2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
23 #include "cl_dyntexture.h"
30 #include "dpsoftrast.h"
31 #include "cl_collision.h"
35 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
39 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
43 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
49 mempool_t *r_main_mempool;
50 rtexturepool_t *r_main_texturepool;
52 static int r_textureframe = 0; ///< used only by R_GetCurrentTexture
54 static qboolean r_loadnormalmap;
55 static qboolean r_loadgloss;
57 static qboolean r_loaddds;
58 static qboolean r_savedds;
59 static qboolean r_gpuskeletal;
66 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
67 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
68 cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
69 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
70 cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
71 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
72 cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
73 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
74 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
75 cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
76 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
77 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
79 // TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
80 cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
81 cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
82 cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
83 cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
85 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
86 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
87 cvar_t r_farclip_base = {0, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
88 cvar_t r_farclip_world = {0, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
89 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
90 cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
91 cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
92 cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
93 cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
94 cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
95 cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"};
96 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
97 cvar_t r_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)"};
98 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
99 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
100 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"};
101 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"};
102 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
103 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"};
104 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"};
105 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"};
106 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
107 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
108 cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
109 cvar_t r_drawworld = {0, "r_drawworld","1", "draw world (most static stuff)"};
110 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
111 cvar_t r_drawexteriormodel = {0, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
112 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
113 cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull" };
114 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)"};
115 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)"};
116 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
117 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
118 cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
119 cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
120 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
121 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
123 cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
124 cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
125 #define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
127 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
128 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
129 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
130 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."};
131 cvar_t r_shadows_darken = {CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
132 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
133 cvar_t r_shadows_throwdirection = {CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
134 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."};
135 cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
136 cvar_t r_shadows_focus = {CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
137 cvar_t r_shadows_shadowmapscale = {CVAR_SAVE, "r_shadows_shadowmapscale", "1", "increases shadowmap quality (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
138 cvar_t r_shadows_shadowmapbias = {CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
139 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
140 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"};
141 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"};
142 cvar_t r_polygonoffset_decals_factor = {0, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
143 cvar_t r_polygonoffset_decals_offset = {0, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
144 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
145 cvar_t r_fog_clear = {0, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
146 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
147 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"};
148 cvar_t r_transparent_sortmindist = {CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
149 cvar_t r_transparent_sortmaxdist = {CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
150 cvar_t r_transparent_sortarraysize = {CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
151 cvar_t r_celshading = {CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
152 cvar_t r_celoutlines = {CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
154 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
155 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
156 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
157 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
158 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
159 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
160 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
161 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
163 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)"};
164 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"};
166 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
167 static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
168 static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
170 cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
171 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"};
172 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"};
173 cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
174 cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
175 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"};
176 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)"};
177 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)"};
178 cvar_t r_viewscale_fpsscaling_target = {CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
180 cvar_t r_glsl_skeletal = {CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
181 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)"};
182 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
183 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)"};
184 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
185 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)"};
186 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)"};
187 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
188 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"};
189 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."};
190 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
191 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)"};
192 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)"};
193 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)"};
194 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)"};
195 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)"};
196 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)"};
197 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)"};
198 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)"};
200 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)"};
201 cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
202 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
203 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"};
204 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
205 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
206 cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
207 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"};
208 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"};
209 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)"};
211 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
212 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
213 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
214 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
216 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
217 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
219 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
220 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
221 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
222 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
223 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
224 cvar_t r_bloom_scenebrightness = {CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
226 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
227 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
228 cvar_t r_hdr_irisadaptation = {CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
229 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
230 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
231 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
232 cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
233 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
234 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
235 cvar_t r_hdr_irisadaptation_radius = {CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
237 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"};
239 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"};
241 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
243 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
245 cvar_t r_batch_multidraw = {CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
246 cvar_t r_batch_multidraw_mintriangles = {CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
247 cvar_t r_batch_debugdynamicvertexpath = {CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
248 cvar_t r_batch_dynamicbuffer = {CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
250 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
251 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"};
253 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
255 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)"};
256 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
258 {CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
259 {CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
260 {CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
261 {CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
264 extern cvar_t v_glslgamma;
265 extern cvar_t v_glslgamma_2d;
267 extern qboolean v_flipped_state;
269 r_framebufferstate_t r_fb;
271 /// shadow volume bsp struct with automatically growing nodes buffer
274 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
276 rtexture_t *r_texture_blanknormalmap;
277 rtexture_t *r_texture_white;
278 rtexture_t *r_texture_grey128;
279 rtexture_t *r_texture_black;
280 rtexture_t *r_texture_notexture;
281 rtexture_t *r_texture_whitecube;
282 rtexture_t *r_texture_normalizationcube;
283 rtexture_t *r_texture_fogattenuation;
284 rtexture_t *r_texture_fogheighttexture;
285 rtexture_t *r_texture_gammaramps;
286 unsigned int r_texture_gammaramps_serial;
287 //rtexture_t *r_texture_fogintensity;
288 rtexture_t *r_texture_reflectcube;
290 // TODO: hash lookups?
291 typedef struct cubemapinfo_s
298 int r_texture_numcubemaps;
299 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
301 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
302 unsigned int r_numqueries;
303 unsigned int r_maxqueries;
305 typedef struct r_qwskincache_s
307 char name[MAX_QPATH];
308 skinframe_t *skinframe;
312 static r_qwskincache_t *r_qwskincache;
313 static int r_qwskincache_size;
315 /// vertex coordinates for a quad that covers the screen exactly
316 extern const float r_screenvertex3f[12];
317 extern const float r_d3dscreenvertex3f[12];
318 const float r_screenvertex3f[12] =
325 const float r_d3dscreenvertex3f[12] =
333 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
336 for (i = 0;i < verts;i++)
347 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
350 for (i = 0;i < verts;i++)
360 // FIXME: move this to client?
363 if (gamemode == GAME_NEHAHRA)
365 Cvar_Set("gl_fogenable", "0");
366 Cvar_Set("gl_fogdensity", "0.2");
367 Cvar_Set("gl_fogred", "0.3");
368 Cvar_Set("gl_foggreen", "0.3");
369 Cvar_Set("gl_fogblue", "0.3");
371 r_refdef.fog_density = 0;
372 r_refdef.fog_red = 0;
373 r_refdef.fog_green = 0;
374 r_refdef.fog_blue = 0;
375 r_refdef.fog_alpha = 1;
376 r_refdef.fog_start = 0;
377 r_refdef.fog_end = 16384;
378 r_refdef.fog_height = 1<<30;
379 r_refdef.fog_fadedepth = 128;
380 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
383 static void R_BuildBlankTextures(void)
385 unsigned char data[4];
386 data[2] = 128; // normal X
387 data[1] = 128; // normal Y
388 data[0] = 255; // normal Z
389 data[3] = 255; // height
390 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
395 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
400 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
405 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
408 static void R_BuildNoTexture(void)
411 unsigned char pix[16][16][4];
412 // this makes a light grey/dark grey checkerboard texture
413 for (y = 0;y < 16;y++)
415 for (x = 0;x < 16;x++)
417 if ((y < 8) ^ (x < 8))
433 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
436 static void R_BuildWhiteCube(void)
438 unsigned char data[6*1*1*4];
439 memset(data, 255, sizeof(data));
440 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
443 static void R_BuildNormalizationCube(void)
447 vec_t s, t, intensity;
450 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
451 for (side = 0;side < 6;side++)
453 for (y = 0;y < NORMSIZE;y++)
455 for (x = 0;x < NORMSIZE;x++)
457 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
458 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
493 intensity = 127.0f / sqrt(DotProduct(v, v));
494 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
495 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
496 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
497 data[((side*64+y)*64+x)*4+3] = 255;
501 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
505 static void R_BuildFogTexture(void)
509 unsigned char data1[FOGWIDTH][4];
510 //unsigned char data2[FOGWIDTH][4];
513 r_refdef.fogmasktable_start = r_refdef.fog_start;
514 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
515 r_refdef.fogmasktable_range = r_refdef.fogrange;
516 r_refdef.fogmasktable_density = r_refdef.fog_density;
518 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
519 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
521 d = (x * r - r_refdef.fogmasktable_start);
522 if(developer_extra.integer)
523 Con_DPrintf("%f ", d);
525 if (r_fog_exp2.integer)
526 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
528 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
529 if(developer_extra.integer)
530 Con_DPrintf(" : %f ", alpha);
531 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
532 if(developer_extra.integer)
533 Con_DPrintf(" = %f\n", alpha);
534 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
537 for (x = 0;x < FOGWIDTH;x++)
539 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
544 //data2[x][0] = 255 - b;
545 //data2[x][1] = 255 - b;
546 //data2[x][2] = 255 - b;
549 if (r_texture_fogattenuation)
551 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
552 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
556 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
557 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
561 static void R_BuildFogHeightTexture(void)
563 unsigned char *inpixels;
571 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
572 if (r_refdef.fogheighttexturename[0])
573 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
576 r_refdef.fog_height_tablesize = 0;
577 if (r_texture_fogheighttexture)
578 R_FreeTexture(r_texture_fogheighttexture);
579 r_texture_fogheighttexture = NULL;
580 if (r_refdef.fog_height_table2d)
581 Mem_Free(r_refdef.fog_height_table2d);
582 r_refdef.fog_height_table2d = NULL;
583 if (r_refdef.fog_height_table1d)
584 Mem_Free(r_refdef.fog_height_table1d);
585 r_refdef.fog_height_table1d = NULL;
589 r_refdef.fog_height_tablesize = size;
590 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
591 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
592 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
594 // LordHavoc: now the magic - what is that table2d for? it is a cooked
595 // average fog color table accounting for every fog layer between a point
596 // and the camera. (Note: attenuation is handled separately!)
597 for (y = 0;y < size;y++)
599 for (x = 0;x < size;x++)
605 for (j = x;j <= y;j++)
607 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
613 for (j = x;j >= y;j--)
615 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
620 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
621 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
622 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
623 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
626 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
629 //=======================================================================================================================================================
631 static const char *builtinshaderstrings[] =
633 #include "shader_glsl.h"
637 const char *builtinhlslshaderstrings[] =
639 #include "shader_hlsl.h"
643 //=======================================================================================================================================================
645 typedef struct shaderpermutationinfo_s
650 shaderpermutationinfo_t;
652 typedef struct shadermodeinfo_s
654 const char *sourcebasename;
655 const char *extension;
656 const char **builtinshaderstrings;
665 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
666 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
668 {"#define USEDIFFUSE\n", " diffuse"},
669 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
670 {"#define USEVIEWTINT\n", " viewtint"},
671 {"#define USECOLORMAPPING\n", " colormapping"},
672 {"#define USESATURATION\n", " saturation"},
673 {"#define USEFOGINSIDE\n", " foginside"},
674 {"#define USEFOGOUTSIDE\n", " fogoutside"},
675 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
676 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
677 {"#define USEGAMMARAMPS\n", " gammaramps"},
678 {"#define USECUBEFILTER\n", " cubefilter"},
679 {"#define USEGLOW\n", " glow"},
680 {"#define USEBLOOM\n", " bloom"},
681 {"#define USESPECULAR\n", " specular"},
682 {"#define USEPOSTPROCESSING\n", " postprocessing"},
683 {"#define USEREFLECTION\n", " reflection"},
684 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
685 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
686 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
687 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
688 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
689 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
690 {"#define USEALPHAKILL\n", " alphakill"},
691 {"#define USEREFLECTCUBE\n", " reflectcube"},
692 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
693 {"#define USEBOUNCEGRID\n", " bouncegrid"},
694 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
695 {"#define USETRIPPY\n", " trippy"},
696 {"#define USEDEPTHRGB\n", " depthrgb"},
697 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
698 {"#define USESKELETAL\n", " skeletal"},
699 {"#define USEOCCLUDE\n", " occlude"}
702 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
703 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
705 // SHADERLANGUAGE_GLSL
707 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
708 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
709 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
710 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
711 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
712 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
713 {"combined", "glsl", builtinshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
714 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
715 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
716 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
717 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
718 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
719 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
720 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
721 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
722 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
723 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
725 // SHADERLANGUAGE_HLSL
727 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"},
728 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
729 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
730 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
731 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
732 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
733 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"},
734 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
735 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
736 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
737 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
738 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
739 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
740 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
741 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"},
742 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
743 {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
747 struct r_glsl_permutation_s;
748 typedef struct r_glsl_permutation_s
751 struct r_glsl_permutation_s *hashnext;
753 unsigned int permutation;
755 /// indicates if we have tried compiling this permutation already
757 /// 0 if compilation failed
759 // texture units assigned to each detected uniform
760 int tex_Texture_First;
761 int tex_Texture_Second;
762 int tex_Texture_GammaRamps;
763 int tex_Texture_Normal;
764 int tex_Texture_Color;
765 int tex_Texture_Gloss;
766 int tex_Texture_Glow;
767 int tex_Texture_SecondaryNormal;
768 int tex_Texture_SecondaryColor;
769 int tex_Texture_SecondaryGloss;
770 int tex_Texture_SecondaryGlow;
771 int tex_Texture_Pants;
772 int tex_Texture_Shirt;
773 int tex_Texture_FogHeightTexture;
774 int tex_Texture_FogMask;
775 int tex_Texture_Lightmap;
776 int tex_Texture_Deluxemap;
777 int tex_Texture_Attenuation;
778 int tex_Texture_Cube;
779 int tex_Texture_Refraction;
780 int tex_Texture_Reflection;
781 int tex_Texture_ShadowMap2D;
782 int tex_Texture_CubeProjection;
783 int tex_Texture_ScreenNormalMap;
784 int tex_Texture_ScreenDiffuse;
785 int tex_Texture_ScreenSpecular;
786 int tex_Texture_ReflectMask;
787 int tex_Texture_ReflectCube;
788 int tex_Texture_BounceGrid;
789 /// locations of detected uniforms in program object, or -1 if not found
790 int loc_Texture_First;
791 int loc_Texture_Second;
792 int loc_Texture_GammaRamps;
793 int loc_Texture_Normal;
794 int loc_Texture_Color;
795 int loc_Texture_Gloss;
796 int loc_Texture_Glow;
797 int loc_Texture_SecondaryNormal;
798 int loc_Texture_SecondaryColor;
799 int loc_Texture_SecondaryGloss;
800 int loc_Texture_SecondaryGlow;
801 int loc_Texture_Pants;
802 int loc_Texture_Shirt;
803 int loc_Texture_FogHeightTexture;
804 int loc_Texture_FogMask;
805 int loc_Texture_Lightmap;
806 int loc_Texture_Deluxemap;
807 int loc_Texture_Attenuation;
808 int loc_Texture_Cube;
809 int loc_Texture_Refraction;
810 int loc_Texture_Reflection;
811 int loc_Texture_ShadowMap2D;
812 int loc_Texture_CubeProjection;
813 int loc_Texture_ScreenNormalMap;
814 int loc_Texture_ScreenDiffuse;
815 int loc_Texture_ScreenSpecular;
816 int loc_Texture_ReflectMask;
817 int loc_Texture_ReflectCube;
818 int loc_Texture_BounceGrid;
820 int loc_BloomBlur_Parameters;
822 int loc_Color_Ambient;
823 int loc_Color_Diffuse;
824 int loc_Color_Specular;
828 int loc_DeferredColor_Ambient;
829 int loc_DeferredColor_Diffuse;
830 int loc_DeferredColor_Specular;
831 int loc_DeferredMod_Diffuse;
832 int loc_DeferredMod_Specular;
833 int loc_DistortScaleRefractReflect;
836 int loc_FogHeightFade;
838 int loc_FogPlaneViewDist;
839 int loc_FogRangeRecip;
842 int loc_LightPosition;
843 int loc_OffsetMapping_ScaleSteps;
844 int loc_OffsetMapping_LodDistance;
845 int loc_OffsetMapping_Bias;
847 int loc_ReflectColor;
848 int loc_ReflectFactor;
849 int loc_ReflectOffset;
850 int loc_RefractColor;
852 int loc_ScreenCenterRefractReflect;
853 int loc_ScreenScaleRefractReflect;
854 int loc_ScreenToDepth;
855 int loc_ShadowMap_Parameters;
856 int loc_ShadowMap_TextureScale;
857 int loc_SpecularPower;
858 int loc_Skeletal_Transform12;
863 int loc_ViewTintColor;
865 int loc_ModelToLight;
867 int loc_BackgroundTexMatrix;
868 int loc_ModelViewProjectionMatrix;
869 int loc_ModelViewMatrix;
870 int loc_PixelToScreenTexCoord;
871 int loc_ModelToReflectCube;
872 int loc_ShadowMapMatrix;
873 int loc_BloomColorSubtract;
874 int loc_NormalmapScrollBlend;
875 int loc_BounceGridMatrix;
876 int loc_BounceGridIntensity;
877 /// uniform block bindings
878 int ubibind_Skeletal_Transform12_UniformBlock;
879 /// uniform block indices
880 int ubiloc_Skeletal_Transform12_UniformBlock;
882 r_glsl_permutation_t;
884 #define SHADERPERMUTATION_HASHSIZE 256
887 // non-degradable "lightweight" shader parameters to keep the permutations simpler
888 // these can NOT degrade! only use for simple stuff
891 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
892 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
893 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
894 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
895 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
896 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
897 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
898 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
899 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
900 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
901 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
902 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
903 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
904 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
906 #define SHADERSTATICPARMS_COUNT 14
908 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
909 static int shaderstaticparms_count = 0;
911 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
912 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
914 extern qboolean r_shadow_shadowmapsampler;
915 extern int r_shadow_shadowmappcf;
916 qboolean R_CompileShader_CheckStaticParms(void)
918 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
919 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
920 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
923 if (r_glsl_saturation_redcompensate.integer)
924 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
925 if (r_glsl_vertextextureblend_usebothalphas.integer)
926 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
927 if (r_shadow_glossexact.integer)
928 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
929 if (r_glsl_postprocess.integer)
931 if (r_glsl_postprocess_uservec1_enable.integer)
932 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
933 if (r_glsl_postprocess_uservec2_enable.integer)
934 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
935 if (r_glsl_postprocess_uservec3_enable.integer)
936 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
937 if (r_glsl_postprocess_uservec4_enable.integer)
938 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
941 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
942 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
943 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
945 if (r_shadow_shadowmapsampler)
946 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
947 if (r_shadow_shadowmappcf > 1)
948 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
949 else if (r_shadow_shadowmappcf)
950 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
951 if (r_celshading.integer)
952 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
953 if (r_celoutlines.integer)
954 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
956 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
959 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
960 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
961 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
963 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
964 static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
966 shaderstaticparms_count = 0;
969 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
970 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
971 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
972 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
973 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
974 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
975 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
976 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
977 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
978 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
979 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
980 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
981 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
982 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
985 /// information about each possible shader permutation
986 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
987 /// currently selected permutation
988 r_glsl_permutation_t *r_glsl_permutation;
989 /// storage for permutations linked in the hash table
990 memexpandablearray_t r_glsl_permutationarray;
992 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, unsigned int permutation)
994 //unsigned int hashdepth = 0;
995 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
996 r_glsl_permutation_t *p;
997 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
999 if (p->mode == mode && p->permutation == permutation)
1001 //if (hashdepth > 10)
1002 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1007 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
1009 p->permutation = permutation;
1010 p->hashnext = r_glsl_permutationhash[mode][hashindex];
1011 r_glsl_permutationhash[mode][hashindex] = p;
1012 //if (hashdepth > 10)
1013 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1017 static char *R_ShaderStrCat(const char **strings)
1020 const char **p = strings;
1023 for (p = strings;(t = *p);p++)
1026 s = string = (char *)Mem_Alloc(r_main_mempool, len);
1028 for (p = strings;(t = *p);p++)
1038 static char *R_ShaderStrCat(const char **strings);
1039 static void R_InitShaderModeInfo(void)
1042 shadermodeinfo_t *modeinfo;
1043 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1044 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1046 for (i = 0; i < SHADERMODE_COUNT; i++)
1048 char filename[MAX_QPATH];
1049 modeinfo = &shadermodeinfo[language][i];
1050 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1051 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1052 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1053 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1058 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1061 // if the mode has no filename we have to return the builtin string
1062 if (builtinonly || !modeinfo->filename)
1063 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1064 // note that FS_LoadFile appends a 0 byte to make it a valid string
1065 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1068 if (printfromdisknotice)
1069 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1070 return shaderstring;
1072 // fall back to builtinstring
1073 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1076 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1081 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1083 char permutationname[256];
1084 int vertstrings_count = 0;
1085 int geomstrings_count = 0;
1086 int fragstrings_count = 0;
1087 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1088 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1089 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1096 permutationname[0] = 0;
1097 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1099 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1101 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1102 if(vid.support.glshaderversion >= 140)
1104 vertstrings_list[vertstrings_count++] = "#version 140\n";
1105 geomstrings_list[geomstrings_count++] = "#version 140\n";
1106 fragstrings_list[fragstrings_count++] = "#version 140\n";
1107 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1108 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1109 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1111 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1112 else if(vid.support.glshaderversion >= 130)
1114 vertstrings_list[vertstrings_count++] = "#version 130\n";
1115 geomstrings_list[geomstrings_count++] = "#version 130\n";
1116 fragstrings_list[fragstrings_count++] = "#version 130\n";
1117 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1118 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1119 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1121 // if we can do #version 120, we should (this adds the invariant keyword)
1122 else if(vid.support.glshaderversion >= 120)
1124 vertstrings_list[vertstrings_count++] = "#version 120\n";
1125 geomstrings_list[geomstrings_count++] = "#version 120\n";
1126 fragstrings_list[fragstrings_count++] = "#version 120\n";
1127 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1128 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1129 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1131 // GLES also adds several things from GLSL120
1132 switch(vid.renderpath)
1134 case RENDERPATH_GLES2:
1135 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1136 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1137 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1143 // the first pretext is which type of shader to compile as
1144 // (later these will all be bound together as a program object)
1145 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1146 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1147 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1149 // the second pretext is the mode (for example a light source)
1150 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1151 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1152 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1153 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1155 // now add all the permutation pretexts
1156 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1158 if (permutation & (1<<i))
1160 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1161 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1162 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1163 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1167 // keep line numbers correct
1168 vertstrings_list[vertstrings_count++] = "\n";
1169 geomstrings_list[geomstrings_count++] = "\n";
1170 fragstrings_list[fragstrings_count++] = "\n";
1175 R_CompileShader_AddStaticParms(mode, permutation);
1176 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1177 vertstrings_count += shaderstaticparms_count;
1178 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1179 geomstrings_count += shaderstaticparms_count;
1180 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1181 fragstrings_count += shaderstaticparms_count;
1183 // now append the shader text itself
1184 vertstrings_list[vertstrings_count++] = sourcestring;
1185 geomstrings_list[geomstrings_count++] = sourcestring;
1186 fragstrings_list[fragstrings_count++] = sourcestring;
1188 // compile the shader program
1189 if (vertstrings_count + geomstrings_count + fragstrings_count)
1190 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1194 qglUseProgram(p->program);CHECKGLERROR
1195 // look up all the uniform variable names we care about, so we don't
1196 // have to look them up every time we set them
1201 GLint activeuniformindex = 0;
1202 GLint numactiveuniforms = 0;
1203 char uniformname[128];
1204 GLsizei uniformnamelength = 0;
1205 GLint uniformsize = 0;
1206 GLenum uniformtype = 0;
1207 memset(uniformname, 0, sizeof(uniformname));
1208 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1209 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1210 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1212 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1213 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1218 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1219 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1220 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1221 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1222 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1223 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1224 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1225 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1226 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1227 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1228 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1229 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1230 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1231 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1232 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1233 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1234 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1235 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1236 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1237 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1238 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1239 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1240 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1241 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1242 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1243 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1244 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1245 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1246 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1247 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1248 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1249 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1250 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1251 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1252 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1253 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1254 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1255 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1256 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1257 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1258 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1259 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1260 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1261 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1262 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1263 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1264 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1265 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1266 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1267 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1268 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1269 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1270 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1271 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1272 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1273 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1274 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1275 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1276 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1277 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1278 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1279 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1280 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1281 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1282 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1283 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1284 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1285 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1286 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1287 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1288 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1289 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1290 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1291 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1292 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1293 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1294 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1295 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1296 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1297 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1298 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1299 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1300 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1301 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1302 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1303 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1304 // initialize the samplers to refer to the texture units we use
1305 p->tex_Texture_First = -1;
1306 p->tex_Texture_Second = -1;
1307 p->tex_Texture_GammaRamps = -1;
1308 p->tex_Texture_Normal = -1;
1309 p->tex_Texture_Color = -1;
1310 p->tex_Texture_Gloss = -1;
1311 p->tex_Texture_Glow = -1;
1312 p->tex_Texture_SecondaryNormal = -1;
1313 p->tex_Texture_SecondaryColor = -1;
1314 p->tex_Texture_SecondaryGloss = -1;
1315 p->tex_Texture_SecondaryGlow = -1;
1316 p->tex_Texture_Pants = -1;
1317 p->tex_Texture_Shirt = -1;
1318 p->tex_Texture_FogHeightTexture = -1;
1319 p->tex_Texture_FogMask = -1;
1320 p->tex_Texture_Lightmap = -1;
1321 p->tex_Texture_Deluxemap = -1;
1322 p->tex_Texture_Attenuation = -1;
1323 p->tex_Texture_Cube = -1;
1324 p->tex_Texture_Refraction = -1;
1325 p->tex_Texture_Reflection = -1;
1326 p->tex_Texture_ShadowMap2D = -1;
1327 p->tex_Texture_CubeProjection = -1;
1328 p->tex_Texture_ScreenNormalMap = -1;
1329 p->tex_Texture_ScreenDiffuse = -1;
1330 p->tex_Texture_ScreenSpecular = -1;
1331 p->tex_Texture_ReflectMask = -1;
1332 p->tex_Texture_ReflectCube = -1;
1333 p->tex_Texture_BounceGrid = -1;
1334 // bind the texture samplers in use
1336 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1337 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1338 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1339 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1340 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1341 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1342 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1343 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1344 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1345 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1346 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1347 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1348 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1349 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1350 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1351 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1352 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1353 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1354 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1355 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1356 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1357 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1358 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1359 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1360 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1361 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1362 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1363 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1364 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1365 // get the uniform block indices so we can bind them
1366 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1367 if (vid.support.arb_uniform_buffer_object)
1368 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1371 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1372 // clear the uniform block bindings
1373 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1374 // bind the uniform blocks in use
1376 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1377 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1379 // we're done compiling and setting up the shader, at least until it is used
1381 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1384 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1388 Mem_Free(sourcestring);
1391 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
1393 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1394 if (r_glsl_permutation != perm)
1396 r_glsl_permutation = perm;
1397 if (!r_glsl_permutation->program)
1399 if (!r_glsl_permutation->compiled)
1401 Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
1402 R_GLSL_CompilePermutation(perm, mode, permutation);
1404 if (!r_glsl_permutation->program)
1406 // remove features until we find a valid permutation
1408 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1410 // reduce i more quickly whenever it would not remove any bits
1411 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1412 if (!(permutation & j))
1415 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1416 if (!r_glsl_permutation->compiled)
1417 R_GLSL_CompilePermutation(perm, mode, permutation);
1418 if (r_glsl_permutation->program)
1421 if (i >= SHADERPERMUTATION_COUNT)
1423 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1424 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1425 qglUseProgram(0);CHECKGLERROR
1426 return; // no bit left to clear, entire mode is broken
1431 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1433 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1434 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1435 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1443 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
1444 extern D3DCAPS9 vid_d3d9caps;
1447 struct r_hlsl_permutation_s;
1448 typedef struct r_hlsl_permutation_s
1450 /// hash lookup data
1451 struct r_hlsl_permutation_s *hashnext;
1453 unsigned int permutation;
1455 /// indicates if we have tried compiling this permutation already
1457 /// NULL if compilation failed
1458 IDirect3DVertexShader9 *vertexshader;
1459 IDirect3DPixelShader9 *pixelshader;
1461 r_hlsl_permutation_t;
1463 typedef enum D3DVSREGISTER_e
1465 D3DVSREGISTER_TexMatrix = 0, // float4x4
1466 D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4
1467 D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4
1468 D3DVSREGISTER_ModelViewMatrix = 12, // float4x4
1469 D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4
1470 D3DVSREGISTER_ModelToLight = 20, // float4x4
1471 D3DVSREGISTER_EyePosition = 24,
1472 D3DVSREGISTER_FogPlane = 25,
1473 D3DVSREGISTER_LightDir = 26,
1474 D3DVSREGISTER_LightPosition = 27,
1478 typedef enum D3DPSREGISTER_e
1480 D3DPSREGISTER_Alpha = 0,
1481 D3DPSREGISTER_BloomBlur_Parameters = 1,
1482 D3DPSREGISTER_ClientTime = 2,
1483 D3DPSREGISTER_Color_Ambient = 3,
1484 D3DPSREGISTER_Color_Diffuse = 4,
1485 D3DPSREGISTER_Color_Specular = 5,
1486 D3DPSREGISTER_Color_Glow = 6,
1487 D3DPSREGISTER_Color_Pants = 7,
1488 D3DPSREGISTER_Color_Shirt = 8,
1489 D3DPSREGISTER_DeferredColor_Ambient = 9,
1490 D3DPSREGISTER_DeferredColor_Diffuse = 10,
1491 D3DPSREGISTER_DeferredColor_Specular = 11,
1492 D3DPSREGISTER_DeferredMod_Diffuse = 12,
1493 D3DPSREGISTER_DeferredMod_Specular = 13,
1494 D3DPSREGISTER_DistortScaleRefractReflect = 14,
1495 D3DPSREGISTER_EyePosition = 15, // unused
1496 D3DPSREGISTER_FogColor = 16,
1497 D3DPSREGISTER_FogHeightFade = 17,
1498 D3DPSREGISTER_FogPlane = 18,
1499 D3DPSREGISTER_FogPlaneViewDist = 19,
1500 D3DPSREGISTER_FogRangeRecip = 20,
1501 D3DPSREGISTER_LightColor = 21,
1502 D3DPSREGISTER_LightDir = 22, // unused
1503 D3DPSREGISTER_LightPosition = 23,
1504 D3DPSREGISTER_OffsetMapping_ScaleSteps = 24,
1505 D3DPSREGISTER_PixelSize = 25,
1506 D3DPSREGISTER_ReflectColor = 26,
1507 D3DPSREGISTER_ReflectFactor = 27,
1508 D3DPSREGISTER_ReflectOffset = 28,
1509 D3DPSREGISTER_RefractColor = 29,
1510 D3DPSREGISTER_Saturation = 30,
1511 D3DPSREGISTER_ScreenCenterRefractReflect = 31,
1512 D3DPSREGISTER_ScreenScaleRefractReflect = 32,
1513 D3DPSREGISTER_ScreenToDepth = 33,
1514 D3DPSREGISTER_ShadowMap_Parameters = 34,
1515 D3DPSREGISTER_ShadowMap_TextureScale = 35,
1516 D3DPSREGISTER_SpecularPower = 36,
1517 D3DPSREGISTER_UserVec1 = 37,
1518 D3DPSREGISTER_UserVec2 = 38,
1519 D3DPSREGISTER_UserVec3 = 39,
1520 D3DPSREGISTER_UserVec4 = 40,
1521 D3DPSREGISTER_ViewTintColor = 41,
1522 D3DPSREGISTER_PixelToScreenTexCoord = 42,
1523 D3DPSREGISTER_BloomColorSubtract = 43,
1524 D3DPSREGISTER_ViewToLight = 44, // float4x4
1525 D3DPSREGISTER_ModelToReflectCube = 48, // float4x4
1526 D3DPSREGISTER_NormalmapScrollBlend = 52,
1527 D3DPSREGISTER_OffsetMapping_LodDistance = 53,
1528 D3DPSREGISTER_OffsetMapping_Bias = 54,
1533 /// information about each possible shader permutation
1534 r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
1535 /// currently selected permutation
1536 r_hlsl_permutation_t *r_hlsl_permutation;
1537 /// storage for permutations linked in the hash table
1538 memexpandablearray_t r_hlsl_permutationarray;
1540 static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
1542 //unsigned int hashdepth = 0;
1543 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
1544 r_hlsl_permutation_t *p;
1545 for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext)
1547 if (p->mode == mode && p->permutation == permutation)
1549 //if (hashdepth > 10)
1550 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1555 p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray);
1557 p->permutation = permutation;
1558 p->hashnext = r_hlsl_permutationhash[mode][hashindex];
1559 r_hlsl_permutationhash[mode][hashindex] = p;
1560 //if (hashdepth > 10)
1561 // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
1566 //#include <d3dx9shader.h>
1567 //#include <d3dx9mesh.h>
1569 static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring)
1571 DWORD *vsbin = NULL;
1572 DWORD *psbin = NULL;
1573 fs_offset_t vsbinsize;
1574 fs_offset_t psbinsize;
1575 // IDirect3DVertexShader9 *vs = NULL;
1576 // IDirect3DPixelShader9 *ps = NULL;
1577 ID3DXBuffer *vslog = NULL;
1578 ID3DXBuffer *vsbuffer = NULL;
1579 ID3DXConstantTable *vsconstanttable = NULL;
1580 ID3DXBuffer *pslog = NULL;
1581 ID3DXBuffer *psbuffer = NULL;
1582 ID3DXConstantTable *psconstanttable = NULL;
1585 char temp[MAX_INPUTLINE];
1586 const char *vsversion = "vs_3_0", *psversion = "ps_3_0";
1588 qboolean debugshader = gl_paranoid.integer != 0;
1589 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1590 if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";}
1593 vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize);
1594 psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize);
1596 if ((!vsbin && vertstring) || (!psbin && fragstring))
1598 const char* dllnames_d3dx9 [] =
1622 dllhandle_t d3dx9_dll = NULL;
1623 HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1624 HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs);
1625 HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable);
1626 dllfunction_t d3dx9_dllfuncs[] =
1628 {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA},
1629 {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader},
1630 {"D3DXCompileShader", (void **) &qD3DXCompileShader},
1633 // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed...
