())
6822 if (!r_drawentities.integer)
6823 r_refdef.scene.numentities = 0;
6824 else if (r_sortentities.integer)
6827 R_AnimCache_ClearCache();
6828 R_FrameData_NewFrame();
6830 /* adjust for stereo display */
6831 if(R_Stereo_Active())
6833 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
6834 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
6837 if (r_refdef.view.isoverlay)
6839 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
6840 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
6841 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
6842 R_TimeReport("depthclear");
6844 r_refdef.view.showdebug = false;
6846 r_fb.water.enabled = false;
6847 r_fb.water.numwaterplanes = 0;
6849 R_RenderScene(0, NULL, NULL);
6851 r_refdef.view.matrix = originalmatrix;
6857 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
6859 r_refdef.view.matrix = originalmatrix;
6863 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
6865 R_RenderView_UpdateViewVectors();
6867 R_Shadow_UpdateWorldLightSelection();
6869 R_Bloom_StartFrame();
6870 R_Water_StartFrame();
6872 // now we probably have an fbo to render into
6874 depthtexture = r_fb.depthtexture;
6875 colortexture = r_fb.colortexture;
6878 if (r_timereport_active)
6879 R_TimeReport("viewsetup");
6881 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6883 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
6885 R_ClearScreen(r_refdef.fogenabled);
6886 if (r_timereport_active)
6887 R_TimeReport("viewclear");
6889 r_refdef.view.clear = true;
6891 r_refdef.view.showdebug = true;
6894 if (r_timereport_active)
6895 R_TimeReport("visibility");
6897 R_Shadow_UpdateBounceGridTexture();
6898 if (r_timereport_active && r_shadow_bouncegrid.integer)
6899 R_TimeReport("bouncegrid");
6901 r_fb.water.numwaterplanes = 0;
6902 if (r_fb.water.enabled)
6903 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
6905 R_RenderScene(fbo, depthtexture, colortexture);
6906 r_fb.water.numwaterplanes = 0;
6908 R_BlendView(fbo, depthtexture, colortexture);
6909 if (r_timereport_active)
6910 R_TimeReport("blendview");
6912 GL_Scissor(0, 0, vid.width, vid.height);
6913 GL_ScissorTest(false);
6915 r_refdef.view.matrix = originalmatrix;
6920 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6922 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
6924 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
6925 if (r_timereport_active)
6926 R_TimeReport("waterworld");
6929 // don't let sound skip if going slow
6930 if (r_refdef.scene.extraupdate)
6933 R_DrawModelsAddWaterPlanes();
6934 if (r_timereport_active)
6935 R_TimeReport("watermodels");
6937 if (r_fb.water.numwaterplanes)
6939 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
6940 if (r_timereport_active)
6941 R_TimeReport("waterscenes");
6945 extern cvar_t cl_locs_show;
6946 static void R_DrawLocs(void);
6947 static void R_DrawEntityBBoxes(void);
6948 static void R_DrawModelDecals(void);
6949 extern cvar_t cl_decals_newsystem;
6950 extern qboolean r_shadow_usingdeferredprepass;
6951 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6953 qboolean shadowmapping = false;
6955 if (r_timereport_active)
6956 R_TimeReport("beginscene");
6958 r_refdef.stats.renders++;
6962 // don't let sound skip if going slow
6963 if (r_refdef.scene.extraupdate)
6966 R_MeshQueue_BeginScene();
6970 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);
6972 if (r_timereport_active)
6973 R_TimeReport("skystartframe");
6975 if (cl.csqc_vidvars.drawworld)
6977 // don't let sound skip if going slow
6978 if (r_refdef.scene.extraupdate)
6981 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
6983 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
6984 if (r_timereport_active)
6985 R_TimeReport("worldsky");
6988 if (R_DrawBrushModelsSky() && r_timereport_active)
6989 R_TimeReport("bmodelsky");
6991 if (skyrendermasked && skyrenderlater)
6993 // we have to force off the water clipping plane while rendering sky
6994 R_SetupView(false, fbo, depthtexture, colortexture);
6996 R_SetupView(true, fbo, depthtexture, colortexture);
6997 if (r_timereport_active)
6998 R_TimeReport("sky");
7002 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7003 if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
7004 R_Shadow_PrepareModelShadows();
7005 if (r_timereport_active)
7006 R_TimeReport("preparelights");
7008 if (R_Shadow_ShadowMappingEnabled())
7009 shadowmapping = true;
7011 if (r_shadow_usingdeferredprepass)
7012 R_Shadow_DrawPrepass();
7014 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7016 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7017 if (r_timereport_active)
7018 R_TimeReport("worlddepth");
7020 if (r_depthfirst.integer >= 2)
7022 R_DrawModelsDepth();
7023 if (r_timereport_active)
7024 R_TimeReport("modeldepth");
7027 if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
7029 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7030 R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
7031 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7032 // don't let sound skip if going slow
7033 if (r_refdef.scene.extraupdate)
7037 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7039 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7040 if (r_timereport_active)
7041 R_TimeReport("world");
7044 // don't let sound skip if going slow
7045 if (r_refdef.scene.extraupdate)
7049 if (r_timereport_active)
7050 R_TimeReport("models");
7052 // don't let sound skip if going slow
7053 if (r_refdef.scene.extraupdate)
7056 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7058 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7059 R_DrawModelShadows(fbo, depthtexture, colortexture);
7060 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7061 // don't let sound skip if going slow
7062 if (r_refdef.scene.extraupdate)
7066 if (!r_shadow_usingdeferredprepass)
7068 R_Shadow_DrawLights();
7069 if (r_timereport_active)
7070 R_TimeReport("rtlights");
7073 // don't let sound skip if going slow
7074 if (r_refdef.scene.extraupdate)
7077 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7079 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7080 R_DrawModelShadows(fbo, depthtexture, colortexture);
7081 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7082 // don't let sound skip if going slow
7083 if (r_refdef.scene.extraupdate)
7087 if (cl.csqc_vidvars.drawworld)
7089 if (cl_decals_newsystem.integer)
7091 R_DrawModelDecals();
7092 if (r_timereport_active)
7093 R_TimeReport("modeldecals");
7098 if (r_timereport_active)
7099 R_TimeReport("decals");
7103 if (r_timereport_active)
7104 R_TimeReport("particles");
7107 if (r_timereport_active)
7108 R_TimeReport("explosions");
7110 R_DrawLightningBeams();
7111 if (r_timereport_active)
7112 R_TimeReport("lightning");
7116 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7118 if (r_refdef.view.showdebug)
7120 if (cl_locs_show.integer)
7123 if (r_timereport_active)
7124 R_TimeReport("showlocs");
7127 if (r_drawportals.integer)
7130 if (r_timereport_active)
7131 R_TimeReport("portals");
7134 if (r_showbboxes.value > 0)
7136 R_DrawEntityBBoxes();
7137 if (r_timereport_active)
7138 R_TimeReport("bboxes");
7142 if (r_transparent.integer)
7144 R_MeshQueue_RenderTransparent();
7145 if (r_timereport_active)
7146 R_TimeReport("drawtrans");
7149 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
7151 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7152 if (r_timereport_active)
7153 R_TimeReport("worlddebug");
7154 R_DrawModelsDebug();
7155 if (r_timereport_active)
7156 R_TimeReport("modeldebug");
7159 if (cl.csqc_vidvars.drawworld)
7161 R_Shadow_DrawCoronas();
7162 if (r_timereport_active)
7163 R_TimeReport("coronas");
7168 GL_DepthTest(false);
7169 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7170 GL_Color(1, 1, 1, 1);
7171 qglBegin(GL_POLYGON);
7172 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7173 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7174 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7175 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7177 qglBegin(GL_POLYGON);
7178 qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]);
7179 qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]);
7180 qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]);
7181 qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]);
7183 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7187 // don't let sound skip if going slow
7188 if (r_refdef.scene.extraupdate)
7192 static const unsigned short bboxelements[36] =
7202 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7205 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7207 RSurf_ActiveWorldEntity();
7209 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7210 GL_DepthMask(false);
7211 GL_DepthRange(0, 1);
7212 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7213 // R_Mesh_ResetTextureState();
7215 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7216 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7217 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7218 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7219 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7220 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7221 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7222 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7223 R_FillColors(color4f, 8, cr, cg, cb, ca);
7224 if (r_refdef.fogenabled)
7226 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7228 f1 = RSurf_FogVertex(v);
7230 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7231 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7232 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7235 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7236 R_Mesh_ResetTextureState();
7237 R_SetupShader_Generic_NoTexture(false, false);
7238 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7241 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7243 prvm_prog_t *prog = SVVM_prog;
7246 prvm_edict_t *edict;
7248 // this function draws bounding boxes of server entities
7252 GL_CullFace(GL_NONE);
7253 R_SetupShader_Generic_NoTexture(false, false);
7255 for (i = 0;i < numsurfaces;i++)
7257 edict = PRVM_EDICT_NUM(surfacelist[i]);
7258 switch ((int)PRVM_serveredictfloat(edict, solid))
7260 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7261 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7262 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7263 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7264 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7265 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7267 color[3] *= r_showbboxes.value;
7268 color[3] = bound(0, color[3], 1);
7269 GL_DepthTest(!r_showdisabledepthtest.integer);
7270 GL_CullFace(r_refdef.view.cullface_front);
7271 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7275 static void R_DrawEntityBBoxes(void)
7278 prvm_edict_t *edict;
7280 prvm_prog_t *prog = SVVM_prog;
7282 // this function draws bounding boxes of server entities
7286 for (i = 0;i < prog->num_edicts;i++)
7288 edict = PRVM_EDICT_NUM(i);
7289 if (edict->priv.server->free)
7291 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7292 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7294 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7296 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7297 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7301 static const int nomodelelement3i[24] =
7313 static const unsigned short nomodelelement3s[24] =
7325 static const float nomodelvertex3f[6*3] =
7335 static const float nomodelcolor4f[6*4] =
7337 0.0f, 0.0f, 0.5f, 1.0f,
7338 0.0f, 0.0f, 0.5f, 1.0f,
7339 0.0f, 0.5f, 0.0f, 1.0f,
7340 0.0f, 0.5f, 0.0f, 1.0f,
7341 0.5f, 0.0f, 0.0f, 1.0f,
7342 0.5f, 0.0f, 0.0f, 1.0f
7345 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7351 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
7353 // this is only called once per entity so numsurfaces is always 1, and
7354 // surfacelist is always {0}, so this code does not handle batches
7356 if (rsurface.ent_flags & RENDER_ADDITIVE)
7358 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7359 GL_DepthMask(false);
7361 else if (rsurface.colormod[3] < 1)
7363 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7364 GL_DepthMask(false);
7368 GL_BlendFunc(GL_ONE, GL_ZERO);
7371 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7372 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7373 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7374 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7375 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7376 for (i = 0, c = color4f;i < 6;i++, c += 4)
7378 c[0] *= rsurface.colormod[0];
7379 c[1] *= rsurface.colormod[1];
7380 c[2] *= rsurface.colormod[2];
7381 c[3] *= rsurface.colormod[3];
7383 if (r_refdef.fogenabled)
7385 for (i = 0, c = color4f;i < 6;i++, c += 4)
7387 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7389 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7390 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7391 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7394 // R_Mesh_ResetTextureState();
7395 R_SetupShader_Generic_NoTexture(false, false);
7396 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7397 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7400 void R_DrawNoModel(entity_render_t *ent)
7403 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7404 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7405 R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7407 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7410 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
7412 vec3_t right1, right2, diff, normal;
7414 VectorSubtract (org2, org1, normal);
7416 // calculate 'right' vector for start
7417 VectorSubtract (r_refdef.view.origin, org1, diff);
7418 CrossProduct (normal, diff, right1);
7419 VectorNormalize (right1);
7421 // calculate 'right' vector for end
7422 VectorSubtract (r_refdef.view.origin, org2, diff);
7423 CrossProduct (normal, diff, right2);
7424 VectorNormalize (right2);
7426 vert[ 0] = org1[0] + width * right1[0];
7427 vert[ 1] = org1[1] + width * right1[1];
7428 vert[ 2] = org1[2] + width * right1[2];
7429 vert[ 3] = org1[0] - width * right1[0];
7430 vert[ 4] = org1[1] - width * right1[1];
7431 vert[ 5] = org1[2] - width * right1[2];
7432 vert[ 6] = org2[0] - width * right2[0];
7433 vert[ 7] = org2[1] - width * right2[1];
7434 vert[ 8] = org2[2] - width * right2[2];
7435 vert[ 9] = org2[0] + width * right2[0];
7436 vert[10] = org2[1] + width * right2[1];
7437 vert[11] = org2[2] + width * right2[2];
7440 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
7442 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7443 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7444 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7445 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7446 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7447 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7448 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7449 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7450 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7451 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7452 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7453 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7456 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7461 VectorSet(v, x, y, z);
7462 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7463 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7465 if (i == mesh->numvertices)
7467 if (mesh->numvertices < mesh->maxvertices)
7469 VectorCopy(v, vertex3f);
7470 mesh->numvertices++;
7472 return mesh->numvertices;
7478 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7482 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7483 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7484 e = mesh->element3i + mesh->numtriangles * 3;
7485 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7487 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7488 if (mesh->numtriangles < mesh->maxtriangles)
7493 mesh->numtriangles++;
7495 element[1] = element[2];
7499 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
7503 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7504 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
7505 e = mesh->element3i + mesh->numtriangles * 3;
7506 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
7508 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
7509 if (mesh->numtriangles < mesh->maxtriangles)
7514 mesh->numtriangles++;
7516 element[1] = element[2];
7520 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
7521 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
7523 int planenum, planenum2;
7526 mplane_t *plane, *plane2;
7528 double temppoints[2][256*3];
7529 // figure out how large a bounding box we need to properly compute this brush
7531 for (w = 0;w < numplanes;w++)
7532 maxdist = max(maxdist, fabs(planes[w].dist));
7533 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
7534 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
7535 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
7539 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
7540 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
7542 if (planenum2 == planenum)
7544 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);
7547 if (tempnumpoints < 3)
7549 // generate elements forming a triangle fan for this polygon
7550 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
7554 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)
7556 texturelayer_t *layer;
7557 layer = t->currentlayers + t->currentnumlayers++;
7559 layer->depthmask = depthmask;
7560 layer->blendfunc1 = blendfunc1;
7561 layer->blendfunc2 = blendfunc2;
7562 layer->texture = texture;
7563 layer->texmatrix = *matrix;
7564 layer->color[0] = r;
7565 layer->color[1] = g;
7566 layer->color[2] = b;
7567 layer->color[3] = a;
7570 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
7572 if(parms[0] == 0 && parms[1] == 0)
7574 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7575 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
7580 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
7583 index = parms[2] + rsurface.shadertime * parms[3];
7584 index -= floor(index);
7585 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
7588 case Q3WAVEFUNC_NONE:
7589 case Q3WAVEFUNC_NOISE:
7590 case Q3WAVEFUNC_COUNT:
7593 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
7594 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
7595 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
7596 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
7597 case Q3WAVEFUNC_TRIANGLE:
7599 f = index - floor(index);
7612 f = parms[0] + parms[1] * f;
7613 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
7614 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
7618 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
7624 matrix4x4_t matrix, temp;
7625 switch(tcmod->tcmod)
7629 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7630 matrix = r_waterscrollmatrix;
7632 matrix = identitymatrix;
7634 case Q3TCMOD_ENTITYTRANSLATE:
7635 // this is used in Q3 to allow the gamecode to control texcoord
7636 // scrolling on the entity, which is not supported in darkplaces yet.