1634 #ifndef ID3DXBuffer_GetBufferPointer
1635 #if !defined(__cplusplus) || defined(CINTERFACE)
1636 #define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p)
1637 #define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p)
1638 #define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p)
1640 #define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer()
1641 #define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize()
1642 #define ID3DXBuffer_Release(p) (p)->Release()
1645 if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs))
1647 DWORD shaderflags = 0;
1649 shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION;
1650 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1651 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1652 if (vertstring && vertstring[0])
1656 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring));
1657 vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1660 vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable);
1663 vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer);
1664 vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize);
1665 memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize);
1666 ID3DXBuffer_Release(vsbuffer);
1670 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog)));
1671 Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp);
1672 ID3DXBuffer_Release(vslog);
1675 if (fragstring && fragstring[0])
1679 FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring));
1680 psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1683 psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable);
1686 psbinsize = ID3DXBuffer_GetBufferSize(psbuffer);
1687 psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize);
1688 memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize);
1689 ID3DXBuffer_Release(psbuffer);
1693 strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog)));
1694 Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp);
1695 ID3DXBuffer_Release(pslog);
1698 Sys_UnloadLibrary(&d3dx9_dll);
1701 Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n");
1705 vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader);
1706 if (FAILED(vsresult))
1707 Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult);
1708 psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader);
1709 if (FAILED(psresult))
1710 Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult);
1712 // free the shader data
1713 vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0);
1714 psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
1717 static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
1720 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
1721 int vertstring_length = 0;
1722 int geomstring_length = 0;
1723 int fragstring_length = 0;
1726 char *vertstring, *geomstring, *fragstring;
1727 char permutationname[256];
1728 char cachename[256];
1729 int vertstrings_count = 0;
1730 int geomstrings_count = 0;
1731 int fragstrings_count = 0;
1732 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1733 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1734 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1739 p->vertexshader = NULL;
1740 p->pixelshader = NULL;
1742 permutationname[0] = 0;
1744 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1746 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1747 strlcat(cachename, "hlsl/", sizeof(cachename));
1749 // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler
1750 vertstrings_count = 0;
1751 geomstrings_count = 0;
1752 fragstrings_count = 0;
1753 vertstrings_list[vertstrings_count++] = "#define HLSL\n";
1754 geomstrings_list[geomstrings_count++] = "#define HLSL\n";
1755 fragstrings_list[fragstrings_count++] = "#define HLSL\n";
1757 // the first pretext is which type of shader to compile as
1758 // (later these will all be bound together as a program object)
1759 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1760 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1761 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1763 // the second pretext is the mode (for example a light source)
1764 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1765 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1766 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1767 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1768 strlcat(cachename, modeinfo->name, sizeof(cachename));
1770 // now add all the permutation pretexts
1771 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1773 if (permutation & (1<<i))
1775 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1776 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1777 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1778 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1779 strlcat(cachename, shaderpermutationinfo[i].name, sizeof(cachename));
1783 // keep line numbers correct
1784 vertstrings_list[vertstrings_count++] = "\n";
1785 geomstrings_list[geomstrings_count++] = "\n";
1786 fragstrings_list[fragstrings_count++] = "\n";
1791 R_CompileShader_AddStaticParms(mode, permutation);
1792 memcpy(vertstrings_list + vertstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1793 vertstrings_count += shaderstaticparms_count;
1794 memcpy(geomstrings_list + geomstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1795 geomstrings_count += shaderstaticparms_count;
1796 memcpy(fragstrings_list + fragstrings_count, shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1797 fragstrings_count += shaderstaticparms_count;
1799 // replace spaces in the cachename with _ characters
1800 for (i = 0;cachename[i];i++)
1801 if (cachename[i] == ' ')
1804 // now append the shader text itself
1805 vertstrings_list[vertstrings_count++] = sourcestring;
1806 geomstrings_list[geomstrings_count++] = sourcestring;
1807 fragstrings_list[fragstrings_count++] = sourcestring;
1809 vertstring_length = 0;
1810 for (i = 0;i < vertstrings_count;i++)
1811 vertstring_length += (int)strlen(vertstrings_list[i]);
1812 vertstring = t = (char *)Mem_Alloc(tempmempool, vertstring_length + 1);
1813 for (i = 0;i < vertstrings_count;t += (int)strlen(vertstrings_list[i]), i++)
1814 memcpy(t, vertstrings_list[i], strlen(vertstrings_list[i]));
1816 geomstring_length = 0;
1817 for (i = 0;i < geomstrings_count;i++)
1818 geomstring_length += (int)strlen(geomstrings_list[i]);
1819 geomstring = t = (char *)Mem_Alloc(tempmempool, geomstring_length + 1);
1820 for (i = 0;i < geomstrings_count;t += (int)strlen(geomstrings_list[i]), i++)
1821 memcpy(t, geomstrings_list[i], strlen(geomstrings_list[i]));
1823 fragstring_length = 0;
1824 for (i = 0;i < fragstrings_count;i++)
1825 fragstring_length += (int)strlen(fragstrings_list[i]);
1826 fragstring = t = (char *)Mem_Alloc(tempmempool, fragstring_length + 1);
1827 for (i = 0;i < fragstrings_count;t += (int)strlen(fragstrings_list[i]), i++)
1828 memcpy(t, fragstrings_list[i], strlen(fragstrings_list[i]));
1830 // try to load the cached shader, or generate one
1831 R_HLSL_CacheShader(p, cachename, vertstring, fragstring);
1833 if ((p->vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0]))
1834 Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname);
1836 Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname);
1840 Mem_Free(vertstring);
1842 Mem_Free(geomstring);
1844 Mem_Free(fragstring);
1846 Mem_Free(sourcestring);
1849 static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);}
1850 static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);}
1851 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);}
1852 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);}
1853 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);}
1854 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);}
1856 static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);}
1857 static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);}
1858 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);}
1859 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);}
1860 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);}
1861 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);}
1863 void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
1865 r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
1866 if (r_hlsl_permutation != perm)
1868 r_hlsl_permutation = perm;
1869 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1871 if (!r_hlsl_permutation->compiled)
1872 R_HLSL_CompilePermutation(perm, mode, permutation);
1873 if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader)
1875 // remove features until we find a valid permutation
1877 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1879 // reduce i more quickly whenever it would not remove any bits
1880 int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1881 if (!(permutation & j))
1884 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1885 if (!r_hlsl_permutation->compiled)
1886 R_HLSL_CompilePermutation(perm, mode, permutation);
1887 if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader)
1890 if (i >= SHADERPERMUTATION_COUNT)
1892 //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1893 r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation);
1894 return; // no bit left to clear, entire mode is broken
1898 IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader);
1899 IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader);
1901 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
1902 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
1903 hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time);
1907 static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
1909 DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
1910 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
1911 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
1912 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time);
1915 void R_GLSL_Restart_f(void)
1917 unsigned int i, limit;
1918 switch(vid.renderpath)
1920 case RENDERPATH_D3D9:
1923 r_hlsl_permutation_t *p;
1924 r_hlsl_permutation = NULL;
1925 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray);
1926 for (i = 0;i < limit;i++)
1928 if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i)))
1930 if (p->vertexshader)
1931 IDirect3DVertexShader9_Release(p->vertexshader);
1933 IDirect3DPixelShader9_Release(p->pixelshader);
1934 Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p);
1937 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
1941 case RENDERPATH_D3D10:
1942 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1944 case RENDERPATH_D3D11:
1945 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
1947 case RENDERPATH_GL20:
1948 case RENDERPATH_GLES2:
1950 r_glsl_permutation_t *p;
1951 r_glsl_permutation = NULL;
1952 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1953 for (i = 0;i < limit;i++)
1955 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1957 GL_Backend_FreeProgram(p->program);
1958 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1961 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1964 case RENDERPATH_GL11:
1965 case RENDERPATH_GL13:
1966 case RENDERPATH_GLES1:
1968 case RENDERPATH_SOFT:
1973 static void R_GLSL_DumpShader_f(void)
1975 int i, language, mode, dupe;
1977 shadermodeinfo_t *modeinfo;
1980 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1982 modeinfo = shadermodeinfo[language];
1983 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1985 // don't dump the same file multiple times (most or all shaders come from the same file)
1986 for (dupe = mode - 1;dupe >= 0;dupe--)
1987 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1991 text = modeinfo[mode].builtinstring;
1994 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1997 FS_Print(file, "/* The engine may define the following macros:\n");
1998 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1999 for (i = 0;i < SHADERMODE_COUNT;i++)
2000 FS_Print(file, modeinfo[i].pretext);
2001 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
2002 FS_Print(file, shaderpermutationinfo[i].pretext);
2003 FS_Print(file, "*/\n");
2004 FS_Print(file, text);
2006 Con_Printf("%s written\n", modeinfo[mode].filename);
2009 Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
2014 void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
2016 unsigned int permutation = 0;
2017 if (r_trippy.integer && !notrippy)
2018 permutation |= SHADERPERMUTATION_TRIPPY;
2019 permutation |= SHADERPERMUTATION_VIEWTINT;
2021 permutation |= SHADERPERMUTATION_DIFFUSE;
2023 permutation |= SHADERPERMUTATION_SPECULAR;
2024 if (texturemode == GL_MODULATE)
2025 permutation |= SHADERPERMUTATION_COLORMAPPING;
2026 else if (texturemode == GL_ADD)
2027 permutation |= SHADERPERMUTATION_GLOW;
2028 else if (texturemode == GL_DECAL)
2029 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2030 if (usegamma && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
2031 permutation |= SHADERPERMUTATION_GAMMARAMPS;
2032 if (suppresstexalpha)
2033 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2035 texturemode = GL_MODULATE;
2036 if (vid.allowalphatocoverage)
2037 GL_AlphaToCoverage(false);
2038 switch (vid.renderpath)
2040 case RENDERPATH_D3D9:
2042 R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
2043 R_Mesh_TexBind(GL20TU_FIRST , first );
2044 R_Mesh_TexBind(GL20TU_SECOND, second);
2045 if (permutation & SHADERPERMUTATION_GAMMARAMPS)
2046 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2049 case RENDERPATH_D3D10:
2050 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2052 case RENDERPATH_D3D11:
2053 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2055 case RENDERPATH_GL20:
2056 case RENDERPATH_GLES2:
2057 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
2058 if (r_glsl_permutation->tex_Texture_First >= 0)
2059 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
2060 if (r_glsl_permutation->tex_Texture_Second >= 0)
2061 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
2062 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
2063 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
2065 case RENDERPATH_GL13:
2066 case RENDERPATH_GLES1:
2067 R_Mesh_TexBind(0, first );
2068 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2069 R_Mesh_TexMatrix(0, NULL);
2070 R_Mesh_TexBind(1, second);
2073 R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1);
2074 R_Mesh_TexMatrix(1, NULL);
2077 case RENDERPATH_GL11:
2078 R_Mesh_TexBind(0, first );
2079 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
2080 R_Mesh_TexMatrix(0, NULL);
2082 case RENDERPATH_SOFT:
2083 R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation);
2084 R_Mesh_TexBind(GL20TU_FIRST , first );
2085 R_Mesh_TexBind(GL20TU_SECOND, second);
2090 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
2092 R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false);
2095 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
2097 unsigned int permutation = 0;
2098 if (r_trippy.integer && !notrippy)
2099 permutation |= SHADERPERMUTATION_TRIPPY;
2101 permutation |= SHADERPERMUTATION_DEPTHRGB;
2103 permutation |= SHADERPERMUTATION_SKELETAL;
2105 if (vid.allowalphatocoverage)
2106 GL_AlphaToCoverage(false);
2107 switch (vid.renderpath)
2109 case RENDERPATH_D3D9:
2111 R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2114 case RENDERPATH_D3D10:
2115 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2117 case RENDERPATH_D3D11:
2118 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2120 case RENDERPATH_GL20:
2121 case RENDERPATH_GLES2:
2122 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2123 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2124 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2127 case RENDERPATH_GL13:
2128 case RENDERPATH_GLES1:
2129 R_Mesh_TexBind(0, 0);
2130 R_Mesh_TexBind(1, 0);
2132 case RENDERPATH_GL11:
2133 R_Mesh_TexBind(0, 0);
2135 case RENDERPATH_SOFT:
2136 R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation);
2141 extern qboolean r_shadow_usingdeferredprepass;
2142 extern rtexture_t *r_shadow_attenuationgradienttexture;
2143 extern rtexture_t *r_shadow_attenuation2dtexture;
2144 extern rtexture_t *r_shadow_attenuation3dtexture;
2145 extern qboolean r_shadow_usingshadowmap2d;
2146 extern qboolean r_shadow_usingshadowmaportho;
2147 extern float r_shadow_modelshadowmap_texturescale[4];
2148 extern float r_shadow_modelshadowmap_parameters[4];
2149 extern float r_shadow_lightshadowmap_texturescale[4];
2150 extern float r_shadow_lightshadowmap_parameters[4];
2151 extern qboolean r_shadow_shadowmapvsdct;
2152 extern rtexture_t *r_shadow_shadowmap2ddepthbuffer;
2153 extern rtexture_t *r_shadow_shadowmap2ddepthtexture;
2154 extern rtexture_t *r_shadow_shadowmapvsdcttexture;
2155 extern matrix4x4_t r_shadow_shadowmapmatrix;
2156 extern int r_shadow_prepass_width;
2157 extern int r_shadow_prepass_height;
2158 extern rtexture_t *r_shadow_prepassgeometrydepthbuffer;
2159 extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture;
2160 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
2161 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
2163 #define BLENDFUNC_ALLOWS_COLORMOD 1
2164 #define BLENDFUNC_ALLOWS_FOG 2
2165 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
2166 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
2167 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2168 static int R_BlendFuncFlags(int src, int dst)
2172 // a blendfunc allows colormod if:
2173 // a) it can never keep the destination pixel invariant, or
2174 // b) it can keep the destination pixel invariant, and still can do so if colormodded
2175 // this is to prevent unintended side effects from colormod
2177 // a blendfunc allows fog if:
2178 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
2179 // this is to prevent unintended side effects from fog
2181 // these checks are the output of fogeval.pl
2183 r |= BLENDFUNC_ALLOWS_COLORMOD;
2184 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2185 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2186 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2187 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2188 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2189 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2190 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2191 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2192 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
2193 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
2194 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2195 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2196 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
2197 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2198 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2199 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2200 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2201 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
2202 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
2203 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
2204 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
2209 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)
2211 // select a permutation of the lighting shader appropriate to this
2212 // combination of texture, entity, light source, and fogging, only use the
2213 // minimum features necessary to avoid wasting rendering time in the
2214 // fragment shader on features that are not being used
2215 unsigned int permutation = 0;
2216 unsigned int mode = 0;
2218 static float dummy_colormod[3] = {1, 1, 1};
2219 float *colormod = rsurface.colormod;
2221 matrix4x4_t tempmatrix;
2222 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
2223 if (r_trippy.integer && !notrippy)
2224 permutation |= SHADERPERMUTATION_TRIPPY;
2225 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
2226 permutation |= SHADERPERMUTATION_ALPHAKILL;
2227 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_OCCLUDE)
2228 permutation |= SHADERPERMUTATION_OCCLUDE;
2229 if (rsurface.texture->r_water_waterscroll[0] && rsurface.texture->r_water_waterscroll[1])
2230 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
2231 if (rsurfacepass == RSURFPASS_BACKGROUND)
2233 // distorted background
2234 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
2236 mode = SHADERMODE_WATER;
2237 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2238 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2239 if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA))
2241 // this is the right thing to do for wateralpha
2242 GL_BlendFunc(GL_ONE, GL_ZERO);
2243 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2247 // this is the right thing to do for entity alpha
2248 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2249 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2252 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
2254 mode = SHADERMODE_REFRACTION;
2255 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2256 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2257 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2258 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2262 mode = SHADERMODE_GENERIC;
2263 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
2264 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2265 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
2267 if (vid.allowalphatocoverage)
2268 GL_AlphaToCoverage(false);
2270 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
2272 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2274 switch(rsurface.texture->offsetmapping)
2276 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2277 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2278 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2279 case OFFSETMAPPING_OFF: break;
2282 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2283 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2284 // normalmap (deferred prepass), may use alpha test on diffuse
2285 mode = SHADERMODE_DEFERREDGEOMETRY;
2286 GL_BlendFunc(GL_ONE, GL_ZERO);
2287 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
2288 if (vid.allowalphatocoverage)
2289 GL_AlphaToCoverage(false);
2291 else if (rsurfacepass == RSURFPASS_RTLIGHT)
2293 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2295 switch(rsurface.texture->offsetmapping)
2297 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2298 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2299 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2300 case OFFSETMAPPING_OFF: break;
2303 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2304 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2305 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2306 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2308 mode = SHADERMODE_LIGHTSOURCE;
2309 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
2310 permutation |= SHADERPERMUTATION_CUBEFILTER;
2311 if (diffusescale > 0)
2312 permutation |= SHADERPERMUTATION_DIFFUSE;
2313 if (specularscale > 0)
2314 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2315 if (r_refdef.fogenabled)
2316 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2317 if (rsurface.texture->colormapping)
2318 permutation |= SHADERPERMUTATION_COLORMAPPING;
2319 if (r_shadow_usingshadowmap2d)
2321 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2322 if(r_shadow_shadowmapvsdct)
2323 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2325 if (r_shadow_shadowmap2ddepthbuffer)
2326 permutation |= SHADERPERMUTATION_DEPTHRGB;
2328 if (rsurface.texture->reflectmasktexture)
2329 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2330 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
2331 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
2332 if (vid.allowalphatocoverage)
2333 GL_AlphaToCoverage(false);
2335 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
2337 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2339 switch(rsurface.texture->offsetmapping)
2341 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2342 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2343 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2344 case OFFSETMAPPING_OFF: break;
2347 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2348 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2349 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2350 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2351 // unshaded geometry (fullbright or ambient model lighting)
2352 mode = SHADERMODE_FLATCOLOR;
2353 ambientscale = diffusescale = specularscale = 0;
2354 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2355 permutation |= SHADERPERMUTATION_GLOW;
2356 if (r_refdef.fogenabled)
2357 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2358 if (rsurface.texture->colormapping)
2359 permutation |= SHADERPERMUTATION_COLORMAPPING;
2360 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2362 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2363 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2365 if (r_shadow_shadowmap2ddepthbuffer)
2366 permutation |= SHADERPERMUTATION_DEPTHRGB;
2368 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2369 permutation |= SHADERPERMUTATION_REFLECTION;
2370 if (rsurface.texture->reflectmasktexture)
2371 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2372 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2373 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2374 // when using alphatocoverage, we don't need alphakill
2375 if (vid.allowalphatocoverage)
2377 if (r_transparent_alphatocoverage.integer)
2379 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2380 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2383 GL_AlphaToCoverage(false);
2386 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
2388 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2390 switch(rsurface.texture->offsetmapping)
2392 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2393 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2394 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2395 case OFFSETMAPPING_OFF: break;
2398 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2399 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2400 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2401 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2402 // directional model lighting
2403 mode = SHADERMODE_LIGHTDIRECTION;
2404 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2405 permutation |= SHADERPERMUTATION_GLOW;
2406 permutation |= SHADERPERMUTATION_DIFFUSE;
2407 if (specularscale > 0)
2408 permutation |= SHADERPERMUTATION_SPECULAR;
2409 if (r_refdef.fogenabled)
2410 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2411 if (rsurface.texture->colormapping)
2412 permutation |= SHADERPERMUTATION_COLORMAPPING;
2413 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2415 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2416 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2418 if (r_shadow_shadowmap2ddepthbuffer)
2419 permutation |= SHADERPERMUTATION_DEPTHRGB;
2421 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2422 permutation |= SHADERPERMUTATION_REFLECTION;
2423 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2424 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2425 if (rsurface.texture->reflectmasktexture)
2426 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2427 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2429 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2430 if (r_shadow_bouncegrid_state.directional)
2431 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2433 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2434 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2435 // when using alphatocoverage, we don't need alphakill
2436 if (vid.allowalphatocoverage)
2438 if (r_transparent_alphatocoverage.integer)
2440 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2441 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2444 GL_AlphaToCoverage(false);
2447 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
2449 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2451 switch(rsurface.texture->offsetmapping)
2453 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2454 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2455 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2456 case OFFSETMAPPING_OFF: break;
2459 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2460 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2461 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2462 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2463 // ambient model lighting
2464 mode = SHADERMODE_LIGHTDIRECTION;
2465 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2466 permutation |= SHADERPERMUTATION_GLOW;
2467 if (r_refdef.fogenabled)
2468 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2469 if (rsurface.texture->colormapping)
2470 permutation |= SHADERPERMUTATION_COLORMAPPING;
2471 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2473 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2474 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2476 if (r_shadow_shadowmap2ddepthbuffer)
2477 permutation |= SHADERPERMUTATION_DEPTHRGB;
2479 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2480 permutation |= SHADERPERMUTATION_REFLECTION;
2481 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2482 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2483 if (rsurface.texture->reflectmasktexture)
2484 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2485 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2487 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2488 if (r_shadow_bouncegrid_state.directional)
2489 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2491 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2492 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2493 // when using alphatocoverage, we don't need alphakill
2494 if (vid.allowalphatocoverage)
2496 if (r_transparent_alphatocoverage.integer)
2498 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2499 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2502 GL_AlphaToCoverage(false);
2507 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(rsurface.texture->nmaptexture) & TEXF_ALPHA) || rsurface.texture->offsetbias != 0.0f))
2509 switch(rsurface.texture->offsetmapping)
2511 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
2512 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2513 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
2514 case OFFSETMAPPING_OFF: break;
2517 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
2518 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
2519 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
2520 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
2522 if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
2523 permutation |= SHADERPERMUTATION_GLOW;
2524 if (r_refdef.fogenabled)
2525 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
2526 if (rsurface.texture->colormapping)
2527 permutation |= SHADERPERMUTATION_COLORMAPPING;
2528 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
2530 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
2531 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2533 if (r_shadow_shadowmap2ddepthbuffer)
2534 permutation |= SHADERPERMUTATION_DEPTHRGB;
2536 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
2537 permutation |= SHADERPERMUTATION_REFLECTION;
2538 if (r_shadow_usingdeferredprepass && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
2539 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
2540 if (rsurface.texture->reflectmasktexture)
2541 permutation |= SHADERPERMUTATION_REFLECTCUBE;
2542 if (FAKELIGHT_ENABLED)
2544 // fake lightmapping (q1bsp, q3bsp, fullbright map)
2545 mode = SHADERMODE_FAKELIGHT;
2546 permutation |= SHADERPERMUTATION_DIFFUSE;
2547 if (specularscale > 0)
2548 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2550 else if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
2552 // deluxemapping (light direction texture)
2553 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
2554 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
2556 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
2557 permutation |= SHADERPERMUTATION_DIFFUSE;
2558 if (specularscale > 0)
2559 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2561 else if (r_glsl_deluxemapping.integer >= 2)
2563 // fake deluxemapping (uniform light direction in tangentspace)
2564 if (rsurface.uselightmaptexture)
2565 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
2567 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
2568 permutation |= SHADERPERMUTATION_DIFFUSE;
2569 if (specularscale > 0)
2570 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2572 else if (rsurface.uselightmaptexture)
2574 // ordinary lightmapping (q1bsp, q3bsp)
2575 mode = SHADERMODE_LIGHTMAP;
2579 // ordinary vertex coloring (q3bsp)
2580 mode = SHADERMODE_VERTEXCOLOR;
2582 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
2584 permutation |= SHADERPERMUTATION_BOUNCEGRID;
2585 if (r_shadow_bouncegrid_state.directional)
2586 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
2588 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2589 blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
2590 // when using alphatocoverage, we don't need alphakill
2591 if (vid.allowalphatocoverage)
2593 if (r_transparent_alphatocoverage.integer)
2595 GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
2596 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
2599 GL_AlphaToCoverage(false);
2602 if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
2603 colormod = dummy_colormod;
2604 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
2605 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
2606 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
2607 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
2608 switch(vid.renderpath)
2610 case RENDERPATH_D3D9:
2612 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2613 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2614 R_SetupShader_SetPermutationHLSL(mode, permutation);
2615 Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f);
2616 if (mode == SHADERMODE_LIGHTSOURCE)
2618 Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f);
2619 hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2623 if (mode == SHADERMODE_LIGHTDIRECTION)
2625 hlslVSSetParameter3f(D3DVSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2628 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f);
2629 Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f);
2630 Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f);
2631 hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2632 hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2634 if (mode == SHADERMODE_LIGHTSOURCE)
2636 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2637 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2638 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2639 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2640 hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2642 // additive passes are only darkened by fog, not tinted
2643 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2644 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2648 if (mode == SHADERMODE_FLATCOLOR)
2650 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2652 else if (mode == SHADERMODE_LIGHTDIRECTION)
2654 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]);
2655 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2656 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);
2657 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2658 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2659 hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]);
2660 hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2664 hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2665 hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2666 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);
2667 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2668 hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale);
2670 // additive passes are only darkened by fog, not tinted
2671 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2672 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0);
2674 hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2675 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);
2676 hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
2677 hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
2678 hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2679 hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]);
2680 hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2681 hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, rsurface.texture->reflectmin);
2682 hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (rsurface.texture->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f));
2683 if (mode == SHADERMODE_WATER)
2684 hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
2686 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2688 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2689 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2693 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2694 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2696 hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2697 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));
2698 hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2699 if (rsurface.texture->pantstexture)
2700 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2702 hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0);
2703 if (rsurface.texture->shirttexture)
2704 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2706 hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0);
2707 hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2708 hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist);
2709 hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip);
2710 hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade);
2711 hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps,
2712 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2713 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2714 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2715 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2717 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2718 hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->offsetbias);
2719 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2720 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
2722 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
2723 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
2724 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
2725 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
2726 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
2727 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
2728 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
2729 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
2730 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
2731 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
2732 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
2733 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
2734 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
2735 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
2736 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2737 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2738 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
2739 if (rsurfacepass == RSURFPASS_BACKGROUND)
2741 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
2742 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
2743 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2747 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
2749 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
2750 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
2751 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
2752 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2754 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
2755 if (rsurface.rtlight)
2757 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
2758 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
2763 case RENDERPATH_D3D10:
2764 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2766 case RENDERPATH_D3D11:
2767 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
2769 case RENDERPATH_GL20:
2770 case RENDERPATH_GLES2:
2771 if (!vid.useinterleavedarrays)
2773 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2774 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
2775 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
2776 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
2777 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
2778 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
2779 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
2780 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
2781 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
2782 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
2783 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
2787 RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2788 R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset);
2790 // this has to be after RSurf_PrepareVerticesForBatch
2791 if (rsurface.batchskeletaltransform3x4buffer)
2792 permutation |= SHADERPERMUTATION_SKELETAL;
2793 R_SetupShader_SetPermutationGLSL(mode, permutation);
2794 #ifndef USE_GLES2 /* FIXME: GLES3 only */
2795 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
2797 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
2798 if (mode == SHADERMODE_LIGHTSOURCE)
2800 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
2801 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2802 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2803 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2804 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2805 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);
2807 // additive passes are only darkened by fog, not tinted
2808 if (r_glsl_permutation->loc_FogColor >= 0)
2809 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2810 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);
2814 if (mode == SHADERMODE_FLATCOLOR)
2816 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2818 else if (mode == SHADERMODE_LIGHTDIRECTION)
2820 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]);
2821 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]);
2822 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);
2823 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2824 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2825 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]);
2826 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]);
2830 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]);
2831 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]);
2832 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);
2833 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2834 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale);
2836 // additive passes are only darkened by fog, not tinted
2837 if (r_glsl_permutation->loc_FogColor >= 0)
2839 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2840 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
2842 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2844 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);
2845 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]);
2846 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]);
2847 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]);
2848 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]);
2849 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
2850 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
2851 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);
2852 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]);
2854 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
2855 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
2856 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
2857 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2859 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2860 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2864 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2865 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2868 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
2869 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));
2870 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2871 if (r_glsl_permutation->loc_Color_Pants >= 0)
2873 if (rsurface.texture->pantstexture)
2874 qglUniform3f(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
2876 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2878 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2880 if (rsurface.texture->shirttexture)
2881 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
2883 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2885 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]);
2886 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2887 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2888 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2889 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2890 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
2891 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2892 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2893 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2895 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2896 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
2897 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]);
2898 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
2899 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2900 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2902 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2903 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2904 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2905 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , rsurface.texture->nmaptexture );
2906 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , rsurface.texture->basetexture );
2907 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , rsurface.texture->glosstexture );
2908 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , rsurface.texture->glowtexture );
2909 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , rsurface.texture->backgroundnmaptexture );
2910 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , rsurface.texture->backgroundbasetexture );
2911 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , rsurface.texture->backgroundglosstexture );
2912 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , rsurface.texture->backgroundglowtexture );
2913 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , rsurface.texture->pantstexture );
2914 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , rsurface.texture->shirttexture );
2915 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , rsurface.texture->reflectmasktexture );
2916 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);
2917 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2918 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2919 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2920 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2921 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2922 if (rsurfacepass == RSURFPASS_BACKGROUND)
2924 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);
2925 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);
2926 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);
2930 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);
2932 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2933 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2934 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2935 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2937 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2938 if (rsurface.rtlight)
2940 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2941 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2944 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2947 case RENDERPATH_GL11:
2948 case RENDERPATH_GL13:
2949 case RENDERPATH_GLES1:
2951 case RENDERPATH_SOFT:
2952 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
2953 R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f);
2954 R_SetupShader_SetPermutationSoft(mode, permutation);
2955 {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);}
2956 if (mode == SHADERMODE_LIGHTSOURCE)
2958 {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);}
2959 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
2960 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
2961 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0] * ambientscale, colormod[1] * ambientscale, colormod[2] * ambientscale);
2962 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2963 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale, r_refdef.view.colorscale * specularscale);
2965 // additive passes are only darkened by fog, not tinted
2966 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2967 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2971 if (mode == SHADERMODE_FLATCOLOR)
2973 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, colormod[0], colormod[1], colormod[2]);
2975 else if (mode == SHADERMODE_LIGHTDIRECTION)
2977 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]);
2978 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]);
2979 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);
2980 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]);
2981 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2982 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]);
2983 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
2987 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]);
2988 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]);
2989 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);
2990 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale);
2991 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale);
2993 // additive passes are only darkened by fog, not tinted
2994 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
2995 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0);
2997 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
2998 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);
2999 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]);
3000 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]);
3001 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]);
3002 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]);
3003 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
3004 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, rsurface.texture->reflectmin);
3005 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, rsurface.texture->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
3006 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, rsurface.texture->r_water_waterscroll[0], rsurface.texture->r_water_waterscroll[1]);
3008 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);}
3009 {Matrix4x4_ToArrayFloatGL(&rsurface.texture->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);}
3010 {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);}
3011 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
3013 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
3014 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
3018 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3019 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3022 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]);
3023 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));
3024 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
3025 if (DPSOFTRAST_UNIFORM_Color_Pants >= 0)
3027 if (rsurface.texture->pantstexture)
3028 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
3030 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0);
3032 if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0)
3034 if (rsurface.texture->shirttexture)
3035 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
3037 DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0);
3039 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
3040 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist);
3041 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip);
3042 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade);
3043 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps,
3044 r_glsl_offsetmapping_scale.value*rsurface.texture->offsetscale,
3045 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3046 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
3047 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
3049 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
3050 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->offsetbias);
3051 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3052 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3054 R_Mesh_TexBind(GL20TU_NORMAL , rsurface.texture->nmaptexture );
3055 R_Mesh_TexBind(GL20TU_COLOR , rsurface.texture->basetexture );
3056 R_Mesh_TexBind(GL20TU_GLOSS , rsurface.texture->glosstexture );
3057 R_Mesh_TexBind(GL20TU_GLOW , rsurface.texture->glowtexture );
3058 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , rsurface.texture->backgroundnmaptexture );
3059 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , rsurface.texture->backgroundbasetexture );
3060 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , rsurface.texture->backgroundglosstexture );
3061 if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , rsurface.texture->backgroundglowtexture );
3062 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , rsurface.texture->pantstexture );
3063 if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , rsurface.texture->shirttexture );
3064 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , rsurface.texture->reflectmasktexture );
3065 if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , rsurface.texture->reflectcubetexture ? rsurface.texture->reflectcubetexture : r_texture_whitecube);
3066 if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture );
3067 if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation );
3068 R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
3069 R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
3070 if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3071 if (rsurfacepass == RSURFPASS_BACKGROUND)
3073 R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black);
3074 if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black);
3075 R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3079 if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black);
3081 // if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3082 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture );
3083 if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture );
3084 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
3086 R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture);
3087 if (rsurface.rtlight)
3089 if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3090 if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3097 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
3099 // select a permutation of the lighting shader appropriate to this
3100 // combination of texture, entity, light source, and fogging, only use the
3101 // minimum features necessary to avoid wasting rendering time in the
3102 // fragment shader on features that are not being used
3103 unsigned int permutation = 0;
3104 unsigned int mode = 0;
3105 const float *lightcolorbase = rtlight->currentcolor;
3106 float ambientscale = rtlight->ambientscale;
3107 float diffusescale = rtlight->diffusescale;
3108 float specularscale = rtlight->specularscale;
3109 // this is the location of the light in view space
3110 vec3_t viewlightorigin;
3111 // this transforms from view space (camera) to light space (cubemap)
3112 matrix4x4_t viewtolight;
3113 matrix4x4_t lighttoview;
3114 float viewtolight16f[16];
3116 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
3117 if (rtlight->currentcubemap != r_texture_whitecube)
3118 permutation |= SHADERPERMUTATION_CUBEFILTER;
3119 if (diffusescale > 0)
3120 permutation |= SHADERPERMUTATION_DIFFUSE;
3121 if (specularscale > 0 && r_shadow_gloss.integer > 0)
3122 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
3123 if (r_shadow_usingshadowmap2d)
3125 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
3126 if (r_shadow_shadowmapvsdct)
3127 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
3129 if (r_shadow_shadowmap2ddepthbuffer)
3130 permutation |= SHADERPERMUTATION_DEPTHRGB;
3132 if (vid.allowalphatocoverage)
3133 GL_AlphaToCoverage(false);
3134 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
3135 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
3136 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
3137 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
3138 switch(vid.renderpath)
3140 case RENDERPATH_D3D9:
3142 R_SetupShader_SetPermutationHLSL(mode, permutation);
3143 hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3144 hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f);
3145 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3146 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3147 hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3148 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3149 hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3150 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);
3151 hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3152 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
3154 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3155 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3156 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3157 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3158 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3161 case RENDERPATH_D3D10:
3162 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3164 case RENDERPATH_D3D11:
3165 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
3167 case RENDERPATH_GL20:
3168 case RENDERPATH_GLES2:
3169 R_SetupShader_SetPermutationGLSL(mode, permutation);
3170 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3171 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
3172 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3173 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3174 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3175 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3176 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3177 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);
3178 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]);
3179 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
3181 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
3182 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
3183 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
3184 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
3185 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
3187 case RENDERPATH_GL11:
3188 case RENDERPATH_GL13:
3189 case RENDERPATH_GLES1:
3191 case RENDERPATH_SOFT:
3192 R_SetupShader_SetPermutationGLSL(mode, permutation);
3193 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
3194 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f);
3195 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
3196 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
3197 DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
3198 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
3199 DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
3200 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);
3201 DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
3202 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
3204 R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture );
3205 R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture );
3206 R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap );
3207 R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture );
3208 R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture );
3213 #define SKINFRAME_HASH 1024
3217 unsigned int loadsequence; // incremented each level change
3218 memexpandablearray_t array;
3219 skinframe_t *hash[SKINFRAME_HASH];
3222 r_skinframe_t r_skinframe;
3224 void R_SkinFrame_PrepareForPurge(void)
3226 r_skinframe.loadsequence++;
3227 // wrap it without hitting zero
3228 if (r_skinframe.loadsequence >= 200)
3229 r_skinframe.loadsequence = 1;
3232 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
3236 // mark the skinframe as used for the purging code
3237 skinframe->loadsequence = r_skinframe.loadsequence;
3240 void R_SkinFrame_Purge(void)
3244 for (i = 0;i < SKINFRAME_HASH;i++)
3246 for (s = r_skinframe.hash[i];s;s = s->next)
3248 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
3250 if (s->merged == s->base)
3252 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3253 R_PurgeTexture(s->stain );s->stain = NULL;
3254 R_PurgeTexture(s->merged);s->merged = NULL;
3255 R_PurgeTexture(s->base );s->base = NULL;
3256 R_PurgeTexture(s->pants );s->pants = NULL;
3257 R_PurgeTexture(s->shirt );s->shirt = NULL;
3258 R_PurgeTexture(s->nmap );s->nmap = NULL;
3259 R_PurgeTexture(s->gloss );s->gloss = NULL;
3260 R_PurgeTexture(s->glow );s->glow = NULL;
3261 R_PurgeTexture(s->fog );s->fog = NULL;
3262 R_PurgeTexture(s->reflect);s->reflect = NULL;
3263 s->loadsequence = 0;
3269 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
3271 char basename[MAX_QPATH];
3273 Image_StripImageExtension(name, basename, sizeof(basename));
3275 if( last == NULL ) {
3277 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3278 item = r_skinframe.hash[hashindex];
3283 // linearly search through the hash bucket
3284 for( ; item ; item = item->next ) {
3285 if( !strcmp( item->basename, basename ) ) {
3292 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
3296 char basename[MAX_QPATH];
3298 Image_StripImageExtension(name, basename, sizeof(basename));
3300 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
3301 for (item = r_skinframe.hash[hashindex];item;item = item->next)
3302 if (!strcmp(item->basename, basename) && (comparecrc < 0 || (item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)))
3306 rtexture_t *dyntexture;
3307 // check whether its a dynamic texture
3308 dyntexture = CL_GetDynTexture( basename );
3309 if (!add && !dyntexture)
3311 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
3312 memset(item, 0, sizeof(*item));
3313 strlcpy(item->basename, basename, sizeof(item->basename));
3314 item->base = dyntexture; // either NULL or dyntexture handle
3315 item->textureflags = textureflags & ~TEXF_FORCE_RELOAD;
3316 item->comparewidth = comparewidth;
3317 item->compareheight = compareheight;
3318 item->comparecrc = comparecrc;
3319 item->next = r_skinframe.hash[hashindex];
3320 r_skinframe.hash[hashindex] = item;
3322 else if (textureflags & TEXF_FORCE_RELOAD)
3324 rtexture_t *dyntexture;
3325 // check whether its a dynamic texture
3326 dyntexture = CL_GetDynTexture( basename );
3327 if (!add && !dyntexture)
3329 if (item->merged == item->base)
3330 item->merged = NULL;
3331 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
3332 R_PurgeTexture(item->stain );item->stain = NULL;
3333 R_PurgeTexture(item->merged);item->merged = NULL;
3334 R_PurgeTexture(item->base );item->base = NULL;
3335 R_PurgeTexture(item->pants );item->pants = NULL;
3336 R_PurgeTexture(item->shirt );item->shirt = NULL;
3337 R_PurgeTexture(item->nmap );item->nmap = NULL;
3338 R_PurgeTexture(item->gloss );item->gloss = NULL;
3339 R_PurgeTexture(item->glow );item->glow = NULL;
3340 R_PurgeTexture(item->fog );item->fog = NULL;
3341 R_PurgeTexture(item->reflect);item->reflect = NULL;
3342 item->loadsequence = 0;
3344 else if( item->base == NULL )
3346 rtexture_t *dyntexture;
3347 // check whether its a dynamic texture
3348 // 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]
3349 dyntexture = CL_GetDynTexture( basename );
3350 item->base = dyntexture; // either NULL or dyntexture handle
3353 R_SkinFrame_MarkUsed(item);
3357 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
3359 unsigned long long avgcolor[5], wsum; \
3367 for(pix = 0; pix < cnt; ++pix) \
3370 for(comp = 0; comp < 3; ++comp) \
3372 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
3375 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3377 for(comp = 0; comp < 3; ++comp) \
3378 avgcolor[comp] += getpixel * w; \
3381 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
3382 avgcolor[4] += getpixel; \
3384 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
3386 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
3387 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
3388 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
3389 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
3392 extern cvar_t gl_picmip;
3393 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
3396 unsigned char *pixels;
3397 unsigned char *bumppixels;
3398 unsigned char *basepixels = NULL;
3399 int basepixels_width = 0;
3400 int basepixels_height = 0;
3401 skinframe_t *skinframe;
3402 rtexture_t *ddsbase = NULL;
3403 qboolean ddshasalpha = false;
3404 float ddsavgcolor[4];
3405 char basename[MAX_QPATH];
3406 int miplevel = R_PicmipForFlags(textureflags);
3407 int savemiplevel = miplevel;
3411 if (cls.state == ca_dedicated)
3414 // return an existing skinframe if already loaded
3415 // if loading of the first image fails, don't make a new skinframe as it
3416 // would cause all future lookups of this to be missing
3417 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
3418 if (skinframe && skinframe->base)
3421 Image_StripImageExtension(name, basename, sizeof(basename));
3423 // check for DDS texture file first
3424 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
3426 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
3427 if (basepixels == NULL)
3431 // FIXME handle miplevel
3433 if (developer_loading.integer)
3434 Con_Printf("loading skin \"%s\"\n", name);
3436 // we've got some pixels to store, so really allocate this new texture now
3438 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
3439 textureflags &= ~TEXF_FORCE_RELOAD;
3440 skinframe->stain = NULL;
3441 skinframe->merged = NULL;
3442 skinframe->base = NULL;
3443 skinframe->pants = NULL;
3444 skinframe->shirt = NULL;
3445 skinframe->nmap = NULL;
3446 skinframe->gloss = NULL;
3447 skinframe->glow = NULL;
3448 skinframe->fog = NULL;
3449 skinframe->reflect = NULL;
3450 skinframe->hasalpha = false;
3451 // we could store the q2animname here too
3455 skinframe->base = ddsbase;
3456 skinframe->hasalpha = ddshasalpha;
3457 VectorCopy(ddsavgcolor, skinframe->avgcolor);
3458 if (r_loadfog && skinframe->hasalpha)
3459 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
3460 //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]);
3464 basepixels_width = image_width;
3465 basepixels_height = image_height;
3466 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);
3467 if (textureflags & TEXF_ALPHA)
3469 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
3471 if (basepixels[j] < 255)
3473 skinframe->hasalpha = true;
3477 if (r_loadfog && skinframe->hasalpha)
3479 // has transparent pixels
3480 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3481 for (j = 0;j < image_width * image_height * 4;j += 4)
3486 pixels[j+3] = basepixels[j+3];
3488 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);
3492 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
3494 //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]);
3495 if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
3496 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
3497 if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
3498 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3504 mymiplevel = savemiplevel;
3505 if (r_loadnormalmap)
3506 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
3507 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3509 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3510 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3511 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3512 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
3515 // _norm is the name used by tenebrae and has been adopted as standard
3516 if (r_loadnormalmap && skinframe->nmap == NULL)
3518 mymiplevel = savemiplevel;
3519 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3521 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);
3525 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
3527 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
3528 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
3529 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);
3531 Mem_Free(bumppixels);
3533 else if (r_shadow_bumpscale_basetexture.value > 0)
3535 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
3536 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
3537 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);
3541 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
3542 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3546 // _luma is supported only for tenebrae compatibility
3547 // _glow is the preferred name
3548 mymiplevel = savemiplevel;
3549 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))))
3551 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);
3553 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
3554 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3556 Mem_Free(pixels);pixels = NULL;
3559 mymiplevel = savemiplevel;
3560 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
3562 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);
3564 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
3565 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3571 mymiplevel = savemiplevel;
3572 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
3574 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);
3576 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
3577 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3583 mymiplevel = savemiplevel;
3584 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
3586 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);
3588 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
3589 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
3595 mymiplevel = savemiplevel;
3596 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
3598 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);
3600 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
3601 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
3608 Mem_Free(basepixels);
3613 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
3614 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
3617 skinframe_t *skinframe;
3620 if (cls.state == ca_dedicated)
3623 // if already loaded just return it, otherwise make a new skinframe
3624 skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true);
3625 if (skinframe->base)
3627 textureflags &= ~TEXF_FORCE_RELOAD;
3629 skinframe->stain = NULL;
3630 skinframe->merged = NULL;
3631 skinframe->base = NULL;
3632 skinframe->pants = NULL;
3633 skinframe->shirt = NULL;
3634 skinframe->nmap = NULL;
3635 skinframe->gloss = NULL;
3636 skinframe->glow = NULL;
3637 skinframe->fog = NULL;
3638 skinframe->reflect = NULL;
3639 skinframe->hasalpha = false;
3641 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3645 if (developer_loading.integer)
3646 Con_Printf("loading 32bit skin \"%s\"\n", name);
3648 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
3650 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3651 unsigned char *b = a + width * height * 4;
3652 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3653 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3656 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
3657 if (textureflags & TEXF_ALPHA)
3659 for (i = 3;i < width * height * 4;i += 4)
3661 if (skindata[i] < 255)
3663 skinframe->hasalpha = true;
3667 if (r_loadfog && skinframe->hasalpha)
3669 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
3670 memcpy(fogpixels, skindata, width * height * 4);
3671 for (i = 0;i < width * height * 4;i += 4)
3672 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
3673 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
3674 Mem_Free(fogpixels);
3678 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
3679 //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]);
3684 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
3688 skinframe_t *skinframe;
3690 if (cls.state == ca_dedicated)
3693 // if already loaded just return it, otherwise make a new skinframe
3694 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3695 if (skinframe->base)
3697 //textureflags &= ~TEXF_FORCE_RELOAD;
3699 skinframe->stain = NULL;
3700 skinframe->merged = NULL;
3701 skinframe->base = NULL;
3702 skinframe->pants = NULL;
3703 skinframe->shirt = NULL;
3704 skinframe->nmap = NULL;
3705 skinframe->gloss = NULL;
3706 skinframe->glow = NULL;
3707 skinframe->fog = NULL;
3708 skinframe->reflect = NULL;
3709 skinframe->hasalpha = false;
3711 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3715 if (developer_loading.integer)
3716 Con_Printf("loading quake skin \"%s\"\n", name);
3718 // 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)
3719 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
3720 memcpy(skinframe->qpixels, skindata, width*height);
3721 skinframe->qwidth = width;
3722 skinframe->qheight = height;
3725 for (i = 0;i < width * height;i++)
3726 featuresmask |= palette_featureflags[skindata[i]];
3728 skinframe->hasalpha = false;
3731 skinframe->hasalpha = true;
3732 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
3733 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
3734 skinframe->qgeneratemerged = true;
3735 skinframe->qgeneratebase = skinframe->qhascolormapping;
3736 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
3738 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
3739 //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]);
3744 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
3748 unsigned char *skindata;
3751 if (!skinframe->qpixels)
3754 if (!skinframe->qhascolormapping)
3755 colormapped = false;
3759 if (!skinframe->qgeneratebase)
3764 if (!skinframe->qgeneratemerged)
3768 width = skinframe->qwidth;
3769 height = skinframe->qheight;
3770 skindata = skinframe->qpixels;
3772 if (skinframe->qgeneratenmap)
3774 unsigned char *a, *b;
3775 skinframe->qgeneratenmap = false;
3776 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
3777 b = a + width * height * 4;
3778 // use either a custom palette or the quake palette
3779 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
3780 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
3781 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
3785 if (skinframe->qgenerateglow)
3787 skinframe->qgenerateglow = false;
3788 if (skinframe->hasalpha) // fence textures
3789 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
3791 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
3796 skinframe->qgeneratebase = false;
3797 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);
3798 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);
3799 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);
3803 skinframe->qgeneratemerged = false;
3804 if (skinframe->hasalpha) // fence textures
3805 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
3807 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);
3810 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
3812 Mem_Free(skinframe->qpixels);
3813 skinframe->qpixels = NULL;
3817 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)
3820 skinframe_t *skinframe;
3823 if (cls.state == ca_dedicated)
3826 // if already loaded just return it, otherwise make a new skinframe
3827 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
3828 if (skinframe->base)
3830 textureflags &= ~TEXF_FORCE_RELOAD;
3832 skinframe->stain = NULL;
3833 skinframe->merged = NULL;
3834 skinframe->base = NULL;
3835 skinframe->pants = NULL;
3836 skinframe->shirt = NULL;
3837 skinframe->nmap = NULL;
3838 skinframe->gloss = NULL;
3839 skinframe->glow = NULL;
3840 skinframe->fog = NULL;
3841 skinframe->reflect = NULL;
3842 skinframe->hasalpha = false;
3844 // if no data was provided, then clearly the caller wanted to get a blank skinframe
3848 if (developer_loading.integer)
3849 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
3851 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
3852 if (textureflags & TEXF_ALPHA)
3854 for (i = 0;i < width * height;i++)
3856 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
3858 skinframe->hasalpha = true;
3862 if (r_loadfog && skinframe->hasalpha)
3863 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
3866 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
3867 //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]);
3872 skinframe_t *R_SkinFrame_LoadMissing(void)
3874 skinframe_t *skinframe;
3876 if (cls.state == ca_dedicated)
3879 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
3880 skinframe->stain = NULL;
3881 skinframe->merged = NULL;
3882 skinframe->base = NULL;
3883 skinframe->pants = NULL;
3884 skinframe->shirt = NULL;
3885 skinframe->nmap = NULL;
3886 skinframe->gloss = NULL;
3887 skinframe->glow = NULL;
3888 skinframe->fog = NULL;
3889 skinframe->reflect = NULL;
3890 skinframe->hasalpha = false;
3892 skinframe->avgcolor[0] = rand() / RAND_MAX;
3893 skinframe->avgcolor[1] = rand() / RAND_MAX;
3894 skinframe->avgcolor[2] = rand() / RAND_MAX;
3895 skinframe->avgcolor[3] = 1;
3900 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
3901 typedef struct suffixinfo_s
3904 qboolean flipx, flipy, flipdiagonal;
3907 static suffixinfo_t suffix[3][6] =
3910 {"px", false, false, false},
3911 {"nx", false, false, false},
3912 {"py", false, false, false},
3913 {"ny", false, false, false},
3914 {"pz", false, false, false},
3915 {"nz", false, false, false}
3918 {"posx", false, false, false},
3919 {"negx", false, false, false},
3920 {"posy", false, false, false},
3921 {"negy", false, false, false},
3922 {"posz", false, false, false},
3923 {"negz", false, false, false}
3926 {"rt", true, false, true},
3927 {"lf", false, true, true},
3928 {"ft", true, true, false},
3929 {"bk", false, false, false},
3930 {"up", true, false, true},
3931 {"dn", true, false, true}
3935 static int componentorder[4] = {0, 1, 2, 3};
3937 static rtexture_t *R_LoadCubemap(const char *basename)
3939 int i, j, cubemapsize;
3940 unsigned char *cubemappixels, *image_buffer;
3941 rtexture_t *cubemaptexture;
3943 // must start 0 so the first loadimagepixels has no requested width/height
3945 cubemappixels = NULL;
3946 cubemaptexture = NULL;
3947 // keep trying different suffix groups (posx, px, rt) until one loads
3948 for (j = 0;j < 3 && !cubemappixels;j++)
3950 // load the 6 images in the suffix group
3951 for (i = 0;i < 6;i++)
3953 // generate an image name based on the base and and suffix
3954 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
3956 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
3958 // an image loaded, make sure width and height are equal
3959 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
3961 // if this is the first image to load successfully, allocate the cubemap memory
3962 if (!cubemappixels && image_width >= 1)
3964 cubemapsize = image_width;
3965 // note this clears to black, so unavailable sides are black
3966 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
3968 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
3970 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);
3973 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
3975 Mem_Free(image_buffer);
3979 // if a cubemap loaded, upload it
3982 if (developer_loading.integer)
3983 Con_Printf("loading cubemap \"%s\"\n", basename);
3985 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);
3986 Mem_Free(cubemappixels);
3990 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3991 if (developer_loading.integer)
3993 Con_Printf("(tried tried images ");
3994 for (j = 0;j < 3;j++)
3995 for (i = 0;i < 6;i++)
3996 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3997 Con_Print(" and was unable to find any of them).\n");
4000 return cubemaptexture;
4003 rtexture_t *R_GetCubemap(const char *basename)
4006 for (i = 0;i < r_texture_numcubemaps;i++)
4007 if (r_texture_cubemaps[i] != NULL)
4008 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
4009 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
4010 if (i >= MAX_CUBEMAPS || !r_main_mempool)
4011 return r_texture_whitecube;
4012 r_texture_numcubemaps++;
4013 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
4014 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
4015 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
4016 return r_texture_cubemaps[i]->texture;
4019 static void R_Main_FreeViewCache(void)
4021 if (r_refdef.viewcache.entityvisible)
4022 Mem_Free(r_refdef.viewcache.entityvisible);
4023 if (r_refdef.viewcache.world_pvsbits)
4024 Mem_Free(r_refdef.viewcache.world_pvsbits);
4025 if (r_refdef.viewcache.world_leafvisible)
4026 Mem_Free(r_refdef.viewcache.world_leafvisible);
4027 if (r_refdef.viewcache.world_surfacevisible)
4028 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4029 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
4032 static void R_Main_ResizeViewCache(void)
4034 int numentities = r_refdef.scene.numentities;
4035 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
4036 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
4037 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
4038 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
4039 if (r_refdef.viewcache.maxentities < numentities)
4041 r_refdef.viewcache.maxentities = numentities;
4042 if (r_refdef.viewcache.entityvisible)
4043 Mem_Free(r_refdef.viewcache.entityvisible);
4044 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
4046 if (r_refdef.viewcache.world_numclusters != numclusters)
4048 r_refdef.viewcache.world_numclusters = numclusters;
4049 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
4050 if (r_refdef.viewcache.world_pvsbits)
4051 Mem_Free(r_refdef.viewcache.world_pvsbits);
4052 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
4054 if (r_refdef.viewcache.world_numleafs != numleafs)
4056 r_refdef.viewcache.world_numleafs = numleafs;
4057 if (r_refdef.viewcache.world_leafvisible)
4058 Mem_Free(r_refdef.viewcache.world_leafvisible);
4059 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
4061 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
4063 r_refdef.viewcache.world_numsurfaces = numsurfaces;
4064 if (r_refdef.viewcache.world_surfacevisible)
4065 Mem_Free(r_refdef.viewcache.world_surfacevisible);
4066 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
4070 extern rtexture_t *loadingscreentexture;
4071 static void gl_main_start(void)
4073 loadingscreentexture = NULL;
4074 r_texture_blanknormalmap = NULL;
4075 r_texture_white = NULL;
4076 r_texture_grey128 = NULL;
4077 r_texture_black = NULL;
4078 r_texture_whitecube = NULL;
4079 r_texture_normalizationcube = NULL;
4080 r_texture_fogattenuation = NULL;
4081 r_texture_fogheighttexture = NULL;
4082 r_texture_gammaramps = NULL;
4083 r_texture_numcubemaps = 0;
4084 r_uniformbufferalignment = 32;
4086 r_loaddds = r_texture_dds_load.integer != 0;
4087 r_savedds = vid.support.arb_texture_compression && vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
4089 switch(vid.renderpath)
4091 case RENDERPATH_GL20:
4092 case RENDERPATH_D3D9:
4093 case RENDERPATH_D3D10:
4094 case RENDERPATH_D3D11:
4095 case RENDERPATH_SOFT:
4096 case RENDERPATH_GLES2:
4097 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4098 Cvar_SetValueQuick(&gl_combine, 1);
4099 Cvar_SetValueQuick(&r_glsl, 1);
4100 r_loadnormalmap = true;
4103 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
4104 if (vid.support.arb_uniform_buffer_object)
4105 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
4108 case RENDERPATH_GL13:
4109 case RENDERPATH_GLES1:
4110 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4111 Cvar_SetValueQuick(&gl_combine, 1);
4112 Cvar_SetValueQuick(&r_glsl, 0);
4113 r_loadnormalmap = false;
4114 r_loadgloss = false;
4117 case RENDERPATH_GL11:
4118 Cvar_SetValueQuick(&r_textureunits, vid.texunits);
4119 Cvar_SetValueQuick(&gl_combine, 0);
4120 Cvar_SetValueQuick(&r_glsl, 0);
4121 r_loadnormalmap = false;
4122 r_loadgloss = false;
4128 R_FrameData_Reset();
4129 R_BufferData_Reset();
4133 memset(r_queries, 0, sizeof(r_queries));
4135 r_qwskincache = NULL;
4136 r_qwskincache_size = 0;
4138 // due to caching of texture_t references, the collision cache must be reset
4139 Collision_Cache_Reset(true);
4141 // set up r_skinframe loading system for textures
4142 memset(&r_skinframe, 0, sizeof(r_skinframe));
4143 r_skinframe.loadsequence = 1;
4144 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
4146 r_main_texturepool = R_AllocTexturePool();
4147 R_BuildBlankTextures();
4149 if (vid.support.arb_texture_cube_map)
4152 R_BuildNormalizationCube();
4154 r_texture_fogattenuation = NULL;
4155 r_texture_fogheighttexture = NULL;
4156 r_texture_gammaramps = NULL;
4157 //r_texture_fogintensity = NULL;
4158 memset(&r_fb, 0, sizeof(r_fb));
4159 r_glsl_permutation = NULL;
4160 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4161 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
4163 r_hlsl_permutation = NULL;
4164 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4165 Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256);
4167 memset(&r_svbsp, 0, sizeof (r_svbsp));
4169 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
4170 r_texture_numcubemaps = 0;
4172 r_refdef.fogmasktable_density = 0;
4175 // For Steelstorm Android
4176 // FIXME CACHE the program and reload
4177 // FIXME see possible combinations for SS:BR android
4178 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
4179 R_SetupShader_SetPermutationGLSL(0, 12);
4180 R_SetupShader_SetPermutationGLSL(0, 13);
4181 R_SetupShader_SetPermutationGLSL(0, 8388621);
4182 R_SetupShader_SetPermutationGLSL(3, 0);
4183 R_SetupShader_SetPermutationGLSL(3, 2048);
4184 R_SetupShader_SetPermutationGLSL(5, 0);
4185 R_SetupShader_SetPermutationGLSL(5, 2);
4186 R_SetupShader_SetPermutationGLSL(5, 2048);
4187 R_SetupShader_SetPermutationGLSL(5, 8388608);
4188 R_SetupShader_SetPermutationGLSL(11, 1);
4189 R_SetupShader_SetPermutationGLSL(11, 2049);
4190 R_SetupShader_SetPermutationGLSL(11, 8193);
4191 R_SetupShader_SetPermutationGLSL(11, 10241);
4192 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
4196 static void gl_main_shutdown(void)
4199 R_FrameData_Reset();
4200 R_BufferData_Reset();
4202 R_Main_FreeViewCache();
4204 switch(vid.renderpath)
4206 case RENDERPATH_GL11:
4207 case RENDERPATH_GL13:
4208 case RENDERPATH_GL20:
4209 case RENDERPATH_GLES1:
4210 case RENDERPATH_GLES2:
4211 #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
4213 qglDeleteQueriesARB(r_maxqueries, r_queries);
4216 case RENDERPATH_D3D9:
4217 //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4219 case RENDERPATH_D3D10:
4220 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4222 case RENDERPATH_D3D11:
4223 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
4225 case RENDERPATH_SOFT:
4231 memset(r_queries, 0, sizeof(r_queries));
4233 r_qwskincache = NULL;
4234 r_qwskincache_size = 0;
4236 // clear out the r_skinframe state
4237 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
4238 memset(&r_skinframe, 0, sizeof(r_skinframe));
4241 Mem_Free(r_svbsp.nodes);
4242 memset(&r_svbsp, 0, sizeof (r_svbsp));
4243 R_FreeTexturePool(&r_main_texturepool);
4244 loadingscreentexture = NULL;
4245 r_texture_blanknormalmap = NULL;
4246 r_texture_white = NULL;
4247 r_texture_grey128 = NULL;
4248 r_texture_black = NULL;
4249 r_texture_whitecube = NULL;
4250 r_texture_normalizationcube = NULL;
4251 r_texture_fogattenuation = NULL;
4252 r_texture_fogheighttexture = NULL;
4253 r_texture_gammaramps = NULL;
4254 r_texture_numcubemaps = 0;
4255 //r_texture_fogintensity = NULL;
4256 memset(&r_fb, 0, sizeof(r_fb));
4259 r_glsl_permutation = NULL;
4260 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
4261 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
4263 r_hlsl_permutation = NULL;
4264 memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash));
4265 Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray);
4269 static void gl_main_newmap(void)
4271 // FIXME: move this code to client
4272 char *entities, entname[MAX_QPATH];
4274 Mem_Free(r_qwskincache);
4275 r_qwskincache = NULL;
4276 r_qwskincache_size = 0;
4279 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
4280 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
4282 CL_ParseEntityLump(entities);
4286 if (cl.worldmodel->brush.entities)
4287 CL_ParseEntityLump(cl.worldmodel->brush.entities);
4289 R_Main_FreeViewCache();
4291 R_FrameData_Reset();
4292 R_BufferData_Reset();
4295 void GL_Main_Init(void)
4298 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
4299 R_InitShaderModeInfo();
4301 Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
4302 Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
4303 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
4304 if (gamemode == GAME_NEHAHRA)
4306 Cvar_RegisterVariable (&gl_fogenable);
4307 Cvar_RegisterVariable (&gl_fogdensity);
4308 Cvar_RegisterVariable (&gl_fogred);
4309 Cvar_RegisterVariable (&gl_foggreen);
4310 Cvar_RegisterVariable (&gl_fogblue);
4311 Cvar_RegisterVariable (&gl_fogstart);
4312 Cvar_RegisterVariable (&gl_fogend);
4313 Cvar_RegisterVariable (&gl_skyclip);
4315 Cvar_RegisterVariable(&r_motionblur);
4316 Cvar_RegisterVariable(&r_damageblur);
4317 Cvar_RegisterVariable(&r_motionblur_averaging);
4318 Cvar_RegisterVariable(&r_motionblur_randomize);
4319 Cvar_RegisterVariable(&r_motionblur_minblur);
4320 Cvar_RegisterVariable(&r_motionblur_maxblur);
4321 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
4322 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
4323 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
4324 Cvar_RegisterVariable(&r_motionblur_mousefactor);
4325 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
4326 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
4327 Cvar_RegisterVariable(&r_equalize_entities_fullbright);
4328 Cvar_RegisterVariable(&r_equalize_entities_minambient);
4329 Cvar_RegisterVariable(&r_equalize_entities_by);
4330 Cvar_RegisterVariable(&r_equalize_entities_to);
4331 Cvar_RegisterVariable(&r_depthfirst);
4332 Cvar_RegisterVariable(&r_useinfinitefarclip);
4333 Cvar_RegisterVariable(&r_farclip_base);
4334 Cvar_RegisterVariable(&r_farclip_world);
4335 Cvar_RegisterVariable(&r_nearclip);
4336 Cvar_RegisterVariable(&r_deformvertexes);
4337 Cvar_RegisterVariable(&r_transparent);
4338 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
4339 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
4340 Cvar_RegisterVariable(&r_transparent_useplanardistance);
4341 Cvar_RegisterVariable(&r_showoverdraw);
4342 Cvar_RegisterVariable(&r_showbboxes);
4343 Cvar_RegisterVariable(&r_showsurfaces);
4344 Cvar_RegisterVariable(&r_showtris);
4345 Cvar_RegisterVariable(&r_shownormals);
4346 Cvar_RegisterVariable(&r_showlighting);
4347 Cvar_RegisterVariable(&r_showshadowvolumes);
4348 Cvar_RegisterVariable(&r_showcollisionbrushes);
4349 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
4350 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
4351 Cvar_RegisterVariable(&r_showdisabledepthtest);
4352 Cvar_RegisterVariable(&r_drawportals);
4353 Cvar_RegisterVariable(&r_drawentities);
4354 Cvar_RegisterVariable(&r_draw2d);
4355 Cvar_RegisterVariable(&r_drawworld);
4356 Cvar_RegisterVariable(&r_cullentities_trace);
4357 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
4358 Cvar_RegisterVariable(&r_cullentities_trace_samples);
4359 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
4360 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
4361 Cvar_RegisterVariable(&r_cullentities_trace_delay);
4362 Cvar_RegisterVariable(&r_sortentities);
4363 Cvar_RegisterVariable(&r_drawviewmodel);
4364 Cvar_RegisterVariable(&r_drawexteriormodel);
4365 Cvar_RegisterVariable(&r_speeds);
4366 Cvar_RegisterVariable(&r_fullbrights);
4367 Cvar_RegisterVariable(&r_wateralpha);
4368 Cvar_RegisterVariable(&r_dynamic);
4369 Cvar_RegisterVariable(&r_fakelight);
4370 Cvar_RegisterVariable(&r_fakelight_intensity);
4371 Cvar_RegisterVariable(&r_fullbright);
4372 Cvar_RegisterVariable(&r_shadows);
4373 Cvar_RegisterVariable(&r_shadows_darken);
4374 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
4375 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
4376 Cvar_RegisterVariable(&r_shadows_throwdistance);
4377 Cvar_RegisterVariable(&r_shadows_throwdirection);
4378 Cvar_RegisterVariable(&r_shadows_focus);
4379 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
4380 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
4381 Cvar_RegisterVariable(&r_q1bsp_skymasking);
4382 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
4383 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
4384 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
4385 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
4386 Cvar_RegisterVariable(&r_fog_exp2);
4387 Cvar_RegisterVariable(&r_fog_clear);
4388 Cvar_RegisterVariable(&r_drawfog);
4389 Cvar_RegisterVariable(&r_transparentdepthmasking);
4390 Cvar_RegisterVariable(&r_transparent_sortmindist);
4391 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
4392 Cvar_RegisterVariable(&r_transparent_sortarraysize);
4393 Cvar_RegisterVariable(&r_texture_dds_load);
4394 Cvar_RegisterVariable(&r_texture_dds_save);
4395 Cvar_RegisterVariable(&r_textureunits);
4396 Cvar_RegisterVariable(&gl_combine);
4397 Cvar_RegisterVariable(&r_usedepthtextures);
4398 Cvar_RegisterVariable(&r_viewfbo);
4399 Cvar_RegisterVariable(&r_viewscale);
4400 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
4401 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
4402 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
4403 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
4404 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
4405 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
4406 Cvar_RegisterVariable(&r_glsl);
4407 Cvar_RegisterVariable(&r_glsl_deluxemapping);
4408 Cvar_RegisterVariable(&r_glsl_offsetmapping);
4409 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
4410 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
4411 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
4412 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
4413 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
4414 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
4415 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
4416 Cvar_RegisterVariable(&r_glsl_postprocess);
4417 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
4418 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
4419 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
4420 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
4421 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
4422 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
4423 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
4424 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
4425 Cvar_RegisterVariable(&r_celshading);
4426 Cvar_RegisterVariable(&r_celoutlines);
4428 Cvar_RegisterVariable(&r_water);
4429 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
4430 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
4431 Cvar_RegisterVariable(&r_water_clippingplanebias);
4432 Cvar_RegisterVariable(&r_water_refractdistort);
4433 Cvar_RegisterVariable(&r_water_reflectdistort);
4434 Cvar_RegisterVariable(&r_water_scissormode);
4435 Cvar_RegisterVariable(&r_water_lowquality);
4436 Cvar_RegisterVariable(&r_water_hideplayer);
4437 Cvar_RegisterVariable(&r_water_fbo);
4439 Cvar_RegisterVariable(&r_lerpsprites);
4440 Cvar_RegisterVariable(&r_lerpmodels);
4441 Cvar_RegisterVariable(&r_lerplightstyles);
4442 Cvar_RegisterVariable(&r_waterscroll);
4443 Cvar_RegisterVariable(&r_bloom);
4444 Cvar_RegisterVariable(&r_bloom_colorscale);
4445 Cvar_RegisterVariable(&r_bloom_brighten);
4446 Cvar_RegisterVariable(&r_bloom_blur);
4447 Cvar_RegisterVariable(&r_bloom_resolution);
4448 Cvar_RegisterVariable(&r_bloom_colorexponent);
4449 Cvar_RegisterVariable(&r_bloom_colorsubtract);
4450 Cvar_RegisterVariable(&r_bloom_scenebrightness);
4451 Cvar_RegisterVariable(&r_hdr_scenebrightness);
4452 Cvar_RegisterVariable(&r_hdr_glowintensity);
4453 Cvar_RegisterVariable(&r_hdr_irisadaptation);
4454 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
4455 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
4456 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
4457 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
4458 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
4459 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
4460 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
4461 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
4462 Cvar_RegisterVariable(&developer_texturelogging);
4463 Cvar_RegisterVariable(&gl_lightmaps);
4464 Cvar_RegisterVariable(&r_test);
4465 Cvar_RegisterVariable(&r_batch_multidraw);
4466 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
4467 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
4468 Cvar_RegisterVariable(&r_glsl_skeletal);
4469 Cvar_RegisterVariable(&r_glsl_saturation);
4470 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
4471 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
4472 Cvar_RegisterVariable(&r_framedatasize);
4473 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
4474 Cvar_RegisterVariable(&r_buffermegs[i]);
4475 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
4476 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
4477 Cvar_SetValue("r_fullbrights", 0);
4478 #ifdef DP_MOBILETOUCH
4479 // GLES devices have terrible depth precision in general, so...
4480 Cvar_SetValueQuick(&r_nearclip, 4);
4481 Cvar_SetValueQuick(&r_farclip_base, 4096);
4482 Cvar_SetValueQuick(&r_farclip_world, 0);
4483 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
4485 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
4488 void Render_Init(void)
4501 R_LightningBeams_Init();
4511 extern char *ENGINE_EXTENSIONS;
4514 gl_renderer = (const char *)qglGetString(GL_RENDERER);
4515 gl_vendor = (const char *)qglGetString(GL_VENDOR);
4516 gl_version = (const char *)qglGetString(GL_VERSION);
4517 gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
4521 if (!gl_platformextensions)
4522 gl_platformextensions = "";
4524 Con_Printf("GL_VENDOR: %s\n", gl_vendor);
4525 Con_Printf("GL_RENDERER: %s\n", gl_renderer);
4526 Con_Printf("GL_VERSION: %s\n", gl_version);
4527 Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
4528 Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
4530 VID_CheckExtensions();
4532 // LordHavoc: report supported extensions
4534 Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
4536 Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
4539 // clear to black (loading plaque will be seen over this)
4540 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
4544 int R_CullBox(const vec3_t mins, const vec3_t maxs)
4548 if (r_trippy.integer)
4550 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4552 p = r_refdef.view.frustum + i;
4557 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4561 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4565 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4569 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4573 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4577 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4581 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4585 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4593 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
4597 if (r_trippy.integer)
4599 for (i = 0;i < numplanes;i++)
4606 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4610 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
4614 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4618 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
4622 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4626 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
4630 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4634 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
4642 //==================================================================================
4644 // LordHavoc: this stores temporary data used within the same frame
4646 typedef struct r_framedata_mem_s
4648 struct r_framedata_mem_s *purge; // older mem block to free on next frame
4649 size_t size; // how much usable space
4650 size_t current; // how much space in use
4651 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
4652 size_t wantedsize; // how much space was allocated
4653 unsigned char *data; // start of real data (16byte aligned)
4657 static r_framedata_mem_t *r_framedata_mem;
4659 void R_FrameData_Reset(void)
4661 while (r_framedata_mem)
4663 r_framedata_mem_t *next = r_framedata_mem->purge;
4664 Mem_Free(r_framedata_mem);
4665 r_framedata_mem = next;
4669 static void R_FrameData_Resize(qboolean mustgrow)
4672 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
4673 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
4674 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
4676 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
4677 newmem->wantedsize = wantedsize;
4678 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
4679 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
4680 newmem->current = 0;
4682 newmem->purge = r_framedata_mem;
4683 r_framedata_mem = newmem;
4687 void R_FrameData_NewFrame(void)
4689 R_FrameData_Resize(false);
4690 if (!r_framedata_mem)
4692 // if we ran out of space on the last frame, free the old memory now
4693 while (r_framedata_mem->purge)
4695 // repeatedly remove the second item in the list, leaving only head
4696 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
4697 Mem_Free(r_framedata_mem->purge);
4698 r_framedata_mem->purge = next;
4700 // reset the current mem pointer
4701 r_framedata_mem->current = 0;
4702 r_framedata_mem->mark = 0;
4705 void *R_FrameData_Alloc(size_t size)
4710 // align to 16 byte boundary - the data pointer is already aligned, so we
4711 // only need to ensure the size of every allocation is also aligned
4712 size = (size + 15) & ~15;
4714 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
4716 // emergency - we ran out of space, allocate more memory
4717 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
4718 newvalue = r_framedatasize.value * 2.0f;
4719 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
4720 if (sizeof(size_t) >= 8)
4721 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
4723 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
4724 // this might not be a growing it, but we'll allocate another buffer every time
4725 Cvar_SetValueQuick(&r_framedatasize, newvalue);
4726 R_FrameData_Resize(true);
4729 data = r_framedata_mem->data + r_framedata_mem->current;
4730 r_framedata_mem->current += size;
4732 // count the usage for stats
4733 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
4734 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
4736 return (void *)data;
4739 void *R_FrameData_Store(size_t size, void *data)
4741 void *d = R_FrameData_Alloc(size);
4743 memcpy(d, data, size);
4747 void R_FrameData_SetMark(void)
4749 if (!r_framedata_mem)
4751 r_framedata_mem->mark = r_framedata_mem->current;
4754 void R_FrameData_ReturnToMark(void)
4756 if (!r_framedata_mem)
4758 r_framedata_mem->current = r_framedata_mem->mark;
4761 //==================================================================================
4763 // avoid reusing the same buffer objects on consecutive frames
4764 #define R_BUFFERDATA_CYCLE 3
4766 typedef struct r_bufferdata_buffer_s
4768 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
4769 size_t size; // how much usable space
4770 size_t current; // how much space in use
4771 r_meshbuffer_t *buffer; // the buffer itself
4773 r_bufferdata_buffer_t;
4775 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
4776 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
4778 /// frees all dynamic buffers
4779 void R_BufferData_Reset(void)
4782 r_bufferdata_buffer_t **p, *mem;
4783 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
4785 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4788 p = &r_bufferdata_buffer[cycle][type];
4794 R_Mesh_DestroyMeshBuffer(mem->buffer);
4801 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
4802 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
4804 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4806 float newvalue = r_buffermegs[type].value;
4808 // increase the cvar if we have to (but only if we already have a mem)
4809 if (mustgrow && mem)
4811 newvalue = bound(0.25f, newvalue, 256.0f);
4812 while (newvalue * 1024*1024 < minsize)
4815 // clamp the cvar to valid range
4816 newvalue = bound(0.25f, newvalue, 256.0f);
4817 if (r_buffermegs[type].value != newvalue)
4818 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
4820 // calculate size in bytes
4821 size = (size_t)(newvalue * 1024*1024);
4822 size = bound(131072, size, 256*1024*1024);
4824 // allocate a new buffer if the size is different (purge old one later)
4825 // or if we were told we must grow the buffer
4826 if (!mem || mem->size != size || mustgrow)
4828 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
4831 if (type == R_BUFFERDATA_VERTEX)
4832 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
4833 else if (type == R_BUFFERDATA_INDEX16)
4834 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
4835 else if (type == R_BUFFERDATA_INDEX32)
4836 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
4837 else if (type == R_BUFFERDATA_UNIFORM)
4838 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
4839 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
4840 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
4844 void R_BufferData_NewFrame(void)
4847 r_bufferdata_buffer_t **p, *mem;
4848 // cycle to the next frame's buffers
4849 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
4850 // if we ran out of space on the last time we used these buffers, free the old memory now
4851 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
4853 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
4855 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
4856 // free all but the head buffer, this is how we recycle obsolete
4857 // buffers after they are no longer in use
4858 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
4864 R_Mesh_DestroyMeshBuffer(mem->buffer);
4867 // reset the current offset
4868 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
4873 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
4875 r_bufferdata_buffer_t *mem;
4879 *returnbufferoffset = 0;
4881 // align size to a byte boundary appropriate for the buffer type, this
4882 // makes all allocations have aligned start offsets
4883 if (type == R_BUFFERDATA_UNIFORM)
4884 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
4886 padsize = (datasize + 15) & ~15;
4888 // if we ran out of space in this buffer we must allocate a new one
4889 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4890 R_BufferData_Resize(type, true, padsize);
4892 // if the resize did not give us enough memory, fail
4893 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
4894 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
4896 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
4897 offset = (int)mem->current;
4898 mem->current += padsize;
4900 // upload the data to the buffer at the chosen offset
4902 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
4903 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
4905 // count the usage for stats
4906 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
4907 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
4909 // return the buffer offset
4910 *returnbufferoffset = offset;
4915 //==================================================================================
4917 // LordHavoc: animcache originally written by Echon, rewritten since then
4920 * Animation cache prevents re-generating mesh data for an animated model
4921 * multiple times in one frame for lighting, shadowing, reflections, etc.
4924 void R_AnimCache_Free(void)
4928 void R_AnimCache_ClearCache(void)
4931 entity_render_t *ent;
4933 for (i = 0;i < r_refdef.scene.numentities;i++)
4935 ent = r_refdef.scene.entities[i];
4936 ent->animcache_vertex3f = NULL;
4937 ent->animcache_vertex3f_vertexbuffer = NULL;
4938 ent->animcache_vertex3f_bufferoffset = 0;
4939 ent->animcache_normal3f = NULL;
4940 ent->animcache_normal3f_vertexbuffer = NULL;
4941 ent->animcache_normal3f_bufferoffset = 0;
4942 ent->animcache_svector3f = NULL;
4943 ent->animcache_svector3f_vertexbuffer = NULL;
4944 ent->animcache_svector3f_bufferoffset = 0;
4945 ent->animcache_tvector3f = NULL;
4946 ent->animcache_tvector3f_vertexbuffer = NULL;
4947 ent->animcache_tvector3f_bufferoffset = 0;
4948 ent->animcache_vertexmesh = NULL;
4949 ent->animcache_vertexmesh_vertexbuffer = NULL;
4950 ent->animcache_vertexmesh_bufferoffset = 0;
4951 ent->animcache_skeletaltransform3x4 = NULL;
4952 ent->animcache_skeletaltransform3x4buffer = NULL;
4953 ent->animcache_skeletaltransform3x4offset = 0;
4954 ent->animcache_skeletaltransform3x4size = 0;
4958 static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices)
4962 // check if we need the meshbuffers
4963 if (!vid.useinterleavedarrays)
4966 if (!ent->animcache_vertexmesh && ent->animcache_normal3f)
4967 ent->animcache_vertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(sizeof(r_vertexmesh_t)*numvertices);
4968 // TODO: upload vertexbuffer?