7637 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
7639 case Q3TCMOD_ROTATE:
7640 f = tcmod->parms[0] * rsurface.shadertime;
7641 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
7642 Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
7643 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
7646 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
7648 case Q3TCMOD_SCROLL:
7649 // extra care is needed because of precision breakdown with large values of time
7650 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
7651 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
7652 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
7654 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
7655 w = (int) tcmod->parms[0];
7656 h = (int) tcmod->parms[1];
7657 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
7659 idx = (int) floor(f * w * h);
7660 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
7662 case Q3TCMOD_STRETCH:
7663 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
7664 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
7666 case Q3TCMOD_TRANSFORM:
7667 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
7668 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
7669 VectorSet(tcmat + 6, 0 , 0 , 1);
7670 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
7671 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
7673 case Q3TCMOD_TURBULENT:
7674 // this is handled in the RSurf_PrepareVertices function
7675 matrix = identitymatrix;
7679 Matrix4x4_Concat(texmatrix, &matrix, &temp);
7682 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
7684 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
7685 char name[MAX_QPATH];
7686 skinframe_t *skinframe;
7687 unsigned char pixels[296*194];
7688 strlcpy(cache->name, skinname, sizeof(cache->name));
7689 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
7690 if (developer_loading.integer)
7691 Con_Printf("loading %s\n", name);
7692 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
7693 if (!skinframe || !skinframe->base)
7696 fs_offset_t filesize;
7698 f = FS_LoadFile(name, tempmempool, true, &filesize);
7701 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
7702 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
7706 cache->skinframe = skinframe;
7709 texture_t *R_GetCurrentTexture(texture_t *t)
7712 const entity_render_t *ent = rsurface.entity;
7713 dp_model_t *model = ent->model;
7714 q3shaderinfo_layer_tcmod_t *tcmod;
7716 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent)
7717 return t->currentframe;
7718 t->update_lastrenderframe = r_textureframe;
7719 t->update_lastrenderentity = (void *)ent;
7721 if(ent && ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
7722 t->camera_entity = ent->entitynumber;
7724 t->camera_entity = 0;
7726 // switch to an alternate material if this is a q1bsp animated material
7728 texture_t *texture = t;
7729 int s = rsurface.ent_skinnum;
7730 if ((unsigned int)s >= (unsigned int)model->numskins)
7732 if (model->skinscenes)
7734 if (model->skinscenes[s].framecount > 1)
7735 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
7737 s = model->skinscenes[s].firstframe;
7740 t = t + s * model->num_surfaces;
7743 // use an alternate animation if the entity's frame is not 0,
7744 // and only if the texture has an alternate animation
7745 if (rsurface.ent_alttextures && t->anim_total[1])
7746 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
7748 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
7750 texture->currentframe = t;
7753 // update currentskinframe to be a qw skin or animation frame
7754 if (rsurface.ent_qwskin >= 0)
7756 i = rsurface.ent_qwskin;
7757 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
7759 r_qwskincache_size = cl.maxclients;
7761 Mem_Free(r_qwskincache);
7762 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
7764 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
7765 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
7766 t->currentskinframe = r_qwskincache[i].skinframe;
7767 if (t->currentskinframe == NULL)
7768 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7770 else if (t->numskinframes >= 2)
7771 t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)];
7772 if (t->backgroundnumskinframes >= 2)
7773 t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)];
7775 t->currentmaterialflags = t->basematerialflags;
7776 t->currentalpha = rsurface.colormod[3];
7777 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
7778 t->currentalpha *= r_wateralpha.value;
7779 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
7780 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
7781 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
7782 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
7783 if (!(rsurface.ent_flags & RENDER_LIGHT))
7784 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
7785 else if (FAKELIGHT_ENABLED)
7787 // no modellight if using fakelight for the map
7789 else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
7791 // pick a model lighting mode
7792 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
7793 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
7795 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
7797 if (rsurface.ent_flags & RENDER_ADDITIVE)
7798 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7799 else if (t->currentalpha < 1)
7800 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
7801 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
7802 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7803 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
7804 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
7805 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
7806 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
7807 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
7808 if (t->backgroundnumskinframes)
7809 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
7810 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
7812 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
7813 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
7816 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
7817 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
7819 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
7820 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
7822 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
7823 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
7825 // there is no tcmod
7826 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
7828 t->currenttexmatrix = r_waterscrollmatrix;
7829 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
7831 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
7833 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
7834 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
7837 for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7838 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
7839 for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
7840 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
7842 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
7843 if (t->currentskinframe->qpixels)
7844 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
7845 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
7846 if (!t->basetexture)
7847 t->basetexture = r_texture_notexture;
7848 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
7849 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
7850 t->nmaptexture = t->currentskinframe->nmap;
7851 if (!t->nmaptexture)
7852 t->nmaptexture = r_texture_blanknormalmap;
7853 t->glosstexture = r_texture_black;
7854 t->glowtexture = t->currentskinframe->glow;
7855 t->fogtexture = t->currentskinframe->fog;
7856 t->reflectmasktexture = t->currentskinframe->reflect;
7857 if (t->backgroundnumskinframes)
7859 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
7860 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
7861 t->backgroundglosstexture = r_texture_black;
7862 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
7863 if (!t->backgroundnmaptexture)
7864 t->backgroundnmaptexture = r_texture_blanknormalmap;
7868 t->backgroundbasetexture = r_texture_white;
7869 t->backgroundnmaptexture = r_texture_blanknormalmap;
7870 t->backgroundglosstexture = r_texture_black;
7871 t->backgroundglowtexture = NULL;
7873 t->specularpower = r_shadow_glossexponent.value;
7874 // TODO: store reference values for these in the texture?
7875 t->specularscale = 0;
7876 if (r_shadow_gloss.integer > 0)
7878 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
7880 if (r_shadow_glossintensity.value > 0)
7882 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
7883 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
7884 t->specularscale = r_shadow_glossintensity.value;
7887 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
7889 t->glosstexture = r_texture_white;
7890 t->backgroundglosstexture = r_texture_white;
7891 t->specularscale = r_shadow_gloss2intensity.value;
7892 t->specularpower = r_shadow_gloss2exponent.value;
7895 t->specularscale *= t->specularscalemod;
7896 t->specularpower *= t->specularpowermod;
7897 t->rtlightambient = 0;
7899 // lightmaps mode looks bad with dlights using actual texturing, so turn
7900 // off the colormap and glossmap, but leave the normalmap on as it still
7901 // accurately represents the shading involved
7902 if (gl_lightmaps.integer)
7904 t->basetexture = r_texture_grey128;
7905 t->pantstexture = r_texture_black;
7906 t->shirttexture = r_texture_black;
7907 t->nmaptexture = r_texture_blanknormalmap;
7908 t->glosstexture = r_texture_black;
7909 t->glowtexture = NULL;
7910 t->fogtexture = NULL;
7911 t->reflectmasktexture = NULL;
7912 t->backgroundbasetexture = NULL;
7913 t->backgroundnmaptexture = r_texture_blanknormalmap;
7914 t->backgroundglosstexture = r_texture_black;
7915 t->backgroundglowtexture = NULL;
7916 t->specularscale = 0;
7917 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
7920 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
7921 VectorClear(t->dlightcolor);
7922 t->currentnumlayers = 0;
7923 if (t->currentmaterialflags & MATERIALFLAG_WALL)
7925 int blendfunc1, blendfunc2;
7927 if (t->currentmaterialflags & MATERIALFLAG_ADD)
7929 blendfunc1 = GL_SRC_ALPHA;
7930 blendfunc2 = GL_ONE;
7932 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
7934 blendfunc1 = GL_SRC_ALPHA;
7935 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
7937 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
7939 blendfunc1 = t->customblendfunc[0];
7940 blendfunc2 = t->customblendfunc[1];
7944 blendfunc1 = GL_ONE;
7945 blendfunc2 = GL_ZERO;
7947 // don't colormod evilblend textures
7948 if(!R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD)
7949 VectorSet(t->lightmapcolor, 1, 1, 1);
7950 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
7951 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
7953 // fullbright is not affected by r_refdef.lightmapintensity
7954 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]);
7955 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7956 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7957 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7958 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7962 vec3_t ambientcolor;
7964 // set the color tint used for lights affecting this surface
7965 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
7967 // q3bsp has no lightmap updates, so the lightstylevalue that
7968 // would normally be baked into the lightmap must be
7969 // applied to the color
7970 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
7971 if (model->type == mod_brushq3)
7972 colorscale *= r_refdef.scene.rtlightstylevalue[0];
7973 colorscale *= r_refdef.lightmapintensity;
7974 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
7975 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
7976 // basic lit geometry
7977 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]);
7978 // add pants/shirt if needed
7979 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7980 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * t->lightmapcolor[0], rsurface.colormap_pantscolor[1] * t->lightmapcolor[1], rsurface.colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7981 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7982 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * t->lightmapcolor[0], rsurface.colormap_shirtcolor[1] * t->lightmapcolor[1], rsurface.colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
7983 // now add ambient passes if needed
7984 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
7986 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]);
7987 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
7988 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->pantstexture, &t->currenttexmatrix, rsurface.colormap_pantscolor[0] * ambientcolor[0], rsurface.colormap_pantscolor[1] * ambientcolor[1], rsurface.colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7989 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
7990 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->shirttexture, &t->currenttexmatrix, rsurface.colormap_shirtcolor[0] * ambientcolor[0], rsurface.colormap_shirtcolor[1] * ambientcolor[1], rsurface.colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
7993 if (t->glowtexture != NULL && !gl_lightmaps.integer)
7994 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->glowtexture, &t->currenttexmatrix, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2], t->lightmapcolor[3]);
7995 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
7997 // if this is opaque use alpha blend which will darken the earlier
8000 // if this is an alpha blended material, all the earlier passes
8001 // were darkened by fog already, so we only need to add the fog
8002 // color ontop through the fog mask texture
8004 // if this is an additive blended material, all the earlier passes
8005 // were darkened by fog already, and we should not add fog color
8006 // (because the background was not darkened, there is no fog color
8007 // that was lost behind it).