4969 if (ent->animcache_vertexmesh)
4971 r_refdef.stats[r_stat_animcache_vertexmesh_count] += 1;
4972 r_refdef.stats[r_stat_animcache_vertexmesh_vertices] += numvertices;
4973 r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices] = max(r_refdef.stats[r_stat_animcache_vertexmesh_maxvertices], numvertices);
4974 memcpy(ent->animcache_vertexmesh, ent->model->surfmesh.data_vertexmesh, sizeof(r_vertexmesh_t)*numvertices);
4975 for (i = 0;i < numvertices;i++)
4976 memcpy(ent->animcache_vertexmesh[i].vertex3f, ent->animcache_vertex3f + 3*i, sizeof(float[3]));
4977 if (ent->animcache_svector3f)
4978 for (i = 0;i < numvertices;i++)
4979 memcpy(ent->animcache_vertexmesh[i].svector3f, ent->animcache_svector3f + 3*i, sizeof(float[3]));
4980 if (ent->animcache_tvector3f)
4981 for (i = 0;i < numvertices;i++)
4982 memcpy(ent->animcache_vertexmesh[i].tvector3f, ent->animcache_tvector3f + 3*i, sizeof(float[3]));
4983 if (ent->animcache_normal3f)
4984 for (i = 0;i < numvertices;i++)
4985 memcpy(ent->animcache_vertexmesh[i].normal3f, ent->animcache_normal3f + 3*i, sizeof(float[3]));
4989 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
4991 dp_model_t *model = ent->model;
4994 // see if this ent is worth caching
4995 if (!model || !model->Draw || !model->AnimateVertices)
4997 // nothing to cache if it contains no animations and has no skeleton
4998 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
5000 // see if it is already cached for gpuskeletal
5001 if (ent->animcache_skeletaltransform3x4)
5003 // see if it is already cached as a mesh
5004 if (ent->animcache_vertex3f)
5006 // check if we need to add normals or tangents
5007 if (ent->animcache_normal3f)
5008 wantnormals = false;
5009 if (ent->animcache_svector3f)
5010 wanttangents = false;
5011 if (!wantnormals && !wanttangents)
5015 // check which kind of cache we need to generate
5016 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
5018 // cache the skeleton so the vertex shader can use it
5019 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
5020 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
5021 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
5022 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
5023 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
5024 // note: this can fail if the buffer is at the grow limit
5025 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
5026 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
5028 else if (ent->animcache_vertex3f)
5030 // mesh was already cached but we may need to add normals/tangents
5031 // (this only happens with multiple views, reflections, cameras, etc)
5032 if (wantnormals || wanttangents)
5034 numvertices = model->surfmesh.num_vertices;
5036 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5039 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5040 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5042 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
5043 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5044 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5045 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5046 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5051 // generate mesh cache
5052 numvertices = model->surfmesh.num_vertices;
5053 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5055 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5058 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5059 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
5061 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
5062 R_AnimCache_UpdateEntityMeshBuffers(ent, model->surfmesh.num_vertices);
5063 if (wantnormals || wanttangents)
5065 r_refdef.stats[r_stat_animcache_shade_count] += 1;
5066 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
5067 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
5069 r_refdef.stats[r_stat_animcache_shape_count] += 1;
5070 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
5071 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
5076 void R_AnimCache_CacheVisibleEntities(void)
5079 qboolean wantnormals = true;
5080 qboolean wanttangents = !r_showsurfaces.integer;
5082 switch(vid.renderpath)
5084 case RENDERPATH_GL20:
5085 case RENDERPATH_D3D9:
5086 case RENDERPATH_D3D10:
5087 case RENDERPATH_D3D11:
5088 case RENDERPATH_GLES2:
5090 case RENDERPATH_GL11:
5091 case RENDERPATH_GL13:
5092 case RENDERPATH_GLES1:
5093 wanttangents = false;
5095 case RENDERPATH_SOFT:
5099 if (r_shownormals.integer)
5100 wanttangents = wantnormals = true;
5102 // TODO: thread this
5103 // NOTE: R_PrepareRTLights() also caches entities
5105 for (i = 0;i < r_refdef.scene.numentities;i++)
5106 if (r_refdef.viewcache.entityvisible[i])
5107 R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents);
5110 //==================================================================================
5112 extern cvar_t r_overheadsprites_pushback;
5114 static void R_View_UpdateEntityLighting (void)
5117 entity_render_t *ent;
5118 vec3_t tempdiffusenormal, avg;
5119 vec_t f, fa, fd, fdd;
5120 qboolean skipunseen = r_shadows.integer != 1; //|| R_Shadow_ShadowMappingEnabled();
5122 for (i = 0;i < r_refdef.scene.numentities;i++)
5124 ent = r_refdef.scene.entities[i];
5126 // skip unseen models
5127 if ((!r_refdef.viewcache.entityvisible[i] && skipunseen))
5131 if (ent->model && ent->model == cl.worldmodel)
5133 // TODO: use modellight for r_ambient settings on world?
5134 VectorSet(ent->modellight_ambient, 0, 0, 0);
5135 VectorSet(ent->modellight_diffuse, 0, 0, 0);
5136 VectorSet(ent->modellight_lightdir, 0, 0, 1);
5140 if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT)
5142 // aleady updated by CSQC
5143 // TODO: force modellight on BSP models in this case?
5144 VectorCopy(ent->modellight_lightdir, tempdiffusenormal);
5148 // fetch the lighting from the worldmodel data
5149 VectorClear(ent->modellight_ambient);
5150 VectorClear(ent->modellight_diffuse);
5151 VectorClear(tempdiffusenormal);
5152 if (ent->flags & RENDER_LIGHT)
5155 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
5157 // complete lightning for lit sprites
5158 // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)?
5159 if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT))
5161 if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites
5162 org[2] = org[2] + r_overheadsprites_pushback.value;
5163 R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5166 R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
5168 if(ent->flags & RENDER_EQUALIZE)
5170 // first fix up ambient lighting...
5171 if(r_equalize_entities_minambient.value > 0)
5173 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5176 fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]);
5177 if(fa < r_equalize_entities_minambient.value * fd)
5180 // fa'/fd' = minambient
5181 // fa'+0.25*fd' = fa+0.25*fd
5183 // fa' = fd' * minambient
5184 // fd'*(0.25+minambient) = fa+0.25*fd
5186 // fd' = (fa+0.25*fd) * 1 / (0.25+minambient)
5187 // fa' = (fa+0.25*fd) * minambient / (0.25+minambient)
5189 fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value);
5190 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
5191 VectorMA(ent->modellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient);
5192 VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse);
5197 if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0)
5199 fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2];
5200 fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2];
5204 // adjust brightness and saturation to target
5205 avg[0] = avg[1] = avg[2] = fa / f;
5206 VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient);
5207 avg[0] = avg[1] = avg[2] = fd / f;
5208 VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse);
5214 VectorSet(ent->modellight_ambient, 1, 1, 1);
5217 // move the light direction into modelspace coordinates for lighting code
5218 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
5219 if(VectorLength2(ent->modellight_lightdir) == 0)
5220 VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
5221 VectorNormalize(ent->modellight_lightdir);
5225 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
5228 vec3_t eyemins, eyemaxs;
5229 vec3_t boxmins, boxmaxs;
5232 dp_model_t *model = r_refdef.scene.worldmodel;
5233 static vec3_t positions[] = {
5234 { 0.5f, 0.5f, 0.5f },
5235 { 0.0f, 0.0f, 0.0f },
5236 { 0.0f, 0.0f, 1.0f },
5237 { 0.0f, 1.0f, 0.0f },
5238 { 0.0f, 1.0f, 1.0f },
5239 { 1.0f, 0.0f, 0.0f },
5240 { 1.0f, 0.0f, 1.0f },
5241 { 1.0f, 1.0f, 0.0f },
5242 { 1.0f, 1.0f, 1.0f },
5245 // sample count can be set to -1 to skip this logic, for flicker-prone objects
5249 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
5250 if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer)
5253 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
5256 // expand the eye box a little
5257 eyemins[0] = eye[0] - eyejitter;
5258 eyemaxs[0] = eye[0] + eyejitter;
5259 eyemins[1] = eye[1] - eyejitter;
5260 eyemaxs[1] = eye[1] + eyejitter;
5261 eyemins[2] = eye[2] - eyejitter;
5262 eyemaxs[2] = eye[2] + eyejitter;
5263 // expand the box a little
5264 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0];
5265 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0];
5266 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1];
5267 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1];
5268 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2];
5269 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2];
5271 // return true if eye overlaps enlarged box
5272 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
5275 // try specific positions in the box first - note that these can be cached
5276 if (r_cullentities_trace_entityocclusion.integer)
5278 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
5280 VectorCopy(eye, start);
5281 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
5282 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
5283 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
5284 //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5285 trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NOMONSTERS, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY);
5286 // not picky - if the trace ended anywhere in the box we're good
5287 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5291 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5294 // try various random positions
5295 for (i = 0; i < numsamples; i++)
5297 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
5298 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
5299 if (r_cullentities_trace_entityocclusion.integer)
5301 trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true);
5302 // not picky - if the trace ended anywhere in the box we're good
5303 if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs))
5306 else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs))
5314 static void R_View_UpdateEntityVisible (void)
5319 entity_render_t *ent;
5321 if (r_refdef.envmap || r_fb.water.hideplayer)
5322 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
5323 else if (chase_active.integer || r_fb.water.renderingscene)
5324 renderimask = RENDER_VIEWMODEL;
5326 renderimask = RENDER_EXTERIORMODEL;
5327 if (!r_drawviewmodel.integer)
5328 renderimask |= RENDER_VIEWMODEL;
5329 if (!r_drawexteriormodel.integer)
5330 renderimask |= RENDER_EXTERIORMODEL;
5331 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
5332 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
5334 // worldmodel can check visibility
5335 for (i = 0;i < r_refdef.scene.numentities;i++)
5337 ent = r_refdef.scene.entities[i];
5338 if (!(ent->flags & renderimask))
5339 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)))
5340 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))
5341 r_refdef.viewcache.entityvisible[i] = true;
5346 // no worldmodel or it can't check visibility
5347 for (i = 0;i < r_refdef.scene.numentities;i++)
5349 ent = r_refdef.scene.entities[i];
5350 if (!(ent->flags & renderimask))
5351 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)))
5352 r_refdef.viewcache.entityvisible[i] = true;
5355 if (r_cullentities_trace.integer)
5357 for (i = 0;i < r_refdef.scene.numentities;i++)
5359 if (!r_refdef.viewcache.entityvisible[i])
5361 ent = r_refdef.scene.entities[i];
5362 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
5364 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
5365 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
5366 ent->last_trace_visibility = realtime;
5367 if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
5368 r_refdef.viewcache.entityvisible[i] = 0;
5374 /// only used if skyrendermasked, and normally returns false
5375 static int R_DrawBrushModelsSky (void)
5378 entity_render_t *ent;
5381 for (i = 0;i < r_refdef.scene.numentities;i++)
5383 if (!r_refdef.viewcache.entityvisible[i])
5385 ent = r_refdef.scene.entities[i];
5386 if (!ent->model || !ent->model->DrawSky)
5388 ent->model->DrawSky(ent);
5394 static void R_DrawNoModel(entity_render_t *ent);
5395 static void R_DrawModels(void)
5398 entity_render_t *ent;
5400 for (i = 0;i < r_refdef.scene.numentities;i++)
5402 if (!r_refdef.viewcache.entityvisible[i])
5404 ent = r_refdef.scene.entities[i];
5405 r_refdef.stats[r_stat_entities]++;
5407 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
5410 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
5411 Con_Printf("R_DrawModels\n");
5412 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]);
5413 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);
5414 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);
5417 if (ent->model && ent->model->Draw != NULL)
5418 ent->model->Draw(ent);
5424 static void R_DrawModelsDepth(void)
5427 entity_render_t *ent;
5429 for (i = 0;i < r_refdef.scene.numentities;i++)
5431 if (!r_refdef.viewcache.entityvisible[i])
5433 ent = r_refdef.scene.entities[i];
5434 if (ent->model && ent->model->DrawDepth != NULL)
5435 ent->model->DrawDepth(ent);
5439 static void R_DrawModelsDebug(void)
5442 entity_render_t *ent;
5444 for (i = 0;i < r_refdef.scene.numentities;i++)
5446 if (!r_refdef.viewcache.entityvisible[i])
5448 ent = r_refdef.scene.entities[i];
5449 if (ent->model && ent->model->DrawDebug != NULL)
5450 ent->model->DrawDebug(ent);
5454 static void R_DrawModelsAddWaterPlanes(void)
5457 entity_render_t *ent;
5459 for (i = 0;i < r_refdef.scene.numentities;i++)
5461 if (!r_refdef.viewcache.entityvisible[i])
5463 ent = r_refdef.scene.entities[i];
5464 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
5465 ent->model->DrawAddWaterPlanes(ent);
5469 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}};
5471 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
5473 if (r_hdr_irisadaptation.integer)
5478 vec3_t diffusenormal;
5480 vec_t brightness = 0.0f;
5485 VectorCopy(r_refdef.view.forward, forward);
5486 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
5488 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
5489 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
5490 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
5491 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
5492 d = DotProduct(forward, diffusenormal);
5493 brightness += VectorLength(ambient);
5495 brightness += d * VectorLength(diffuse);
5497 brightness *= 1.0f / c;
5498 brightness += 0.00001f; // make sure it's never zero
5499 goal = r_hdr_irisadaptation_multiplier.value / brightness;
5500 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
5501 current = r_hdr_irisadaptation_value.value;
5503 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
5504 else if (current > goal)
5505 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
5506 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
5507 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
5509 else if (r_hdr_irisadaptation_value.value != 1.0f)
5510 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
5513 static void R_View_SetFrustum(const int *scissor)
5516 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
5517 vec3_t forward, left, up, origin, v;
5521 // flipped x coordinates (because x points left here)
5522 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5523 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
5525 // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one
5526 switch(vid.renderpath)
5528 case RENDERPATH_D3D9:
5529 case RENDERPATH_D3D10:
5530 case RENDERPATH_D3D11:
5531 // non-flipped y coordinates
5532 fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5533 fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5535 case RENDERPATH_SOFT:
5536 case RENDERPATH_GL11:
5537 case RENDERPATH_GL13:
5538 case RENDERPATH_GL20:
5539 case RENDERPATH_GLES1:
5540 case RENDERPATH_GLES2:
5541 // non-flipped y coordinates
5542 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5543 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
5548 // we can't trust r_refdef.view.forward and friends in reflected scenes
5549 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
5552 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
5553 r_refdef.view.frustum[0].normal[1] = 0 - 0;
5554 r_refdef.view.frustum[0].normal[2] = -1 - 0;
5555 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
5556 r_refdef.view.frustum[1].normal[1] = 0 + 0;
5557 r_refdef.view.frustum[1].normal[2] = -1 + 0;
5558 r_refdef.view.frustum[2].normal[0] = 0 - 0;
5559 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
5560 r_refdef.view.frustum[2].normal[2] = -1 - 0;
5561 r_refdef.view.frustum[3].normal[0] = 0 + 0;
5562 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
5563 r_refdef.view.frustum[3].normal[2] = -1 + 0;
5567 zNear = r_refdef.nearclip;
5568 nudge = 1.0 - 1.0 / (1<<23);
5569 r_refdef.view.frustum[4].normal[0] = 0 - 0;
5570 r_refdef.view.frustum[4].normal[1] = 0 - 0;
5571 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
5572 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
5573 r_refdef.view.frustum[5].normal[0] = 0 + 0;
5574 r_refdef.view.frustum[5].normal[1] = 0 + 0;
5575 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
5576 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
5582 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
5583 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
5584 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
5585 r_refdef.view.frustum[0].dist = m[15] - m[12];
5587 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
5588 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
5589 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
5590 r_refdef.view.frustum[1].dist = m[15] + m[12];
5592 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
5593 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
5594 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
5595 r_refdef.view.frustum[2].dist = m[15] - m[13];
5597 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
5598 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
5599 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
5600 r_refdef.view.frustum[3].dist = m[15] + m[13];
5602 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
5603 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
5604 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
5605 r_refdef.view.frustum[4].dist = m[15] - m[14];
5607 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
5608 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
5609 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
5610 r_refdef.view.frustum[5].dist = m[15] + m[14];
5613 if (r_refdef.view.useperspective)
5615 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
5616 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]);
5617 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]);
5618 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]);
5619 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]);
5621 // then the normals from the corners relative to origin
5622 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
5623 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
5624 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
5625 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
5627 // in a NORMAL view, forward cross left == up
5628 // in a REFLECTED view, forward cross left == down
5629 // so our cross products above need to be adjusted for a left handed coordinate system
5630 CrossProduct(forward, left, v);
5631 if(DotProduct(v, up) < 0)
5633 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
5634 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
5635 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
5636 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
5639 // Leaving those out was a mistake, those were in the old code, and they
5640 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
5641 // I couldn't reproduce it after adding those normalizations. --blub
5642 VectorNormalize(r_refdef.view.frustum[0].normal);
5643 VectorNormalize(r_refdef.view.frustum[1].normal);
5644 VectorNormalize(r_refdef.view.frustum[2].normal);
5645 VectorNormalize(r_refdef.view.frustum[3].normal);
5647 // make the corners absolute
5648 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
5649 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
5650 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
5651 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
5654 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5656 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
5657 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
5658 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
5659 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
5660 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5664 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
5665 VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
5666 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
5667 VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
5668 VectorCopy(forward, r_refdef.view.frustum[4].normal);
5669 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
5670 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
5671 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
5672 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
5673 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
5675 r_refdef.view.numfrustumplanes = 5;
5677 if (r_refdef.view.useclipplane)
5679 r_refdef.view.numfrustumplanes = 6;
5680 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
5683 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
5684 PlaneClassify(r_refdef.view.frustum + i);
5686 // LordHavoc: note to all quake engine coders, Quake had a special case
5687 // for 90 degrees which assumed a square view (wrong), so I removed it,
5688 // Quake2 has it disabled as well.
5690 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
5691 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
5692 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
5693 //PlaneClassify(&frustum[0]);
5695 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
5696 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
5697 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
5698 //PlaneClassify(&frustum[1]);
5700 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
5701 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
5702 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
5703 //PlaneClassify(&frustum[2]);
5705 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
5706 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
5707 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
5708 //PlaneClassify(&frustum[3]);
5711 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
5712 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
5713 //PlaneClassify(&frustum[4]);
5716 static void R_View_UpdateWithScissor(const int *myscissor)
5718 R_Main_ResizeViewCache();
5719 R_View_SetFrustum(myscissor);
5720 R_View_WorldVisibility(r_refdef.view.useclipplane);
5721 R_View_UpdateEntityVisible();
5722 R_View_UpdateEntityLighting();
5725 static void R_View_Update(void)
5727 R_Main_ResizeViewCache();
5728 R_View_SetFrustum(NULL);
5729 R_View_WorldVisibility(r_refdef.view.useclipplane);
5730 R_View_UpdateEntityVisible();
5731 R_View_UpdateEntityLighting();
5734 float viewscalefpsadjusted = 1.0f;
5736 static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
5738 float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5739 scale = bound(0.03125f, scale, 1.0f);
5740 *outwidth = (int)ceil(width * scale);
5741 *outheight = (int)ceil(height * scale);
5744 void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5746 const float *customclipplane = NULL;
5748 int /*rtwidth,*/ rtheight, scaledwidth, scaledheight;
5749 if (r_refdef.view.useclipplane && allowwaterclippingplane)
5751 // LordHavoc: couldn't figure out how to make this approach the
5752 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
5753 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
5754 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
5755 dist = r_refdef.view.clipplane.dist;
5756 plane[0] = r_refdef.view.clipplane.normal[0];
5757 plane[1] = r_refdef.view.clipplane.normal[1];
5758 plane[2] = r_refdef.view.clipplane.normal[2];
5760 if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane;
5763 //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width;
5764 rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height;
5766 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight);
5767 if (!r_refdef.view.useperspective)
5768 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);
5769 else if (vid.stencil && r_useinfinitefarclip.integer)
5770 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);
5772 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);
5773 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5774 R_SetViewport(&r_refdef.view.viewport);
5775 if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT)
5777 matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix;
5778 float screenplane[4];
5779 Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix);
5780 Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix);
5781 Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix);
5782 Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane);
5783 DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]);
5787 void R_EntityMatrix(const matrix4x4_t *matrix)
5789 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
5791 gl_modelmatrixchanged = false;
5792 gl_modelmatrix = *matrix;
5793 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
5794 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
5795 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
5796 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
5798 switch(vid.renderpath)
5800 case RENDERPATH_D3D9:
5802 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f);
5803 hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f);
5806 case RENDERPATH_D3D10:
5807 Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__);
5809 case RENDERPATH_D3D11:
5810 Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__);
5812 case RENDERPATH_GL11:
5813 case RENDERPATH_GL13:
5814 case RENDERPATH_GLES1:
5816 qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
5819 case RENDERPATH_SOFT:
5820 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
5821 DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f);
5823 case RENDERPATH_GL20:
5824 case RENDERPATH_GLES2:
5825 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
5826 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
5832 void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2)
5834 r_viewport_t viewport;
5838 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
5839 R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL);
5840 R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL);
5841 R_SetViewport(&viewport);
5842 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
5843 GL_Color(1, 1, 1, 1);
5844 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5845 GL_BlendFunc(GL_ONE, GL_ZERO);
5846 GL_ScissorTest(false);
5847 GL_DepthMask(false);
5848 GL_DepthRange(0, 1);
5849 GL_DepthTest(false);
5850 GL_DepthFunc(GL_LEQUAL);
5851 R_EntityMatrix(&identitymatrix);
5852 R_Mesh_ResetTextureState();
5853 GL_PolygonOffset(0, 0);
5854 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5855 switch(vid.renderpath)
5857 case RENDERPATH_GL11:
5858 case RENDERPATH_GL13:
5859 case RENDERPATH_GL20:
5860 case RENDERPATH_GLES1:
5861 case RENDERPATH_GLES2:
5862 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5864 case RENDERPATH_D3D9:
5865 case RENDERPATH_D3D10:
5866 case RENDERPATH_D3D11:
5867 case RENDERPATH_SOFT:
5870 GL_CullFace(GL_NONE);
5875 void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5879 R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1);
5882 void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
5886 R_SetupView(true, fbo, depthtexture, colortexture);
5887 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
5888 GL_Color(1, 1, 1, 1);
5889 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
5890 GL_BlendFunc(GL_ONE, GL_ZERO);
5891 GL_ScissorTest(true);
5893 GL_DepthRange(0, 1);
5895 GL_DepthFunc(GL_LEQUAL);
5896 R_EntityMatrix(&identitymatrix);
5897 R_Mesh_ResetTextureState();
5898 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
5899 R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255);
5900 switch(vid.renderpath)
5902 case RENDERPATH_GL11:
5903 case RENDERPATH_GL13:
5904 case RENDERPATH_GL20:
5905 case RENDERPATH_GLES1:
5906 case RENDERPATH_GLES2:
5907 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
5909 case RENDERPATH_D3D9:
5910 case RENDERPATH_D3D10:
5911 case RENDERPATH_D3D11:
5912 case RENDERPATH_SOFT:
5915 GL_CullFace(r_refdef.view.cullface_back);
5920 R_RenderView_UpdateViewVectors
5923 void R_RenderView_UpdateViewVectors(void)
5925 // break apart the view matrix into vectors for various purposes
5926 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
5927 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
5928 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
5929 VectorNegate(r_refdef.view.left, r_refdef.view.right);
5930 // make an inverted copy of the view matrix for tracking sprites
5931 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
5934 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5935 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
5937 static void R_Water_StartFrame(void)
5940 int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight;
5941 r_waterstate_waterplane_t *p;
5942 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
5944 if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
5947 switch(vid.renderpath)
5949 case RENDERPATH_GL20:
5950 case RENDERPATH_D3D9:
5951 case RENDERPATH_D3D10:
5952 case RENDERPATH_D3D11:
5953 case RENDERPATH_SOFT:
5954 case RENDERPATH_GLES2:
5956 case RENDERPATH_GL11:
5957 case RENDERPATH_GL13:
5958 case RENDERPATH_GLES1:
5962 // set waterwidth and waterheight to the water resolution that will be
5963 // used (often less than the screen resolution for faster rendering)
5964 R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight);
5966 // calculate desired texture sizes
5967 // can't use water if the card does not support the texture size
5968 if (!r_water.integer || r_showsurfaces.integer)
5969 texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0;
5970 else if (vid.support.arb_texture_non_power_of_two)
5972 texturewidth = waterwidth;
5973 textureheight = waterheight;
5974 camerawidth = waterwidth;
5975 cameraheight = waterheight;
5979 for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
5980 for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
5981 for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2);
5982 for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2);
5985 // allocate textures as needed
5986 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))
5988 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
5989 for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++)
5991 if (p->texture_refraction)
5992 R_FreeTexture(p->texture_refraction);
5993 p->texture_refraction = NULL;
5994 if (p->fbo_refraction)
5995 R_Mesh_DestroyFramebufferObject(p->fbo_refraction);
5996 p->fbo_refraction = 0;
5997 if (p->texture_reflection)
5998 R_FreeTexture(p->texture_reflection);
5999 p->texture_reflection = NULL;
6000 if (p->fbo_reflection)
6001 R_Mesh_DestroyFramebufferObject(p->fbo_reflection);
6002 p->fbo_reflection = 0;
6003 if (p->texture_camera)
6004 R_FreeTexture(p->texture_camera);
6005 p->texture_camera = NULL;
6007 R_Mesh_DestroyFramebufferObject(p->fbo_camera);
6010 memset(&r_fb.water, 0, sizeof(r_fb.water));
6011 r_fb.water.texturewidth = texturewidth;
6012 r_fb.water.textureheight = textureheight;
6013 r_fb.water.camerawidth = camerawidth;
6014 r_fb.water.cameraheight = cameraheight;
6017 if (r_fb.water.texturewidth)
6019 int scaledwidth, scaledheight;
6021 r_fb.water.enabled = true;
6023 // water resolution is usually reduced
6024 r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
6025 r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
6026 R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight);
6028 // set up variables that will be used in shader setup
6029 r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
6030 r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
6031 r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth;
6032 r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight;
6035 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
6036 r_fb.water.numwaterplanes = 0;
6039 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
6041 int planeindex, bestplaneindex, vertexindex;
6042 vec3_t mins, maxs, normal, center, v, n;
6043 vec_t planescore, bestplanescore;
6045 r_waterstate_waterplane_t *p;
6046 texture_t *t = R_GetCurrentTexture(surface->texture);
6048 rsurface.texture = t;
6049 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
6050 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
6051 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
6053 // average the vertex normals, find the surface bounds (after deformvertexes)
6054 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
6055 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
6056 VectorCopy(n, normal);
6057 VectorCopy(v, mins);
6058 VectorCopy(v, maxs);
6059 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
6061 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
6062 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
6063 VectorAdd(normal, n, normal);
6064 mins[0] = min(mins[0], v[0]);
6065 mins[1] = min(mins[1], v[1]);
6066 mins[2] = min(mins[2], v[2]);
6067 maxs[0] = max(maxs[0], v[0]);
6068 maxs[1] = max(maxs[1], v[1]);
6069 maxs[2] = max(maxs[2], v[2]);
6071 VectorNormalize(normal);
6072 VectorMAM(0.5f, mins, 0.5f, maxs, center);
6074 VectorCopy(normal, plane.normal);
6075 VectorNormalize(plane.normal);
6076 plane.dist = DotProduct(center, plane.normal);
6077 PlaneClassify(&plane);
6078 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
6080 // skip backfaces (except if nocullface is set)
6081 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
6083 VectorNegate(plane.normal, plane.normal);
6085 PlaneClassify(&plane);
6089 // find a matching plane if there is one
6090 bestplaneindex = -1;
6091 bestplanescore = 1048576.0f;
6092 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6094 if(p->camera_entity == t->camera_entity)
6096 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
6097 if (bestplaneindex < 0 || bestplanescore > planescore)
6099 bestplaneindex = planeindex;
6100 bestplanescore = planescore;
6104 planeindex = bestplaneindex;
6106 // if this surface does not fit any known plane rendered this frame, add one
6107 if (planeindex < 0 || bestplanescore > 0.001f)
6109 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
6111 // store the new plane
6112 planeindex = r_fb.water.numwaterplanes++;
6113 p = r_fb.water.waterplanes + planeindex;
6115 // clear materialflags and pvs
6116 p->materialflags = 0;
6117 p->pvsvalid = false;
6118 p->camera_entity = t->camera_entity;
6119 VectorCopy(mins, p->mins);
6120 VectorCopy(maxs, p->maxs);
6124 // We're totally screwed.
6130 // merge mins/maxs when we're adding this surface to the plane
6131 p = r_fb.water.waterplanes + planeindex;
6132 p->mins[0] = min(p->mins[0], mins[0]);
6133 p->mins[1] = min(p->mins[1], mins[1]);
6134 p->mins[2] = min(p->mins[2], mins[2]);
6135 p->maxs[0] = max(p->maxs[0], maxs[0]);
6136 p->maxs[1] = max(p->maxs[1], maxs[1]);
6137 p->maxs[2] = max(p->maxs[2], maxs[2]);
6139 // merge this surface's materialflags into the waterplane
6140 p->materialflags |= t->currentmaterialflags;
6141 if(!(p->materialflags & MATERIALFLAG_CAMERA))
6143 // merge this surface's PVS into the waterplane
6144 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
6145 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
6147 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
6153 extern cvar_t r_drawparticles;
6154 extern cvar_t r_drawdecals;
6156 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6159 r_refdef_view_t originalview;
6160 r_refdef_view_t myview;
6161 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;
6162 r_waterstate_waterplane_t *p;
6164 qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6167 originalview = r_refdef.view;
6169 // lowquality hack, temporarily shut down some cvars and restore afterwards
6170 qualityreduction = r_water_lowquality.integer;
6171 if (qualityreduction > 0)
6173 if (qualityreduction >= 1)
6175 old_r_shadows = r_shadows.integer;
6176 old_r_worldrtlight = r_shadow_realtime_world.integer;
6177 old_r_dlight = r_shadow_realtime_dlight.integer;
6178 Cvar_SetValueQuick(&r_shadows, 0);
6179 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
6180 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
6182 if (qualityreduction >= 2)
6184 old_r_dynamic = r_dynamic.integer;
6185 old_r_particles = r_drawparticles.integer;
6186 old_r_decals = r_drawdecals.integer;
6187 Cvar_SetValueQuick(&r_dynamic, 0);
6188 Cvar_SetValueQuick(&r_drawparticles, 0);
6189 Cvar_SetValueQuick(&r_drawdecals, 0);
6193 // make sure enough textures are allocated
6194 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6196 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6198 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6200 if (!p->texture_refraction)
6201 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);
6202 if (!p->texture_refraction)
6206 if (r_fb.water.depthtexture == NULL)
6207 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6208 if (p->fbo_refraction == 0)
6209 p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL);
6212 else if (p->materialflags & MATERIALFLAG_CAMERA)
6214 if (!p->texture_camera)
6215 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);
6216 if (!p->texture_camera)
6220 if (r_fb.water.depthtexture == NULL)
6221 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6222 if (p->fbo_camera == 0)
6223 p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL);
6227 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6229 if (!p->texture_reflection)
6230 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);
6231 if (!p->texture_reflection)
6235 if (r_fb.water.depthtexture == NULL)
6236 r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6237 if (p->fbo_reflection == 0)
6238 p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL);
6244 r_refdef.view = originalview;
6245 r_refdef.view.showdebug = false;
6246 r_refdef.view.width = r_fb.water.waterwidth;
6247 r_refdef.view.height = r_fb.water.waterheight;
6248 r_refdef.view.useclipplane = true;
6249 myview = r_refdef.view;
6250 r_fb.water.renderingscene = true;
6251 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
6253 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
6255 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
6257 r_refdef.view = myview;
6258 if(r_water_scissormode.integer)
6260 R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6261 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6262 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6265 // render reflected scene and copy into texture
6266 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
6267 // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
6268 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
6269 r_refdef.view.clipplane = p->plane;
6270 // reverse the cullface settings for this render
6271 r_refdef.view.cullface_front = GL_FRONT;
6272 r_refdef.view.cullface_back = GL_BACK;
6273 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
6275 r_refdef.view.usecustompvs = true;
6277 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6279 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
6282 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
6283 R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6284 R_ClearScreen(r_refdef.fogenabled);
6285 if(r_water_scissormode.integer & 2)
6286 R_View_UpdateWithScissor(myscissor);
6289 R_AnimCache_CacheVisibleEntities();
6290 if(r_water_scissormode.integer & 1)
6291 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6292 R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection);
6294 if (!p->fbo_reflection)
6295 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);
6296 r_fb.water.hideplayer = false;
6299 // render the normal view scene and copy into texture
6300 // (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)
6301 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6303 r_refdef.view = myview;
6304 if(r_water_scissormode.integer)
6306 R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6307 if(R_ScissorForBBox(p->mins, p->maxs, myscissor))
6308 continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible
6311 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
6313 r_refdef.view.clipplane = p->plane;
6314 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6315 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6317 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
6319 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6320 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
6321 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6322 R_RenderView_UpdateViewVectors();
6323 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6325 r_refdef.view.usecustompvs = true;
6326 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);
6330 PlaneClassify(&r_refdef.view.clipplane);
6332 R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6333 R_ClearScreen(r_refdef.fogenabled);
6334 if(r_water_scissormode.integer & 2)
6335 R_View_UpdateWithScissor(myscissor);
6338 R_AnimCache_CacheVisibleEntities();
6339 if(r_water_scissormode.integer & 1)
6340 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
6341 R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction);
6343 if (!p->fbo_refraction)
6344 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);
6345 r_fb.water.hideplayer = false;
6347 else if (p->materialflags & MATERIALFLAG_CAMERA)
6349 r_refdef.view = myview;
6351 r_refdef.view.clipplane = p->plane;
6352 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
6353 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
6355 r_refdef.view.width = r_fb.water.camerawidth;
6356 r_refdef.view.height = r_fb.water.cameraheight;
6357 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
6358 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
6359 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
6360 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
6362 if(p->camera_entity)
6364 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
6365 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
6368 // note: all of the view is used for displaying... so
6369 // there is no use in scissoring
6371 // reverse the cullface settings for this render
6372 r_refdef.view.cullface_front = GL_FRONT;
6373 r_refdef.view.cullface_back = GL_BACK;
6374 // also reverse the view matrix
6375 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
6376 R_RenderView_UpdateViewVectors();
6377 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
6379 r_refdef.view.usecustompvs = true;
6380 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);
6383 // camera needs no clipplane
6384 r_refdef.view.useclipplane = false;
6386 PlaneClassify(&r_refdef.view.clipplane);
6388 r_fb.water.hideplayer = false;
6390 R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6391 R_ClearScreen(r_refdef.fogenabled);
6393 R_AnimCache_CacheVisibleEntities();
6394 R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera);
6397 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);
6398 r_fb.water.hideplayer = false;
6402 if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1);
6403 r_fb.water.renderingscene = false;
6404 r_refdef.view = originalview;
6405 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
6406 if (!r_fb.water.depthtexture)
6407 R_ClearScreen(r_refdef.fogenabled);
6409 R_AnimCache_CacheVisibleEntities();
6412 r_refdef.view = originalview;
6413 r_fb.water.renderingscene = false;
6414 Cvar_SetValueQuick(&r_water, 0);
6415 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
6417 // lowquality hack, restore cvars
6418 if (qualityreduction > 0)
6420 if (qualityreduction >= 1)
6422 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
6423 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
6424 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
6426 if (qualityreduction >= 2)
6428 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
6429 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
6430 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
6435 static void R_Bloom_StartFrame(void)
6438 int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
6439 int viewwidth, viewheight;
6440 qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2;
6441 textype_t textype = TEXTYPE_COLORBUFFER;
6443 switch (vid.renderpath)
6445 case RENDERPATH_GL20:
6446 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
6447 if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two)
6449 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
6450 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
6453 case RENDERPATH_GL11:
6454 case RENDERPATH_GL13:
6455 case RENDERPATH_GLES1:
6456 case RENDERPATH_GLES2:
6457 case RENDERPATH_D3D9:
6458 case RENDERPATH_D3D10:
6459 case RENDERPATH_D3D11:
6460 r_fb.usedepthtextures = false;
6462 case RENDERPATH_SOFT:
6463 r_fb.usedepthtextures = true;
6467 if (r_viewscale_fpsscaling.integer)
6469 double actualframetime;
6470 double targetframetime;
6472 actualframetime = r_refdef.lastdrawscreentime;
6473 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
6474 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
6475 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
6476 if (r_viewscale_fpsscaling_stepsize.value > 0)
6477 adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
6478 viewscalefpsadjusted += adjust;
6479 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
6482 viewscalefpsadjusted = 1.0f;
6484 R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
6486 switch(vid.renderpath)
6488 case RENDERPATH_GL20:
6489 case RENDERPATH_D3D9:
6490 case RENDERPATH_D3D10:
6491 case RENDERPATH_D3D11:
6492 case RENDERPATH_SOFT:
6493 case RENDERPATH_GLES2:
6495 case RENDERPATH_GL11:
6496 case RENDERPATH_GL13:
6497 case RENDERPATH_GLES1:
6501 // set bloomwidth and bloomheight to the bloom resolution that will be
6502 // used (often less than the screen resolution for faster rendering)
6503 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
6504 r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
6505 r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
6506 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
6507 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
6509 // calculate desired texture sizes
6510 if (vid.support.arb_texture_non_power_of_two)
6512 screentexturewidth = vid.width;
6513 screentextureheight = vid.height;
6514 bloomtexturewidth = r_fb.bloomwidth;
6515 bloomtextureheight = r_fb.bloomheight;
6519 for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2);
6520 for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2);
6521 for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2);
6522 for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2);
6525 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))
6527 Cvar_SetValueQuick(&r_bloom, 0);
6528 Cvar_SetValueQuick(&r_motionblur, 0);
6529 Cvar_SetValueQuick(&r_damageblur, 0);
6532 if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || (v_glslgamma.integer && !vid_gammatables_trivial))
6534 && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0))
6536 && r_viewscale.value == 1.0f
6537 && !r_viewscale_fpsscaling.integer)
6538 screentexturewidth = screentextureheight = 0;
6539 if (!r_bloom.integer)
6540 bloomtexturewidth = bloomtextureheight = 0;
6542 // allocate textures as needed
6543 if (r_fb.screentexturewidth != screentexturewidth
6544 || r_fb.screentextureheight != screentextureheight
6545 || r_fb.bloomtexturewidth != bloomtexturewidth
6546 || r_fb.bloomtextureheight != bloomtextureheight
6547 || r_fb.textype != textype
6548 || useviewfbo != (r_fb.fbo != 0))
6550 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6552 if (r_fb.bloomtexture[i])
6553 R_FreeTexture(r_fb.bloomtexture[i]);
6554 r_fb.bloomtexture[i] = NULL;
6556 if (r_fb.bloomfbo[i])
6557 R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]);
6558 r_fb.bloomfbo[i] = 0;
6562 R_Mesh_DestroyFramebufferObject(r_fb.fbo);
6565 if (r_fb.colortexture)
6566 R_FreeTexture(r_fb.colortexture);
6567 r_fb.colortexture = NULL;
6569 if (r_fb.depthtexture)
6570 R_FreeTexture(r_fb.depthtexture);
6571 r_fb.depthtexture = NULL;
6573 if (r_fb.ghosttexture)
6574 R_FreeTexture(r_fb.ghosttexture);
6575 r_fb.ghosttexture = NULL;
6577 r_fb.screentexturewidth = screentexturewidth;
6578 r_fb.screentextureheight = screentextureheight;
6579 r_fb.bloomtexturewidth = bloomtexturewidth;
6580 r_fb.bloomtextureheight = bloomtextureheight;
6581 r_fb.textype = textype;
6583 if (r_fb.screentexturewidth && r_fb.screentextureheight)
6585 if (r_motionblur.value > 0 || r_damageblur.value > 0)
6586 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);
6587 r_fb.ghosttexture_valid = false;
6588 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);
6591 r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8);
6592 r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6593 R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL);
6597 if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight)
6599 for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++)
6601 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);
6603 r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL);
6608 // bloom texture is a different resolution
6609 r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
6610 r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
6611 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
6612 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth);
6613 r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight);
6615 // set up a texcoord array for the full resolution screen image
6616 // (we have to keep this around to copy back during final render)
6617 r_fb.screentexcoord2f[0] = 0;
6618 r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight;
6619 r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth;
6620 r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight;
6621 r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth;
6622 r_fb.screentexcoord2f[5] = 0;
6623 r_fb.screentexcoord2f[6] = 0;
6624 r_fb.screentexcoord2f[7] = 0;
6628 for (i = 1;i < 8;i += 2)
6630 r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight;
6634 // set up a texcoord array for the reduced resolution bloom image
6635 // (which will be additive blended over the screen image)
6636 r_fb.bloomtexcoord2f[0] = 0;
6637 r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6638 r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6639 r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight;
6640 r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth;
6641 r_fb.bloomtexcoord2f[5] = 0;
6642 r_fb.bloomtexcoord2f[6] = 0;
6643 r_fb.bloomtexcoord2f[7] = 0;
6645 switch(vid.renderpath)
6647 case RENDERPATH_GL11:
6648 case RENDERPATH_GL13:
6649 case RENDERPATH_GL20:
6650 case RENDERPATH_SOFT:
6651 case RENDERPATH_GLES1:
6652 case RENDERPATH_GLES2:
6654 case RENDERPATH_D3D9:
6655 case RENDERPATH_D3D10:
6656 case RENDERPATH_D3D11:
6657 for (i = 0;i < 4;i++)
6659 r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth;
6660 r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight;
6661 r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth;
6662 r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight;
6667 R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
6670 r_refdef.view.clear = true;
6673 static void R_Bloom_MakeTexture(void)
6676 float xoffset, yoffset, r, brighten;
6678 float colorscale = r_bloom_colorscale.value;
6680 r_refdef.stats[r_stat_bloom]++;
6683 // this copy is unnecessary since it happens in R_BlendView already
6686 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);
6687 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6691 // scale down screen texture to the bloom texture size
6693 r_fb.bloomindex = 0;
6694 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6695 R_SetViewport(&r_fb.bloomviewport);
6696 GL_CullFace(GL_NONE);
6697 GL_DepthTest(false);
6698 GL_BlendFunc(GL_ONE, GL_ZERO);
6699 GL_Color(colorscale, colorscale, colorscale, 1);
6700 // 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...
6701 switch(vid.renderpath)
6703 case RENDERPATH_GL11:
6704 case RENDERPATH_GL13:
6705 case RENDERPATH_GL20:
6706 case RENDERPATH_GLES1:
6707 case RENDERPATH_GLES2:
6708 case RENDERPATH_SOFT:
6709 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6711 case RENDERPATH_D3D9:
6712 case RENDERPATH_D3D10:
6713 case RENDERPATH_D3D11:
6714 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6717 // TODO: do boxfilter scale-down in shader?
6718 R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true);
6719 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6720 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6722 // we now have a properly scaled bloom image
6723 if (!r_fb.bloomfbo[r_fb.bloomindex])
6725 // copy it into the bloom texture
6726 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);
6727 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6730 // multiply bloom image by itself as many times as desired
6731 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
6733 intex = r_fb.bloomtexture[r_fb.bloomindex];
6734 r_fb.bloomindex ^= 1;
6735 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6737 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
6738 if (!r_fb.bloomfbo[r_fb.bloomindex])
6740 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two
6741 GL_Color(r,r,r,1); // apply fix factor
6746 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
6747 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
6748 GL_Color(1,1,1,1); // no fix factor supported here
6750 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f);
6751 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6752 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6753 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6755 if (!r_fb.bloomfbo[r_fb.bloomindex])
6757 // copy the darkened image to a texture
6758 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);
6759 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6763 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
6764 brighten = r_bloom_brighten.value;
6765 brighten = sqrt(brighten);
6767 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
6769 for (dir = 0;dir < 2;dir++)
6771 intex = r_fb.bloomtexture[r_fb.bloomindex];
6772 r_fb.bloomindex ^= 1;
6773 R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL);
6774 // blend on at multiple vertical offsets to achieve a vertical blur
6775 // TODO: do offset blends using GLSL
6776 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
6777 GL_BlendFunc(GL_ONE, GL_ZERO);
6778 R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false);
6779 for (x = -range;x <= range;x++)
6781 if (!dir){xoffset = 0;yoffset = x;}
6782 else {xoffset = x;yoffset = 0;}
6783 xoffset /= (float)r_fb.bloomtexturewidth;
6784 yoffset /= (float)r_fb.bloomtextureheight;
6785 // compute a texcoord array with the specified x and y offset
6786 r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0];
6787 r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1];
6788 r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2];
6789 r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3];
6790 r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4];
6791 r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5];
6792 r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6];
6793 r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7];
6794 // this r value looks like a 'dot' particle, fading sharply to
6795 // black at the edges
6796 // (probably not realistic but looks good enough)
6797 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
6798 //r = brighten/(range*2+1);
6799 r = brighten / (range * 2 + 1);
6801 r *= (1 - x*x/(float)(range*range));
6802 GL_Color(r, r, r, 1);
6803 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
6804 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6805 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
6806 GL_BlendFunc(GL_ONE, GL_ONE);
6809 if (!r_fb.bloomfbo[r_fb.bloomindex])
6811 // copy the vertically or horizontally blurred bloom view to a texture
6812 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);
6813 r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height;
6818 static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
6820 unsigned int permutation;
6821 float uservecs[4][4];
6823 R_EntityMatrix(&identitymatrix);
6825 switch (vid.renderpath)
6827 case RENDERPATH_GL20:
6828 case RENDERPATH_D3D9:
6829 case RENDERPATH_D3D10:
6830 case RENDERPATH_D3D11:
6831 case RENDERPATH_SOFT:
6832 case RENDERPATH_GLES2:
6834 (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0)
6835 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
6836 | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
6837 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
6838 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
6840 if (r_fb.colortexture)
6844 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);
6845 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6848 if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
6850 // declare variables
6851 float blur_factor, blur_mouseaccel, blur_velocity;
6852 static float blur_average;
6853 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
6855 // set a goal for the factoring
6856 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
6857 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
6858 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
6859 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
6860 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
6861 + (blur_mouseaccel * r_motionblur_mousefactor.value));
6863 // from the goal, pick an averaged value between goal and last value
6864 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
6865 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
6867 // enforce minimum amount of blur
6868 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
6870 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
6872 // calculate values into a standard alpha
6873 cl.motionbluralpha = 1 - exp(-
6875 (r_motionblur.value * blur_factor / 80)
6877 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
6880 max(0.0001, cl.time - cl.oldtime) // fps independent
6883 // randomization for the blur value to combat persistent ghosting
6884 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
6885 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
6888 R_ResetViewRendering2D(fbo, depthtexture, colortexture);
6889 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
6891 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6892 GL_Color(1, 1, 1, cl.motionbluralpha);
6893 switch(vid.renderpath)
6895 case RENDERPATH_GL11:
6896 case RENDERPATH_GL13:
6897 case RENDERPATH_GL20:
6898 case RENDERPATH_GLES1:
6899 case RENDERPATH_GLES2:
6900 case RENDERPATH_SOFT:
6901 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f);
6903 case RENDERPATH_D3D9:
6904 case RENDERPATH_D3D10:
6905 case RENDERPATH_D3D11:
6906 R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f);
6909 R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true);
6910 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6911 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6914 // updates old view angles for next pass
6915 VectorCopy(cl.viewangles, blur_oldangles);
6917 // copy view into the ghost texture
6918 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);
6919 r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
6920 r_fb.ghosttexture_valid = true;
6925 // no r_fb.colortexture means we're rendering to the real fb
6926 // we may still have to do view tint...
6927 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
6929 // apply a color tint to the whole view
6930 R_ResetViewRendering2D(0, NULL, NULL);
6931 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6932 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
6933 R_SetupShader_Generic_NoTexture(false, true);
6934 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6935 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
6937 break; // no screen processing, no bloom, skip it
6940 if (r_fb.bloomtexture[0])
6942 // make the bloom texture
6943 R_Bloom_MakeTexture();
6946 #if _MSC_VER >= 1400
6947 #define sscanf sscanf_s
6949 memset(uservecs, 0, sizeof(uservecs));
6950 if (r_glsl_postprocess_uservec1_enable.integer)
6951 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
6952 if (r_glsl_postprocess_uservec2_enable.integer)
6953 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
6954 if (r_glsl_postprocess_uservec3_enable.integer)
6955 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
6956 if (r_glsl_postprocess_uservec4_enable.integer)
6957 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
6959 R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer!
6960 GL_Color(1, 1, 1, 1);
6961 GL_BlendFunc(GL_ONE, GL_ZERO);
6963 switch(vid.renderpath)
6965 case RENDERPATH_GL20:
6966 case RENDERPATH_GLES2:
6967 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6968 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
6969 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture);
6970 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]);
6971 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
6972 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]);
6973 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6974 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]);
6975 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]);
6976 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]);
6977 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]);
6978 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
6979 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
6980 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);
6982 case RENDERPATH_D3D9:
6984 // 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...
6985 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
6986 R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation);
6987 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
6988 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
6989 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
6990 hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
6991 hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
6992 hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
6993 hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
6994 hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
6995 hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
6996 hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value);
6997 hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height);
6998 hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
7001 case RENDERPATH_D3D10:
7002 Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7004 case RENDERPATH_D3D11:
7005 Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
7007 case RENDERPATH_SOFT:
7008 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f);
7009 R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation);
7010 R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture);
7011 R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]);
7012 R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps );
7013 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7014 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
7015 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
7016 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
7017 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
7018 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
7019 DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value);
7020 DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
7021 DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
7026 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7027 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
7029 case RENDERPATH_GL11:
7030 case RENDERPATH_GL13:
7031 case RENDERPATH_GLES1:
7032 if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
7034 // apply a color tint to the whole view
7035 R_ResetViewRendering2D(0, NULL, NULL);
7036 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
7037 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
7038 R_SetupShader_Generic_NoTexture(false, true);
7039 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7040 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
7046 matrix4x4_t r_waterscrollmatrix;
7048 void R_UpdateFog(void)
7051 if (gamemode == GAME_NEHAHRA)
7053 if (gl_fogenable.integer)
7055 r_refdef.oldgl_fogenable = true;
7056 r_refdef.fog_density = gl_fogdensity.value;
7057 r_refdef.fog_red = gl_fogred.value;
7058 r_refdef.fog_green = gl_foggreen.value;
7059 r_refdef.fog_blue = gl_fogblue.value;
7060 r_refdef.fog_alpha = 1;
7061 r_refdef.fog_start = 0;
7062 r_refdef.fog_end = gl_skyclip.value;
7063 r_refdef.fog_height = 1<<30;
7064 r_refdef.fog_fadedepth = 128;
7066 else if (r_refdef.oldgl_fogenable)
7068 r_refdef.oldgl_fogenable = false;
7069 r_refdef.fog_density = 0;
7070 r_refdef.fog_red = 0;
7071 r_refdef.fog_green = 0;
7072 r_refdef.fog_blue = 0;
7073 r_refdef.fog_alpha = 0;
7074 r_refdef.fog_start = 0;
7075 r_refdef.fog_end = 0;
7076 r_refdef.fog_height = 1<<30;
7077 r_refdef.fog_fadedepth = 128;
7082 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
7083 r_refdef.fog_start = max(0, r_refdef.fog_start);
7084 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
7086 if (r_refdef.fog_density && r_drawfog.integer)
7088 r_refdef.fogenabled = true;
7089 // this is the point where the fog reaches 0.9986 alpha, which we
7090 // consider a good enough cutoff point for the texture
7091 // (0.9986 * 256 == 255.6)
7092 if (r_fog_exp2.integer)
7093 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
7095 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
7096 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
7097 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
7098 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
7099 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
7100 R_BuildFogHeightTexture();
7101 // fog color was already set
7102 // update the fog texture
7103 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)
7104 R_BuildFogTexture();
7105 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
7106 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
7109 r_refdef.fogenabled = false;
7112 if (r_refdef.fog_density)
7114 r_refdef.fogcolor[0] = r_refdef.fog_red;
7115 r_refdef.fogcolor[1] = r_refdef.fog_green;
7116 r_refdef.fogcolor[2] = r_refdef.fog_blue;
7118 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
7119 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
7120 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
7121 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
7125 VectorCopy(r_refdef.fogcolor, fogvec);
7126 // color.rgb *= ContrastBoost * SceneBrightness;
7127 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
7128 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
7129 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
7130 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
7135 void R_UpdateVariables(void)
7139 r_refdef.scene.ambient = r_ambient.value * (1.0f / 64.0f);
7141 r_refdef.farclip = r_farclip_base.value;
7142 if (r_refdef.scene.worldmodel)
7143 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
7144 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
7146 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
7147 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
7148 r_refdef.polygonfactor = 0;
7149 r_refdef.polygonoffset = 0;
7150 r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7151 r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
7153 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
7154 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
7155 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
7156 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
7157 r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
7158 if (FAKELIGHT_ENABLED)
7160 r_refdef.lightmapintensity *= r_fakelight_intensity.value;
7162 else if (r_refdef.scene.worldmodel)
7164 r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
7166 if (r_showsurfaces.integer)
7168 r_refdef.scene.rtworld = false;
7169 r_refdef.scene.rtworldshadows = false;
7170 r_refdef.scene.rtdlight = false;
7171 r_refdef.scene.rtdlightshadows = false;
7172 r_refdef.lightmapintensity = 0;
7175 r_gpuskeletal = false;
7176 switch(vid.renderpath)
7178 case RENDERPATH_GL20:
7179 r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal!
7180 case RENDERPATH_D3D9:
7181 case RENDERPATH_D3D10:
7182 case RENDERPATH_D3D11:
7183 case RENDERPATH_SOFT:
7184 case RENDERPATH_GLES2:
7185 if(v_glslgamma.integer && !vid_gammatables_trivial)
7187 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
7189 // build GLSL gamma texture
7190 #define RAMPWIDTH 256
7191 unsigned short ramp[RAMPWIDTH * 3];
7192 unsigned char rampbgr[RAMPWIDTH][4];
7195 r_texture_gammaramps_serial = vid_gammatables_serial;
7197 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
7198 for(i = 0; i < RAMPWIDTH; ++i)
7200 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7201 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
7202 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
7205 if (r_texture_gammaramps)
7207 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
7211 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
7217 // remove GLSL gamma texture
7220 case RENDERPATH_GL11:
7221 case RENDERPATH_GL13:
7222 case RENDERPATH_GLES1:
7227 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
7228 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
7234 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
7235 if( scenetype != r_currentscenetype ) {
7236 // store the old scenetype
7237 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
7238 r_currentscenetype = scenetype;
7239 // move in the new scene
7240 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
7249 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
7251 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
7252 if( scenetype == r_currentscenetype ) {
7253 return &r_refdef.scene;
7255 return &r_scenes_store[ scenetype ];
7259 static int R_SortEntities_Compare(const void *ap, const void *bp)
7261 const entity_render_t *a = *(const entity_render_t **)ap;
7262 const entity_render_t *b = *(const entity_render_t **)bp;
7265 if(a->model < b->model)
7267 if(a->model > b->model)
7271 // TODO possibly calculate the REAL skinnum here first using
7273 if(a->skinnum < b->skinnum)
7275 if(a->skinnum > b->skinnum)
7278 // everything we compared is equal
7281 static void R_SortEntities(void)
7283 // below or equal 2 ents, sorting never gains anything
7284 if(r_refdef.scene.numentities <= 2)
7287 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
7295 int dpsoftrast_test;
7296 extern cvar_t r_shadow_bouncegrid;
7297 void R_RenderView(void)
7299 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
7301 rtexture_t *depthtexture;
7302 rtexture_t *colortexture;
7304 dpsoftrast_test = r_test.integer;
7306 if (r_timereport_active)
7307 R_TimeReport("start");
7308 r_textureframe++; // used only by R_GetCurrentTexture
7309 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7311 if(R_CompileShader_CheckStaticParms())
7314 if (!r_drawentities.integer)
7315 r_refdef.scene.numentities = 0;
7316 else if (r_sortentities.integer)
7319 R_AnimCache_ClearCache();
7321 /* adjust for stereo display */
7322 if(R_Stereo_Active())
7324 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);
7325 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
7328 if (r_refdef.view.isoverlay)
7330 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
7331 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
7332 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
7333 R_TimeReport("depthclear");
7335 r_refdef.view.showdebug = false;
7337 r_fb.water.enabled = false;
7338 r_fb.water.numwaterplanes = 0;
7340 R_RenderScene(0, NULL, NULL);
7342 r_refdef.view.matrix = originalmatrix;
7348 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
7350 r_refdef.view.matrix = originalmatrix;
7354 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
7356 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
7357 // in sRGB fallback, behave similar to true sRGB: convert this
7358 // value from linear to sRGB
7359 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
7361 R_RenderView_UpdateViewVectors();
7363 R_Shadow_UpdateWorldLightSelection();
7365 R_Bloom_StartFrame();
7367 // apply bloom brightness offset
7368 if(r_fb.bloomtexture[0])
7369 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
7371 R_Water_StartFrame();
7373 // now we probably have an fbo to render into
7375 depthtexture = r_fb.depthtexture;
7376 colortexture = r_fb.colortexture;
7379 if (r_timereport_active)
7380 R_TimeReport("viewsetup");
7382 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7384 if (r_refdef.view.clear || r_refdef.fogenabled || fbo)
7386 R_ClearScreen(r_refdef.fogenabled);
7387 if (r_timereport_active)
7388 R_TimeReport("viewclear");
7390 r_refdef.view.clear = true;
7392 r_refdef.view.showdebug = true;
7395 if (r_timereport_active)
7396 R_TimeReport("visibility");
7398 R_AnimCache_CacheVisibleEntities();
7399 if (r_timereport_active)
7400 R_TimeReport("animcache");
7402 R_Shadow_UpdateBounceGridTexture();
7403 if (r_timereport_active && r_shadow_bouncegrid.integer)
7404 R_TimeReport("bouncegrid");
7406 r_fb.water.numwaterplanes = 0;
7407 if (r_fb.water.enabled)
7408 R_RenderWaterPlanes(fbo, depthtexture, colortexture);
7410 R_RenderScene(fbo, depthtexture, colortexture);
7411 r_fb.water.numwaterplanes = 0;
7413 R_BlendView(fbo, depthtexture, colortexture);
7414 if (r_timereport_active)
7415 R_TimeReport("blendview");
7417 GL_Scissor(0, 0, vid.width, vid.height);
7418 GL_ScissorTest(false);
7420 r_refdef.view.matrix = originalmatrix;
7425 void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7427 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
7429 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
7430 if (r_timereport_active)
7431 R_TimeReport("waterworld");
7434 // don't let sound skip if going slow
7435 if (r_refdef.scene.extraupdate)
7438 R_DrawModelsAddWaterPlanes();
7439 if (r_timereport_active)
7440 R_TimeReport("watermodels");
7442 if (r_fb.water.numwaterplanes)
7444 R_Water_ProcessPlanes(fbo, depthtexture, colortexture);
7445 if (r_timereport_active)
7446 R_TimeReport("waterscenes");
7450 extern cvar_t cl_locs_show;
7451 static void R_DrawLocs(void);
7452 static void R_DrawEntityBBoxes(void);
7453 static void R_DrawModelDecals(void);
7454 extern cvar_t cl_decals_newsystem;
7455 extern qboolean r_shadow_usingdeferredprepass;
7456 extern int r_shadow_shadowmapatlas_modelshadows_size;
7457 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
7459 qboolean shadowmapping = false;
7461 if (r_timereport_active)
7462 R_TimeReport("beginscene");
7464 r_refdef.stats[r_stat_renders]++;
7468 // don't let sound skip if going slow
7469 if (r_refdef.scene.extraupdate)
7472 R_MeshQueue_BeginScene();
7476 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);
7478 if (r_timereport_active)
7479 R_TimeReport("skystartframe");
7481 if (cl.csqc_vidvars.drawworld)
7483 // don't let sound skip if going slow
7484 if (r_refdef.scene.extraupdate)
7487 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
7489 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
7490 if (r_timereport_active)
7491 R_TimeReport("worldsky");
7494 if (R_DrawBrushModelsSky() && r_timereport_active)
7495 R_TimeReport("bmodelsky");
7497 if (skyrendermasked && skyrenderlater)
7499 // we have to force off the water clipping plane while rendering sky
7500 R_SetupView(false, fbo, depthtexture, colortexture);
7502 R_SetupView(true, fbo, depthtexture, colortexture);
7503 if (r_timereport_active)
7504 R_TimeReport("sky");
7508 R_Shadow_PrepareModelShadows();
7509 R_Shadow_PrepareLights(fbo, depthtexture, colortexture);
7510 if (r_timereport_active)
7511 R_TimeReport("preparelights");
7513 // render all the shadowmaps that will be used for this view
7514 shadowmapping = R_Shadow_ShadowMappingEnabled();
7515 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
7517 R_Shadow_DrawShadowMaps();
7518 if (r_timereport_active)
7519 R_TimeReport("shadowmaps");
7522 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
7523 if (r_shadow_usingdeferredprepass)
7524 R_Shadow_DrawPrepass();
7526 // now we begin the forward pass of the view render
7527 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
7529 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
7530 if (r_timereport_active)
7531 R_TimeReport("worlddepth");
7533 if (r_depthfirst.integer >= 2)
7535 R_DrawModelsDepth();
7536 if (r_timereport_active)
7537 R_TimeReport("modeldepth");
7540 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
7542 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
7543 if (r_timereport_active)
7544 R_TimeReport("world");
7547 // don't let sound skip if going slow
7548 if (r_refdef.scene.extraupdate)
7552 if (r_timereport_active)
7553 R_TimeReport("models");
7555 // don't let sound skip if going slow
7556 if (r_refdef.scene.extraupdate)
7559 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7561 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7562 R_Shadow_DrawModelShadows();
7563 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7564 // don't let sound skip if going slow
7565 if (r_refdef.scene.extraupdate)
7569 if (!r_shadow_usingdeferredprepass)
7571 R_Shadow_DrawLights();
7572 if (r_timereport_active)
7573 R_TimeReport("rtlights");
7576 // don't let sound skip if going slow
7577 if (r_refdef.scene.extraupdate)
7580 if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
7582 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7583 R_Shadow_DrawModelShadows();
7584 R_ResetViewRendering3D(fbo, depthtexture, colortexture);
7585 // don't let sound skip if going slow
7586 if (r_refdef.scene.extraupdate)
7590 if (cl.csqc_vidvars.drawworld)
7592 if (cl_decals_newsystem.integer)
7594 R_DrawModelDecals();
7595 if (r_timereport_active)
7596 R_TimeReport("modeldecals");
7601 if (r_timereport_active)
7602 R_TimeReport("decals");
7606 if (r_timereport_active)
7607 R_TimeReport("particles");
7610 if (r_timereport_active)
7611 R_TimeReport("explosions");
7613 R_DrawLightningBeams();
7614 if (r_timereport_active)
7615 R_TimeReport("lightning");
7619 VM_CL_AddPolygonsToMeshQueue(CLVM_prog);
7621 if (r_refdef.view.showdebug)
7623 if (cl_locs_show.integer)
7626 if (r_timereport_active)
7627 R_TimeReport("showlocs");
7630 if (r_drawportals.integer)
7633 if (r_timereport_active)
7634 R_TimeReport("portals");
7637 if (r_showbboxes.value > 0)
7639 R_DrawEntityBBoxes();
7640 if (r_timereport_active)
7641 R_TimeReport("bboxes");
7645 if (r_transparent.integer)
7647 R_MeshQueue_RenderTransparent();
7648 if (r_timereport_active)
7649 R_TimeReport("drawtrans");
7652 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))
7654 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
7655 if (r_timereport_active)
7656 R_TimeReport("worlddebug");
7657 R_DrawModelsDebug();
7658 if (r_timereport_active)
7659 R_TimeReport("modeldebug");
7662 if (cl.csqc_vidvars.drawworld)
7664 R_Shadow_DrawCoronas();
7665 if (r_timereport_active)
7666 R_TimeReport("coronas");
7671 GL_DepthTest(false);
7672 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7673 GL_Color(1, 1, 1, 1);
7674 qglBegin(GL_POLYGON);
7675 qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]);
7676 qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]);
7677 qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]);
7678 qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]);
7680 qglBegin(GL_POLYGON);
7681 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]);
7682 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]);
7683 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]);
7684 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]);
7686 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7690 // don't let sound skip if going slow
7691 if (r_refdef.scene.extraupdate)
7695 static const unsigned short bboxelements[36] =
7705 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
7708 float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
7710 RSurf_ActiveWorldEntity();
7712 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7713 GL_DepthMask(false);
7714 GL_DepthRange(0, 1);
7715 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7716 // R_Mesh_ResetTextureState();
7718 vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
7719 vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
7720 vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
7721 vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
7722 vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
7723 vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
7724 vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
7725 vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
7726 R_FillColors(color4f, 8, cr, cg, cb, ca);
7727 if (r_refdef.fogenabled)
7729 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
7731 f1 = RSurf_FogVertex(v);
7733 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
7734 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
7735 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
7738 R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
7739 R_Mesh_ResetTextureState();
7740 R_SetupShader_Generic_NoTexture(false, false);
7741 R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
7744 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7746 prvm_prog_t *prog = SVVM_prog;
7749 prvm_edict_t *edict;
7751 // this function draws bounding boxes of server entities
7755 GL_CullFace(GL_NONE);
7756 R_SetupShader_Generic_NoTexture(false, false);
7758 for (i = 0;i < numsurfaces;i++)
7760 edict = PRVM_EDICT_NUM(surfacelist[i]);
7761 switch ((int)PRVM_serveredictfloat(edict, solid))
7763 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
7764 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
7765 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
7766 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
7767 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
7768 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
7769 default: Vector4Set(color, 0, 0, 0, 0.50);break;
7771 color[3] *= r_showbboxes.value;
7772 color[3] = bound(0, color[3], 1);
7773 GL_DepthTest(!r_showdisabledepthtest.integer);
7774 GL_CullFace(r_refdef.view.cullface_front);
7775 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
7779 static void R_DrawEntityBBoxes(void)
7782 prvm_edict_t *edict;
7784 prvm_prog_t *prog = SVVM_prog;
7786 // this function draws bounding boxes of server entities
7790 for (i = 0;i < prog->num_edicts;i++)
7792 edict = PRVM_EDICT_NUM(i);
7793 if (edict->priv.server->free)
7795 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
7796 if(PRVM_serveredictedict(edict, tag_entity) != 0)
7798 if(PRVM_serveredictedict(edict, viewmodelforclient) != 0)
7800 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
7801 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
7805 static const int nomodelelement3i[24] =
7817 static const unsigned short nomodelelement3s[24] =
7829 static const float nomodelvertex3f[6*3] =
7839 static const float nomodelcolor4f[6*4] =
7841 0.0f, 0.0f, 0.5f, 1.0f,
7842 0.0f, 0.0f, 0.5f, 1.0f,
7843 0.0f, 0.5f, 0.0f, 1.0f,
7844 0.0f, 0.5f, 0.0f, 1.0f,
7845 0.5f, 0.0f, 0.0f, 1.0f,
7846 0.5f, 0.0f, 0.0f, 1.0f
7849 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7855 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);
7857 // this is only called once per entity so numsurfaces is always 1, and
7858 // surfacelist is always {0}, so this code does not handle batches
7860 if (rsurface.ent_flags & RENDER_ADDITIVE)
7862 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
7863 GL_DepthMask(false);
7865 else if (rsurface.colormod[3] < 1)
7867 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7868 GL_DepthMask(false);
7872 GL_BlendFunc(GL_ONE, GL_ZERO);
7875 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
7876 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
7877 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
7878 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
7879 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
7880 for (i = 0, c = color4f;i < 6;i++, c += 4)
7882 c[0] *= rsurface.colormod[0];
7883 c[1] *= rsurface.colormod[1];
7884 c[2] *= rsurface.colormod[2];
7885 c[3] *= rsurface.colormod[3];
7887 if (r_refdef.fogenabled)
7889 for (i = 0, c = color4f;i < 6;i++, c += 4)
7891 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
7893 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
7894 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
7895 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
7898 // R_Mesh_ResetTextureState();
7899 R_SetupShader_Generic_NoTexture(false, false);
7900 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
7901 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
7904 void R_DrawNoModel(entity_render_t *ent)
7907 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
7908 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
7909 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
7911 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
7914 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
7916 vec3_t right1, right2, diff, normal;
7918 VectorSubtract (org2, org1, normal);
7920 // calculate 'right' vector for start
7921 VectorSubtract (r_refdef.view.origin, org1, diff);
7922 CrossProduct (normal, diff, right1);
7923 VectorNormalize (right1);
7925 // calculate 'right' vector for end
7926 VectorSubtract (r_refdef.view.origin, org2, diff);
7927 CrossProduct (normal, diff, right2);
7928 VectorNormalize (right2);
7930 vert[ 0] = org1[0] + width * right1[0];
7931 vert[ 1] = org1[1] + width * right1[1];
7932 vert[ 2] = org1[2] + width * right1[2];
7933 vert[ 3] = org1[0] - width * right1[0];
7934 vert[ 4] = org1[1] - width * right1[1];
7935 vert[ 5] = org1[2] - width * right1[2];
7936 vert[ 6] = org2[0] - width * right2[0];
7937 vert[ 7] = org2[1] - width * right2[1];
7938 vert[ 8] = org2[2] - width * right2[2];
7939 vert[ 9] = org2[0] + width * right2[0];
7940 vert[10] = org2[1] + width * right2[1];
7941 vert[11] = org2[2] + width * right2[2];
7944 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)
7946 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
7947 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
7948 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
7949 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
7950 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
7951 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
7952 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
7953 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
7954 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
7955 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
7956 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
7957 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
7960 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
7965 VectorSet(v, x, y, z);
7966 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
7967 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
7969 if (i == mesh->numvertices)
7971 if (mesh->numvertices < mesh->maxvertices)
7973 VectorCopy(v, vertex3f);
7974 mesh->numvertices++;
7976 return mesh->numvertices;
7982 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
7986 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7987 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
7988 e = mesh->element3i + mesh->numtriangles * 3;
7989 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
7991 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
7992 if (mesh->numtriangles < mesh->maxtriangles)
7997 mesh->numtriangles++;
7999 element[1] = element[2];
8003 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
8007 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8008 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
8009 e = mesh->element3i + mesh->numtriangles * 3;
8010 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
8012 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
8013 if (mesh->numtriangles < mesh->maxtriangles)
8018 mesh->numtriangles++;
8020 element[1] = element[2];
8024 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
8025 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
8027 int planenum, planenum2;
8030 mplane_t *plane, *plane2;
8032 double temppoints[2][256*3];
8033 // figure out how large a bounding box we need to properly compute this brush
8035 for (w = 0;w < numplanes;w++)
8036 maxdist = max(maxdist, fabs(planes[w].dist));
8037 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
8038 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
8039 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
8043 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
8044 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
8046 if (planenum2 == planenum)
8048 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);
8051 if (tempnumpoints < 3)
8053 // generate elements forming a triangle fan for this polygon
8054 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
8058 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)
8060 texturelayer_t *layer;
8061 layer = t->currentlayers + t->currentnumlayers++;
8063 layer->depthmask = depthmask;
8064 layer->blendfunc1 = blendfunc1;
8065 layer->blendfunc2 = blendfunc2;
8066 layer->texture = texture;
8067 layer->texmatrix = *matrix;
8068 layer->color[0] = r;
8069 layer->color[1] = g;
8070 layer->color[2] = b;
8071 layer->color[3] = a;
8074 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
8076 if(parms[0] == 0 && parms[1] == 0)
8078 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8079 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
8084 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
8087 index = parms[2] + rsurface.shadertime * parms[3];
8088 index -= floor(index);
8089 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
8092 case Q3WAVEFUNC_NONE:
8093 case Q3WAVEFUNC_NOISE:
8094 case Q3WAVEFUNC_COUNT:
8097 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
8098 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
8099 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
8100 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
8101 case Q3WAVEFUNC_TRIANGLE:
8103 f = index - floor(index);
8116 f = parms[0] + parms[1] * f;
8117 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
8118 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
8122 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
8129 matrix4x4_t matrix, temp;
8130 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
8131 // it's better to have one huge fixup every 9 hours than gradual
8132 // degradation over time which looks consistently bad after many hours.
8134 // tcmod scroll in particular suffers from this degradation which can't be
8135 // effectively worked around even with floor() tricks because we don't
8136 // know if tcmod scroll is the last tcmod being applied, and for clampmap
8137 // a workaround involving floor() would be incorrect anyway...
8138 shadertime = rsurface.shadertime;
8139 if (shadertime >= 32768.0f)
8140 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
8141 switch(tcmod->tcmod)
8145 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8146 matrix = r_waterscrollmatrix;
8148 matrix = identitymatrix;
8150 case Q3TCMOD_ENTITYTRANSLATE:
8151 // this is used in Q3 to allow the gamecode to control texcoord
8152 // scrolling on the entity, which is not supported in darkplaces yet.
8153 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
8155 case Q3TCMOD_ROTATE:
8156 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
8157 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
8158 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
8161 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
8163 case Q3TCMOD_SCROLL:
8164 // this particular tcmod is a "bug for bug" compatible one with regards to
8165 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
8166 // specifically did the wrapping and so we must mimic that...