8008 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]);
8012 return t->currentframe;
8015 rsurfacestate_t rsurface;
8017 void RSurf_ActiveWorldEntity(void)
8019 dp_model_t *model = r_refdef.scene.worldmodel;
8020 //if (rsurface.entity == r_refdef.scene.worldentity)
8022 rsurface.entity = r_refdef.scene.worldentity;
8023 rsurface.skeleton = NULL;
8024 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8025 rsurface.ent_skinnum = 0;
8026 rsurface.ent_qwskin = -1;
8027 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8028 rsurface.shadertime = r_refdef.scene.time;
8029 rsurface.matrix = identitymatrix;
8030 rsurface.inversematrix = identitymatrix;
8031 rsurface.matrixscale = 1;
8032 rsurface.inversematrixscale = 1;
8033 R_EntityMatrix(&identitymatrix);
8034 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8035 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8036 rsurface.fograngerecip = r_refdef.fograngerecip;
8037 rsurface.fogheightfade = r_refdef.fogheightfade;
8038 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8039 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8040 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8041 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8042 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8043 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8044 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8045 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8046 rsurface.colormod[3] = 1;
8047 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8048 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8049 rsurface.frameblend[0].lerp = 1;
8050 rsurface.ent_alttextures = false;
8051 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8052 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8053 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8054 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8055 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8056 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8057 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8058 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8059 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8060 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8061 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8062 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8063 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8064 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8065 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8066 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8067 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8068 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8069 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8070 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8071 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8072 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8073 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8074 rsurface.modelelement3i = model->surfmesh.data_element3i;
8075 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8076 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8077 rsurface.modelelement3s = model->surfmesh.data_element3s;
8078 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8079 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8080 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8081 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8082 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8083 rsurface.modelsurfaces = model->data_surfaces;
8084 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8085 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8086 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8087 rsurface.modelgeneratedvertex = false;
8088 rsurface.batchgeneratedvertex = false;
8089 rsurface.batchfirstvertex = 0;
8090 rsurface.batchnumvertices = 0;
8091 rsurface.batchfirsttriangle = 0;
8092 rsurface.batchnumtriangles = 0;
8093 rsurface.batchvertex3f = NULL;
8094 rsurface.batchvertex3f_vertexbuffer = NULL;
8095 rsurface.batchvertex3f_bufferoffset = 0;
8096 rsurface.batchsvector3f = NULL;
8097 rsurface.batchsvector3f_vertexbuffer = NULL;
8098 rsurface.batchsvector3f_bufferoffset = 0;
8099 rsurface.batchtvector3f = NULL;
8100 rsurface.batchtvector3f_vertexbuffer = NULL;
8101 rsurface.batchtvector3f_bufferoffset = 0;
8102 rsurface.batchnormal3f = NULL;
8103 rsurface.batchnormal3f_vertexbuffer = NULL;
8104 rsurface.batchnormal3f_bufferoffset = 0;
8105 rsurface.batchlightmapcolor4f = NULL;
8106 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8107 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8108 rsurface.batchtexcoordtexture2f = NULL;
8109 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8110 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8111 rsurface.batchtexcoordlightmap2f = NULL;
8112 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8113 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8114 rsurface.batchvertexmesh = NULL;
8115 rsurface.batchvertexmeshbuffer = NULL;
8116 rsurface.batchvertex3fbuffer = NULL;
8117 rsurface.batchelement3i = NULL;
8118 rsurface.batchelement3i_indexbuffer = NULL;
8119 rsurface.batchelement3i_bufferoffset = 0;
8120 rsurface.batchelement3s = NULL;
8121 rsurface.batchelement3s_indexbuffer = NULL;
8122 rsurface.batchelement3s_bufferoffset = 0;
8123 rsurface.passcolor4f = NULL;
8124 rsurface.passcolor4f_vertexbuffer = NULL;
8125 rsurface.passcolor4f_bufferoffset = 0;
8128 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8130 dp_model_t *model = ent->model;
8131 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8133 rsurface.entity = (entity_render_t *)ent;
8134 rsurface.skeleton = ent->skeleton;
8135 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8136 rsurface.ent_skinnum = ent->skinnum;
8137 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
8138 rsurface.ent_flags = ent->flags;
8139 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8140 rsurface.matrix = ent->matrix;
8141 rsurface.inversematrix = ent->inversematrix;
8142 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8143 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8144 R_EntityMatrix(&rsurface.matrix);
8145 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8146 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8147 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8148 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8149 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8150 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8151 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8152 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8153 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8154 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8155 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8156 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8157 rsurface.colormod[3] = ent->alpha;
8158 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8159 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8160 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8161 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8162 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8163 if (ent->model->brush.submodel && !prepass)
8165 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8166 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8168 if (model->surfmesh.isanimated && model->AnimateVertices)
8170 if (ent->animcache_vertex3f)
8172 rsurface.modelvertex3f = ent->animcache_vertex3f;
8173 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8174 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8175 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8176 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8177 rsurface.modelvertexmeshbuffer = ent->animcache_vertexmeshbuffer;
8178 rsurface.modelvertex3fbuffer = ent->animcache_vertex3fbuffer;
8180 else if (wanttangents)
8182 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8183 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8184 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8185 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8186 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8187 rsurface.modelvertexmesh = NULL;
8188 rsurface.modelvertexmeshbuffer = NULL;
8189 rsurface.modelvertex3fbuffer = NULL;
8191 else if (wantnormals)
8193 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8194 rsurface.modelsvector3f = NULL;
8195 rsurface.modeltvector3f = NULL;
8196 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8197 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8198 rsurface.modelvertexmesh = NULL;
8199 rsurface.modelvertexmeshbuffer = NULL;
8200 rsurface.modelvertex3fbuffer = NULL;
8204 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8205 rsurface.modelsvector3f = NULL;
8206 rsurface.modeltvector3f = NULL;
8207 rsurface.modelnormal3f = NULL;
8208 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8209 rsurface.modelvertexmesh = NULL;
8210 rsurface.modelvertexmeshbuffer = NULL;
8211 rsurface.modelvertex3fbuffer = NULL;
8213 rsurface.modelvertex3f_vertexbuffer = 0;
8214 rsurface.modelvertex3f_bufferoffset = 0;
8215 rsurface.modelsvector3f_vertexbuffer = 0;
8216 rsurface.modelsvector3f_bufferoffset = 0;
8217 rsurface.modeltvector3f_vertexbuffer = 0;
8218 rsurface.modeltvector3f_bufferoffset = 0;
8219 rsurface.modelnormal3f_vertexbuffer = 0;
8220 rsurface.modelnormal3f_bufferoffset = 0;
8221 rsurface.modelgeneratedvertex = true;
8225 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8226 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8227 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8228 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8229 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8230 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8231 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8232 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8233 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8234 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8235 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8236 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8237 rsurface.modelvertexmesh = model->surfmesh.vertexmesh;
8238 rsurface.modelvertexmeshbuffer = model->surfmesh.vertexmeshbuffer;
8239 rsurface.modelvertex3fbuffer = model->surfmesh.vertex3fbuffer;
8240 rsurface.modelgeneratedvertex = false;
8242 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8243 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8244 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8245 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8246 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8247 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8248 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8249 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8250 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8251 rsurface.modelelement3i = model->surfmesh.data_element3i;
8252 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8253 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8254 rsurface.modelelement3s = model->surfmesh.data_element3s;
8255 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8256 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8257 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8258 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8259 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8260 rsurface.modelsurfaces = model->data_surfaces;
8261 rsurface.batchgeneratedvertex = false;
8262 rsurface.batchfirstvertex = 0;
8263 rsurface.batchnumvertices = 0;
8264 rsurface.batchfirsttriangle = 0;
8265 rsurface.batchnumtriangles = 0;
8266 rsurface.batchvertex3f = NULL;
8267 rsurface.batchvertex3f_vertexbuffer = NULL;
8268 rsurface.batchvertex3f_bufferoffset = 0;
8269 rsurface.batchsvector3f = NULL;
8270 rsurface.batchsvector3f_vertexbuffer = NULL;
8271 rsurface.batchsvector3f_bufferoffset = 0;
8272 rsurface.batchtvector3f = NULL;
8273 rsurface.batchtvector3f_vertexbuffer = NULL;
8274 rsurface.batchtvector3f_bufferoffset = 0;
8275 rsurface.batchnormal3f = NULL;
8276 rsurface.batchnormal3f_vertexbuffer = NULL;
8277 rsurface.batchnormal3f_bufferoffset = 0;
8278 rsurface.batchlightmapcolor4f = NULL;
8279 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8280 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8281 rsurface.batchtexcoordtexture2f = NULL;
8282 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8283 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8284 rsurface.batchtexcoordlightmap2f = NULL;
8285 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8286 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8287 rsurface.batchvertexmesh = NULL;
8288 rsurface.batchvertexmeshbuffer = NULL;
8289 rsurface.batchvertex3fbuffer = NULL;
8290 rsurface.batchelement3i = NULL;
8291 rsurface.batchelement3i_indexbuffer = NULL;
8292 rsurface.batchelement3i_bufferoffset = 0;
8293 rsurface.batchelement3s = NULL;
8294 rsurface.batchelement3s_indexbuffer = NULL;
8295 rsurface.batchelement3s_bufferoffset = 0;
8296 rsurface.passcolor4f = NULL;
8297 rsurface.passcolor4f_vertexbuffer = NULL;
8298 rsurface.passcolor4f_bufferoffset = 0;
8301 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
8303 rsurface.entity = r_refdef.scene.worldentity;
8304 rsurface.skeleton = NULL;
8305 rsurface.ent_skinnum = 0;
8306 rsurface.ent_qwskin = -1;
8307 rsurface.ent_flags = entflags;
8308 rsurface.shadertime = r_refdef.scene.time - shadertime;
8309 rsurface.modelnumvertices = numvertices;
8310 rsurface.modelnumtriangles = numtriangles;
8311 rsurface.matrix = *matrix;
8312 rsurface.inversematrix = *inversematrix;
8313 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8314 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8315 R_EntityMatrix(&rsurface.matrix);
8316 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8317 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8318 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8319 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8320 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8321 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8322 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8323 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8324 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8325 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8326 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8327 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8328 VectorSet(rsurface.glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value, r_refdef.view.colorscale * r_hdr_glowintensity.value);
8329 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8330 rsurface.frameblend[0].lerp = 1;
8331 rsurface.ent_alttextures = false;
8332 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8333 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8336 rsurface.modelvertex3f = (float *)vertex3f;
8337 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8338 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8339 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8341 else if (wantnormals)
8343 rsurface.modelvertex3f = (float *)vertex3f;
8344 rsurface.modelsvector3f = NULL;
8345 rsurface.modeltvector3f = NULL;
8346 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8350 rsurface.modelvertex3f = (float *)vertex3f;
8351 rsurface.modelsvector3f = NULL;
8352 rsurface.modeltvector3f = NULL;
8353 rsurface.modelnormal3f = NULL;
8355 rsurface.modelvertexmesh = NULL;
8356 rsurface.modelvertexmeshbuffer = NULL;
8357 rsurface.modelvertex3fbuffer = NULL;
8358 rsurface.modelvertex3f_vertexbuffer = 0;
8359 rsurface.modelvertex3f_bufferoffset = 0;
8360 rsurface.modelsvector3f_vertexbuffer = 0;
8361 rsurface.modelsvector3f_bufferoffset = 0;
8362 rsurface.modeltvector3f_vertexbuffer = 0;
8363 rsurface.modeltvector3f_bufferoffset = 0;
8364 rsurface.modelnormal3f_vertexbuffer = 0;
8365 rsurface.modelnormal3f_bufferoffset = 0;
8366 rsurface.modelgeneratedvertex = true;
8367 rsurface.modellightmapcolor4f = (float *)color4f;
8368 rsurface.modellightmapcolor4f_vertexbuffer = 0;
8369 rsurface.modellightmapcolor4f_bufferoffset = 0;
8370 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
8371 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
8372 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
8373 rsurface.modeltexcoordlightmap2f = NULL;
8374 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
8375 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
8376 rsurface.modelelement3i = (int *)element3i;
8377 rsurface.modelelement3i_indexbuffer = NULL;
8378 rsurface.modelelement3i_bufferoffset = 0;
8379 rsurface.modelelement3s = (unsigned short *)element3s;
8380 rsurface.modelelement3s_indexbuffer = NULL;
8381 rsurface.modelelement3s_bufferoffset = 0;
8382 rsurface.modellightmapoffsets = NULL;
8383 rsurface.modelsurfaces = NULL;
8384 rsurface.batchgeneratedvertex = false;
8385 rsurface.batchfirstvertex = 0;
8386 rsurface.batchnumvertices = 0;
8387 rsurface.batchfirsttriangle = 0;
8388 rsurface.batchnumtriangles = 0;
8389 rsurface.batchvertex3f = NULL;
8390 rsurface.batchvertex3f_vertexbuffer = NULL;
8391 rsurface.batchvertex3f_bufferoffset = 0;
8392 rsurface.batchsvector3f = NULL;
8393 rsurface.batchsvector3f_vertexbuffer = NULL;
8394 rsurface.batchsvector3f_bufferoffset = 0;
8395 rsurface.batchtvector3f = NULL;
8396 rsurface.batchtvector3f_vertexbuffer = NULL;
8397 rsurface.batchtvector3f_bufferoffset = 0;
8398 rsurface.batchnormal3f = NULL;
8399 rsurface.batchnormal3f_vertexbuffer = NULL;
8400 rsurface.batchnormal3f_bufferoffset = 0;
8401 rsurface.batchlightmapcolor4f = NULL;
8402 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8403 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8404 rsurface.batchtexcoordtexture2f = NULL;
8405 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8406 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8407 rsurface.batchtexcoordlightmap2f = NULL;
8408 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8409 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8410 rsurface.batchvertexmesh = NULL;
8411 rsurface.batchvertexmeshbuffer = NULL;
8412 rsurface.batchvertex3fbuffer = NULL;
8413 rsurface.batchelement3i = NULL;
8414 rsurface.batchelement3i_indexbuffer = NULL;
8415 rsurface.batchelement3i_bufferoffset = 0;
8416 rsurface.batchelement3s = NULL;
8417 rsurface.batchelement3s_indexbuffer = NULL;
8418 rsurface.batchelement3s_bufferoffset = 0;
8419 rsurface.passcolor4f = NULL;
8420 rsurface.passcolor4f_vertexbuffer = NULL;
8421 rsurface.passcolor4f_bufferoffset = 0;
8423 if (rsurface.modelnumvertices && rsurface.modelelement3i)
8425 if ((wantnormals || wanttangents) && !normal3f)
8427 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8428 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
8430 if (wanttangents && !svector3f)
8432 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8433 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8434 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
8439 float RSurf_FogPoint(const float *v)
8441 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8442 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
8443 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
8444 float FogHeightFade = r_refdef.fogheightfade;
8446 unsigned int fogmasktableindex;
8447 if (r_refdef.fogplaneviewabove)
8448 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8450 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8451 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
8452 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8455 float RSurf_FogVertex(const float *v)
8457 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
8458 float FogPlaneViewDist = rsurface.fogplaneviewdist;
8459 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
8460 float FogHeightFade = rsurface.fogheightfade;
8462 unsigned int fogmasktableindex;
8463 if (r_refdef.fogplaneviewabove)
8464 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
8466 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
8467 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
8468 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
8471 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
8474 for (i = 0;i < numelements;i++)
8475 outelement3i[i] = inelement3i[i] + adjust;
8478 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
8479 extern cvar_t gl_vbo;
8480 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
8488 int surfacefirsttriangle;
8489 int surfacenumtriangles;
8490 int surfacefirstvertex;
8491 int surfaceendvertex;
8492 int surfacenumvertices;
8493 int batchnumvertices;
8494 int batchnumtriangles;
8498 qboolean dynamicvertex;
8502 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
8504 q3shaderinfo_deform_t *deform;
8505 const msurface_t *surface, *firstsurface;
8506 r_vertexmesh_t *vertexmesh;
8507 if (!texturenumsurfaces)
8509 // find vertex range of this surface batch
8511 firstsurface = texturesurfacelist[0];
8512 firsttriangle = firstsurface->num_firsttriangle;
8513 batchnumvertices = 0;
8514 batchnumtriangles = 0;
8515 firstvertex = endvertex = firstsurface->num_firstvertex;
8516 for (i = 0;i < texturenumsurfaces;i++)
8518 surface = texturesurfacelist[i];
8519 if (surface != firstsurface + i)
8521 surfacefirstvertex = surface->num_firstvertex;
8522 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
8523 surfacenumvertices = surface->num_vertices;
8524 surfacenumtriangles = surface->num_triangles;
8525 if (firstvertex > surfacefirstvertex)
8526 firstvertex = surfacefirstvertex;
8527 if (endvertex < surfaceendvertex)
8528 endvertex = surfaceendvertex;
8529 batchnumvertices += surfacenumvertices;
8530 batchnumtriangles += surfacenumtriangles;
8533 // we now know the vertex range used, and if there are any gaps in it
8534 rsurface.batchfirstvertex = firstvertex;
8535 rsurface.batchnumvertices = endvertex - firstvertex;
8536 rsurface.batchfirsttriangle = firsttriangle;
8537 rsurface.batchnumtriangles = batchnumtriangles;
8539 // this variable holds flags for which properties have been updated that
8540 // may require regenerating vertexmesh array...
8543 // check if any dynamic vertex processing must occur
8544 dynamicvertex = false;
8546 // if there is a chance of animated vertex colors, it's a dynamic batch
8547 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8549 dynamicvertex = true;
8550 batchneed |= BATCHNEED_NOGAPS;
8551 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
8554 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8556 switch (deform->deform)
8559 case Q3DEFORM_PROJECTIONSHADOW:
8560 case Q3DEFORM_TEXT0:
8561 case Q3DEFORM_TEXT1:
8562 case Q3DEFORM_TEXT2:
8563 case Q3DEFORM_TEXT3:
8564 case Q3DEFORM_TEXT4:
8565 case Q3DEFORM_TEXT5:
8566 case Q3DEFORM_TEXT6:
8567 case Q3DEFORM_TEXT7:
8570 case Q3DEFORM_AUTOSPRITE:
8571 dynamicvertex = true;
8572 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8573 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8575 case Q3DEFORM_AUTOSPRITE2:
8576 dynamicvertex = true;
8577 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8578 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8580 case Q3DEFORM_NORMAL:
8581 dynamicvertex = true;
8582 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8583 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8586 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8587 break; // if wavefunc is a nop, ignore this transform
8588 dynamicvertex = true;
8589 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8590 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8592 case Q3DEFORM_BULGE:
8593 dynamicvertex = true;
8594 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8595 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
8598 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8599 break; // if wavefunc is a nop, ignore this transform
8600 dynamicvertex = true;
8601 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8602 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
8606 switch(rsurface.texture->tcgen.tcgen)
8609 case Q3TCGEN_TEXTURE:
8611 case Q3TCGEN_LIGHTMAP:
8612 dynamicvertex = true;
8613 batchneed |= BATCHNEED_ARRAY_LIGHTMAP | BATCHNEED_NOGAPS;
8614 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
8616 case Q3TCGEN_VECTOR:
8617 dynamicvertex = true;
8618 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS;
8619 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8621 case Q3TCGEN_ENVIRONMENT:
8622 dynamicvertex = true;
8623 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS;
8624 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8627 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8629 dynamicvertex = true;
8630 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_NOGAPS;
8631 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
8634 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8636 dynamicvertex = true;
8637 batchneed |= BATCHNEED_NOGAPS;
8638 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
8641 if (dynamicvertex || gaps || rsurface.batchfirstvertex)
8643 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
8644 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
8645 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
8646 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
8647 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
8648 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
8649 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
8652 // when the model data has no vertex buffer (dynamic mesh), we need to
8654 if (vid.useinterleavedarrays ? !rsurface.modelvertexmeshbuffer : !rsurface.modelvertex3f_vertexbuffer)
8655 batchneed |= BATCHNEED_NOGAPS;
8657 // if needsupdate, we have to do a dynamic vertex batch for sure
8658 if (needsupdate & batchneed)
8659 dynamicvertex = true;
8661 // see if we need to build vertexmesh from arrays
8662 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
8663 dynamicvertex = true;
8665 // if gaps are unacceptable, and there are gaps, it's a dynamic batch...
8666 // also some drivers strongly dislike firstvertex
8667 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex))
8668 dynamicvertex = true;
8670 rsurface.batchvertex3f = rsurface.modelvertex3f;
8671 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
8672 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
8673 rsurface.batchsvector3f = rsurface.modelsvector3f;
8674 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
8675 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
8676 rsurface.batchtvector3f = rsurface.modeltvector3f;
8677 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
8678 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
8679 rsurface.batchnormal3f = rsurface.modelnormal3f;
8680 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
8681 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
8682 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
8683 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
8684 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
8685 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
8686 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
8687 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
8688 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
8689 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
8690 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
8691 rsurface.batchvertex3fbuffer = rsurface.modelvertex3fbuffer;
8692 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
8693 rsurface.batchvertexmeshbuffer = rsurface.modelvertexmeshbuffer;
8694 rsurface.batchelement3i = rsurface.modelelement3i;
8695 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
8696 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
8697 rsurface.batchelement3s = rsurface.modelelement3s;
8698 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
8699 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
8701 // if any dynamic vertex processing has to occur in software, we copy the
8702 // entire surface list together before processing to rebase the vertices
8703 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
8705 // if any gaps exist and we do not have a static vertex buffer, we have to
8706 // copy the surface list together to avoid wasting upload bandwidth on the
8707 // vertices in the gaps.
8709 // if gaps exist and we have a static vertex buffer, we still have to
8710 // combine the index buffer ranges into one dynamic index buffer.
8712 // in all cases we end up with data that can be drawn in one call.
8716 // static vertex data, just set pointers...
8717 rsurface.batchgeneratedvertex = false;
8718 // if there are gaps, we want to build a combined index buffer,
8719 // otherwise use the original static buffer with an appropriate offset
8722 // build a new triangle elements array for this batch
8723 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8724 rsurface.batchfirsttriangle = 0;
8726 for (i = 0;i < texturenumsurfaces;i++)
8728 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8729 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8730 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
8731 numtriangles += surfacenumtriangles;
8733 rsurface.batchelement3i_indexbuffer = NULL;
8734 rsurface.batchelement3i_bufferoffset = 0;
8735 rsurface.batchelement3s = NULL;
8736 rsurface.batchelement3s_indexbuffer = NULL;
8737 rsurface.batchelement3s_bufferoffset = 0;
8738 if (endvertex <= 65536)
8740 // make a 16bit (unsigned short) index array if possible
8741 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8742 for (i = 0;i < numtriangles*3;i++)
8743 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8749 // something needs software processing, do it for real...
8750 // we only directly handle separate array data in this case and then
8751 // generate interleaved data if needed...
8752 rsurface.batchgeneratedvertex = true;
8754 // now copy the vertex data into a combined array and make an index array
8755 // (this is what Quake3 does all the time)
8756 //if (gaps || rsurface.batchfirstvertex)
8758 rsurface.batchvertex3fbuffer = NULL;
8759 rsurface.batchvertexmesh = NULL;
8760 rsurface.batchvertexmeshbuffer = NULL;
8761 rsurface.batchvertex3f = NULL;
8762 rsurface.batchvertex3f_vertexbuffer = NULL;
8763 rsurface.batchvertex3f_bufferoffset = 0;
8764 rsurface.batchsvector3f = NULL;
8765 rsurface.batchsvector3f_vertexbuffer = NULL;
8766 rsurface.batchsvector3f_bufferoffset = 0;
8767 rsurface.batchtvector3f = NULL;
8768 rsurface.batchtvector3f_vertexbuffer = NULL;
8769 rsurface.batchtvector3f_bufferoffset = 0;
8770 rsurface.batchnormal3f = NULL;
8771 rsurface.batchnormal3f_vertexbuffer = NULL;
8772 rsurface.batchnormal3f_bufferoffset = 0;
8773 rsurface.batchlightmapcolor4f = NULL;
8774 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8775 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8776 rsurface.batchtexcoordtexture2f = NULL;
8777 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8778 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8779 rsurface.batchtexcoordlightmap2f = NULL;
8780 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8781 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8782 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
8783 rsurface.batchelement3i_indexbuffer = NULL;
8784 rsurface.batchelement3i_bufferoffset = 0;
8785 rsurface.batchelement3s = NULL;
8786 rsurface.batchelement3s_indexbuffer = NULL;
8787 rsurface.batchelement3s_bufferoffset = 0;
8788 // we'll only be setting up certain arrays as needed
8789 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
8790 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
8791 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8792 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8793 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8794 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8795 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8797 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8798 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8800 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8801 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8802 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8803 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8804 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8805 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8808 for (i = 0;i < texturenumsurfaces;i++)
8810 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
8811 surfacenumvertices = texturesurfacelist[i]->num_vertices;
8812 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
8813 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
8814 // copy only the data requested
8815 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
8816 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
8817 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
8819 if (batchneed & BATCHNEED_ARRAY_VERTEX)
8821 if (rsurface.batchvertex3f)
8822 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8824 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8826 if (batchneed & BATCHNEED_ARRAY_NORMAL)
8828 if (rsurface.modelnormal3f)
8829 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8831 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8833 if (batchneed & BATCHNEED_ARRAY_VECTOR)
8835 if (rsurface.modelsvector3f)
8837 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8838 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
8842 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8843 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
8846 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
8848 if (rsurface.modellightmapcolor4f)
8849 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
8851 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
8853 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
8855 if (rsurface.modeltexcoordtexture2f)
8856 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8858 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8860 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
8862 if (rsurface.modeltexcoordlightmap2f)
8863 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
8865 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
8868 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
8869 numvertices += surfacenumvertices;
8870 numtriangles += surfacenumtriangles;
8873 // generate a 16bit index array as well if possible
8874 // (in general, dynamic batches fit)
8875 if (numvertices <= 65536)
8877 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8878 for (i = 0;i < numtriangles*3;i++)
8879 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8882 // since we've copied everything, the batch now starts at 0
8883 rsurface.batchfirstvertex = 0;
8884 rsurface.batchnumvertices = batchnumvertices;
8885 rsurface.batchfirsttriangle = 0;
8886 rsurface.batchnumtriangles = batchnumtriangles;
8889 // q1bsp surfaces rendered in vertex color mode have to have colors
8890 // calculated based on lightstyles
8891 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
8893 // generate color arrays for the surfaces in this list
8898 const unsigned char *lm;
8899 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8900 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8901 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8903 for (i = 0;i < texturenumsurfaces;i++)
8905 surface = texturesurfacelist[i];
8906 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8907 surfacenumvertices = surface->num_vertices;
8908 if (surface->lightmapinfo->samples)
8910 for (j = 0;j < surfacenumvertices;j++)
8912 lm = surface->lightmapinfo->samples + offsets[j];
8913 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8914 VectorScale(lm, scale, c);
8915 if (surface->lightmapinfo->styles[1] != 255)
8917 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8919 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8920 VectorMA(c, scale, lm, c);
8921 if (surface->lightmapinfo->styles[2] != 255)
8924 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8925 VectorMA(c, scale, lm, c);
8926 if (surface->lightmapinfo->styles[3] != 255)
8929 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8930 VectorMA(c, scale, lm, c);
8937 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8943 for (j = 0;j < surfacenumvertices;j++)
8945 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8952 // if vertices are deformed (sprite flares and things in maps, possibly
8953 // water waves, bulges and other deformations), modify the copied vertices
8955 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8957 switch (deform->deform)
8960 case Q3DEFORM_PROJECTIONSHADOW:
8961 case Q3DEFORM_TEXT0:
8962 case Q3DEFORM_TEXT1:
8963 case Q3DEFORM_TEXT2:
8964 case Q3DEFORM_TEXT3:
8965 case Q3DEFORM_TEXT4:
8966 case Q3DEFORM_TEXT5:
8967 case Q3DEFORM_TEXT6:
8968 case Q3DEFORM_TEXT7:
8971 case Q3DEFORM_AUTOSPRITE:
8972 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8973 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8974 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8975 VectorNormalize(newforward);
8976 VectorNormalize(newright);
8977 VectorNormalize(newup);
8978 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8979 // rsurface.batchvertex3f_vertexbuffer = NULL;
8980 // rsurface.batchvertex3f_bufferoffset = 0;
8981 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8982 // rsurface.batchsvector3f_vertexbuffer = NULL;
8983 // rsurface.batchsvector3f_bufferoffset = 0;
8984 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8985 // rsurface.batchtvector3f_vertexbuffer = NULL;
8986 // rsurface.batchtvector3f_bufferoffset = 0;
8987 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8988 // rsurface.batchnormal3f_vertexbuffer = NULL;
8989 // rsurface.batchnormal3f_bufferoffset = 0;
8990 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8991 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8992 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8993 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8994 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8995 // a single autosprite surface can contain multiple sprites...
8996 for (j = 0;j < batchnumvertices - 3;j += 4)
8998 VectorClear(center);
8999 for (i = 0;i < 4;i++)
9000 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9001 VectorScale(center, 0.25f, center);
9002 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9003 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9004 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9005 for (i = 0;i < 4;i++)
9007 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
9008 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
9011 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
9012 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9013 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9015 case Q3DEFORM_AUTOSPRITE2:
9016 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9017 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9018 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9019 VectorNormalize(newforward);
9020 VectorNormalize(newright);
9021 VectorNormalize(newup);
9022 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9023 // rsurface.batchvertex3f_vertexbuffer = NULL;
9024 // rsurface.batchvertex3f_bufferoffset = 0;
9026 const float *v1, *v2;
9036 memset(shortest, 0, sizeof(shortest));
9037 // a single autosprite surface can contain multiple sprites...