8167 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
8168 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
8169 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
8171 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
8172 w = (int) tcmod->parms[0];
8173 h = (int) tcmod->parms[1];
8174 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
8176 idx = (int) floor(f * w * h);
8177 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
8179 case Q3TCMOD_STRETCH:
8180 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
8181 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
8183 case Q3TCMOD_TRANSFORM:
8184 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
8185 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
8186 VectorSet(tcmat + 6, 0 , 0 , 1);
8187 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
8188 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
8190 case Q3TCMOD_TURBULENT:
8191 // this is handled in the RSurf_PrepareVertices function
8192 matrix = identitymatrix;
8196 Matrix4x4_Concat(texmatrix, &matrix, &temp);
8199 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
8201 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
8202 char name[MAX_QPATH];
8203 skinframe_t *skinframe;
8204 unsigned char pixels[296*194];
8205 strlcpy(cache->name, skinname, sizeof(cache->name));
8206 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
8207 if (developer_loading.integer)
8208 Con_Printf("loading %s\n", name);
8209 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
8210 if (!skinframe || !skinframe->base)
8213 fs_offset_t filesize;
8215 f = FS_LoadFile(name, tempmempool, true, &filesize);
8218 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
8219 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
8223 cache->skinframe = skinframe;
8226 texture_t *R_GetCurrentTexture(texture_t *t)
8229 const entity_render_t *ent = rsurface.entity;
8230 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
8231 q3shaderinfo_layer_tcmod_t *tcmod;
8233 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
8234 return t->currentframe;
8235 t->update_lastrenderframe = r_textureframe;
8236 t->update_lastrenderentity = (void *)ent;
8238 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
8239 t->camera_entity = ent->entitynumber;
8241 t->camera_entity = 0;
8243 // switch to an alternate material if this is a q1bsp animated material
8245 texture_t *texture = t;
8246 int s = rsurface.ent_skinnum;
8247 if ((unsigned int)s >= (unsigned int)model->numskins)
8249 if (model->skinscenes)
8251 if (model->skinscenes[s].framecount > 1)
8252 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
8254 s = model->skinscenes[s].firstframe;
8257 t = t + s * model->num_surfaces;
8260 // use an alternate animation if the entity's frame is not 0,
8261 // and only if the texture has an alternate animation
8262 if (t->animated == 2) // q2bsp
8263 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
8264 else if (rsurface.ent_alttextures && t->anim_total[1])
8265 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
8267 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
8269 texture->currentframe = t;
8272 // update currentskinframe to be a qw skin or animation frame
8273 if (rsurface.ent_qwskin >= 0)
8275 i = rsurface.ent_qwskin;
8276 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
8278 r_qwskincache_size = cl.maxclients;
8280 Mem_Free(r_qwskincache);
8281 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
8283 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
8284 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
8285 t->currentskinframe = r_qwskincache[i].skinframe;
8286 if (t->materialshaderpass && t->currentskinframe == NULL)
8287 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8289 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
8290 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
8291 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
8292 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
8294 t->currentmaterialflags = t->basematerialflags;
8295 t->currentalpha = rsurface.colormod[3] * t->basealpha;
8296 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer))
8297 t->currentalpha *= r_wateralpha.value;
8298 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
8299 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
8300 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
8301 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
8302 if (!(rsurface.ent_flags & RENDER_LIGHT))
8303 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
8304 else if (FAKELIGHT_ENABLED)
8306 // no modellight if using fakelight for the map
8308 else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
8310 // pick a model lighting mode
8311 if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f))
8312 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
8314 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
8316 if (rsurface.ent_flags & RENDER_ADDITIVE)
8317 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8318 else if (t->currentalpha < 1)
8319 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
8320 // LordHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
8321 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8322 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
8323 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
8324 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
8325 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
8326 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
8327 if (t->backgroundshaderpass)
8328 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
8329 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
8331 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
8332 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
8335 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
8336 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
8338 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
8339 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
8341 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
8342 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
8344 // there is no tcmod
8345 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
8347 t->currenttexmatrix = r_waterscrollmatrix;
8348 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
8350 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
8352 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
8353 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
8356 if (t->materialshaderpass)
8357 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
8358 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
8360 t->colormapping = VectorLength2(rsurface.colormap_pantscolor) + VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f);
8361 if (t->currentskinframe->qpixels)
8362 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
8363 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
8364 if (!t->basetexture)
8365 t->basetexture = r_texture_notexture;
8366 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
8367 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
8368 t->nmaptexture = t->currentskinframe->nmap;
8369 if (!t->nmaptexture)
8370 t->nmaptexture = r_texture_blanknormalmap;
8371 t->glosstexture = r_texture_black;
8372 t->glowtexture = t->currentskinframe->glow;
8373 t->fogtexture = t->currentskinframe->fog;
8374 t->reflectmasktexture = t->currentskinframe->reflect;
8375 if (t->backgroundshaderpass)
8377 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
8378 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
8379 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
8380 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
8381 t->backgroundglosstexture = r_texture_black;
8382 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
8383 if (!t->backgroundnmaptexture)
8384 t->backgroundnmaptexture = r_texture_blanknormalmap;
8385 // make sure that if glow is going to be used, both textures are not NULL
8386 if (!t->backgroundglowtexture && t->glowtexture)
8387 t->backgroundglowtexture = r_texture_black;
8388 if (!t->glowtexture && t->backgroundglowtexture)
8389 t->glowtexture = r_texture_black;
8393 t->backgroundbasetexture = r_texture_white;
8394 t->backgroundnmaptexture = r_texture_blanknormalmap;
8395 t->backgroundglosstexture = r_texture_black;
8396 t->backgroundglowtexture = NULL;
8398 t->specularpower = r_shadow_glossexponent.value;
8399 // TODO: store reference values for these in the texture?
8400 t->specularscale = 0;
8401 if (r_shadow_gloss.integer > 0)
8403 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
8405 if (r_shadow_glossintensity.value > 0)
8407 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
8408 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
8409 t->specularscale = r_shadow_glossintensity.value;
8412 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
8414 t->glosstexture = r_texture_white;
8415 t->backgroundglosstexture = r_texture_white;
8416 t->specularscale = r_shadow_gloss2intensity.value;
8417 t->specularpower = r_shadow_gloss2exponent.value;
8420 t->specularscale *= t->specularscalemod;
8421 t->specularpower *= t->specularpowermod;
8422 t->rtlightambient = 0;
8424 // lightmaps mode looks bad with dlights using actual texturing, so turn
8425 // off the colormap and glossmap, but leave the normalmap on as it still
8426 // accurately represents the shading involved
8427 if (gl_lightmaps.integer)
8429 t->basetexture = r_texture_grey128;
8430 t->pantstexture = r_texture_black;
8431 t->shirttexture = r_texture_black;
8432 if (gl_lightmaps.integer < 2)
8433 t->nmaptexture = r_texture_blanknormalmap;
8434 t->glosstexture = r_texture_black;
8435 t->glowtexture = NULL;
8436 t->fogtexture = NULL;
8437 t->reflectmasktexture = NULL;
8438 t->backgroundbasetexture = NULL;
8439 if (gl_lightmaps.integer < 2)
8440 t->backgroundnmaptexture = r_texture_blanknormalmap;
8441 t->backgroundglosstexture = r_texture_black;
8442 t->backgroundglowtexture = NULL;
8443 t->specularscale = 0;
8444 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
8447 Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
8448 VectorClear(t->dlightcolor);
8449 t->currentnumlayers = 0;
8450 if (t->currentmaterialflags & MATERIALFLAG_WALL)
8452 int blendfunc1, blendfunc2;
8454 if (t->currentmaterialflags & MATERIALFLAG_ADD)
8456 blendfunc1 = GL_SRC_ALPHA;
8457 blendfunc2 = GL_ONE;
8459 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
8461 blendfunc1 = GL_SRC_ALPHA;
8462 blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
8464 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
8466 blendfunc1 = t->customblendfunc[0];
8467 blendfunc2 = t->customblendfunc[1];
8471 blendfunc1 = GL_ONE;
8472 blendfunc2 = GL_ZERO;
8474 // don't colormod evilblend textures
8475 if(!(R_BlendFuncFlags(blendfunc1, blendfunc2) & BLENDFUNC_ALLOWS_COLORMOD))
8476 VectorSet(t->lightmapcolor, 1, 1, 1);
8477 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
8478 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
8480 // fullbright is not affected by r_refdef.lightmapintensity
8481 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]);
8482 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8483 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]);
8484 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8485 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]);
8489 vec3_t ambientcolor;
8491 // set the color tint used for lights affecting this surface
8492 VectorSet(t->dlightcolor, t->lightmapcolor[0] * t->lightmapcolor[3], t->lightmapcolor[1] * t->lightmapcolor[3], t->lightmapcolor[2] * t->lightmapcolor[3]);
8494 // q3bsp has no lightmap updates, so the lightstylevalue that
8495 // would normally be baked into the lightmap must be
8496 // applied to the color
8497 // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
8498 if (model->type == mod_brushq3)
8499 colorscale *= r_refdef.scene.rtlightstylevalue[0];
8500 colorscale *= r_refdef.lightmapintensity;
8501 VectorScale(t->lightmapcolor, r_refdef.scene.ambient, ambientcolor);
8502 VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
8503 // basic lit geometry
8504 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]);
8505 // add pants/shirt if needed
8506 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8507 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]);
8508 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8509 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]);
8510 // now add ambient passes if needed
8511 if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
8513 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]);
8514 if (VectorLength2(rsurface.colormap_pantscolor) >= (1.0f / 1048576.0f) && t->pantstexture)
8515 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]);
8516 if (VectorLength2(rsurface.colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->shirttexture)
8517 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]);
8520 if (t->glowtexture != NULL && !gl_lightmaps.integer)
8521 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]);
8522 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
8524 // if this is opaque use alpha blend which will darken the earlier
8527 // if this is an alpha blended material, all the earlier passes
8528 // were darkened by fog already, so we only need to add the fog
8529 // color ontop through the fog mask texture
8531 // if this is an additive blended material, all the earlier passes
8532 // were darkened by fog already, and we should not add fog color
8533 // (because the background was not darkened, there is no fog color
8534 // that was lost behind it).
8535 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]);
8542 rsurfacestate_t rsurface;
8544 void RSurf_ActiveWorldEntity(void)
8546 dp_model_t *model = r_refdef.scene.worldmodel;
8547 //if (rsurface.entity == r_refdef.scene.worldentity)
8549 rsurface.entity = r_refdef.scene.worldentity;
8550 rsurface.skeleton = NULL;
8551 memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param));
8552 rsurface.ent_skinnum = 0;
8553 rsurface.ent_qwskin = -1;
8554 rsurface.ent_flags = r_refdef.scene.worldentity->flags;
8555 rsurface.shadertime = r_refdef.scene.time;
8556 rsurface.matrix = identitymatrix;
8557 rsurface.inversematrix = identitymatrix;
8558 rsurface.matrixscale = 1;
8559 rsurface.inversematrixscale = 1;
8560 R_EntityMatrix(&identitymatrix);
8561 VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
8562 Vector4Copy(r_refdef.fogplane, rsurface.fogplane);
8563 rsurface.fograngerecip = r_refdef.fograngerecip;
8564 rsurface.fogheightfade = r_refdef.fogheightfade;
8565 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
8566 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8567 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8568 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8569 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8570 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8571 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8572 VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
8573 rsurface.colormod[3] = 1;
8574 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);
8575 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8576 rsurface.frameblend[0].lerp = 1;
8577 rsurface.ent_alttextures = false;
8578 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8579 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8580 rsurface.entityskeletaltransform3x4 = NULL;
8581 rsurface.entityskeletaltransform3x4buffer = NULL;
8582 rsurface.entityskeletaltransform3x4offset = 0;
8583 rsurface.entityskeletaltransform3x4size = 0;;
8584 rsurface.entityskeletalnumtransforms = 0;
8585 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8586 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8587 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8588 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8589 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8590 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8591 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8592 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8593 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8594 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8595 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8596 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8597 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8598 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8599 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8600 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8601 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8602 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8603 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8604 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8605 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8606 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8607 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8608 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8609 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8610 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8611 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8612 rsurface.modelelement3i = model->surfmesh.data_element3i;
8613 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8614 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8615 rsurface.modelelement3s = model->surfmesh.data_element3s;
8616 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8617 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8618 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8619 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8620 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8621 rsurface.modelsurfaces = model->data_surfaces;
8622 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8623 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8624 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8625 rsurface.modelgeneratedvertex = false;
8626 rsurface.batchgeneratedvertex = false;
8627 rsurface.batchfirstvertex = 0;
8628 rsurface.batchnumvertices = 0;
8629 rsurface.batchfirsttriangle = 0;
8630 rsurface.batchnumtriangles = 0;
8631 rsurface.batchvertex3f = NULL;
8632 rsurface.batchvertex3f_vertexbuffer = NULL;
8633 rsurface.batchvertex3f_bufferoffset = 0;
8634 rsurface.batchsvector3f = NULL;
8635 rsurface.batchsvector3f_vertexbuffer = NULL;
8636 rsurface.batchsvector3f_bufferoffset = 0;
8637 rsurface.batchtvector3f = NULL;
8638 rsurface.batchtvector3f_vertexbuffer = NULL;
8639 rsurface.batchtvector3f_bufferoffset = 0;
8640 rsurface.batchnormal3f = NULL;
8641 rsurface.batchnormal3f_vertexbuffer = NULL;
8642 rsurface.batchnormal3f_bufferoffset = 0;
8643 rsurface.batchlightmapcolor4f = NULL;
8644 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8645 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8646 rsurface.batchtexcoordtexture2f = NULL;
8647 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8648 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8649 rsurface.batchtexcoordlightmap2f = NULL;
8650 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8651 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8652 rsurface.batchskeletalindex4ub = NULL;
8653 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8654 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8655 rsurface.batchskeletalweight4ub = NULL;
8656 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8657 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8658 rsurface.batchvertexmesh = NULL;
8659 rsurface.batchvertexmesh_vertexbuffer = NULL;
8660 rsurface.batchvertexmesh_bufferoffset = 0;
8661 rsurface.batchelement3i = NULL;
8662 rsurface.batchelement3i_indexbuffer = NULL;
8663 rsurface.batchelement3i_bufferoffset = 0;
8664 rsurface.batchelement3s = NULL;
8665 rsurface.batchelement3s_indexbuffer = NULL;
8666 rsurface.batchelement3s_bufferoffset = 0;
8667 rsurface.passcolor4f = NULL;
8668 rsurface.passcolor4f_vertexbuffer = NULL;
8669 rsurface.passcolor4f_bufferoffset = 0;
8670 rsurface.forcecurrenttextureupdate = false;
8673 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
8675 dp_model_t *model = ent->model;
8676 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
8678 rsurface.entity = (entity_render_t *)ent;
8679 rsurface.skeleton = ent->skeleton;
8680 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
8681 rsurface.ent_skinnum = ent->skinnum;
8682 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;
8683 rsurface.ent_flags = ent->flags;
8684 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
8685 rsurface.matrix = ent->matrix;
8686 rsurface.inversematrix = ent->inversematrix;
8687 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8688 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8689 R_EntityMatrix(&rsurface.matrix);
8690 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8691 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8692 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8693 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8694 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8695 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8696 VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient);
8697 VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
8698 VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
8699 VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
8700 VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
8701 VectorScale(ent->colormod, r_refdef.view.colorscale, rsurface.colormod);
8702 rsurface.colormod[3] = ent->alpha;
8703 VectorScale(ent->glowmod, r_refdef.view.colorscale * r_hdr_glowintensity.value, rsurface.glowmod);
8704 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
8705 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
8706 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8707 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8708 if (ent->model->brush.submodel && !prepass)
8710 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
8711 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
8713 // if the animcache code decided it should use the shader path, skip the deform step
8714 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
8715 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
8716 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
8717 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
8718 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
8719 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
8721 if (ent->animcache_vertex3f)
8723 r_refdef.stats[r_stat_batch_entitycache_count]++;
8724 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
8725 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
8726 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
8727 rsurface.modelvertex3f = ent->animcache_vertex3f;
8728 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
8729 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
8730 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
8731 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
8732 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
8733 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
8734 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
8735 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
8736 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
8737 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
8738 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
8739 rsurface.modelvertexmesh = ent->animcache_vertexmesh;
8740 rsurface.modelvertexmesh_vertexbuffer = ent->animcache_vertexmesh_vertexbuffer;
8741 rsurface.modelvertexmesh_bufferoffset = ent->animcache_vertexmesh_bufferoffset;
8743 else if (wanttangents)
8745 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8746 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8747 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8748 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8749 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8750 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8751 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8752 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8753 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
8754 rsurface.modelvertexmesh = NULL;
8755 rsurface.modelvertexmesh_vertexbuffer = NULL;
8756 rsurface.modelvertexmesh_bufferoffset = 0;
8757 rsurface.modelvertex3f_vertexbuffer = NULL;
8758 rsurface.modelvertex3f_bufferoffset = 0;
8759 rsurface.modelvertex3f_vertexbuffer = 0;
8760 rsurface.modelvertex3f_bufferoffset = 0;
8761 rsurface.modelsvector3f_vertexbuffer = 0;
8762 rsurface.modelsvector3f_bufferoffset = 0;
8763 rsurface.modeltvector3f_vertexbuffer = 0;
8764 rsurface.modeltvector3f_bufferoffset = 0;
8765 rsurface.modelnormal3f_vertexbuffer = 0;
8766 rsurface.modelnormal3f_bufferoffset = 0;
8768 else if (wantnormals)
8770 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8771 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8772 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8773 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8774 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8775 rsurface.modelsvector3f = NULL;
8776 rsurface.modeltvector3f = NULL;
8777 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8778 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
8779 rsurface.modelvertexmesh = NULL;
8780 rsurface.modelvertexmesh_vertexbuffer = NULL;
8781 rsurface.modelvertexmesh_bufferoffset = 0;
8782 rsurface.modelvertex3f_vertexbuffer = NULL;
8783 rsurface.modelvertex3f_bufferoffset = 0;
8784 rsurface.modelvertex3f_vertexbuffer = 0;
8785 rsurface.modelvertex3f_bufferoffset = 0;
8786 rsurface.modelsvector3f_vertexbuffer = 0;
8787 rsurface.modelsvector3f_bufferoffset = 0;
8788 rsurface.modeltvector3f_vertexbuffer = 0;
8789 rsurface.modeltvector3f_bufferoffset = 0;
8790 rsurface.modelnormal3f_vertexbuffer = 0;
8791 rsurface.modelnormal3f_bufferoffset = 0;
8795 r_refdef.stats[r_stat_batch_entityanimate_count]++;
8796 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
8797 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
8798 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
8799 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
8800 rsurface.modelsvector3f = NULL;
8801 rsurface.modeltvector3f = NULL;
8802 rsurface.modelnormal3f = NULL;
8803 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
8804 rsurface.modelvertexmesh = NULL;
8805 rsurface.modelvertexmesh_vertexbuffer = NULL;
8806 rsurface.modelvertexmesh_bufferoffset = 0;
8807 rsurface.modelvertex3f_vertexbuffer = NULL;
8808 rsurface.modelvertex3f_bufferoffset = 0;
8809 rsurface.modelvertex3f_vertexbuffer = 0;
8810 rsurface.modelvertex3f_bufferoffset = 0;
8811 rsurface.modelsvector3f_vertexbuffer = 0;
8812 rsurface.modelsvector3f_bufferoffset = 0;
8813 rsurface.modeltvector3f_vertexbuffer = 0;
8814 rsurface.modeltvector3f_bufferoffset = 0;
8815 rsurface.modelnormal3f_vertexbuffer = 0;
8816 rsurface.modelnormal3f_bufferoffset = 0;
8818 rsurface.modelgeneratedvertex = true;
8822 if (rsurface.entityskeletaltransform3x4)
8824 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
8825 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
8826 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
8827 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
8831 r_refdef.stats[r_stat_batch_entitystatic_count]++;
8832 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
8833 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
8834 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
8836 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
8837 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8838 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8839 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
8840 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8841 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
8842 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
8843 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8844 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
8845 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
8846 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8847 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
8848 rsurface.modelvertexmesh = model->surfmesh.data_vertexmesh;
8849 rsurface.modelvertexmesh_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8850 rsurface.modelvertexmesh_bufferoffset = model->surfmesh.vbooffset_vertex3f;
8851 rsurface.modelgeneratedvertex = false;
8853 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
8854 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8855 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
8856 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
8857 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8858 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
8859 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
8860 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8861 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
8862 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
8863 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8864 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.vbooffset_skeletalindex4ub;
8865 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
8866 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.vbo_vertexbuffer;
8867 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.vbooffset_skeletalweight4ub;
8868 rsurface.modelelement3i = model->surfmesh.data_element3i;
8869 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
8870 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
8871 rsurface.modelelement3s = model->surfmesh.data_element3s;
8872 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
8873 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
8874 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
8875 rsurface.modelnumvertices = model->surfmesh.num_vertices;
8876 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
8877 rsurface.modelsurfaces = model->data_surfaces;
8878 rsurface.batchgeneratedvertex = false;
8879 rsurface.batchfirstvertex = 0;
8880 rsurface.batchnumvertices = 0;
8881 rsurface.batchfirsttriangle = 0;
8882 rsurface.batchnumtriangles = 0;
8883 rsurface.batchvertex3f = NULL;
8884 rsurface.batchvertex3f_vertexbuffer = NULL;
8885 rsurface.batchvertex3f_bufferoffset = 0;
8886 rsurface.batchsvector3f = NULL;
8887 rsurface.batchsvector3f_vertexbuffer = NULL;
8888 rsurface.batchsvector3f_bufferoffset = 0;
8889 rsurface.batchtvector3f = NULL;
8890 rsurface.batchtvector3f_vertexbuffer = NULL;
8891 rsurface.batchtvector3f_bufferoffset = 0;
8892 rsurface.batchnormal3f = NULL;
8893 rsurface.batchnormal3f_vertexbuffer = NULL;
8894 rsurface.batchnormal3f_bufferoffset = 0;
8895 rsurface.batchlightmapcolor4f = NULL;
8896 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8897 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8898 rsurface.batchtexcoordtexture2f = NULL;
8899 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8900 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8901 rsurface.batchtexcoordlightmap2f = NULL;
8902 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
8903 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
8904 rsurface.batchskeletalindex4ub = NULL;
8905 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
8906 rsurface.batchskeletalindex4ub_bufferoffset = 0;
8907 rsurface.batchskeletalweight4ub = NULL;
8908 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
8909 rsurface.batchskeletalweight4ub_bufferoffset = 0;
8910 rsurface.batchvertexmesh = NULL;
8911 rsurface.batchvertexmesh_vertexbuffer = NULL;
8912 rsurface.batchvertexmesh_bufferoffset = 0;
8913 rsurface.batchelement3i = NULL;
8914 rsurface.batchelement3i_indexbuffer = NULL;
8915 rsurface.batchelement3i_bufferoffset = 0;
8916 rsurface.batchelement3s = NULL;
8917 rsurface.batchelement3s_indexbuffer = NULL;
8918 rsurface.batchelement3s_bufferoffset = 0;
8919 rsurface.passcolor4f = NULL;
8920 rsurface.passcolor4f_vertexbuffer = NULL;
8921 rsurface.passcolor4f_bufferoffset = 0;
8922 rsurface.forcecurrenttextureupdate = false;
8925 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)
8927 rsurface.entity = r_refdef.scene.worldentity;
8928 rsurface.skeleton = NULL;
8929 rsurface.ent_skinnum = 0;
8930 rsurface.ent_qwskin = -1;
8931 rsurface.ent_flags = entflags;
8932 rsurface.shadertime = r_refdef.scene.time - shadertime;
8933 rsurface.modelnumvertices = numvertices;
8934 rsurface.modelnumtriangles = numtriangles;
8935 rsurface.matrix = *matrix;
8936 rsurface.inversematrix = *inversematrix;
8937 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
8938 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
8939 R_EntityMatrix(&rsurface.matrix);
8940 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
8941 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
8942 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
8943 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
8944 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
8945 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
8946 VectorSet(rsurface.modellight_ambient, 0, 0, 0);
8947 VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
8948 VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
8949 VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
8950 VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
8951 Vector4Set(rsurface.colormod, r * r_refdef.view.colorscale, g * r_refdef.view.colorscale, b * r_refdef.view.colorscale, a);
8952 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);
8953 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
8954 rsurface.frameblend[0].lerp = 1;
8955 rsurface.ent_alttextures = false;
8956 rsurface.basepolygonfactor = r_refdef.polygonfactor;
8957 rsurface.basepolygonoffset = r_refdef.polygonoffset;
8958 rsurface.entityskeletaltransform3x4 = NULL;
8959 rsurface.entityskeletaltransform3x4buffer = NULL;
8960 rsurface.entityskeletaltransform3x4offset = 0;
8961 rsurface.entityskeletaltransform3x4size = 0;
8962 rsurface.entityskeletalnumtransforms = 0;
8963 r_refdef.stats[r_stat_batch_entitycustom_count]++;
8964 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
8965 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
8966 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
8969 rsurface.modelvertex3f = (float *)vertex3f;
8970 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8971 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8972 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8974 else if (wantnormals)
8976 rsurface.modelvertex3f = (float *)vertex3f;
8977 rsurface.modelsvector3f = NULL;
8978 rsurface.modeltvector3f = NULL;
8979 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
8983 rsurface.modelvertex3f = (float *)vertex3f;
8984 rsurface.modelsvector3f = NULL;
8985 rsurface.modeltvector3f = NULL;
8986 rsurface.modelnormal3f = NULL;
8988 rsurface.modelvertexmesh = NULL;
8989 rsurface.modelvertexmesh_vertexbuffer = NULL;
8990 rsurface.modelvertexmesh_bufferoffset = 0;
8991 rsurface.modelvertex3f_vertexbuffer = 0;
8992 rsurface.modelvertex3f_bufferoffset = 0;
8993 rsurface.modelsvector3f_vertexbuffer = 0;
8994 rsurface.modelsvector3f_bufferoffset = 0;
8995 rsurface.modeltvector3f_vertexbuffer = 0;
8996 rsurface.modeltvector3f_bufferoffset = 0;
8997 rsurface.modelnormal3f_vertexbuffer = 0;
8998 rsurface.modelnormal3f_bufferoffset = 0;
8999 rsurface.modelgeneratedvertex = true;
9000 rsurface.modellightmapcolor4f = (float *)color4f;
9001 rsurface.modellightmapcolor4f_vertexbuffer = 0;
9002 rsurface.modellightmapcolor4f_bufferoffset = 0;
9003 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
9004 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
9005 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
9006 rsurface.modeltexcoordlightmap2f = NULL;
9007 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
9008 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
9009 rsurface.modelskeletalindex4ub = NULL;
9010 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
9011 rsurface.modelskeletalindex4ub_bufferoffset = 0;
9012 rsurface.modelskeletalweight4ub = NULL;
9013 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
9014 rsurface.modelskeletalweight4ub_bufferoffset = 0;
9015 rsurface.modelelement3i = (int *)element3i;
9016 rsurface.modelelement3i_indexbuffer = NULL;
9017 rsurface.modelelement3i_bufferoffset = 0;
9018 rsurface.modelelement3s = (unsigned short *)element3s;
9019 rsurface.modelelement3s_indexbuffer = NULL;
9020 rsurface.modelelement3s_bufferoffset = 0;
9021 rsurface.modellightmapoffsets = NULL;
9022 rsurface.modelsurfaces = NULL;
9023 rsurface.batchgeneratedvertex = false;
9024 rsurface.batchfirstvertex = 0;
9025 rsurface.batchnumvertices = 0;
9026 rsurface.batchfirsttriangle = 0;
9027 rsurface.batchnumtriangles = 0;
9028 rsurface.batchvertex3f = NULL;
9029 rsurface.batchvertex3f_vertexbuffer = NULL;
9030 rsurface.batchvertex3f_bufferoffset = 0;
9031 rsurface.batchsvector3f = NULL;
9032 rsurface.batchsvector3f_vertexbuffer = NULL;
9033 rsurface.batchsvector3f_bufferoffset = 0;
9034 rsurface.batchtvector3f = NULL;
9035 rsurface.batchtvector3f_vertexbuffer = NULL;
9036 rsurface.batchtvector3f_bufferoffset = 0;
9037 rsurface.batchnormal3f = NULL;
9038 rsurface.batchnormal3f_vertexbuffer = NULL;
9039 rsurface.batchnormal3f_bufferoffset = 0;
9040 rsurface.batchlightmapcolor4f = NULL;
9041 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9042 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9043 rsurface.batchtexcoordtexture2f = NULL;
9044 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9045 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9046 rsurface.batchtexcoordlightmap2f = NULL;
9047 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9048 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9049 rsurface.batchskeletalindex4ub = NULL;
9050 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9051 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9052 rsurface.batchskeletalweight4ub = NULL;
9053 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9054 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9055 rsurface.batchvertexmesh = NULL;
9056 rsurface.batchvertexmesh_vertexbuffer = NULL;
9057 rsurface.batchvertexmesh_bufferoffset = 0;
9058 rsurface.batchelement3i = NULL;
9059 rsurface.batchelement3i_indexbuffer = NULL;
9060 rsurface.batchelement3i_bufferoffset = 0;
9061 rsurface.batchelement3s = NULL;
9062 rsurface.batchelement3s_indexbuffer = NULL;
9063 rsurface.batchelement3s_bufferoffset = 0;
9064 rsurface.passcolor4f = NULL;
9065 rsurface.passcolor4f_vertexbuffer = NULL;
9066 rsurface.passcolor4f_bufferoffset = 0;
9067 rsurface.forcecurrenttextureupdate = true;
9069 if (rsurface.modelnumvertices && rsurface.modelelement3i)
9071 if ((wantnormals || wanttangents) && !normal3f)
9073 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9074 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
9076 if (wanttangents && !svector3f)
9078 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9079 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
9080 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
9085 float RSurf_FogPoint(const float *v)
9087 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9088 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
9089 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
9090 float FogHeightFade = r_refdef.fogheightfade;
9092 unsigned int fogmasktableindex;
9093 if (r_refdef.fogplaneviewabove)
9094 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9096 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9097 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
9098 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9101 float RSurf_FogVertex(const float *v)
9103 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
9104 float FogPlaneViewDist = rsurface.fogplaneviewdist;
9105 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
9106 float FogHeightFade = rsurface.fogheightfade;
9108 unsigned int fogmasktableindex;
9109 if (r_refdef.fogplaneviewabove)
9110 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
9112 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
9113 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
9114 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
9117 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
9120 for (i = 0;i < numelements;i++)
9121 outelement3i[i] = inelement3i[i] + adjust;
9124 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
9125 extern cvar_t gl_vbo;
9126 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
9134 int surfacefirsttriangle;
9135 int surfacenumtriangles;
9136 int surfacefirstvertex;
9137 int surfaceendvertex;
9138 int surfacenumvertices;
9139 int batchnumsurfaces = texturenumsurfaces;
9140 int batchnumvertices;
9141 int batchnumtriangles;
9145 qboolean dynamicvertex;
9148 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
9151 q3shaderinfo_deform_t *deform;
9152 const msurface_t *surface, *firstsurface;
9153 r_vertexmesh_t *vertexmesh;
9154 if (!texturenumsurfaces)
9156 // find vertex range of this surface batch
9158 firstsurface = texturesurfacelist[0];
9159 firsttriangle = firstsurface->num_firsttriangle;
9160 batchnumvertices = 0;
9161 batchnumtriangles = 0;
9162 firstvertex = endvertex = firstsurface->num_firstvertex;
9163 for (i = 0;i < texturenumsurfaces;i++)
9165 surface = texturesurfacelist[i];
9166 if (surface != firstsurface + i)
9168 surfacefirstvertex = surface->num_firstvertex;
9169 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
9170 surfacenumvertices = surface->num_vertices;
9171 surfacenumtriangles = surface->num_triangles;
9172 if (firstvertex > surfacefirstvertex)
9173 firstvertex = surfacefirstvertex;
9174 if (endvertex < surfaceendvertex)
9175 endvertex = surfaceendvertex;
9176 batchnumvertices += surfacenumvertices;
9177 batchnumtriangles += surfacenumtriangles;
9180 r_refdef.stats[r_stat_batch_batches]++;
9182 r_refdef.stats[r_stat_batch_withgaps]++;
9183 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
9184 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
9185 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
9187 // we now know the vertex range used, and if there are any gaps in it
9188 rsurface.batchfirstvertex = firstvertex;
9189 rsurface.batchnumvertices = endvertex - firstvertex;
9190 rsurface.batchfirsttriangle = firsttriangle;
9191 rsurface.batchnumtriangles = batchnumtriangles;
9193 // this variable holds flags for which properties have been updated that
9194 // may require regenerating vertexmesh array...
9197 // check if any dynamic vertex processing must occur
9198 dynamicvertex = false;
9200 // a cvar to force the dynamic vertex path to be taken, for debugging
9201 if (r_batch_debugdynamicvertexpath.integer)
9205 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
9206 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
9207 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
9208 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
9210 dynamicvertex = true;
9213 // if there is a chance of animated vertex colors, it's a dynamic batch
9214 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9218 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
9219 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
9220 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
9221 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
9223 dynamicvertex = true;
9224 needsupdate |= BATCHNEED_VERTEXMESH_VERTEXCOLOR;
9227 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9229 switch (deform->deform)
9232 case Q3DEFORM_PROJECTIONSHADOW:
9233 case Q3DEFORM_TEXT0:
9234 case Q3DEFORM_TEXT1:
9235 case Q3DEFORM_TEXT2:
9236 case Q3DEFORM_TEXT3:
9237 case Q3DEFORM_TEXT4:
9238 case Q3DEFORM_TEXT5:
9239 case Q3DEFORM_TEXT6:
9240 case Q3DEFORM_TEXT7:
9243 case Q3DEFORM_AUTOSPRITE:
9246 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
9247 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
9248 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
9249 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
9251 dynamicvertex = true;
9252 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
9253 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9255 case Q3DEFORM_AUTOSPRITE2:
9258 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
9259 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
9260 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
9261 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
9263 dynamicvertex = true;
9264 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9265 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9267 case Q3DEFORM_NORMAL:
9270 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
9271 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
9272 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
9273 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
9275 dynamicvertex = true;
9276 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9277 needsupdate |= BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9280 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9281 break; // if wavefunc is a nop, ignore this transform
9284 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
9285 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
9286 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
9287 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
9289 dynamicvertex = true;
9290 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9291 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9293 case Q3DEFORM_BULGE:
9296 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
9297 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
9298 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
9299 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
9301 dynamicvertex = true;
9302 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
9303 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR;
9306 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
9307 break; // if wavefunc is a nop, ignore this transform
9310 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
9311 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
9312 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
9313 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
9315 dynamicvertex = true;
9316 batchneed |= BATCHNEED_ARRAY_VERTEX;
9317 needsupdate |= BATCHNEED_VERTEXMESH_VERTEX;
9321 if (rsurface.texture->materialshaderpass)
9323 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
9326 case Q3TCGEN_TEXTURE:
9328 case Q3TCGEN_LIGHTMAP:
9331 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
9332 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
9333 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
9334 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
9336 dynamicvertex = true;
9337 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9338 needsupdate |= BATCHNEED_VERTEXMESH_LIGHTMAP;
9340 case Q3TCGEN_VECTOR:
9343 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
9344 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
9345 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
9346 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
9348 dynamicvertex = true;
9349 batchneed |= BATCHNEED_ARRAY_VERTEX;
9350 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9352 case Q3TCGEN_ENVIRONMENT:
9355 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
9356 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
9357 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
9358 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
9360 dynamicvertex = true;
9361 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
9362 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9365 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
9369 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
9370 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
9371 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
9372 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
9374 dynamicvertex = true;
9375 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
9376 needsupdate |= BATCHNEED_VERTEXMESH_TEXCOORD;
9380 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9384 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9385 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9386 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9387 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9389 dynamicvertex = true;
9390 needsupdate |= (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP));
9393 // when the model data has no vertex buffer (dynamic mesh), we need to
9395 if (vid.useinterleavedarrays && !rsurface.modelvertexmesh_vertexbuffer)
9396 batchneed |= BATCHNEED_NOGAPS;
9398 // the caller can specify BATCHNEED_NOGAPS to force a batch with
9399 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
9400 // we ensure this by treating the vertex batch as dynamic...
9401 if ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0))
9405 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
9406 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
9407 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
9408 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
9410 dynamicvertex = true;
9415 // when copying, we need to consider the regeneration of vertexmesh, any dependencies it may have must be set...
9416 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX) batchneed |= BATCHNEED_ARRAY_VERTEX;
9417 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL) batchneed |= BATCHNEED_ARRAY_NORMAL;
9418 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR) batchneed |= BATCHNEED_ARRAY_VECTOR;
9419 if (batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) batchneed |= BATCHNEED_ARRAY_VERTEXCOLOR;
9420 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD) batchneed |= BATCHNEED_ARRAY_TEXCOORD;
9421 if (batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
9422 if (batchneed & BATCHNEED_VERTEXMESH_SKELETAL) batchneed |= BATCHNEED_ARRAY_SKELETAL;
9425 // if needsupdate, we have to do a dynamic vertex batch for sure
9426 if (needsupdate & batchneed)
9430 r_refdef.stats[r_stat_batch_dynamic_batches_because_derived] += 1;
9431 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_derived] += batchnumsurfaces;
9432 r_refdef.stats[r_stat_batch_dynamic_vertices_because_derived] += batchnumvertices;
9433 r_refdef.stats[r_stat_batch_dynamic_triangles_because_derived] += batchnumtriangles;
9435 dynamicvertex = true;
9438 // see if we need to build vertexmesh from arrays
9439 if (!rsurface.modelvertexmesh && (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)))
9443 r_refdef.stats[r_stat_batch_dynamic_batches_because_interleavedarrays] += 1;
9444 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_interleavedarrays] += batchnumsurfaces;
9445 r_refdef.stats[r_stat_batch_dynamic_vertices_because_interleavedarrays] += batchnumvertices;
9446 r_refdef.stats[r_stat_batch_dynamic_triangles_because_interleavedarrays] += batchnumtriangles;
9448 dynamicvertex = true;
9451 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
9452 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
9453 batchneed |= BATCHNEED_ARRAY_SKELETAL;
9455 rsurface.batchvertex3f = rsurface.modelvertex3f;
9456 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
9457 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
9458 rsurface.batchsvector3f = rsurface.modelsvector3f;
9459 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
9460 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
9461 rsurface.batchtvector3f = rsurface.modeltvector3f;
9462 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
9463 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
9464 rsurface.batchnormal3f = rsurface.modelnormal3f;
9465 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
9466 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
9467 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
9468 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
9469 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
9470 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
9471 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
9472 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
9473 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
9474 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
9475 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
9476 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
9477 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
9478 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
9479 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
9480 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
9481 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
9482 rsurface.batchvertexmesh = rsurface.modelvertexmesh;
9483 rsurface.batchvertexmesh_vertexbuffer = rsurface.modelvertexmesh_vertexbuffer;
9484 rsurface.batchvertexmesh_bufferoffset = rsurface.modelvertexmesh_bufferoffset;
9485 rsurface.batchelement3i = rsurface.modelelement3i;
9486 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
9487 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
9488 rsurface.batchelement3s = rsurface.modelelement3s;
9489 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
9490 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
9491 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
9492 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
9493 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
9494 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
9495 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
9497 // if any dynamic vertex processing has to occur in software, we copy the
9498 // entire surface list together before processing to rebase the vertices
9499 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
9501 // if any gaps exist and we do not have a static vertex buffer, we have to
9502 // copy the surface list together to avoid wasting upload bandwidth on the
9503 // vertices in the gaps.
9505 // if gaps exist and we have a static vertex buffer, we can choose whether
9506 // to combine the index buffer ranges into one dynamic index buffer or
9507 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
9509 // in many cases the batch is reduced to one draw call.