9038 for (j = 0;j < batchnumvertices - 3;j += 4)
9040 VectorClear(center);
9041 for (i = 0;i < 4;i++)
9042 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9043 VectorScale(center, 0.25f, center);
9044 // find the two shortest edges, then use them to define the
9045 // axis vectors for rotating around the central axis
9046 for (i = 0;i < 6;i++)
9048 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
9049 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
9050 l = VectorDistance2(v1, v2);
9051 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
9053 l += (1.0f / 1024.0f);
9054 if (shortest[0].length2 > l || i == 0)
9056 shortest[1] = shortest[0];
9057 shortest[0].length2 = l;
9058 shortest[0].v1 = v1;
9059 shortest[0].v2 = v2;
9061 else if (shortest[1].length2 > l || i == 1)
9063 shortest[1].length2 = l;
9064 shortest[1].v1 = v1;
9065 shortest[1].v2 = v2;
9068 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
9069 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
9070 // this calculates the right vector from the shortest edge
9071 // and the up vector from the edge midpoints
9072 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
9073 VectorNormalize(right);
9074 VectorSubtract(end, start, up);
9075 VectorNormalize(up);
9076 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
9077 VectorSubtract(rsurface.localvieworigin, center, forward);
9078 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
9079 VectorNegate(forward, forward);
9080 VectorReflect(forward, 0, up, forward);
9081 VectorNormalize(forward);
9082 CrossProduct(up, forward, newright);
9083 VectorNormalize(newright);
9084 // rotate the quad around the up axis vector, this is made
9085 // especially easy by the fact we know the quad is flat,
9086 // so we only have to subtract the center position and
9087 // measure distance along the right vector, and then
9088 // multiply that by the newright vector and add back the
9090 // we also need to subtract the old position to undo the
9091 // displacement from the center, which we do with a
9092 // DotProduct, the subtraction/addition of center is also
9093 // optimized into DotProducts here
9094 l = DotProduct(right, center);
9095 for (i = 0;i < 4;i++)
9097 v1 = rsurface.batchvertex3f + 3*(j+i);
9098 f = DotProduct(right, v1) - l;
9099 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
9103 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
9105 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9106 // rsurface.batchnormal3f_vertexbuffer = NULL;
9107 // rsurface.batchnormal3f_bufferoffset = 0;
9108 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9110 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9112 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9113 // rsurface.batchsvector3f_vertexbuffer = NULL;
9114 // rsurface.batchsvector3f_bufferoffset = 0;
9115 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9116 // rsurface.batchtvector3f_vertexbuffer = NULL;
9117 // rsurface.batchtvector3f_bufferoffset = 0;
9118 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9121 case Q3DEFORM_NORMAL:
9122 // deform the normals to make reflections wavey
9123 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9124 rsurface.batchnormal3f_vertexbuffer = NULL;
9125 rsurface.batchnormal3f_bufferoffset = 0;
9126 for (j = 0;j < batchnumvertices;j++)
9129 float *normal = rsurface.batchnormal3f + 3*j;
9130 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
9131 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9132 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9133 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
9134 VectorNormalize(normal);
9136 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9138 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9139 // rsurface.batchsvector3f_vertexbuffer = NULL;
9140 // rsurface.batchsvector3f_bufferoffset = 0;
9141 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9142 // rsurface.batchtvector3f_vertexbuffer = NULL;
9143 // rsurface.batchtvector3f_bufferoffset = 0;
9144 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9148 // deform vertex array to make wavey water and flags and such
9149 waveparms[0] = deform->waveparms[0];
9150 waveparms[1] = deform->waveparms[1];
9151 waveparms[2] = deform->waveparms[2];
9152 waveparms[3] = deform->waveparms[3];
9153 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
9154 break; // if wavefunc is a nop, don't make a dynamic vertex array
9155 // this is how a divisor of vertex influence on deformation
9156 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
9157 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9158 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9159 // rsurface.batchvertex3f_vertexbuffer = NULL;
9160 // rsurface.batchvertex3f_bufferoffset = 0;
9161 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9162 // rsurface.batchnormal3f_vertexbuffer = NULL;
9163 // rsurface.batchnormal3f_bufferoffset = 0;
9164 for (j = 0;j < batchnumvertices;j++)
9166 // if the wavefunc depends on time, evaluate it per-vertex
9169 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
9170 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
9172 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9174 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9175 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9176 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9178 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9179 // rsurface.batchsvector3f_vertexbuffer = NULL;
9180 // rsurface.batchsvector3f_bufferoffset = 0;
9181 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9182 // rsurface.batchtvector3f_vertexbuffer = NULL;
9183 // rsurface.batchtvector3f_bufferoffset = 0;
9184 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9187 case Q3DEFORM_BULGE:
9188 // deform vertex array to make the surface have moving bulges
9189 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9190 // rsurface.batchvertex3f_vertexbuffer = NULL;
9191 // rsurface.batchvertex3f_bufferoffset = 0;
9192 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9193 // rsurface.batchnormal3f_vertexbuffer = NULL;
9194 // rsurface.batchnormal3f_bufferoffset = 0;
9195 for (j = 0;j < batchnumvertices;j++)
9197 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
9198 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
9200 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
9201 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9202 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
9204 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9205 // rsurface.batchsvector3f_vertexbuffer = NULL;
9206 // rsurface.batchsvector3f_bufferoffset = 0;
9207 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9208 // rsurface.batchtvector3f_vertexbuffer = NULL;
9209 // rsurface.batchtvector3f_bufferoffset = 0;
9210 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
9214 // deform vertex array
9215 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9216 break; // if wavefunc is a nop, don't make a dynamic vertex array
9217 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
9218 VectorScale(deform->parms, scale, waveparms);
9219 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9220 // rsurface.batchvertex3f_vertexbuffer = NULL;
9221 // rsurface.batchvertex3f_bufferoffset = 0;
9222 for (j = 0;j < batchnumvertices;j++)
9223 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
9228 // generate texcoords based on the chosen texcoord source
9229 switch(rsurface.texture->tcgen.tcgen)
9232 case Q3TCGEN_TEXTURE:
9234 case Q3TCGEN_LIGHTMAP:
9235 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9236 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9237 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9238 if (rsurface.batchtexcoordlightmap2f)
9239 memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
9241 case Q3TCGEN_VECTOR:
9242 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9243 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9244 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9245 for (j = 0;j < batchnumvertices;j++)
9247 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
9248 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
9251 case Q3TCGEN_ENVIRONMENT:
9252 // make environment reflections using a spheremap
9253 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9254 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9255 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9256 for (j = 0;j < batchnumvertices;j++)
9258 // identical to Q3A's method, but executed in worldspace so
9259 // carried models can be shiny too
9261 float viewer[3], d, reflected[3], worldreflected[3];
9263 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
9264 // VectorNormalize(viewer);
9266 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
9268 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
9269 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
9270 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
9271 // note: this is proportinal to viewer, so we can normalize later
9273 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
9274 VectorNormalize(worldreflected);
9276 // note: this sphere map only uses world x and z!
9277 // so positive and negative y will LOOK THE SAME.
9278 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
9279 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
9283 // the only tcmod that needs software vertex processing is turbulent, so
9284 // check for it here and apply the changes if needed
9285 // and we only support that as the first one
9286 // (handling a mixture of turbulent and other tcmods would be problematic
9287 // without punting it entirely to a software path)
9288 if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9290 amplitude = rsurface.texture->tcmods[0].parms[1];
9291 animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
9292 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9293 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9294 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9295 for (j = 0;j < batchnumvertices;j++)
9297 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9298 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
9302 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9304 // convert the modified arrays to vertex structs
9305 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9306 // rsurface.batchvertexmeshbuffer = NULL;
9307 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
9308 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9309 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
9310 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
9311 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9312 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
9313 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
9315 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9317 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
9318 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
9321 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
9322 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9323 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
9324 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
9325 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9326 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
9327 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
9328 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
9329 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
9333 void RSurf_DrawBatch(void)
9335 // sometimes a zero triangle surface (usually a degenerate patch) makes it
9336 // through the pipeline, killing it earlier in the pipeline would have
9337 // per-surface overhead rather than per-batch overhead, so it's best to
9338 // reject it here, before it hits glDraw.
9339 if (rsurface.batchnumtriangles == 0)
9342 // batch debugging code
9343 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
9349 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
9350 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
9353 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
9355 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
9357 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
9358 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
9365 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
9368 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
9370 // pick the closest matching water plane
9371 int planeindex, vertexindex, bestplaneindex = -1;
9375 r_waterstate_waterplane_t *p;
9376 qboolean prepared = false;
9378 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
9380 if(p->camera_entity != rsurface.texture->camera_entity)
9385 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9387 if(rsurface.batchnumvertices == 0)
9390 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
9392 Matrix4x4_Transform(&rsurface.matrix, v, vert);
9393 d += fabs(PlaneDiff(vert, &p->plane));
9395 if (bestd > d || bestplaneindex < 0)
9398 bestplaneindex = planeindex;
9401 return bestplaneindex;
9402 // NOTE: this MAY return a totally unrelated water plane; we can ignore
9403 // this situation though, as it might be better to render single larger
9404 // batches with useless stuff (backface culled for example) than to
9405 // render multiple smaller batches
9408 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
9411 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9412 rsurface.passcolor4f_vertexbuffer = 0;
9413 rsurface.passcolor4f_bufferoffset = 0;
9414 for (i = 0;i < rsurface.batchnumvertices;i++)
9415 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
9418 static void RSurf_DrawBatch_GL11_ApplyFog(void)
9425 if (rsurface.passcolor4f)
9427 // generate color arrays
9428 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9429 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9430 rsurface.passcolor4f_vertexbuffer = 0;
9431 rsurface.passcolor4f_bufferoffset = 0;
9432 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9434 f = RSurf_FogVertex(v);
9443 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9444 rsurface.passcolor4f_vertexbuffer = 0;
9445 rsurface.passcolor4f_bufferoffset = 0;
9446 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
9448 f = RSurf_FogVertex(v);
9457 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
9464 if (!rsurface.passcolor4f)
9466 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9467 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9468 rsurface.passcolor4f_vertexbuffer = 0;
9469 rsurface.passcolor4f_bufferoffset = 0;
9470 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4)
9472 f = RSurf_FogVertex(v);
9473 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
9474 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
9475 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
9480 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
9485 if (!rsurface.passcolor4f)
9487 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9488 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9489 rsurface.passcolor4f_vertexbuffer = 0;
9490 rsurface.passcolor4f_bufferoffset = 0;
9491 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9500 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
9505 if (!rsurface.passcolor4f)
9507 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
9508 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9509 rsurface.passcolor4f_vertexbuffer = 0;
9510 rsurface.passcolor4f_bufferoffset = 0;
9511 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
9513 c2[0] = c[0] + r_refdef.scene.ambient;
9514 c2[1] = c[1] + r_refdef.scene.ambient;
9515 c2[2] = c[2] + r_refdef.scene.ambient;
9520 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9523 rsurface.passcolor4f = NULL;
9524 rsurface.passcolor4f_vertexbuffer = 0;
9525 rsurface.passcolor4f_bufferoffset = 0;
9526 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9527 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9528 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9529 GL_Color(r, g, b, a);
9530 R_Mesh_TexBind(0, rsurface.lightmaptexture);
9534 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9536 // TODO: optimize applyfog && applycolor case
9537 // just apply fog if necessary, and tint the fog color array if necessary
9538 rsurface.passcolor4f = NULL;
9539 rsurface.passcolor4f_vertexbuffer = 0;
9540 rsurface.passcolor4f_bufferoffset = 0;
9541 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9542 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9543 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9544 GL_Color(r, g, b, a);
9548 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9551 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
9552 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
9553 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
9554 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9555 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9556 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9557 GL_Color(r, g, b, a);
9561 static void RSurf_DrawBatch_GL11_ClampColor(void)
9566 if (!rsurface.passcolor4f)
9568 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
9570 c2[0] = bound(0.0f, c1[0], 1.0f);
9571 c2[1] = bound(0.0f, c1[1], 1.0f);
9572 c2[2] = bound(0.0f, c1[2], 1.0f);
9573 c2[3] = bound(0.0f, c1[3], 1.0f);
9577 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
9587 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9588 rsurface.passcolor4f_vertexbuffer = 0;
9589 rsurface.passcolor4f_bufferoffset = 0;
9590 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9592 f = -DotProduct(r_refdef.view.forward, n);
9594 f = f * 0.85 + 0.15; // work around so stuff won't get black
9595 f *= r_refdef.lightmapintensity;
9596 Vector4Set(c, f, f, f, 1);
9600 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9602 RSurf_DrawBatch_GL11_ApplyFakeLight();
9603 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9604 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9605 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9606 GL_Color(r, g, b, a);
9610 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
9618 vec3_t ambientcolor;
9619 vec3_t diffusecolor;
9623 VectorCopy(rsurface.modellight_lightdir, lightdir);
9624 f = 0.5f * r_refdef.lightmapintensity;
9625 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
9626 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
9627 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
9628 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
9629 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
9630 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
9632 if (VectorLength2(diffusecolor) > 0)
9634 // q3-style directional shading
9635 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9636 rsurface.passcolor4f_vertexbuffer = 0;
9637 rsurface.passcolor4f_bufferoffset = 0;
9638 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4)
9640 if ((f = DotProduct(n, lightdir)) > 0)
9641 VectorMA(ambientcolor, f, diffusecolor, c);
9643 VectorCopy(ambientcolor, c);
9650 *applycolor = false;
9654 *r = ambientcolor[0];
9655 *g = ambientcolor[1];
9656 *b = ambientcolor[2];
9657 rsurface.passcolor4f = NULL;
9658 rsurface.passcolor4f_vertexbuffer = 0;
9659 rsurface.passcolor4f_bufferoffset = 0;
9663 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
9665 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
9666 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
9667 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
9668 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
9669 GL_Color(r, g, b, a);
9673 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
9681 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
9682 rsurface.passcolor4f_vertexbuffer = 0;
9683 rsurface.passcolor4f_bufferoffset = 0;
9685 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
9687 f = 1 - RSurf_FogVertex(v);
9695 void RSurf_SetupDepthAndCulling(void)
9697 // submodels are biased to avoid z-fighting with world surfaces that they
9698 // may be exactly overlapping (avoids z-fighting artifacts on certain
9699 // doors and things in Quake maps)
9700 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
9701 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
9702 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
9703 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9706 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
9708 // transparent sky would be ridiculous
9709 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9711 R_SetupShader_Generic_NoTexture(false, false);
9712 skyrenderlater = true;
9713 RSurf_SetupDepthAndCulling();
9715 // LordHavoc: HalfLife maps have freaky skypolys so don't use
9716 // skymasking on them, and Quake3 never did sky masking (unlike
9717 // software Quake and software Quake2), so disable the sky masking
9718 // in Quake3 maps as it causes problems with q3map2 sky tricks,
9719 // and skymasking also looks very bad when noclipping outside the
9720 // level, so don't use it then either.
9721 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
9723 R_Mesh_ResetTextureState();
9724 if (skyrendermasked)
9726 R_SetupShader_DepthOrShadow(false);
9727 // depth-only (masking)
9728 GL_ColorMask(0,0,0,0);
9729 // just to make sure that braindead drivers don't draw
9730 // anything despite that colormask...