9511 rsurface.batchmultidraw = false;
9512 rsurface.batchmultidrawnumsurfaces = 0;
9513 rsurface.batchmultidrawsurfacelist = NULL;
9517 // static vertex data, just set pointers...
9518 rsurface.batchgeneratedvertex = false;
9519 // if there are gaps, we want to build a combined index buffer,
9520 // otherwise use the original static buffer with an appropriate offset
9523 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
9524 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
9525 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
9526 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
9527 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
9529 rsurface.batchmultidraw = true;
9530 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
9531 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
9534 // build a new triangle elements array for this batch
9535 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9536 rsurface.batchfirsttriangle = 0;
9538 for (i = 0;i < texturenumsurfaces;i++)
9540 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9541 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9542 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
9543 numtriangles += surfacenumtriangles;
9545 rsurface.batchelement3i_indexbuffer = NULL;
9546 rsurface.batchelement3i_bufferoffset = 0;
9547 rsurface.batchelement3s = NULL;
9548 rsurface.batchelement3s_indexbuffer = NULL;
9549 rsurface.batchelement3s_bufferoffset = 0;
9550 if (endvertex <= 65536)
9552 // make a 16bit (unsigned short) index array if possible
9553 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9554 for (i = 0;i < numtriangles*3;i++)
9555 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9557 // upload buffer data for the copytriangles batch
9558 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
9560 if (rsurface.batchelement3s)
9561 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
9562 else if (rsurface.batchelement3i)
9563 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
9568 r_refdef.stats[r_stat_batch_fast_batches] += 1;
9569 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
9570 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
9571 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
9576 // something needs software processing, do it for real...
9577 // we only directly handle separate array data in this case and then
9578 // generate interleaved data if needed...
9579 rsurface.batchgeneratedvertex = true;
9580 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
9581 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
9582 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
9583 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
9585 // now copy the vertex data into a combined array and make an index array
9586 // (this is what Quake3 does all the time)
9587 // we also apply any skeletal animation here that would have been done in
9588 // the vertex shader, because most of the dynamic vertex animation cases
9589 // need actual vertex positions and normals
9590 //if (dynamicvertex)
9592 rsurface.batchvertexmesh = NULL;
9593 rsurface.batchvertexmesh_vertexbuffer = NULL;
9594 rsurface.batchvertexmesh_bufferoffset = 0;
9595 rsurface.batchvertex3f = NULL;
9596 rsurface.batchvertex3f_vertexbuffer = NULL;
9597 rsurface.batchvertex3f_bufferoffset = 0;
9598 rsurface.batchsvector3f = NULL;
9599 rsurface.batchsvector3f_vertexbuffer = NULL;
9600 rsurface.batchsvector3f_bufferoffset = 0;
9601 rsurface.batchtvector3f = NULL;
9602 rsurface.batchtvector3f_vertexbuffer = NULL;
9603 rsurface.batchtvector3f_bufferoffset = 0;
9604 rsurface.batchnormal3f = NULL;
9605 rsurface.batchnormal3f_vertexbuffer = NULL;
9606 rsurface.batchnormal3f_bufferoffset = 0;
9607 rsurface.batchlightmapcolor4f = NULL;
9608 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9609 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9610 rsurface.batchtexcoordtexture2f = NULL;
9611 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
9612 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
9613 rsurface.batchtexcoordlightmap2f = NULL;
9614 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
9615 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
9616 rsurface.batchskeletalindex4ub = NULL;
9617 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
9618 rsurface.batchskeletalindex4ub_bufferoffset = 0;
9619 rsurface.batchskeletalweight4ub = NULL;
9620 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
9621 rsurface.batchskeletalweight4ub_bufferoffset = 0;
9622 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
9623 rsurface.batchelement3i_indexbuffer = NULL;
9624 rsurface.batchelement3i_bufferoffset = 0;
9625 rsurface.batchelement3s = NULL;
9626 rsurface.batchelement3s_indexbuffer = NULL;
9627 rsurface.batchelement3s_bufferoffset = 0;
9628 rsurface.batchskeletaltransform3x4buffer = NULL;
9629 rsurface.batchskeletaltransform3x4offset = 0;
9630 rsurface.batchskeletaltransform3x4size = 0;
9631 // we'll only be setting up certain arrays as needed
9632 if (batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
9633 rsurface.batchvertexmesh = (r_vertexmesh_t *)R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
9634 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9635 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9636 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9637 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9638 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9640 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9641 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
9643 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9644 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9645 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9646 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9647 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9648 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
9649 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9651 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9652 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
9656 for (i = 0;i < texturenumsurfaces;i++)
9658 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
9659 surfacenumvertices = texturesurfacelist[i]->num_vertices;
9660 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
9661 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
9662 // copy only the data requested
9663 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP)) && rsurface.modelvertexmesh)
9664 memcpy(rsurface.batchvertexmesh + numvertices, rsurface.modelvertexmesh + surfacefirstvertex, surfacenumvertices * sizeof(rsurface.batchvertexmesh[0]));
9665 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
9667 if (batchneed & BATCHNEED_ARRAY_VERTEX)
9669 if (rsurface.batchvertex3f)
9670 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9672 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9674 if (batchneed & BATCHNEED_ARRAY_NORMAL)
9676 if (rsurface.modelnormal3f)
9677 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9679 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9681 if (batchneed & BATCHNEED_ARRAY_VECTOR)
9683 if (rsurface.modelsvector3f)
9685 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9686 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
9690 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9691 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
9694 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
9696 if (rsurface.modellightmapcolor4f)
9697 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
9699 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
9701 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
9703 if (rsurface.modeltexcoordtexture2f)
9704 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9706 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9708 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
9710 if (rsurface.modeltexcoordlightmap2f)
9711 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
9713 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
9715 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
9717 if (rsurface.modelskeletalindex4ub)
9719 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9720 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
9724 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9725 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
9726 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
9727 for (j = 0;j < surfacenumvertices;j++)
9732 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
9733 numvertices += surfacenumvertices;
9734 numtriangles += surfacenumtriangles;
9737 // generate a 16bit index array as well if possible
9738 // (in general, dynamic batches fit)
9739 if (numvertices <= 65536)
9741 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
9742 for (i = 0;i < numtriangles*3;i++)
9743 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
9746 // since we've copied everything, the batch now starts at 0
9747 rsurface.batchfirstvertex = 0;
9748 rsurface.batchnumvertices = batchnumvertices;
9749 rsurface.batchfirsttriangle = 0;
9750 rsurface.batchnumtriangles = batchnumtriangles;
9753 // apply skeletal animation that would have been done in the vertex shader
9754 if (rsurface.batchskeletaltransform3x4)
9756 const unsigned char *si;
9757 const unsigned char *sw;
9759 const float *b = rsurface.batchskeletaltransform3x4;
9760 float *vp, *vs, *vt, *vn;
9762 float m[3][4], n[3][4];
9763 float tp[3], ts[3], tt[3], tn[3];
9764 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
9765 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
9766 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
9767 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
9768 si = rsurface.batchskeletalindex4ub;
9769 sw = rsurface.batchskeletalweight4ub;
9770 vp = rsurface.batchvertex3f;
9771 vs = rsurface.batchsvector3f;
9772 vt = rsurface.batchtvector3f;
9773 vn = rsurface.batchnormal3f;
9774 memset(m[0], 0, sizeof(m));
9775 memset(n[0], 0, sizeof(n));
9776 for (i = 0;i < batchnumvertices;i++)
9778 t[0] = b + si[0]*12;
9781 // common case - only one matrix
9795 else if (sw[2] + sw[3])
9798 t[1] = b + si[1]*12;
9799 t[2] = b + si[2]*12;
9800 t[3] = b + si[3]*12;
9801 w[0] = sw[0] * (1.0f / 255.0f);
9802 w[1] = sw[1] * (1.0f / 255.0f);
9803 w[2] = sw[2] * (1.0f / 255.0f);
9804 w[3] = sw[3] * (1.0f / 255.0f);
9805 // blend the matrices
9806 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
9807 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
9808 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
9809 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
9810 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
9811 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
9812 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
9813 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
9814 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
9815 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
9816 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
9817 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
9822 t[1] = b + si[1]*12;
9823 w[0] = sw[0] * (1.0f / 255.0f);
9824 w[1] = sw[1] * (1.0f / 255.0f);
9825 // blend the matrices
9826 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
9827 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
9828 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
9829 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
9830 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
9831 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
9832 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
9833 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
9834 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
9835 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
9836 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
9837 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
9841 // modify the vertex
9843 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
9844 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
9845 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
9849 // the normal transformation matrix is a set of cross products...
9850 CrossProduct(m[1], m[2], n[0]);
9851 CrossProduct(m[2], m[0], n[1]);
9852 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
9854 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
9855 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
9856 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
9857 VectorNormalize(vn);
9862 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
9863 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
9864 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
9865 VectorNormalize(vs);
9868 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
9869 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
9870 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
9871 VectorNormalize(vt);
9876 rsurface.batchskeletaltransform3x4 = NULL;
9877 rsurface.batchskeletalnumtransforms = 0;
9880 // q1bsp surfaces rendered in vertex color mode have to have colors
9881 // calculated based on lightstyles
9882 if ((batchneed & (BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_ARRAY_VERTEXCOLOR)) && texturesurfacelist[0]->lightmapinfo)
9884 // generate color arrays for the surfaces in this list
9889 const unsigned char *lm;
9890 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
9891 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
9892 rsurface.batchlightmapcolor4f_bufferoffset = 0;
9894 for (i = 0;i < texturenumsurfaces;i++)
9896 surface = texturesurfacelist[i];
9897 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
9898 surfacenumvertices = surface->num_vertices;
9899 if (surface->lightmapinfo->samples)
9901 for (j = 0;j < surfacenumvertices;j++)
9903 lm = surface->lightmapinfo->samples + offsets[j];
9904 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
9905 VectorScale(lm, scale, c);
9906 if (surface->lightmapinfo->styles[1] != 255)
9908 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
9910 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
9911 VectorMA(c, scale, lm, c);
9912 if (surface->lightmapinfo->styles[2] != 255)
9915 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
9916 VectorMA(c, scale, lm, c);
9917 if (surface->lightmapinfo->styles[3] != 255)
9920 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
9921 VectorMA(c, scale, lm, c);
9928 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);
9934 for (j = 0;j < surfacenumvertices;j++)
9936 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
9943 // if vertices are deformed (sprite flares and things in maps, possibly
9944 // water waves, bulges and other deformations), modify the copied vertices
9946 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
9949 switch (deform->deform)
9952 case Q3DEFORM_PROJECTIONSHADOW:
9953 case Q3DEFORM_TEXT0:
9954 case Q3DEFORM_TEXT1:
9955 case Q3DEFORM_TEXT2:
9956 case Q3DEFORM_TEXT3:
9957 case Q3DEFORM_TEXT4:
9958 case Q3DEFORM_TEXT5:
9959 case Q3DEFORM_TEXT6:
9960 case Q3DEFORM_TEXT7:
9963 case Q3DEFORM_AUTOSPRITE:
9964 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
9965 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
9966 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
9967 VectorNormalize(newforward);
9968 VectorNormalize(newright);
9969 VectorNormalize(newup);
9970 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
9971 // rsurface.batchvertex3f_vertexbuffer = NULL;
9972 // rsurface.batchvertex3f_bufferoffset = 0;
9973 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
9974 // rsurface.batchsvector3f_vertexbuffer = NULL;
9975 // rsurface.batchsvector3f_bufferoffset = 0;
9976 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
9977 // rsurface.batchtvector3f_vertexbuffer = NULL;
9978 // rsurface.batchtvector3f_bufferoffset = 0;
9979 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
9980 // rsurface.batchnormal3f_vertexbuffer = NULL;
9981 // rsurface.batchnormal3f_bufferoffset = 0;
9982 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
9983 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
9984 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
9985 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
9986 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);
9987 // a single autosprite surface can contain multiple sprites...
9988 for (j = 0;j < batchnumvertices - 3;j += 4)
9990 VectorClear(center);
9991 for (i = 0;i < 4;i++)
9992 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
9993 VectorScale(center, 0.25f, center);
9994 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
9995 VectorCopy(rsurface.batchsvector3f + 3*j, right);
9996 VectorCopy(rsurface.batchtvector3f + 3*j, up);
9997 for (i = 0;i < 4;i++)
9999 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
10000 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
10003 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
10004 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10005 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);
10007 case Q3DEFORM_AUTOSPRITE2:
10008 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
10009 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
10010 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
10011 VectorNormalize(newforward);
10012 VectorNormalize(newright);
10013 VectorNormalize(newup);
10014 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10015 // rsurface.batchvertex3f_vertexbuffer = NULL;
10016 // rsurface.batchvertex3f_bufferoffset = 0;
10018 const float *v1, *v2;
10028 memset(shortest, 0, sizeof(shortest));
10029 // a single autosprite surface can contain multiple sprites...
10030 for (j = 0;j < batchnumvertices - 3;j += 4)
10032 VectorClear(center);
10033 for (i = 0;i < 4;i++)
10034 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
10035 VectorScale(center, 0.25f, center);
10036 // find the two shortest edges, then use them to define the
10037 // axis vectors for rotating around the central axis
10038 for (i = 0;i < 6;i++)
10040 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
10041 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
10042 l = VectorDistance2(v1, v2);
10043 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
10044 if (v1[2] != v2[2])
10045 l += (1.0f / 1024.0f);
10046 if (shortest[0].length2 > l || i == 0)
10048 shortest[1] = shortest[0];
10049 shortest[0].length2 = l;
10050 shortest[0].v1 = v1;
10051 shortest[0].v2 = v2;
10053 else if (shortest[1].length2 > l || i == 1)
10055 shortest[1].length2 = l;
10056 shortest[1].v1 = v1;
10057 shortest[1].v2 = v2;
10060 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
10061 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
10062 // this calculates the right vector from the shortest edge
10063 // and the up vector from the edge midpoints
10064 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
10065 VectorNormalize(right);
10066 VectorSubtract(end, start, up);
10067 VectorNormalize(up);
10068 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
10069 VectorSubtract(rsurface.localvieworigin, center, forward);
10070 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
10071 VectorNegate(forward, forward);
10072 VectorReflect(forward, 0, up, forward);
10073 VectorNormalize(forward);
10074 CrossProduct(up, forward, newright);
10075 VectorNormalize(newright);
10076 // rotate the quad around the up axis vector, this is made
10077 // especially easy by the fact we know the quad is flat,
10078 // so we only have to subtract the center position and
10079 // measure distance along the right vector, and then
10080 // multiply that by the newright vector and add back the
10082 // we also need to subtract the old position to undo the
10083 // displacement from the center, which we do with a
10084 // DotProduct, the subtraction/addition of center is also
10085 // optimized into DotProducts here
10086 l = DotProduct(right, center);
10087 for (i = 0;i < 4;i++)
10089 v1 = rsurface.batchvertex3f + 3*(j+i);
10090 f = DotProduct(right, v1) - l;
10091 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
10095 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
10097 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10098 // rsurface.batchnormal3f_vertexbuffer = NULL;
10099 // rsurface.batchnormal3f_bufferoffset = 0;
10100 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10102 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10104 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10105 // rsurface.batchsvector3f_vertexbuffer = NULL;
10106 // rsurface.batchsvector3f_bufferoffset = 0;
10107 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10108 // rsurface.batchtvector3f_vertexbuffer = NULL;
10109 // rsurface.batchtvector3f_bufferoffset = 0;
10110 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);
10113 case Q3DEFORM_NORMAL:
10114 // deform the normals to make reflections wavey
10115 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10116 rsurface.batchnormal3f_vertexbuffer = NULL;
10117 rsurface.batchnormal3f_bufferoffset = 0;
10118 for (j = 0;j < batchnumvertices;j++)
10121 float *normal = rsurface.batchnormal3f + 3*j;
10122 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
10123 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10124 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10125 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
10126 VectorNormalize(normal);
10128 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10130 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10131 // rsurface.batchsvector3f_vertexbuffer = NULL;
10132 // rsurface.batchsvector3f_bufferoffset = 0;
10133 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10134 // rsurface.batchtvector3f_vertexbuffer = NULL;
10135 // rsurface.batchtvector3f_bufferoffset = 0;
10136 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);
10139 case Q3DEFORM_WAVE:
10140 // deform vertex array to make wavey water and flags and such
10141 waveparms[0] = deform->waveparms[0];
10142 waveparms[1] = deform->waveparms[1];
10143 waveparms[2] = deform->waveparms[2];
10144 waveparms[3] = deform->waveparms[3];
10145 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
10146 break; // if wavefunc is a nop, don't make a dynamic vertex array
10147 // this is how a divisor of vertex influence on deformation
10148 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
10149 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10150 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10151 // rsurface.batchvertex3f_vertexbuffer = NULL;
10152 // rsurface.batchvertex3f_bufferoffset = 0;
10153 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10154 // rsurface.batchnormal3f_vertexbuffer = NULL;
10155 // rsurface.batchnormal3f_bufferoffset = 0;
10156 for (j = 0;j < batchnumvertices;j++)
10158 // if the wavefunc depends on time, evaluate it per-vertex
10161 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
10162 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
10164 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10166 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10167 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10168 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10170 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10171 // rsurface.batchsvector3f_vertexbuffer = NULL;
10172 // rsurface.batchsvector3f_bufferoffset = 0;
10173 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10174 // rsurface.batchtvector3f_vertexbuffer = NULL;
10175 // rsurface.batchtvector3f_bufferoffset = 0;
10176 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);
10179 case Q3DEFORM_BULGE:
10180 // deform vertex array to make the surface have moving bulges
10181 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10182 // rsurface.batchvertex3f_vertexbuffer = NULL;
10183 // rsurface.batchvertex3f_bufferoffset = 0;
10184 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
10185 // rsurface.batchnormal3f_vertexbuffer = NULL;
10186 // rsurface.batchnormal3f_bufferoffset = 0;
10187 for (j = 0;j < batchnumvertices;j++)
10189 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
10190 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
10192 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
10193 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
10194 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
10196 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10197 // rsurface.batchsvector3f_vertexbuffer = NULL;
10198 // rsurface.batchsvector3f_bufferoffset = 0;
10199 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
10200 // rsurface.batchtvector3f_vertexbuffer = NULL;
10201 // rsurface.batchtvector3f_bufferoffset = 0;
10202 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);
10205 case Q3DEFORM_MOVE:
10206 // deform vertex array
10207 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
10208 break; // if wavefunc is a nop, don't make a dynamic vertex array
10209 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
10210 VectorScale(deform->parms, scale, waveparms);
10211 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
10212 // rsurface.batchvertex3f_vertexbuffer = NULL;
10213 // rsurface.batchvertex3f_bufferoffset = 0;
10214 for (j = 0;j < batchnumvertices;j++)
10215 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
10220 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
10222 // generate texcoords based on the chosen texcoord source
10223 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
10226 case Q3TCGEN_TEXTURE:
10228 case Q3TCGEN_LIGHTMAP:
10229 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10230 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10231 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10232 if (rsurface.batchtexcoordlightmap2f)
10233 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
10235 case Q3TCGEN_VECTOR:
10236 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10237 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10238 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10239 for (j = 0;j < batchnumvertices;j++)
10241 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
10242 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
10245 case Q3TCGEN_ENVIRONMENT:
10246 // make environment reflections using a spheremap
10247 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10248 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10249 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10250 for (j = 0;j < batchnumvertices;j++)
10252 // identical to Q3A's method, but executed in worldspace so
10253 // carried models can be shiny too
10255 float viewer[3], d, reflected[3], worldreflected[3];
10257 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
10258 // VectorNormalize(viewer);
10260 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
10262 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
10263 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
10264 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
10265 // note: this is proportinal to viewer, so we can normalize later
10267 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
10268 VectorNormalize(worldreflected);
10270 // note: this sphere map only uses world x and z!
10271 // so positive and negative y will LOOK THE SAME.
10272 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
10273 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
10277 // the only tcmod that needs software vertex processing is turbulent, so
10278 // check for it here and apply the changes if needed
10279 // and we only support that as the first one
10280 // (handling a mixture of turbulent and other tcmods would be problematic
10281 // without punting it entirely to a software path)
10282 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
10284 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
10285 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
10286 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
10287 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
10288 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
10289 for (j = 0;j < batchnumvertices;j++)
10291 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);
10292 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
10297 if (needsupdate & batchneed & (BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | BATCHNEED_VERTEXMESH_VERTEXCOLOR | BATCHNEED_VERTEXMESH_TEXCOORD | BATCHNEED_VERTEXMESH_LIGHTMAP))
10299 // convert the modified arrays to vertex structs
10300 // rsurface.batchvertexmesh = R_FrameData_Alloc(batchnumvertices * sizeof(r_vertexmesh_t));
10301 // rsurface.batchvertexmesh_vertexbuffer = NULL;
10302 // rsurface.batchvertexmesh_bufferoffset = 0;
10303 if (batchneed & BATCHNEED_VERTEXMESH_VERTEX)
10304 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10305 VectorCopy(rsurface.batchvertex3f + 3*j, vertexmesh->vertex3f);
10306 if (batchneed & BATCHNEED_VERTEXMESH_NORMAL)
10307 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10308 VectorCopy(rsurface.batchnormal3f + 3*j, vertexmesh->normal3f);
10309 if (batchneed & BATCHNEED_VERTEXMESH_VECTOR)
10311 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10313 VectorCopy(rsurface.batchsvector3f + 3*j, vertexmesh->svector3f);
10314 VectorCopy(rsurface.batchtvector3f + 3*j, vertexmesh->tvector3f);
10317 if ((batchneed & BATCHNEED_VERTEXMESH_VERTEXCOLOR) && rsurface.batchlightmapcolor4f)
10318 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10319 Vector4Copy(rsurface.batchlightmapcolor4f + 4*j, vertexmesh->color4f);
10320 if (batchneed & BATCHNEED_VERTEXMESH_TEXCOORD)
10321 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10322 Vector2Copy(rsurface.batchtexcoordtexture2f + 2*j, vertexmesh->texcoordtexture2f);
10323 if ((batchneed & BATCHNEED_VERTEXMESH_LIGHTMAP) && rsurface.batchtexcoordlightmap2f)
10324 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10325 Vector2Copy(rsurface.batchtexcoordlightmap2f + 2*j, vertexmesh->texcoordlightmap2f);
10326 if ((batchneed & BATCHNEED_VERTEXMESH_SKELETAL) && rsurface.batchskeletalindex4ub)
10328 for (j = 0, vertexmesh = rsurface.batchvertexmesh;j < batchnumvertices;j++, vertexmesh++)
10330 Vector4Copy(rsurface.batchskeletalindex4ub + 4*j, vertexmesh->skeletalindex4ub);
10331 Vector4Copy(rsurface.batchskeletalweight4ub + 4*j, vertexmesh->skeletalweight4ub);
10336 // upload buffer data for the dynamic batch
10337 if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
10339 if (rsurface.batchvertexmesh)
10340 rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
10343 if (rsurface.batchvertex3f)
10344 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
10345 if (rsurface.batchsvector3f)
10346 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
10347 if (rsurface.batchtvector3f)
10348 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
10349 if (rsurface.batchnormal3f)
10350 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
10351 if (rsurface.batchlightmapcolor4f)
10352 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
10353 if (rsurface.batchtexcoordtexture2f)
10354 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
10355 if (rsurface.batchtexcoordlightmap2f)
10356 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
10357 if (rsurface.batchskeletalindex4ub)
10358 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
10359 if (rsurface.batchskeletalweight4ub)
10360 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
10362 if (rsurface.batchelement3s)
10363 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
10364 else if (rsurface.batchelement3i)
10365 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
10369 void RSurf_DrawBatch(void)
10371 // sometimes a zero triangle surface (usually a degenerate patch) makes it
10372 // through the pipeline, killing it earlier in the pipeline would have
10373 // per-surface overhead rather than per-batch overhead, so it's best to
10374 // reject it here, before it hits glDraw.
10375 if (rsurface.batchnumtriangles == 0)
10378 // batch debugging code
10379 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
10385 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
10386 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
10389 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
10391 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
10393 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
10394 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);
10401 if (rsurface.batchmultidraw)
10403 // issue multiple draws rather than copying index data
10404 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
10405 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
10406 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
10407 for (i = 0;i < numsurfaces;)
10409 // combine consecutive surfaces as one draw
10410 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
10411 if (surfacelist[j] != surfacelist[k] + 1)
10413 firstvertex = surfacelist[i]->num_firstvertex;
10414 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
10415 firsttriangle = surfacelist[i]->num_firsttriangle;
10416 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
10417 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
10423 // there is only one consecutive run of index data (may have been combined)
10424 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);
10428 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
10430 // pick the closest matching water plane
10431 int planeindex, vertexindex, bestplaneindex = -1;
10435 r_waterstate_waterplane_t *p;
10436 qboolean prepared = false;
10438 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
10440 if(p->camera_entity != rsurface.texture->camera_entity)
10445 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
10447 if(rsurface.batchnumvertices == 0)
10450 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
10452 Matrix4x4_Transform(&rsurface.matrix, v, vert);
10453 d += fabs(PlaneDiff(vert, &p->plane));
10455 if (bestd > d || bestplaneindex < 0)
10458 bestplaneindex = planeindex;
10461 return bestplaneindex;
10462 // NOTE: this MAY return a totally unrelated water plane; we can ignore
10463 // this situation though, as it might be better to render single larger
10464 // batches with useless stuff (backface culled for example) than to
10465 // render multiple smaller batches
10468 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void)
10471 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10472 rsurface.passcolor4f_vertexbuffer = 0;
10473 rsurface.passcolor4f_bufferoffset = 0;
10474 for (i = 0;i < rsurface.batchnumvertices;i++)
10475 Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f);
10478 static void RSurf_DrawBatch_GL11_ApplyFog(void)
10485 if (rsurface.passcolor4f)
10487 // generate color arrays
10488 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10489 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10490 rsurface.passcolor4f_vertexbuffer = 0;
10491 rsurface.passcolor4f_bufferoffset = 0;
10492 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)
10494 f = RSurf_FogVertex(v);
10503 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10504 rsurface.passcolor4f_vertexbuffer = 0;
10505 rsurface.passcolor4f_bufferoffset = 0;
10506 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4)
10508 f = RSurf_FogVertex(v);
10517 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void)
10524 if (!rsurface.passcolor4f)
10526 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10527 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10528 rsurface.passcolor4f_vertexbuffer = 0;
10529 rsurface.passcolor4f_bufferoffset = 0;
10530 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)
10532 f = RSurf_FogVertex(v);
10533 c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
10534 c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
10535 c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
10540 static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a)
10545 if (!rsurface.passcolor4f)
10547 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10548 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10549 rsurface.passcolor4f_vertexbuffer = 0;
10550 rsurface.passcolor4f_bufferoffset = 0;
10551 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10560 static void RSurf_DrawBatch_GL11_ApplyAmbient(void)
10565 if (!rsurface.passcolor4f)
10567 c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;
10568 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10569 rsurface.passcolor4f_vertexbuffer = 0;
10570 rsurface.passcolor4f_bufferoffset = 0;
10571 for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4)
10573 c2[0] = c[0] + r_refdef.scene.ambient;
10574 c2[1] = c[1] + r_refdef.scene.ambient;
10575 c2[2] = c[2] + r_refdef.scene.ambient;
10580 static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10583 rsurface.passcolor4f = NULL;
10584 rsurface.passcolor4f_vertexbuffer = 0;
10585 rsurface.passcolor4f_bufferoffset = 0;
10586 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10587 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10588 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10589 GL_Color(r, g, b, a);
10590 R_Mesh_TexBind(0, rsurface.lightmaptexture);
10591 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10592 R_Mesh_TexMatrix(0, NULL);
10596 static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10598 // TODO: optimize applyfog && applycolor case
10599 // just apply fog if necessary, and tint the fog color array if necessary
10600 rsurface.passcolor4f = NULL;
10601 rsurface.passcolor4f_vertexbuffer = 0;
10602 rsurface.passcolor4f_bufferoffset = 0;
10603 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10604 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10605 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10606 GL_Color(r, g, b, a);
10610 static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10613 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
10614 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
10615 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
10616 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10617 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10618 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10619 GL_Color(r, g, b, a);
10623 static void RSurf_DrawBatch_GL11_ClampColor(void)
10628 if (!rsurface.passcolor4f)
10630 for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4)
10632 c2[0] = bound(0.0f, c1[0], 1.0f);
10633 c2[1] = bound(0.0f, c1[1], 1.0f);
10634 c2[2] = bound(0.0f, c1[2], 1.0f);
10635 c2[3] = bound(0.0f, c1[3], 1.0f);
10639 static void RSurf_DrawBatch_GL11_ApplyFakeLight(void)
10649 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10650 rsurface.passcolor4f_vertexbuffer = 0;
10651 rsurface.passcolor4f_bufferoffset = 0;
10652 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)
10654 f = -DotProduct(r_refdef.view.forward, n);
10656 f = f * 0.85 + 0.15; // work around so stuff won't get black
10657 f *= r_refdef.lightmapintensity;
10658 Vector4Set(c, f, f, f, 1);
10662 static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10664 RSurf_DrawBatch_GL11_ApplyFakeLight();
10665 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10666 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10667 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10668 GL_Color(r, g, b, a);
10672 static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, qboolean *applycolor)
10680 vec3_t ambientcolor;
10681 vec3_t diffusecolor;
10685 VectorCopy(rsurface.modellight_lightdir, lightdir);
10686 f = 0.5f * r_refdef.lightmapintensity;
10687 ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
10688 ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
10689 ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
10690 diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
10691 diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
10692 diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
10694 if (VectorLength2(diffusecolor) > 0)
10696 // q3-style directional shading
10697 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10698 rsurface.passcolor4f_vertexbuffer = 0;
10699 rsurface.passcolor4f_bufferoffset = 0;
10700 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)
10702 if ((f = DotProduct(n, lightdir)) > 0)
10703 VectorMA(ambientcolor, f, diffusecolor, c);
10705 VectorCopy(ambientcolor, c);
10712 *applycolor = false;
10716 *r = ambientcolor[0];
10717 *g = ambientcolor[1];
10718 *b = ambientcolor[2];
10719 rsurface.passcolor4f = NULL;
10720 rsurface.passcolor4f_vertexbuffer = 0;
10721 rsurface.passcolor4f_bufferoffset = 0;
10725 static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
10727 RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, &applycolor);
10728 if (applyfog) RSurf_DrawBatch_GL11_ApplyFog();
10729 if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a);
10730 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset);
10731 GL_Color(r, g, b, a);
10735 static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a)
10743 rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4]));
10744 rsurface.passcolor4f_vertexbuffer = 0;
10745 rsurface.passcolor4f_bufferoffset = 0;
10747 for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4)
10749 f = 1 - RSurf_FogVertex(v);
10757 void RSurf_SetupDepthAndCulling(void)
10759 // submodels are biased to avoid z-fighting with world surfaces that they
10760 // may be exactly overlapping (avoids z-fighting artifacts on certain
10761 // doors and things in Quake maps)
10762 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
10763 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
10764 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
10765 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
10768 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
10770 // transparent sky would be ridiculous
10771 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
10773 R_SetupShader_Generic_NoTexture(false, false);
10774 skyrenderlater = true;
10775 RSurf_SetupDepthAndCulling();
10776 GL_DepthMask(true);
10777 // LordHavoc: HalfLife maps have freaky skypolys so don't use
10778 // skymasking on them, and Quake3 never did sky masking (unlike
10779 // software Quake and software Quake2), so disable the sky masking
10780 // in Quake3 maps as it causes problems with q3map2 sky tricks,
10781 // and skymasking also looks very bad when noclipping outside the
10782 // level, so don't use it then either.
10783 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis && !r_trippy.integer)
10785 R_Mesh_ResetTextureState();
10786 if (skyrendermasked)
10788 R_SetupShader_DepthOrShadow(false, false, false);
10789 // depth-only (masking)
10790 GL_ColorMask(0,0,0,0);
10791 // just to make sure that braindead drivers don't draw
10792 // anything despite that colormask...