9731 GL_BlendFunc(GL_ZERO, GL_ONE);
9732 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9733 if (rsurface.batchvertex3fbuffer)
9734 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
9736 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
9740 R_SetupShader_Generic_NoTexture(false, false);
9742 GL_BlendFunc(GL_ONE, GL_ZERO);
9743 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9744 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
9745 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9748 if (skyrendermasked)
9749 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
9751 R_Mesh_ResetTextureState();
9752 GL_Color(1, 1, 1, 1);
9755 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
9756 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
9757 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
9759 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
9763 // render screenspace normalmap to texture
9765 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
9769 // bind lightmap texture
9771 // water/refraction/reflection/camera surfaces have to be handled specially
9772 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
9774 int start, end, startplaneindex;
9775 for (start = 0;start < texturenumsurfaces;start = end)
9777 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
9778 if(startplaneindex < 0)
9780 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
9781 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
9785 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
9787 // now that we have a batch using the same planeindex, render it
9788 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
9790 // render water or distortion background
9792 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9794 // blend surface on top
9795 GL_DepthMask(false);
9796 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
9799 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
9801 // render surface with reflection texture as input
9802 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9803 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
9810 // render surface batch normally
9811 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
9812 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
9816 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9818 // OpenGL 1.3 path - anything not completely ancient
9819 qboolean applycolor;
9822 const texturelayer_t *layer;
9823 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9824 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9826 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9829 int layertexrgbscale;
9830 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9832 if (layerindex == 0)
9836 GL_AlphaTest(false);
9837 GL_DepthFunc(GL_EQUAL);
9840 GL_DepthMask(layer->depthmask && writedepth);
9841 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9842 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
9844 layertexrgbscale = 4;
9845 VectorScale(layer->color, 0.25f, layercolor);
9847 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
9849 layertexrgbscale = 2;
9850 VectorScale(layer->color, 0.5f, layercolor);
9854 layertexrgbscale = 1;
9855 VectorScale(layer->color, 1.0f, layercolor);
9857 layercolor[3] = layer->color[3];
9858 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
9859 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9860 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9861 switch (layer->type)
9863 case TEXTURELAYERTYPE_LITTEXTURE:
9864 // single-pass lightmapped texture with 2x rgbscale
9865 R_Mesh_TexBind(0, r_texture_white);
9866 R_Mesh_TexMatrix(0, NULL);
9867 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9868 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9869 R_Mesh_TexBind(1, layer->texture);
9870 R_Mesh_TexMatrix(1, &layer->texmatrix);
9871 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9872 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9873 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9874 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9875 else if (FAKELIGHT_ENABLED)
9876 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9877 else if (rsurface.uselightmaptexture)
9878 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9880 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9882 case TEXTURELAYERTYPE_TEXTURE:
9883 // singletexture unlit texture with transparency support
9884 R_Mesh_TexBind(0, layer->texture);
9885 R_Mesh_TexMatrix(0, &layer->texmatrix);
9886 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9887 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9888 R_Mesh_TexBind(1, 0);
9889 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9890 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
9892 case TEXTURELAYERTYPE_FOG:
9893 // singletexture fogging
9896 R_Mesh_TexBind(0, layer->texture);
9897 R_Mesh_TexMatrix(0, &layer->texmatrix);
9898 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
9899 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9903 R_Mesh_TexBind(0, 0);
9904 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9906 R_Mesh_TexBind(1, 0);
9907 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
9908 // generate a color array for the fog pass
9909 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
9910 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
9914 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
9917 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9919 GL_DepthFunc(GL_LEQUAL);
9920 GL_AlphaTest(false);
9924 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
9926 // OpenGL 1.1 - crusty old voodoo path
9929 const texturelayer_t *layer;
9930 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
9931 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9933 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
9935 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
9937 if (layerindex == 0)
9941 GL_AlphaTest(false);
9942 GL_DepthFunc(GL_EQUAL);
9945 GL_DepthMask(layer->depthmask && writedepth);
9946 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
9947 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
9948 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
9949 switch (layer->type)
9951 case TEXTURELAYERTYPE_LITTEXTURE:
9952 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
9954 // two-pass lit texture with 2x rgbscale
9955 // first the lightmap pass
9956 R_Mesh_TexBind(0, r_texture_white);
9957 R_Mesh_TexMatrix(0, NULL);
9958 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9959 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
9960 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9961 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
9962 else if (FAKELIGHT_ENABLED)
9963 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
9964 else if (rsurface.uselightmaptexture)
9965 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
9967 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
9968 // then apply the texture to it
9969 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
9970 R_Mesh_TexBind(0, layer->texture);
9971 R_Mesh_TexMatrix(0, &layer->texmatrix);
9972 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9973 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9974 RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
9978 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
9979 R_Mesh_TexBind(0, layer->texture);
9980 R_Mesh_TexMatrix(0, &layer->texmatrix);
9981 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9982 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9983 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
9984 RSurf_DrawBatch_GL11_VertexShade(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9986 RSurf_DrawBatch_GL11_VertexColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9989 case TEXTURELAYERTYPE_TEXTURE:
9990 // singletexture unlit texture with transparency support
9991 R_Mesh_TexBind(0, layer->texture);
9992 R_Mesh_TexMatrix(0, &layer->texmatrix);
9993 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
9994 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
9995 RSurf_DrawBatch_GL11_Unlit(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
9997 case TEXTURELAYERTYPE_FOG:
9998 // singletexture fogging
10001 R_Mesh_TexBind(0, layer->texture);
10002 R_Mesh_TexMatrix(0, &layer->texmatrix);
10003 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10004 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10008 R_Mesh_TexBind(0, 0);
10009 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10011 // generate a color array for the fog pass
10012 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10013 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
10017 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10020 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10022 GL_DepthFunc(GL_LEQUAL);
10023 GL_AlphaTest(false);
10027 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10031 r_vertexgeneric_t *batchvertex;
10034 // R_Mesh_ResetTextureState();
10035 R_SetupShader_Generic_NoTexture(false, false);
10037 if(rsurface.texture && rsurface.texture->currentskinframe)
10039 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
10040 c[3] *= rsurface.texture->currentalpha;
10050 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
10052 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
10053 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
10054 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
10057 // brighten it up (as texture value 127 means "unlit")
10058 c[0] *= 2 * r_refdef.view.colorscale;
10059 c[1] *= 2 * r_refdef.view.colorscale;
10060 c[2] *= 2 * r_refdef.view.colorscale;
10062 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
10063 c[3] *= r_wateralpha.value;
10065 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
10067 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10068 GL_DepthMask(false);
10070 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
10072 GL_BlendFunc(GL_ONE, GL_ONE);
10073 GL_DepthMask(false);
10075 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10077 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
10078 GL_DepthMask(false);
10080 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
10082 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
10083 GL_DepthMask(false);
10087 GL_BlendFunc(GL_ONE, GL_ZERO);
10088 GL_DepthMask(writedepth);
10091 if (r_showsurfaces.integer == 3)
10093 rsurface.passcolor4f = NULL;
10095 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
10097 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10099 rsurface.passcolor4f = NULL;
10100 rsurface.passcolor4f_vertexbuffer = 0;
10101 rsurface.passcolor4f_bufferoffset = 0;
10103 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10105 qboolean applycolor = true;
10108 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10110 r_refdef.lightmapintensity = 1;
10111 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
10112 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10114 else if (FAKELIGHT_ENABLED)
10116 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10118 r_refdef.lightmapintensity = r_fakelight_intensity.value;
10119 RSurf_DrawBatch_GL11_ApplyFakeLight();
10120 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
10124 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10126 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10127 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10128 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10131 if(!rsurface.passcolor4f)
10132 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
10134 RSurf_DrawBatch_GL11_ApplyAmbient();
10135 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
10136 if(r_refdef.fogenabled)
10137 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
10138 RSurf_DrawBatch_GL11_ClampColor();
10140 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
10141 R_SetupShader_Generic_NoTexture(false, false);
10144 else if (!r_refdef.view.showdebug)
10146 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10147 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10148 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10150 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10151 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
10153 R_Mesh_PrepareVertices_Generic_Unlock();
10156 else if (r_showsurfaces.integer == 4)
10158 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10159 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
10160 for (j = 0, vi = rsurface.batchfirstvertex;j < rsurface.batchnumvertices;j++, vi++)
10162 unsigned char c = (vi << 3) * (1.0f / 256.0f);
10163 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10164 Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
10166 R_Mesh_PrepareVertices_Generic_Unlock();
10169 else if (r_showsurfaces.integer == 2)
10172 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10173 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
10174 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
10176 unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
10177 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
10178 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
10179 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
10180 Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
10181 Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
10182 Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
10184 R_Mesh_PrepareVertices_Generic_Unlock();
10185 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
10189 int texturesurfaceindex;
10191 const msurface_t *surface;
10192 float surfacecolor4f[4];
10193 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10194 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
10196 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
10198 surface = texturesurfacelist[texturesurfaceindex];
10199 k = (int)(((size_t)surface) / sizeof(msurface_t));
10200 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
10201 for (j = 0;j < surface->num_vertices;j++)
10203 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
10204 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
10208 R_Mesh_PrepareVertices_Generic_Unlock();
10213 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10216 RSurf_SetupDepthAndCulling();
10217 if (r_showsurfaces.integer)
10219 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10222 switch (vid.renderpath)
10224 case RENDERPATH_GL20:
10225 case RENDERPATH_D3D9:
10226 case RENDERPATH_D3D10:
10227 case RENDERPATH_D3D11:
10228 case RENDERPATH_SOFT:
10229 case RENDERPATH_GLES2:
10230 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10232 case RENDERPATH_GL13:
10233 case RENDERPATH_GLES1:
10234 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10236 case RENDERPATH_GL11:
10237 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10243 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10246 RSurf_SetupDepthAndCulling();
10247 if (r_showsurfaces.integer)
10249 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
10252 switch (vid.renderpath)
10254 case RENDERPATH_GL20:
10255 case RENDERPATH_D3D9:
10256 case RENDERPATH_D3D10:
10257 case RENDERPATH_D3D11:
10258 case RENDERPATH_SOFT:
10259 case RENDERPATH_GLES2:
10260 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10262 case RENDERPATH_GL13:
10263 case RENDERPATH_GLES1:
10264 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
10266 case RENDERPATH_GL11:
10267 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
10273 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10276 int texturenumsurfaces, endsurface;
10277 texture_t *texture;
10278 const msurface_t *surface;
10279 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
10281 // if the model is static it doesn't matter what value we give for
10282 // wantnormals and wanttangents, so this logic uses only rules applicable
10283 // to a model, knowing that they are meaningless otherwise
10284 if (ent == r_refdef.scene.worldentity)
10285 RSurf_ActiveWorldEntity();
10286 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10287 RSurf_ActiveModelEntity(ent, false, false, false);
10290 switch (vid.renderpath)
10292 case RENDERPATH_GL20:
10293 case RENDERPATH_D3D9:
10294 case RENDERPATH_D3D10:
10295 case RENDERPATH_D3D11:
10296 case RENDERPATH_SOFT:
10297 case RENDERPATH_GLES2:
10298 RSurf_ActiveModelEntity(ent, true, true, false);
10300 case RENDERPATH_GL11:
10301 case RENDERPATH_GL13:
10302 case RENDERPATH_GLES1:
10303 RSurf_ActiveModelEntity(ent, true, false, false);
10308 if (r_transparentdepthmasking.integer)
10310 qboolean setup = false;
10311 for (i = 0;i < numsurfaces;i = j)
10314 surface = rsurface.modelsurfaces + surfacelist[i];
10315 texture = surface->texture;
10316 rsurface.texture = R_GetCurrentTexture(texture);
10317 rsurface.lightmaptexture = NULL;
10318 rsurface.deluxemaptexture = NULL;
10319 rsurface.uselightmaptexture = false;
10320 // scan ahead until we find a different texture
10321 endsurface = min(i + 1024, numsurfaces);
10322 texturenumsurfaces = 0;
10323 texturesurfacelist[texturenumsurfaces++] = surface;
10324 for (;j < endsurface;j++)
10326 surface = rsurface.modelsurfaces + surfacelist[j];
10327 if (texture != surface->texture)
10329 texturesurfacelist[texturenumsurfaces++] = surface;
10331 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
10333 // render the range of surfaces as depth
10337 GL_ColorMask(0,0,0,0);
10339 GL_DepthTest(true);
10340 GL_BlendFunc(GL_ONE, GL_ZERO);
10341 GL_DepthMask(true);
10342 // R_Mesh_ResetTextureState();
10343 R_SetupShader_DepthOrShadow(false);
10345 RSurf_SetupDepthAndCulling();
10346 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10347 if (rsurface.batchvertex3fbuffer)
10348 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10350 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10354 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10357 for (i = 0;i < numsurfaces;i = j)
10360 surface = rsurface.modelsurfaces + surfacelist[i];
10361 texture = surface->texture;
10362 rsurface.texture = R_GetCurrentTexture(texture);
10363 // scan ahead until we find a different texture
10364 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
10365 texturenumsurfaces = 0;
10366 texturesurfacelist[texturenumsurfaces++] = surface;
10367 if(FAKELIGHT_ENABLED)
10369 rsurface.lightmaptexture = NULL;
10370 rsurface.deluxemaptexture = NULL;
10371 rsurface.uselightmaptexture = false;
10372 for (;j < endsurface;j++)
10374 surface = rsurface.modelsurfaces + surfacelist[j];
10375 if (texture != surface->texture)
10377 texturesurfacelist[texturenumsurfaces++] = surface;
10382 rsurface.lightmaptexture = surface->lightmaptexture;
10383 rsurface.deluxemaptexture = surface->deluxemaptexture;
10384 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
10385 for (;j < endsurface;j++)
10387 surface = rsurface.modelsurfaces + surfacelist[j];
10388 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
10390 texturesurfacelist[texturenumsurfaces++] = surface;
10393 // render the range of surfaces
10394 if (ent == r_refdef.scene.worldentity)
10395 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10397 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
10399 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
10402 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity)
10404 // transparent surfaces get pushed off into the transparent queue
10405 int surfacelistindex;
10406 const msurface_t *surface;
10407 vec3_t tempcenter, center;
10408 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
10410 surface = texturesurfacelist[surfacelistindex];
10411 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
10412 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
10413 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
10414 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
10415 if (queueentity->transparent_offset) // transparent offset
10417 center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
10418 center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
10419 center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
10421 R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
10425 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10427 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
10429 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
10431 RSurf_SetupDepthAndCulling();
10432 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist);
10433 if (rsurface.batchvertex3fbuffer)
10434 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3fbuffer);
10436 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer);
10440 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
10442 const entity_render_t *queueentity = r_refdef.scene.worldentity;
10445 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10448 if (!rsurface.texture->currentnumlayers)
10450 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10451 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10453 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10455 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10456 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10457 else if (!rsurface.texture->currentnumlayers)
10459 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10461 // in the deferred case, transparent surfaces were queued during prepass
10462 if (!r_shadow_usingdeferredprepass)
10463 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10467 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10468 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10473 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10476 texture_t *texture;
10477 R_FrameData_SetMark();
10478 // break the surface list down into batches by texture and use of lightmapping
10479 for (i = 0;i < numsurfaces;i = j)
10482 // texture is the base texture pointer, rsurface.texture is the
10483 // current frame/skin the texture is directing us to use (for example
10484 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10485 // use skin 1 instead)
10486 texture = surfacelist[i]->texture;
10487 rsurface.texture = R_GetCurrentTexture(texture);
10488 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10490 // if this texture is not the kind we want, skip ahead to the next one
10491 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10495 if(FAKELIGHT_ENABLED || depthonly || prepass)
10497 rsurface.lightmaptexture = NULL;
10498 rsurface.deluxemaptexture = NULL;
10499 rsurface.uselightmaptexture = false;
10500 // simply scan ahead until we find a different texture or lightmap state
10501 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10506 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10507 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10508 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10509 // simply scan ahead until we find a different texture or lightmap state
10510 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10513 // render the range of surfaces
10514 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
10516 R_FrameData_ReturnToMark();
10519 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass)
10523 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
10526 if (!rsurface.texture->currentnumlayers)
10528 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10529 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10531 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
10533 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
10534 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
10535 else if (!rsurface.texture->currentnumlayers)
10537 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
10539 // in the deferred case, transparent surfaces were queued during prepass
10540 if (!r_shadow_usingdeferredprepass)
10541 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity);
10545 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
10546 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
10551 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
10554 texture_t *texture;
10555 R_FrameData_SetMark();
10556 // break the surface list down into batches by texture and use of lightmapping
10557 for (i = 0;i < numsurfaces;i = j)
10560 // texture is the base texture pointer, rsurface.texture is the
10561 // current frame/skin the texture is directing us to use (for example
10562 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
10563 // use skin 1 instead)
10564 texture = surfacelist[i]->texture;
10565 rsurface.texture = R_GetCurrentTexture(texture);
10566 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
10568 // if this texture is not the kind we want, skip ahead to the next one
10569 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10573 if(FAKELIGHT_ENABLED || depthonly || prepass)
10575 rsurface.lightmaptexture = NULL;
10576 rsurface.deluxemaptexture = NULL;
10577 rsurface.uselightmaptexture = false;
10578 // simply scan ahead until we find a different texture or lightmap state
10579 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
10584 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
10585 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
10586 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
10587 // simply scan ahead until we find a different texture or lightmap state
10588 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
10591 // render the range of surfaces
10592 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass);
10594 R_FrameData_ReturnToMark();
10597 float locboxvertex3f[6*4*3] =
10599 1,0,1, 1,0,0, 1,1,0, 1,1,1,
10600 0,1,1, 0,1,0, 0,0,0, 0,0,1,
10601 1,1,1, 1,1,0, 0,1,0, 0,1,1,
10602 0,0,1, 0,0,0, 1,0,0, 1,0,1,
10603 0,0,1, 1,0,1, 1,1,1, 0,1,1,
10604 1,0,0, 0,0,0, 0,1,0, 1,1,0
10607 unsigned short locboxelements[6*2*3] =
10612 12,13,14, 12,14,15,
10613 16,17,18, 16,18,19,
10617 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
10620 cl_locnode_t *loc = (cl_locnode_t *)ent;
10622 float vertex3f[6*4*3];
10624 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
10625 GL_DepthMask(false);
10626 GL_DepthRange(0, 1);
10627 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
10628 GL_DepthTest(true);
10629 GL_CullFace(GL_NONE);
10630 R_EntityMatrix(&identitymatrix);
10632 // R_Mesh_ResetTextureState();
10634 i = surfacelist[0];
10635 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10636 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10637 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
10638 surfacelist[0] < 0 ? 0.5f : 0.125f);
10640 if (VectorCompare(loc->mins, loc->maxs))
10642 VectorSet(size, 2, 2, 2);
10643 VectorMA(loc->mins, -0.5f, size, mins);
10647 VectorCopy(loc->mins, mins);
10648 VectorSubtract(loc->maxs, loc->mins, size);
10651 for (i = 0;i < 6*4*3;)
10652 for (j = 0;j < 3;j++, i++)
10653 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
10655 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
10656 R_SetupShader_Generic_NoTexture(false, false);
10657 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
10660 void R_DrawLocs(void)
10663 cl_locnode_t *loc, *nearestloc;
10665 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
10666 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
10668 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
10669 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
10673 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
10675 if (decalsystem->decals)
10676 Mem_Free(decalsystem->decals);
10677 memset(decalsystem, 0, sizeof(*decalsystem));
10680 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
10683 tridecal_t *decals;
10686 // expand or initialize the system
10687 if (decalsystem->maxdecals <= decalsystem->numdecals)
10689 decalsystem_t old = *decalsystem;
10690 qboolean useshortelements;
10691 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
10692 useshortelements = decalsystem->maxdecals * 3 <= 65536;
10693 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
10694 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
10695 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
10696 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
10697 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
10698 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
10699 if (decalsystem->numdecals)
10700 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
10702 Mem_Free(old.decals);
10703 for (i = 0;i < decalsystem->maxdecals*3;i++)
10704 decalsystem->element3i[i] = i;
10705 if (useshortelements)
10706 for (i = 0;i < decalsystem->maxdecals*3;i++)
10707 decalsystem->element3s[i] = i;
10710 // grab a decal and search for another free slot for the next one
10711 decals = decalsystem->decals;
10712 decal = decalsystem->decals + (i = decalsystem->freedecal++);
10713 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
10715 decalsystem->freedecal = i;
10716 if (decalsystem->numdecals <= i)
10717 decalsystem->numdecals = i + 1;
10719 // initialize the decal
10721 decal->triangleindex = triangleindex;
10722 decal->surfaceindex = surfaceindex;
10723 decal->decalsequence = decalsequence;
10724 decal->color4f[0][0] = c0[0];
10725 decal->color4f[0][1] = c0[1];
10726 decal->color4f[0][2] = c0[2];
10727 decal->color4f[0][3] = 1;
10728 decal->color4f[1][0] = c1[0];
10729 decal->color4f[1][1] = c1[1];
10730 decal->color4f[1][2] = c1[2];
10731 decal->color4f[1][3] = 1;
10732 decal->color4f[2][0] = c2[0];
10733 decal->color4f[2][1] = c2[1];
10734 decal->color4f[2][2] = c2[2];
10735 decal->color4f[2][3] = 1;
10736 decal->vertex3f[0][0] = v0[0];
10737 decal->vertex3f[0][1] = v0[1];
10738 decal->vertex3f[0][2] = v0[2];
10739 decal->vertex3f[1][0] = v1[0];
10740 decal->vertex3f[1][1] = v1[1];
10741 decal->vertex3f[1][2] = v1[2];
10742 decal->vertex3f[2][0] = v2[0];
10743 decal->vertex3f[2][1] = v2[1];
10744 decal->vertex3f[2][2] = v2[2];
10745 decal->texcoord2f[0][0] = t0[0];
10746 decal->texcoord2f[0][1] = t0[1];
10747 decal->texcoord2f[1][0] = t1[0];
10748 decal->texcoord2f[1][1] = t1[1];
10749 decal->texcoord2f[2][0] = t2[0];
10750 decal->texcoord2f[2][1] = t2[1];
10751 TriangleNormal(v0, v1, v2, decal->plane);
10752 VectorNormalize(decal->plane);
10753 decal->plane[3] = DotProduct(v0, decal->plane);
10756 extern cvar_t cl_decals_bias;
10757 extern cvar_t cl_decals_models;
10758 extern cvar_t cl_decals_newsystem_intensitymultiplier;
10759 // baseparms, parms, temps
10760 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
10765 const float *vertex3f;
10766 const float *normal3f;
10768 float points[2][9][3];
10775 e = rsurface.modelelement3i + 3*triangleindex;
10777 vertex3f = rsurface.modelvertex3f;
10778 normal3f = rsurface.modelnormal3f;
10782 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10784 index = 3*e[cornerindex];
10785 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
10790 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10792 index = 3*e[cornerindex];
10793 VectorCopy(vertex3f + index, v[cornerindex]);
10798 //TriangleNormal(v[0], v[1], v[2], normal);
10799 //if (DotProduct(normal, localnormal) < 0.0f)
10801 // clip by each of the box planes formed from the projection matrix
10802 // if anything survives, we emit the decal
10803 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10806 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10809 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10812 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
10815 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
10818 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
10821 // some part of the triangle survived, so we have to accept it...
10824 // dynamic always uses the original triangle
10826 for (cornerindex = 0;cornerindex < 3;cornerindex++)
10828 index = 3*e[cornerindex];
10829 VectorCopy(vertex3f + index, v[cornerindex]);
10832 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
10834 // convert vertex positions to texcoords
10835 Matrix4x4_Transform(projection, v[cornerindex], temp);
10836 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
10837 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
10838 // calculate distance fade from the projection origin
10839 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
10840 f = bound(0.0f, f, 1.0f);
10841 c[cornerindex][0] = r * f;
10842 c[cornerindex][1] = g * f;
10843 c[cornerindex][2] = b * f;
10844 c[cornerindex][3] = 1.0f;
10845 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
10848 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
10850 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
10851 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
10853 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
10855 matrix4x4_t projection;
10856 decalsystem_t *decalsystem;
10859 const msurface_t *surface;
10860 const msurface_t *surfaces;
10861 const int *surfacelist;
10862 const texture_t *texture;
10864 int numsurfacelist;
10865 int surfacelistindex;
10868 float localorigin[3];
10869 float localnormal[3];
10870 float localmins[3];
10871 float localmaxs[3];
10874 float planes[6][4];
10877 int bih_triangles_count;
10878 int bih_triangles[256];
10879 int bih_surfaces[256];
10881 decalsystem = &ent->decalsystem;
10882 model = ent->model;
10883 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
10885 R_DecalSystem_Reset(&ent->decalsystem);
10889 if (!model->brush.data_leafs && !cl_decals_models.integer)
10891 if (decalsystem->model)
10892 R_DecalSystem_Reset(decalsystem);
10896 if (decalsystem->model != model)
10897 R_DecalSystem_Reset(decalsystem);
10898 decalsystem->model = model;
10900 RSurf_ActiveModelEntity(ent, true, false, false);
10902 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
10903 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
10904 VectorNormalize(localnormal);
10905 localsize = worldsize*rsurface.inversematrixscale;
10906 localmins[0] = localorigin[0] - localsize;
10907 localmins[1] = localorigin[1] - localsize;
10908 localmins[2] = localorigin[2] - localsize;
10909 localmaxs[0] = localorigin[0] + localsize;
10910 localmaxs[1] = localorigin[1] + localsize;
10911 localmaxs[2] = localorigin[2] + localsize;
10913 //VectorCopy(localnormal, planes[4]);
10914 //VectorVectors(planes[4], planes[2], planes[0]);
10915 AnglesFromVectors(angles, localnormal, NULL, false);
10916 AngleVectors(angles, planes[0], planes[2], planes[4]);
10917 VectorNegate(planes[0], planes[1]);
10918 VectorNegate(planes[2], planes[3]);
10919 VectorNegate(planes[4], planes[5]);
10920 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
10921 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
10922 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
10923 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
10924 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
10925 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
10930 matrix4x4_t forwardprojection;
10931 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
10932 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
10937 float projectionvector[4][3];
10938 VectorScale(planes[0], ilocalsize, projectionvector[0]);
10939 VectorScale(planes[2], ilocalsize, projectionvector[1]);
10940 VectorScale(planes[4], ilocalsize, projectionvector[2]);
10941 projectionvector[0][0] = planes[0][0] * ilocalsize;
10942 projectionvector[0][1] = planes[1][0] * ilocalsize;
10943 projectionvector[0][2] = planes[2][0] * ilocalsize;
10944 projectionvector[1][0] = planes[0][1] * ilocalsize;
10945 projectionvector[1][1] = planes[1][1] * ilocalsize;
10946 projectionvector[1][2] = planes[2][1] * ilocalsize;
10947 projectionvector[2][0] = planes[0][2] * ilocalsize;
10948 projectionvector[2][1] = planes[1][2] * ilocalsize;
10949 projectionvector[2][2] = planes[2][2] * ilocalsize;
10950 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
10951 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
10952 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
10953 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
10957 dynamic = model->surfmesh.isanimated;
10958 numsurfacelist = model->nummodelsurfaces;
10959 surfacelist = model->sortedmodelsurfaces;
10960 surfaces = model->data_surfaces;
10963 bih_triangles_count = -1;
10966 if(model->render_bih.numleafs)
10967 bih = &model->render_bih;
10968 else if(model->collision_bih.numleafs)
10969 bih = &model->collision_bih;
10972 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
10973 if(bih_triangles_count == 0)
10975 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
10977 if(bih_triangles_count > 0)
10979 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
10981 surfaceindex = bih_surfaces[triangleindex];
10982 surface = surfaces + surfaceindex;
10983 texture = surface->texture;
10984 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
10986 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
10988 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
10993 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
10995 surfaceindex = surfacelist[surfacelistindex];
10996 surface = surfaces + surfaceindex;
10997 // check cull box first because it rejects more than any other check
10998 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
11000 // skip transparent surfaces
11001 texture = surface->texture;
11002 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
11004 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
11006 numtriangles = surface->num_triangles;
11007 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
11008 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
11013 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
11014 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
11016 int renderentityindex;
11017 float worldmins[3];
11018 float worldmaxs[3];
11019 entity_render_t *ent;
11021 if (!cl_decals_newsystem.integer)
11024 worldmins[0] = worldorigin[0] - worldsize;
11025 worldmins[1] = worldorigin[1] - worldsize;
11026 worldmins[2] = worldorigin[2] - worldsize;
11027 worldmaxs[0] = worldorigin[0] + worldsize;
11028 worldmaxs[1] = worldorigin[1] + worldsize;
11029 worldmaxs[2] = worldorigin[2] + worldsize;
11031 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11033 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
11035 ent = r_refdef.scene.entities[renderentityindex];
11036 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
11039 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
11043 typedef struct r_decalsystem_splatqueue_s
11045 vec3_t worldorigin;
11046 vec3_t worldnormal;
11052 r_decalsystem_splatqueue_t;
11054 int r_decalsystem_numqueued = 0;
11055 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
11057 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
11059 r_decalsystem_splatqueue_t *queue;
11061 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
11064 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
11065 VectorCopy(worldorigin, queue->worldorigin);
11066 VectorCopy(worldnormal, queue->worldnormal);
11067 Vector4Set(queue->color, r, g, b, a);
11068 Vector4Set(queue->tcrange, s1, t1, s2, t2);
11069 queue->worldsize = worldsize;
11070 queue->decalsequence = cl.decalsequence++;
11073 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
11076 r_decalsystem_splatqueue_t *queue;
11078 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
11079 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
11080 r_decalsystem_numqueued = 0;
11083 extern cvar_t cl_decals_max;
11084 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
11087 decalsystem_t *decalsystem = &ent->decalsystem;
11094 if (!decalsystem->numdecals)
11097 if (r_showsurfaces.integer)
11100 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11102 R_DecalSystem_Reset(decalsystem);
11106 killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
11107 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
11109 if (decalsystem->lastupdatetime)
11110 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
11113 decalsystem->lastupdatetime = r_refdef.scene.time;
11114 decal = decalsystem->decals;
11115 numdecals = decalsystem->numdecals;
11117 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11119 if (decal->color4f[0][3])
11121 decal->lived += frametime;
11122 if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
11124 memset(decal, 0, sizeof(*decal));
11125 if (decalsystem->freedecal > i)
11126 decalsystem->freedecal = i;
11130 decal = decalsystem->decals;
11131 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
11134 // collapse the array by shuffling the tail decals into the gaps
11137 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
11138 decalsystem->freedecal++;
11139 if (decalsystem->freedecal == numdecals)
11141 decal[decalsystem->freedecal] = decal[--numdecals];
11144 decalsystem->numdecals = numdecals;
11146 if (numdecals <= 0)
11148 // if there are no decals left, reset decalsystem
11149 R_DecalSystem_Reset(decalsystem);
11153 extern skinframe_t *decalskinframe;
11154 static void R_DrawModelDecals_Entity(entity_render_t *ent)
11157 decalsystem_t *decalsystem = &ent->decalsystem;
11166 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
11169 numdecals = decalsystem->numdecals;
11173 if (r_showsurfaces.integer)
11176 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
11178 R_DecalSystem_Reset(decalsystem);
11182 // if the model is static it doesn't matter what value we give for
11183 // wantnormals and wanttangents, so this logic uses only rules applicable
11184 // to a model, knowing that they are meaningless otherwise
11185 if (ent == r_refdef.scene.worldentity)
11186 RSurf_ActiveWorldEntity();
11188 RSurf_ActiveModelEntity(ent, false, false, false);
11190 decalsystem->lastupdatetime = r_refdef.scene.time;
11191 decal = decalsystem->decals;
11193 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
11195 // update vertex positions for animated models
11196 v3f = decalsystem->vertex3f;
11197 c4f = decalsystem->color4f;
11198 t2f = decalsystem->texcoord2f;
11199 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
11201 if (!decal->color4f[0][3])
11204 if (surfacevisible && !surfacevisible[decal->surfaceindex])
11208 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
11211 // update color values for fading decals
11212 if (decal->lived >= cl_decals_time.value)
11213 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
11217 c4f[ 0] = decal->color4f[0][0] * alpha;
11218 c4f[ 1] = decal->color4f[0][1] * alpha;
11219 c4f[ 2] = decal->color4f[0][2] * alpha;
11221 c4f[ 4] = decal->color4f[1][0] * alpha;
11222 c4f[ 5] = decal->color4f[1][1] * alpha;
11223 c4f[ 6] = decal->color4f[1][2] * alpha;
11225 c4f[ 8] = decal->color4f[2][0] * alpha;
11226 c4f[ 9] = decal->color4f[2][1] * alpha;
11227 c4f[10] = decal->color4f[2][2] * alpha;
11230 t2f[0] = decal->texcoord2f[0][0];
11231 t2f[1] = decal->texcoord2f[0][1];
11232 t2f[2] = decal->texcoord2f[1][0];
11233 t2f[3] = decal->texcoord2f[1][1];
11234 t2f[4] = decal->texcoord2f[2][0];
11235 t2f[5] = decal->texcoord2f[2][1];
11237 // update vertex positions for animated models
11238 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
11240 e = rsurface.modelelement3i + 3*decal->triangleindex;
11241 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
11242 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
11243 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
11247 VectorCopy(decal->vertex3f[0], v3f);
11248 VectorCopy(decal->vertex3f[1], v3f + 3);
11249 VectorCopy(decal->vertex3f[2], v3f + 6);
11252 if (r_refdef.fogenabled)
11254 alpha = RSurf_FogVertex(v3f);
11255 VectorScale(c4f, alpha, c4f);
11256 alpha = RSurf_FogVertex(v3f + 3);
11257 VectorScale(c4f + 4, alpha, c4f + 4);
11258 alpha = RSurf_FogVertex(v3f + 6);
11259 VectorScale(c4f + 8, alpha, c4f + 8);
11270 r_refdef.stats.drawndecals += numtris;
11272 // now render the decals all at once
11273 // (this assumes they all use one particle font texture!)
11274 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
11275 // R_Mesh_ResetTextureState();
11276 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
11277 GL_DepthMask(false);
11278 GL_DepthRange(0, 1);
11279 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
11280 GL_DepthTest(true);
11281 GL_CullFace(GL_NONE);
11282 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
11283 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
11284 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
11288 static void R_DrawModelDecals(void)
11292 // fade faster when there are too many decals
11293 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11294 for (i = 0;i < r_refdef.scene.numentities;i++)
11295 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11297 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
11298 for (i = 0;i < r_refdef.scene.numentities;i++)
11299 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11300 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
11302 R_DecalSystem_ApplySplatEntitiesQueue();
11304 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
11305 for (i = 0;i < r_refdef.scene.numentities;i++)
11306 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
11308 r_refdef.stats.totaldecals += numdecals;
11310 if (r_showsurfaces.integer)
11313 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
11315 for (i = 0;i < r_refdef.scene.numentities;i++)
11317 if (!r_refdef.viewcache.entityvisible[i])
11319 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
11320 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
11324 extern cvar_t mod_collision_bih;
11325 static void R_DrawDebugModel(void)
11327 entity_render_t *ent = rsurface.entity;
11328 int i, j, k, l, flagsmask;
11329 const msurface_t *surface;
11330 dp_model_t *model = ent->model;
11333 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
11336 if (r_showoverdraw.value > 0)
11338 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
11339 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11340 R_SetupShader_Generic_NoTexture(false, false);
11341 GL_DepthTest(false);
11342 GL_DepthMask(false);
11343 GL_DepthRange(0, 1);
11344 GL_BlendFunc(GL_ONE, GL_ONE);
11345 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11347 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11349 rsurface.texture = R_GetCurrentTexture(surface->texture);
11350 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11352 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
11353 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
11354 if (!rsurface.texture->currentlayers->depthmask)
11355 GL_Color(c, 0, 0, 1.0f);
11356 else if (ent == r_refdef.scene.worldentity)
11357 GL_Color(c, c, c, 1.0f);
11359 GL_Color(0, c, 0, 1.0f);
11360 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11364 rsurface.texture = NULL;
11367 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
11369 // R_Mesh_ResetTextureState();
11370 R_SetupShader_Generic_NoTexture(false, false);
11371 GL_DepthRange(0, 1);
11372 GL_DepthTest(!r_showdisabledepthtest.integer);
11373 GL_DepthMask(false);
11374 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11376 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
11380 qboolean cullbox = ent == r_refdef.scene.worldentity;
11381 const q3mbrush_t *brush;
11382 const bih_t *bih = &model->collision_bih;
11383 const bih_leaf_t *bihleaf;
11384 float vertex3f[3][3];
11385 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
11387 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
11389 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
11391 switch (bihleaf->type)
11394 brush = model->brush.data_brushes + bihleaf->itemindex;
11395 if (brush->colbrushf && brush->colbrushf->numtriangles)
11397 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11398 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
11399 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
11402 case BIH_COLLISIONTRIANGLE:
11403 triangleindex = bihleaf->itemindex;
11404 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
11405 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
11406 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
11407 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11408 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11409 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11411 case BIH_RENDERTRIANGLE:
11412 triangleindex = bihleaf->itemindex;
11413 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
11414 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
11415 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
11416 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
11417 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
11418 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
11424 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11427 if (r_showtris.integer && qglPolygonMode)
11429 if (r_showdisabledepthtest.integer)
11431 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11432 GL_DepthMask(false);
11436 GL_BlendFunc(GL_ONE, GL_ZERO);
11437 GL_DepthMask(true);
11439 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
11440 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11442 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11444 rsurface.texture = R_GetCurrentTexture(surface->texture);
11445 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11447 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11448 if (!rsurface.texture->currentlayers->depthmask)
11449 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
11450 else if (ent == r_refdef.scene.worldentity)
11451 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
11453 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
11454 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
11458 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
11459 rsurface.texture = NULL;
11462 if (r_shownormals.value != 0 && qglBegin)
11464 if (r_showdisabledepthtest.integer)
11466 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11467 GL_DepthMask(false);
11471 GL_BlendFunc(GL_ONE, GL_ZERO);
11472 GL_DepthMask(true);
11474 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
11476 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
11478 rsurface.texture = R_GetCurrentTexture(surface->texture);
11479 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
11481 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
11482 qglBegin(GL_LINES);
11483 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
11485 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11487 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11488 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11489 qglVertex3f(v[0], v[1], v[2]);
11490 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11491 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11492 qglVertex3f(v[0], v[1], v[2]);
11495 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
11497 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11499 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11500 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
11501 qglVertex3f(v[0], v[1], v[2]);
11502 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
11503 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11504 qglVertex3f(v[0], v[1], v[2]);
11507 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
11509 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11511 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11512 GL_Color(0, r_refdef.view.colorscale, 0, 1);
11513 qglVertex3f(v[0], v[1], v[2]);
11514 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
11515 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11516 qglVertex3f(v[0], v[1], v[2]);
11519 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
11521 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
11523 VectorCopy(rsurface.batchvertex3f + l * 3, v);
11524 GL_Color(0, 0, r_refdef.view.colorscale, 1);
11525 qglVertex3f(v[0], v[1], v[2]);
11526 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
11527 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
11528 qglVertex3f(v[0], v[1], v[2]);
11535 rsurface.texture = NULL;
11540 int r_maxsurfacelist = 0;
11541 const msurface_t **r_surfacelist = NULL;
11542 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11544 int i, j, endj, flagsmask;
11545 dp_model_t *model = r_refdef.scene.worldmodel;
11546 msurface_t *surfaces;
11547 unsigned char *update;
11548 int numsurfacelist = 0;
11552 if (r_maxsurfacelist < model->num_surfaces)
11554 r_maxsurfacelist = model->num_surfaces;
11556 Mem_Free((msurface_t**)r_surfacelist);
11557 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11560 RSurf_ActiveWorldEntity();
11562 surfaces = model->data_surfaces;
11563 update = model->brushq1.lightmapupdateflags;
11565 // update light styles on this submodel
11566 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11568 model_brush_lightstyleinfo_t *style;
11569 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11571 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11573 int *list = style->surfacelist;
11574 style->value = r_refdef.scene.lightstylevalue[style->style];
11575 for (j = 0;j < style->numsurfaces;j++)
11576 update[list[j]] = true;
11581 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11585 R_DrawDebugModel();
11586 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11590 rsurface.lightmaptexture = NULL;
11591 rsurface.deluxemaptexture = NULL;
11592 rsurface.uselightmaptexture = false;
11593 rsurface.texture = NULL;
11594 rsurface.rtlight = NULL;
11595 numsurfacelist = 0;
11596 // add visible surfaces to draw list
11597 for (i = 0;i < model->nummodelsurfaces;i++)
11599 j = model->sortedmodelsurfaces[i];
11600 if (r_refdef.viewcache.world_surfacevisible[j])
11601 r_surfacelist[numsurfacelist++] = surfaces + j;
11603 // update lightmaps if needed
11604 if (model->brushq1.firstrender)
11606 model->brushq1.firstrender = false;
11607 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11609 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11613 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11614 if (r_refdef.viewcache.world_surfacevisible[j])
11616 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
11618 // don't do anything if there were no surfaces
11619 if (!numsurfacelist)
11621 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11624 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11626 // add to stats if desired
11627 if (r_speeds.integer && !skysurfaces && !depthonly)
11629 r_refdef.stats.world_surfaces += numsurfacelist;
11630 for (j = 0;j < numsurfacelist;j++)
11631 r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
11634 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11637 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
11639 int i, j, endj, flagsmask;
11640 dp_model_t *model = ent->model;
11641 msurface_t *surfaces;
11642 unsigned char *update;
11643 int numsurfacelist = 0;
11647 if (r_maxsurfacelist < model->num_surfaces)
11649 r_maxsurfacelist = model->num_surfaces;
11651 Mem_Free((msurface_t **)r_surfacelist);
11652 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
11655 // if the model is static it doesn't matter what value we give for
11656 // wantnormals and wanttangents, so this logic uses only rules applicable
11657 // to a model, knowing that they are meaningless otherwise
11658 if (ent == r_refdef.scene.worldentity)
11659 RSurf_ActiveWorldEntity();
11660 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11661 RSurf_ActiveModelEntity(ent, false, false, false);
11663 RSurf_ActiveModelEntity(ent, true, true, true);
11664 else if (depthonly)
11666 switch (vid.renderpath)
11668 case RENDERPATH_GL20:
11669 case RENDERPATH_D3D9:
11670 case RENDERPATH_D3D10:
11671 case RENDERPATH_D3D11:
11672 case RENDERPATH_SOFT:
11673 case RENDERPATH_GLES2:
11674 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
11676 case RENDERPATH_GL11:
11677 case RENDERPATH_GL13:
11678 case RENDERPATH_GLES1:
11679 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
11685 switch (vid.renderpath)
11687 case RENDERPATH_GL20:
11688 case RENDERPATH_D3D9:
11689 case RENDERPATH_D3D10:
11690 case RENDERPATH_D3D11:
11691 case RENDERPATH_SOFT:
11692 case RENDERPATH_GLES2:
11693 RSurf_ActiveModelEntity(ent, true, true, false);
11695 case RENDERPATH_GL11:
11696 case RENDERPATH_GL13:
11697 case RENDERPATH_GLES1:
11698 RSurf_ActiveModelEntity(ent, true, false, false);
11703 surfaces = model->data_surfaces;
11704 update = model->brushq1.lightmapupdateflags;
11706 // update light styles
11707 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
11709 model_brush_lightstyleinfo_t *style;
11710 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
11712 if (style->value != r_refdef.scene.lightstylevalue[style->style])
11714 int *list = style->surfacelist;
11715 style->value = r_refdef.scene.lightstylevalue[style->style];
11716 for (j = 0;j < style->numsurfaces;j++)
11717 update[list[j]] = true;
11722 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
11726 R_DrawDebugModel();
11727 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11731 rsurface.lightmaptexture = NULL;
11732 rsurface.deluxemaptexture = NULL;
11733 rsurface.uselightmaptexture = false;
11734 rsurface.texture = NULL;
11735 rsurface.rtlight = NULL;
11736 numsurfacelist = 0;
11737 // add visible surfaces to draw list
11738 for (i = 0;i < model->nummodelsurfaces;i++)
11739 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
11740 // don't do anything if there were no surfaces
11741 if (!numsurfacelist)
11743 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11746 // update lightmaps if needed
11750 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11755 R_BuildLightMap(ent, surfaces + j);
11760 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
11762 R_BuildLightMap(ent, surfaces + j);
11763 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
11765 // add to stats if desired
11766 if (r_speeds.integer && !skysurfaces && !depthonly)
11768 r_refdef.stats.entities_surfaces += numsurfacelist;
11769 for (j = 0;j < numsurfacelist;j++)
11770 r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
11773 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11776 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11778 static texture_t texture;
11779 static msurface_t surface;
11780 const msurface_t *surfacelist = &surface;
11782 // fake enough texture and surface state to render this geometry
11784 texture.update_lastrenderframe = -1; // regenerate this texture
11785 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
11786 texture.currentskinframe = skinframe;
11787 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
11788 texture.offsetmapping = OFFSETMAPPING_OFF;
11789 texture.offsetscale = 1;
11790 texture.specularscalemod = 1;
11791 texture.specularpowermod = 1;
11793 surface.texture = &texture;
11794 surface.num_triangles = numtriangles;
11795 surface.num_firsttriangle = firsttriangle;
11796 surface.num_vertices = numvertices;
11797 surface.num_firstvertex = firstvertex;
11800 rsurface.texture = R_GetCurrentTexture(surface.texture);
11801 rsurface.lightmaptexture = NULL;
11802 rsurface.deluxemaptexture = NULL;
11803 rsurface.uselightmaptexture = false;
11804 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
11807 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
11809 static msurface_t surface;
11810 const msurface_t *surfacelist = &surface;
11812 // fake enough texture and surface state to render this geometry
11813 surface.texture = texture;
11814 surface.num_triangles = numtriangles;
11815 surface.num_firsttriangle = firsttriangle;
11816 surface.num_vertices = numvertices;
11817 surface.num_firstvertex = firstvertex;
11820 rsurface.texture = R_GetCurrentTexture(surface.texture);
11821 rsurface.lightmaptexture = NULL;
11822 rsurface.deluxemaptexture = NULL;
11823 rsurface.uselightmaptexture = false;
11824 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);