10793 GL_BlendFunc(GL_ZERO, GL_ONE);
10794 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
10795 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10799 R_SetupShader_Generic_NoTexture(false, false);
10801 GL_BlendFunc(GL_ONE, GL_ZERO);
10802 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
10803 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
10804 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
10807 if (skyrendermasked)
10808 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
10810 R_Mesh_ResetTextureState();
10811 GL_Color(1, 1, 1, 1);
10814 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
10815 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
10816 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
10818 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
10822 // render screenspace normalmap to texture
10823 GL_DepthMask(true);
10824 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
10829 // bind lightmap texture
10831 // water/refraction/reflection/camera surfaces have to be handled specially
10832 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
10834 int start, end, startplaneindex;
10835 for (start = 0;start < texturenumsurfaces;start = end)
10837 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
10838 if(startplaneindex < 0)
10840 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
10841 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
10845 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
10847 // now that we have a batch using the same planeindex, render it
10848 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
10850 // render water or distortion background
10851 GL_DepthMask(true);
10852 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);
10854 // blend surface on top
10855 GL_DepthMask(false);
10856 R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
10859 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
10861 // render surface with reflection texture as input
10862 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10863 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);
10870 // render surface batch normally
10871 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
10872 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);
10876 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10878 // OpenGL 1.3 path - anything not completely ancient
10879 qboolean applycolor;
10882 const texturelayer_t *layer;
10883 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);
10884 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10886 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10889 int layertexrgbscale;
10890 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10892 if (layerindex == 0)
10893 GL_AlphaTest(true);
10896 GL_AlphaTest(false);
10897 GL_DepthFunc(GL_EQUAL);
10900 GL_DepthMask(layer->depthmask && writedepth);
10901 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
10902 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
10904 layertexrgbscale = 4;
10905 VectorScale(layer->color, 0.25f, layercolor);
10907 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
10909 layertexrgbscale = 2;
10910 VectorScale(layer->color, 0.5f, layercolor);
10914 layertexrgbscale = 1;
10915 VectorScale(layer->color, 1.0f, layercolor);
10917 layercolor[3] = layer->color[3];
10918 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
10919 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
10920 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
10921 switch (layer->type)
10923 case TEXTURELAYERTYPE_LITTEXTURE:
10924 // single-pass lightmapped texture with 2x rgbscale
10925 R_Mesh_TexBind(0, r_texture_white);
10926 R_Mesh_TexMatrix(0, NULL);
10927 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
10928 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
10929 R_Mesh_TexBind(1, layer->texture);
10930 R_Mesh_TexMatrix(1, &layer->texmatrix);
10931 R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10932 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10933 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
10934 RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10935 else if (FAKELIGHT_ENABLED)
10936 RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10937 else if (rsurface.uselightmaptexture)
10938 RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10940 RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10942 case TEXTURELAYERTYPE_TEXTURE:
10943 // singletexture unlit texture with transparency support
10944 R_Mesh_TexBind(0, layer->texture);
10945 R_Mesh_TexMatrix(0, &layer->texmatrix);
10946 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10947 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10948 R_Mesh_TexBind(1, 0);
10949 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10950 RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
10952 case TEXTURELAYERTYPE_FOG:
10953 // singletexture fogging
10954 if (layer->texture)
10956 R_Mesh_TexBind(0, layer->texture);
10957 R_Mesh_TexMatrix(0, &layer->texmatrix);
10958 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1);
10959 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
10963 R_Mesh_TexBind(0, 0);
10964 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10966 R_Mesh_TexBind(1, 0);
10967 R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
10968 // generate a color array for the fog pass
10969 RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
10970 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
10974 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
10977 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10979 GL_DepthFunc(GL_LEQUAL);
10980 GL_AlphaTest(false);
10984 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
10986 // OpenGL 1.1 - crusty old voodoo path
10989 const texturelayer_t *layer;
10990 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);
10991 R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
10993 for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
10995 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
10997 if (layerindex == 0)
10998 GL_AlphaTest(true);
11001 GL_AlphaTest(false);
11002 GL_DepthFunc(GL_EQUAL);
11005 GL_DepthMask(layer->depthmask && writedepth);
11006 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
11007 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0);
11008 applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED);
11009 switch (layer->type)
11011 case TEXTURELAYERTYPE_LITTEXTURE:
11012 if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))
11014 // two-pass lit texture with 2x rgbscale
11015 // first the lightmap pass
11016 R_Mesh_TexBind(0, r_texture_white);
11017 R_Mesh_TexMatrix(0, NULL);
11018 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11019 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
11020 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11021 RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false);
11022 else if (FAKELIGHT_ENABLED)
11023 RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false);
11024 else if (rsurface.uselightmaptexture)
11025 RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false);
11027 RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false);
11028 // then apply the texture to it
11029 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
11030 R_Mesh_TexBind(0, layer->texture);
11031 R_Mesh_TexMatrix(0, &layer->texmatrix);
11032 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11033 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11034 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);
11038 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
11039 R_Mesh_TexBind(0, layer->texture);
11040 R_Mesh_TexMatrix(0, &layer->texmatrix);
11041 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11042 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11043 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11044 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);
11045 else if (FAKELIGHT_ENABLED)
11046 RSurf_DrawBatch_GL11_FakeLight(layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
11048 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);
11051 case TEXTURELAYERTYPE_TEXTURE:
11052 // singletexture unlit texture with transparency support
11053 R_Mesh_TexBind(0, layer->texture);
11054 R_Mesh_TexMatrix(0, &layer->texmatrix);
11055 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11056 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11057 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);
11059 case TEXTURELAYERTYPE_FOG:
11060 // singletexture fogging
11061 if (layer->texture)
11063 R_Mesh_TexBind(0, layer->texture);
11064 R_Mesh_TexMatrix(0, &layer->texmatrix);
11065 R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1);
11066 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
11070 R_Mesh_TexBind(0, 0);
11071 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0);
11073 // generate a color array for the fog pass
11074 RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]);
11075 R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0);
11079 Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
11082 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11084 GL_DepthFunc(GL_LEQUAL);
11085 GL_AlphaTest(false);
11089 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
11093 r_vertexgeneric_t *batchvertex;
11096 // R_Mesh_ResetTextureState();
11097 R_SetupShader_Generic_NoTexture(false, false);
11099 if(rsurface.texture && rsurface.texture->currentskinframe)
11101 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
11102 c[3] *= rsurface.texture->currentalpha;
11112 if (rsurface.texture->pantstexture || rsurface.texture->shirttexture)
11114 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
11115 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
11116 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
11119 // brighten it up (as texture value 127 means "unlit")
11120 c[0] *= 2 * r_refdef.view.colorscale;
11121 c[1] *= 2 * r_refdef.view.colorscale;
11122 c[2] *= 2 * r_refdef.view.colorscale;
11124 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
11125 c[3] *= r_wateralpha.value;
11127 if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
11129 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11130 GL_DepthMask(false);
11132 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
11134 GL_BlendFunc(GL_ONE, GL_ONE);
11135 GL_DepthMask(false);
11137 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
11139 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
11140 GL_DepthMask(false);
11142 else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
11144 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
11145 GL_DepthMask(false);
11149 GL_BlendFunc(GL_ONE, GL_ZERO);
11150 GL_DepthMask(writedepth);
11153 if (r_showsurfaces.integer == 3)
11155 rsurface.passcolor4f = NULL;
11157 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
11159 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11161 rsurface.passcolor4f = NULL;
11162 rsurface.passcolor4f_vertexbuffer = 0;
11163 rsurface.passcolor4f_bufferoffset = 0;
11165 else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
11167 qboolean applycolor = true;
11170 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11172 r_refdef.lightmapintensity = 1;
11173 RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, &applycolor);
11174 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11176 else if (FAKELIGHT_ENABLED)
11178 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11180 r_refdef.lightmapintensity = r_fakelight_intensity.value;
11181 RSurf_DrawBatch_GL11_ApplyFakeLight();
11182 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
11186 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11188 rsurface.passcolor4f = rsurface.batchlightmapcolor4f;
11189 rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer;
11190 rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset;
11193 if(!rsurface.passcolor4f)
11194 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray();
11196 RSurf_DrawBatch_GL11_ApplyAmbient();
11197 RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]);
11198 if(r_refdef.fogenabled)
11199 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors();
11200 RSurf_DrawBatch_GL11_ClampColor();
11202 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
11203 R_SetupShader_Generic_NoTexture(false, false);
11206 else if (!r_refdef.view.showdebug)
11208 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11209 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11210 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11212 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11213 Vector4Set(batchvertex[vi].color4f, 0, 0, 0, 1);
11215 R_Mesh_PrepareVertices_Generic_Unlock();
11218 else if (r_showsurfaces.integer == 4)
11220 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11221 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
11222 for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
11224 unsigned char d = (vi << 3) * (1.0f / 256.0f);
11225 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11226 Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
11228 R_Mesh_PrepareVertices_Generic_Unlock();
11231 else if (r_showsurfaces.integer == 2)
11234 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11235 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
11236 for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
11238 unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
11239 VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
11240 VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
11241 VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
11242 Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
11243 Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
11244 Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
11246 R_Mesh_PrepareVertices_Generic_Unlock();
11247 R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
11251 int texturesurfaceindex;
11253 const msurface_t *surface;
11254 float surfacecolor4f[4];
11255 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
11256 batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchfirstvertex + rsurface.batchnumvertices);
11258 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
11260 surface = texturesurfacelist[texturesurfaceindex];
11261 k = (int)(((size_t)surface) / sizeof(msurface_t));
11262 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
11263 for (j = 0;j < surface->num_vertices;j++)
11265 VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
11266 Vector4Copy(surfacecolor4f, batchvertex[vi].color4f);
11270 R_Mesh_PrepareVertices_Generic_Unlock();
11275 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11278 RSurf_SetupDepthAndCulling();
11279 if (r_showsurfaces.integer)
11281 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11284 switch (vid.renderpath)
11286 case RENDERPATH_GL20:
11287 case RENDERPATH_D3D9:
11288 case RENDERPATH_D3D10:
11289 case RENDERPATH_D3D11:
11290 case RENDERPATH_SOFT:
11291 case RENDERPATH_GLES2:
11292 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11294 case RENDERPATH_GL13:
11295 case RENDERPATH_GLES1:
11296 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11298 case RENDERPATH_GL11:
11299 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11305 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass)
11308 RSurf_SetupDepthAndCulling();
11309 if (r_showsurfaces.integer)
11311 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
11314 switch (vid.renderpath)
11316 case RENDERPATH_GL20:
11317 case RENDERPATH_D3D9:
11318 case RENDERPATH_D3D10:
11319 case RENDERPATH_D3D11:
11320 case RENDERPATH_SOFT:
11321 case RENDERPATH_GLES2:
11322 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11324 case RENDERPATH_GL13:
11325 case RENDERPATH_GLES1:
11326 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
11328 case RENDERPATH_GL11:
11329 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
11335 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11338 int texturenumsurfaces, endsurface;
11339 texture_t *texture;
11340 const msurface_t *surface;
11341 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
11343 // if the model is static it doesn't matter what value we give for
11344 // wantnormals and wanttangents, so this logic uses only rules applicable
11345 // to a model, knowing that they are meaningless otherwise
11346 if (ent == r_refdef.scene.worldentity)
11347 RSurf_ActiveWorldEntity();
11348 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
11349 RSurf_ActiveModelEntity(ent, false, false, false);
11352 switch (vid.renderpath)
11354 case RENDERPATH_GL20:
11355 case RENDERPATH_D3D9:
11356 case RENDERPATH_D3D10:
11357 case RENDERPATH_D3D11:
11358 case RENDERPATH_SOFT:
11359 case RENDERPATH_GLES2:
11360 RSurf_ActiveModelEntity(ent, true, true, false);
11362 case RENDERPATH_GL11:
11363 case RENDERPATH_GL13:
11364 case RENDERPATH_GLES1:
11365 RSurf_ActiveModelEntity(ent, true, false, false);
11370 if (r_transparentdepthmasking.integer)
11372 qboolean setup = false;
11373 for (i = 0;i < numsurfaces;i = j)
11376 surface = rsurface.modelsurfaces + surfacelist[i];
11377 texture = surface->texture;
11378 rsurface.texture = R_GetCurrentTexture(texture);
11379 rsurface.lightmaptexture = NULL;
11380 rsurface.deluxemaptexture = NULL;
11381 rsurface.uselightmaptexture = false;
11382 // scan ahead until we find a different texture
11383 endsurface = min(i + 1024, numsurfaces);
11384 texturenumsurfaces = 0;
11385 texturesurfacelist[texturenumsurfaces++] = surface;
11386 for (;j < endsurface;j++)
11388 surface = rsurface.modelsurfaces + surfacelist[j];
11389 if (texture != surface->texture)
11391 texturesurfacelist[texturenumsurfaces++] = surface;
11393 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
11395 // render the range of surfaces as depth
11399 GL_ColorMask(0,0,0,0);
11401 GL_DepthTest(true);
11402 GL_BlendFunc(GL_ONE, GL_ZERO);
11403 GL_DepthMask(true);
11404 // R_Mesh_ResetTextureState();
11406 RSurf_SetupDepthAndCulling();
11407 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11408 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11409 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11413 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
11416 for (i = 0;i < numsurfaces;i = j)
11419 surface = rsurface.modelsurfaces + surfacelist[i];
11420 texture = surface->texture;
11421 rsurface.texture = R_GetCurrentTexture(texture);
11422 // scan ahead until we find a different texture
11423 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
11424 texturenumsurfaces = 0;
11425 texturesurfacelist[texturenumsurfaces++] = surface;
11426 if(FAKELIGHT_ENABLED)
11428 rsurface.lightmaptexture = NULL;
11429 rsurface.deluxemaptexture = NULL;
11430 rsurface.uselightmaptexture = false;
11431 for (;j < endsurface;j++)
11433 surface = rsurface.modelsurfaces + surfacelist[j];
11434 if (texture != surface->texture)
11436 texturesurfacelist[texturenumsurfaces++] = surface;
11441 rsurface.lightmaptexture = surface->lightmaptexture;
11442 rsurface.deluxemaptexture = surface->deluxemaptexture;
11443 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
11444 for (;j < endsurface;j++)
11446 surface = rsurface.modelsurfaces + surfacelist[j];
11447 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
11449 texturesurfacelist[texturenumsurfaces++] = surface;
11452 // render the range of surfaces
11453 if (ent == r_refdef.scene.worldentity)
11454 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11456 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false);
11458 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
11461 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11463 // transparent surfaces get pushed off into the transparent queue
11464 int surfacelistindex;
11465 const msurface_t *surface;
11466 vec3_t tempcenter, center;
11467 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
11469 surface = texturesurfacelist[surfacelistindex];
11470 if (r_transparent_sortsurfacesbynearest.integer)
11472 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
11473 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
11474 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
11478 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
11479 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
11480 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
11482 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
11483 if (rsurface.entity->transparent_offset) // transparent offset
11485 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
11486 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
11487 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
11489 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
11493 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
11495 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
11497 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
11499 RSurf_SetupDepthAndCulling();
11500 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
11501 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
11502 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
11506 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11510 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11513 if (!rsurface.texture->currentnumlayers)
11515 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11516 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11518 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11520 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11521 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11522 else if (!rsurface.texture->currentnumlayers)
11524 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11526 // in the deferred case, transparent surfaces were queued during prepass
11527 if (!r_shadow_usingdeferredprepass)
11528 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11532 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11533 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11538 static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11541 texture_t *texture;
11542 R_FrameData_SetMark();
11543 // break the surface list down into batches by texture and use of lightmapping
11544 for (i = 0;i < numsurfaces;i = j)
11547 // texture is the base texture pointer, rsurface.texture is the
11548 // current frame/skin the texture is directing us to use (for example
11549 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11550 // use skin 1 instead)
11551 texture = surfacelist[i]->texture;
11552 rsurface.texture = R_GetCurrentTexture(texture);
11553 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11555 // if this texture is not the kind we want, skip ahead to the next one
11556 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11560 if(FAKELIGHT_ENABLED || depthonly || prepass)
11562 rsurface.lightmaptexture = NULL;
11563 rsurface.deluxemaptexture = NULL;
11564 rsurface.uselightmaptexture = false;
11565 // simply scan ahead until we find a different texture or lightmap state
11566 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11571 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11572 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11573 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11574 // simply scan ahead until we find a different texture or lightmap state
11575 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11578 // render the range of surfaces
11579 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11581 R_FrameData_ReturnToMark();
11584 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass)
11588 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
11591 if (!rsurface.texture->currentnumlayers)
11593 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
11594 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11596 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass);
11598 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
11599 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
11600 else if (!rsurface.texture->currentnumlayers)
11602 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
11604 // in the deferred case, transparent surfaces were queued during prepass
11605 if (!r_shadow_usingdeferredprepass)
11606 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
11610 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
11611 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass);
11616 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass)
11619 texture_t *texture;
11620 R_FrameData_SetMark();
11621 // break the surface list down into batches by texture and use of lightmapping
11622 for (i = 0;i < numsurfaces;i = j)
11625 // texture is the base texture pointer, rsurface.texture is the
11626 // current frame/skin the texture is directing us to use (for example
11627 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
11628 // use skin 1 instead)
11629 texture = surfacelist[i]->texture;
11630 rsurface.texture = R_GetCurrentTexture(texture);
11631 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
11633 // if this texture is not the kind we want, skip ahead to the next one
11634 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11638 if(FAKELIGHT_ENABLED || depthonly || prepass)
11640 rsurface.lightmaptexture = NULL;
11641 rsurface.deluxemaptexture = NULL;
11642 rsurface.uselightmaptexture = false;
11643 // simply scan ahead until we find a different texture or lightmap state
11644 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
11649 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
11650 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
11651 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
11652 // simply scan ahead until we find a different texture or lightmap state
11653 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
11656 // render the range of surfaces
11657 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass);
11659 R_FrameData_ReturnToMark();
11662 float locboxvertex3f[6*4*3] =
11664 1,0,1, 1,0,0, 1,1,0, 1,1,1,
11665 0,1,1, 0,1,0, 0,0,0, 0,0,1,
11666 1,1,1, 1,1,0, 0,1,0, 0,1,1,
11667 0,0,1, 0,0,0, 1,0,0, 1,0,1,
11668 0,0,1, 1,0,1, 1,1,1, 0,1,1,
11669 1,0,0, 0,0,0, 0,1,0, 1,1,0
11672 unsigned short locboxelements[6*2*3] =
11677 12,13,14, 12,14,15,
11678 16,17,18, 16,18,19,
11682 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
11685 cl_locnode_t *loc = (cl_locnode_t *)ent;
11687 float vertex3f[6*4*3];
11689 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
11690 GL_DepthMask(false);
11691 GL_DepthRange(0, 1);
11692 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
11693 GL_DepthTest(true);
11694 GL_CullFace(GL_NONE);
11695 R_EntityMatrix(&identitymatrix);
11697 // R_Mesh_ResetTextureState();
11699 i = surfacelist[0];
11700 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11701 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11702 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
11703 surfacelist[0] < 0 ? 0.5f : 0.125f);
11705 if (VectorCompare(loc->mins, loc->maxs))
11707 VectorSet(size, 2, 2, 2);
11708 VectorMA(loc->mins, -0.5f, size, mins);
11712 VectorCopy(loc->mins, mins);
11713 VectorSubtract(loc->maxs, loc->mins, size);
11716 for (i = 0;i < 6*4*3;)
11717 for (j = 0;j < 3;j++, i++)
11718 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
11720 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
11721 R_SetupShader_Generic_NoTexture(false, false);
11722 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
11725 void R_DrawLocs(void)
11728 cl_locnode_t *loc, *nearestloc;
11730 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
11731 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
11733 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
11734 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
11738 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
11740 if (decalsystem->decals)
11741 Mem_Free(decalsystem->decals);
11742 memset(decalsystem, 0, sizeof(*decalsystem));
11745 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
11748 tridecal_t *decals;
11751 // expand or initialize the system
11752 if (decalsystem->maxdecals <= decalsystem->numdecals)
11754 decalsystem_t old = *decalsystem;
11755 qboolean useshortelements;
11756 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
11757 useshortelements = decalsystem->maxdecals * 3 <= 65536;
11758 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)));
11759 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
11760 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
11761 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
11762 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
11763 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
11764 if (decalsystem->numdecals)
11765 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
11767 Mem_Free(old.decals);
11768 for (i = 0;i < decalsystem->maxdecals*3;i++)
11769 decalsystem->element3i[i] = i;
11770 if (useshortelements)
11771 for (i = 0;i < decalsystem->maxdecals*3;i++)
11772 decalsystem->element3s[i] = i;
11775 // grab a decal and search for another free slot for the next one
11776 decals = decalsystem->decals;
11777 decal = decalsystem->decals + (i = decalsystem->freedecal++);
11778 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
11780 decalsystem->freedecal = i;
11781 if (decalsystem->numdecals <= i)
11782 decalsystem->numdecals = i + 1;
11784 // initialize the decal
11786 decal->triangleindex = triangleindex;
11787 decal->surfaceindex = surfaceindex;
11788 decal->decalsequence = decalsequence;
11789 decal->color4f[0][0] = c0[0];
11790 decal->color4f[0][1] = c0[1];
11791 decal->color4f[0][2] = c0[2];
11792 decal->color4f[0][3] = 1;
11793 decal->color4f[1][0] = c1[0];
11794 decal->color4f[1][1] = c1[1];
11795 decal->color4f[1][2] = c1[2];
11796 decal->color4f[1][3] = 1;
11797 decal->color4f[2][0] = c2[0];
11798 decal->color4f[2][1] = c2[1];
11799 decal->color4f[2][2] = c2[2];
11800 decal->color4f[2][3] = 1;
11801 decal->vertex3f[0][0] = v0[0];
11802 decal->vertex3f[0][1] = v0[1];
11803 decal->vertex3f[0][2] = v0[2];
11804 decal->vertex3f[1][0] = v1[0];
11805 decal->vertex3f[1][1] = v1[1];
11806 decal->vertex3f[1][2] = v1[2];
11807 decal->vertex3f[2][0] = v2[0];
11808 decal->vertex3f[2][1] = v2[1];
11809 decal->vertex3f[2][2] = v2[2];
11810 decal->texcoord2f[0][0] = t0[0];
11811 decal->texcoord2f[0][1] = t0[1];
11812 decal->texcoord2f[1][0] = t1[0];
11813 decal->texcoord2f[1][1] = t1[1];
11814 decal->texcoord2f[2][0] = t2[0];
11815 decal->texcoord2f[2][1] = t2[1];
11816 TriangleNormal(v0, v1, v2, decal->plane);
11817 VectorNormalize(decal->plane);
11818 decal->plane[3] = DotProduct(v0, decal->plane);
11821 extern cvar_t cl_decals_bias;
11822 extern cvar_t cl_decals_models;
11823 extern cvar_t cl_decals_newsystem_intensitymultiplier;
11824 // baseparms, parms, temps
11825 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
11830 const float *vertex3f;
11831 const float *normal3f;
11833 float points[2][9][3];
11840 e = rsurface.modelelement3i + 3*triangleindex;
11842 vertex3f = rsurface.modelvertex3f;
11843 normal3f = rsurface.modelnormal3f;
11847 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11849 index = 3*e[cornerindex];
11850 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
11855 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11857 index = 3*e[cornerindex];
11858 VectorCopy(vertex3f + index, v[cornerindex]);
11863 //TriangleNormal(v[0], v[1], v[2], normal);
11864 //if (DotProduct(normal, localnormal) < 0.0f)
11866 // clip by each of the box planes formed from the projection matrix
11867 // if anything survives, we emit the decal
11868 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]);
11871 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]);
11874 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]);
11877 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]);
11880 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]);
11883 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]);
11886 // some part of the triangle survived, so we have to accept it...
11889 // dynamic always uses the original triangle
11891 for (cornerindex = 0;cornerindex < 3;cornerindex++)
11893 index = 3*e[cornerindex];
11894 VectorCopy(vertex3f + index, v[cornerindex]);
11897 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
11899 // convert vertex positions to texcoords
11900 Matrix4x4_Transform(projection, v[cornerindex], temp);
11901 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
11902 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
11903 // calculate distance fade from the projection origin
11904 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
11905 f = bound(0.0f, f, 1.0f);
11906 c[cornerindex][0] = r * f;
11907 c[cornerindex][1] = g * f;
11908 c[cornerindex][2] = b * f;
11909 c[cornerindex][3] = 1.0f;
11910 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
11913 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);
11915 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
11916 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);
11918 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
11920 matrix4x4_t projection;
11921 decalsystem_t *decalsystem;
11924 const msurface_t *surface;
11925 const msurface_t *surfaces;
11926 const int *surfacelist;
11927 const texture_t *texture;
11929 int numsurfacelist;
11930 int surfacelistindex;
11933 float localorigin[3];
11934 float localnormal[3];
11935 float localmins[3];
11936 float localmaxs[3];
11939 float planes[6][4];
11942 int bih_triangles_count;
11943 int bih_triangles[256];
11944 int bih_surfaces[256];
11946 decalsystem = &ent->decalsystem;
11947 model = ent->model;
11948 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
11950 R_DecalSystem_Reset(&ent->decalsystem);
11954 if (!model->brush.data_leafs && !cl_decals_models.integer)
11956 if (decalsystem->model)
11957 R_DecalSystem_Reset(decalsystem);
11961 if (decalsystem->model != model)
11962 R_DecalSystem_Reset(decalsystem);
11963 decalsystem->model = model;
11965 RSurf_ActiveModelEntity(ent, true, false, false);
11967 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
11968 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
11969 VectorNormalize(localnormal);
11970 localsize = worldsize*rsurface.inversematrixscale;
11971 localmins[0] = localorigin[0] - localsize;
11972 localmins[1] = localorigin[1] - localsize;
11973 localmins[2] = localorigin[2] - localsize;
11974 localmaxs[0] = localorigin[0] + localsize;
11975 localmaxs[1] = localorigin[1] + localsize;
11976 localmaxs[2] = localorigin[2] + localsize;
11978 //VectorCopy(localnormal, planes[4]);
11979 //VectorVectors(planes[4], planes[2], planes[0]);
11980 AnglesFromVectors(angles, localnormal, NULL, false);
11981 AngleVectors(angles, planes[0], planes[2], planes[4]);
11982 VectorNegate(planes[0], planes[1]);
11983 VectorNegate(planes[2], planes[3]);
11984 VectorNegate(planes[4], planes[5]);
11985 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
11986 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
11987 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
11988 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
11989 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
11990 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
11995 matrix4x4_t forwardprojection;
11996 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
11997 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
12002 float projectionvector[4][3];
12003 VectorScale(planes[0], ilocalsize, projectionvector[0]);
12004 VectorScale(planes[2], ilocalsize, projectionvector[1]);
12005 VectorScale(planes[4], ilocalsize, projectionvector[2]);
12006 projectionvector[0][0] = planes[0][0] * ilocalsize;
12007 projectionvector[0][1] = planes[1][0] * ilocalsize;
12008 projectionvector[0][2] = planes[2][0] * ilocalsize;
12009 projectionvector[1][0] = planes[0][1] * ilocalsize;
12010 projectionvector[1][1] = planes[1][1] * ilocalsize;
12011 projectionvector[1][2] = planes[2][1] * ilocalsize;
12012 projectionvector[2][0] = planes[0][2] * ilocalsize;
12013 projectionvector[2][1] = planes[1][2] * ilocalsize;
12014 projectionvector[2][2] = planes[2][2] * ilocalsize;
12015 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
12016 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
12017 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
12018 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
12022 dynamic = model->surfmesh.isanimated;
12023 numsurfacelist = model->nummodelsurfaces;
12024 surfacelist = model->sortedmodelsurfaces;
12025 surfaces = model->data_surfaces;
12028 bih_triangles_count = -1;
12031 if(model->render_bih.numleafs)
12032 bih = &model->render_bih;
12033 else if(model->collision_bih.numleafs)
12034 bih = &model->collision_bih;
12037 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
12038 if(bih_triangles_count == 0)
12040 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
12042 if(bih_triangles_count > 0)
12044 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
12046 surfaceindex = bih_surfaces[triangleindex];
12047 surface = surfaces + surfaceindex;
12048 texture = surface->texture;
12049 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12051 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12053 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
12058 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
12060 surfaceindex = surfacelist[surfacelistindex];
12061 surface = surfaces + surfaceindex;
12062 // check cull box first because it rejects more than any other check
12063 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
12065 // skip transparent surfaces
12066 texture = surface->texture;
12067 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
12069 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
12071 numtriangles = surface->num_triangles;
12072 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
12073 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
12078 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
12079 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
12081 int renderentityindex;
12082 float worldmins[3];
12083 float worldmaxs[3];
12084 entity_render_t *ent;
12086 if (!cl_decals_newsystem.integer)
12089 worldmins[0] = worldorigin[0] - worldsize;
12090 worldmins[1] = worldorigin[1] - worldsize;
12091 worldmins[2] = worldorigin[2] - worldsize;
12092 worldmaxs[0] = worldorigin[0] + worldsize;
12093 worldmaxs[1] = worldorigin[1] + worldsize;
12094 worldmaxs[2] = worldorigin[2] + worldsize;
12096 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12098 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
12100 ent = r_refdef.scene.entities[renderentityindex];
12101 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
12104 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
12108 typedef struct r_decalsystem_splatqueue_s
12110 vec3_t worldorigin;
12111 vec3_t worldnormal;
12115 unsigned int decalsequence;
12117 r_decalsystem_splatqueue_t;
12119 int r_decalsystem_numqueued = 0;
12120 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
12122 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)
12124 r_decalsystem_splatqueue_t *queue;
12126 if (!cl_decals_newsystem.integer || r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
12129 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
12130 VectorCopy(worldorigin, queue->worldorigin);
12131 VectorCopy(worldnormal, queue->worldnormal);
12132 Vector4Set(queue->color, r, g, b, a);
12133 Vector4Set(queue->tcrange, s1, t1, s2, t2);
12134 queue->worldsize = worldsize;
12135 queue->decalsequence = cl.decalsequence++;
12138 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
12141 r_decalsystem_splatqueue_t *queue;
12143 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
12144 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);
12145 r_decalsystem_numqueued = 0;
12148 extern cvar_t cl_decals_max;
12149 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
12152 decalsystem_t *decalsystem = &ent->decalsystem;
12154 unsigned int killsequence;
12159 if (!decalsystem->numdecals)
12162 if (r_showsurfaces.integer)
12165 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12167 R_DecalSystem_Reset(decalsystem);
12171 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
12172 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
12174 if (decalsystem->lastupdatetime)
12175 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
12178 decalsystem->lastupdatetime = r_refdef.scene.time;
12179 numdecals = decalsystem->numdecals;
12181 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12183 if (decal->color4f[0][3])
12185 decal->lived += frametime;
12186 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
12188 memset(decal, 0, sizeof(*decal));
12189 if (decalsystem->freedecal > i)
12190 decalsystem->freedecal = i;
12194 decal = decalsystem->decals;
12195 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
12198 // collapse the array by shuffling the tail decals into the gaps
12201 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
12202 decalsystem->freedecal++;
12203 if (decalsystem->freedecal == numdecals)
12205 decal[decalsystem->freedecal] = decal[--numdecals];
12208 decalsystem->numdecals = numdecals;
12210 if (numdecals <= 0)
12212 // if there are no decals left, reset decalsystem
12213 R_DecalSystem_Reset(decalsystem);
12217 extern skinframe_t *decalskinframe;
12218 static void R_DrawModelDecals_Entity(entity_render_t *ent)
12221 decalsystem_t *decalsystem = &ent->decalsystem;
12230 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
12233 numdecals = decalsystem->numdecals;
12237 if (r_showsurfaces.integer)
12240 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
12242 R_DecalSystem_Reset(decalsystem);
12246 // if the model is static it doesn't matter what value we give for
12247 // wantnormals and wanttangents, so this logic uses only rules applicable
12248 // to a model, knowing that they are meaningless otherwise
12249 if (ent == r_refdef.scene.worldentity)
12250 RSurf_ActiveWorldEntity();
12252 RSurf_ActiveModelEntity(ent, false, false, false);
12254 decalsystem->lastupdatetime = r_refdef.scene.time;
12256 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
12258 // update vertex positions for animated models
12259 v3f = decalsystem->vertex3f;
12260 c4f = decalsystem->color4f;
12261 t2f = decalsystem->texcoord2f;
12262 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
12264 if (!decal->color4f[0][3])
12267 if (surfacevisible && !surfacevisible[decal->surfaceindex])
12271 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
12274 // update color values for fading decals
12275 if (decal->lived >= cl_decals_time.value)
12276 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
12280 c4f[ 0] = decal->color4f[0][0] * alpha;
12281 c4f[ 1] = decal->color4f[0][1] * alpha;
12282 c4f[ 2] = decal->color4f[0][2] * alpha;
12284 c4f[ 4] = decal->color4f[1][0] * alpha;
12285 c4f[ 5] = decal->color4f[1][1] * alpha;
12286 c4f[ 6] = decal->color4f[1][2] * alpha;
12288 c4f[ 8] = decal->color4f[2][0] * alpha;
12289 c4f[ 9] = decal->color4f[2][1] * alpha;
12290 c4f[10] = decal->color4f[2][2] * alpha;
12293 t2f[0] = decal->texcoord2f[0][0];
12294 t2f[1] = decal->texcoord2f[0][1];
12295 t2f[2] = decal->texcoord2f[1][0];
12296 t2f[3] = decal->texcoord2f[1][1];
12297 t2f[4] = decal->texcoord2f[2][0];
12298 t2f[5] = decal->texcoord2f[2][1];
12300 // update vertex positions for animated models
12301 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
12303 e = rsurface.modelelement3i + 3*decal->triangleindex;
12304 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
12305 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
12306 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
12310 VectorCopy(decal->vertex3f[0], v3f);
12311 VectorCopy(decal->vertex3f[1], v3f + 3);
12312 VectorCopy(decal->vertex3f[2], v3f + 6);
12315 if (r_refdef.fogenabled)
12317 alpha = RSurf_FogVertex(v3f);
12318 VectorScale(c4f, alpha, c4f);
12319 alpha = RSurf_FogVertex(v3f + 3);
12320 VectorScale(c4f + 4, alpha, c4f + 4);
12321 alpha = RSurf_FogVertex(v3f + 6);
12322 VectorScale(c4f + 8, alpha, c4f + 8);
12333 r_refdef.stats[r_stat_drawndecals] += numtris;
12335 // now render the decals all at once
12336 // (this assumes they all use one particle font texture!)
12337 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);
12338 // R_Mesh_ResetTextureState();
12339 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
12340 GL_DepthMask(false);
12341 GL_DepthRange(0, 1);
12342 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
12343 GL_DepthTest(true);
12344 GL_CullFace(GL_NONE);
12345 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
12346 R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false, false);
12347 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
12351 static void R_DrawModelDecals(void)
12355 // fade faster when there are too many decals
12356 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12357 for (i = 0;i < r_refdef.scene.numentities;i++)
12358 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12360 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
12361 for (i = 0;i < r_refdef.scene.numentities;i++)
12362 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12363 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
12365 R_DecalSystem_ApplySplatEntitiesQueue();
12367 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
12368 for (i = 0;i < r_refdef.scene.numentities;i++)
12369 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
12371 r_refdef.stats[r_stat_totaldecals] += numdecals;
12373 if (r_showsurfaces.integer)
12376 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
12378 for (i = 0;i < r_refdef.scene.numentities;i++)
12380 if (!r_refdef.viewcache.entityvisible[i])
12382 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
12383 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
12387 extern cvar_t mod_collision_bih;
12388 static void R_DrawDebugModel(void)
12390 entity_render_t *ent = rsurface.entity;
12391 int i, j, flagsmask;
12392 const msurface_t *surface;
12393 dp_model_t *model = ent->model;
12395 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
12398 if (r_showoverdraw.value > 0)
12400 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
12401 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12402 R_SetupShader_Generic_NoTexture(false, false);
12403 GL_DepthTest(false);
12404 GL_DepthMask(false);
12405 GL_DepthRange(0, 1);
12406 GL_BlendFunc(GL_ONE, GL_ONE);
12407 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12409 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12411 rsurface.texture = R_GetCurrentTexture(surface->texture);
12412 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12414 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
12415 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
12416 if (!rsurface.texture->currentlayers->depthmask)
12417 GL_Color(c, 0, 0, 1.0f);
12418 else if (ent == r_refdef.scene.worldentity)
12419 GL_Color(c, c, c, 1.0f);
12421 GL_Color(0, c, 0, 1.0f);
12422 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12426 rsurface.texture = NULL;
12429 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
12431 // R_Mesh_ResetTextureState();
12432 R_SetupShader_Generic_NoTexture(false, false);
12433 GL_DepthRange(0, 1);
12434 GL_DepthTest(!r_showdisabledepthtest.integer);
12435 GL_DepthMask(false);
12436 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12438 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
12442 qboolean cullbox = false;
12443 const q3mbrush_t *brush;
12444 const bih_t *bih = &model->collision_bih;
12445 const bih_leaf_t *bihleaf;
12446 float vertex3f[3][3];
12447 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
12448 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
12450 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
12452 switch (bihleaf->type)
12455 brush = model->brush.data_brushes + bihleaf->itemindex;
12456 if (brush->colbrushf && brush->colbrushf->numtriangles)
12458 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);
12459 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
12460 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
12463 case BIH_COLLISIONTRIANGLE:
12464 triangleindex = bihleaf->itemindex;
12465 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
12466 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
12467 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
12468 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);
12469 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12470 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12472 case BIH_RENDERTRIANGLE:
12473 triangleindex = bihleaf->itemindex;
12474 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
12475 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
12476 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
12477 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);
12478 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
12479 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
12485 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
12488 if (r_showtris.integer && qglPolygonMode)
12490 if (r_showdisabledepthtest.integer)
12492 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12493 GL_DepthMask(false);
12497 GL_BlendFunc(GL_ONE, GL_ZERO);
12498 GL_DepthMask(true);
12500 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
12501 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12503 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12505 rsurface.texture = R_GetCurrentTexture(surface->texture);
12506 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12508 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12509 if (!rsurface.texture->currentlayers->depthmask)
12510 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
12511 else if (ent == r_refdef.scene.worldentity)
12512 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
12514 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
12515 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
12519 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
12520 rsurface.texture = NULL;
12523 if (r_shownormals.value != 0 && qglBegin)
12527 if (r_showdisabledepthtest.integer)
12529 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
12530 GL_DepthMask(false);
12534 GL_BlendFunc(GL_ONE, GL_ZERO);
12535 GL_DepthMask(true);
12537 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
12539 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
12541 rsurface.texture = R_GetCurrentTexture(surface->texture);
12542 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
12544 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
12545 qglBegin(GL_LINES);
12546 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
12548 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12550 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12551 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12552 qglVertex3f(v[0], v[1], v[2]);
12553 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12554 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12555 qglVertex3f(v[0], v[1], v[2]);
12558 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
12560 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12562 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12563 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
12564 qglVertex3f(v[0], v[1], v[2]);
12565 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
12566 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12567 qglVertex3f(v[0], v[1], v[2]);
12570 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
12572 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12574 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12575 GL_Color(0, r_refdef.view.colorscale, 0, 1);
12576 qglVertex3f(v[0], v[1], v[2]);
12577 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
12578 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12579 qglVertex3f(v[0], v[1], v[2]);
12582 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
12584 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
12586 VectorCopy(rsurface.batchvertex3f + l * 3, v);
12587 GL_Color(0, 0, r_refdef.view.colorscale, 1);
12588 qglVertex3f(v[0], v[1], v[2]);
12589 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
12590 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
12591 qglVertex3f(v[0], v[1], v[2]);
12598 rsurface.texture = NULL;
12603 int r_maxsurfacelist = 0;
12604 const msurface_t **r_surfacelist = NULL;
12605 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12607 int i, j, endj, flagsmask;
12608 dp_model_t *model = r_refdef.scene.worldmodel;
12609 msurface_t *surfaces;
12610 unsigned char *update;
12611 int numsurfacelist = 0;
12615 if (r_maxsurfacelist < model->num_surfaces)
12617 r_maxsurfacelist = model->num_surfaces;
12619 Mem_Free((msurface_t**)r_surfacelist);
12620 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12623 RSurf_ActiveWorldEntity();
12625 surfaces = model->data_surfaces;
12626 update = model->brushq1.lightmapupdateflags;
12628 // update light styles on this submodel
12629 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12631 model_brush_lightstyleinfo_t *style;
12632 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12634 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12636 int *list = style->surfacelist;
12637 style->value = r_refdef.scene.lightstylevalue[style->style];
12638 for (j = 0;j < style->numsurfaces;j++)
12639 update[list[j]] = true;
12644 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12648 R_DrawDebugModel();
12649 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12653 rsurface.lightmaptexture = NULL;
12654 rsurface.deluxemaptexture = NULL;
12655 rsurface.uselightmaptexture = false;
12656 rsurface.texture = NULL;
12657 rsurface.rtlight = NULL;
12658 numsurfacelist = 0;
12659 // add visible surfaces to draw list
12660 for (i = 0;i < model->nummodelsurfaces;i++)
12662 j = model->sortedmodelsurfaces[i];
12663 if (r_refdef.viewcache.world_surfacevisible[j])
12664 r_surfacelist[numsurfacelist++] = surfaces + j;
12666 // update lightmaps if needed
12667 if (model->brushq1.firstrender)
12669 model->brushq1.firstrender = false;
12670 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12672 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12676 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12677 if (r_refdef.viewcache.world_surfacevisible[j])
12679 R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
12681 // don't do anything if there were no surfaces
12682 if (!numsurfacelist)
12684 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12687 R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12689 // add to stats if desired
12690 if (r_speeds.integer && !skysurfaces && !depthonly)
12692 r_refdef.stats[r_stat_world_surfaces] += numsurfacelist;
12693 for (j = 0;j < numsurfacelist;j++)
12694 r_refdef.stats[r_stat_world_triangles] += r_surfacelist[j]->num_triangles;
12697 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12700 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)
12702 int i, j, endj, flagsmask;
12703 dp_model_t *model = ent->model;
12704 msurface_t *surfaces;
12705 unsigned char *update;
12706 int numsurfacelist = 0;
12710 if (r_maxsurfacelist < model->num_surfaces)
12712 r_maxsurfacelist = model->num_surfaces;
12714 Mem_Free((msurface_t **)r_surfacelist);
12715 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
12718 // if the model is static it doesn't matter what value we give for
12719 // wantnormals and wanttangents, so this logic uses only rules applicable
12720 // to a model, knowing that they are meaningless otherwise
12721 if (ent == r_refdef.scene.worldentity)
12722 RSurf_ActiveWorldEntity();
12723 else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
12724 RSurf_ActiveModelEntity(ent, false, false, false);
12726 RSurf_ActiveModelEntity(ent, true, true, true);
12727 else if (depthonly)
12729 switch (vid.renderpath)
12731 case RENDERPATH_GL20:
12732 case RENDERPATH_D3D9:
12733 case RENDERPATH_D3D10:
12734 case RENDERPATH_D3D11:
12735 case RENDERPATH_SOFT:
12736 case RENDERPATH_GLES2:
12737 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
12739 case RENDERPATH_GL11:
12740 case RENDERPATH_GL13:
12741 case RENDERPATH_GLES1:
12742 RSurf_ActiveModelEntity(ent, model->wantnormals, false, false);
12748 switch (vid.renderpath)
12750 case RENDERPATH_GL20:
12751 case RENDERPATH_D3D9:
12752 case RENDERPATH_D3D10:
12753 case RENDERPATH_D3D11:
12754 case RENDERPATH_SOFT:
12755 case RENDERPATH_GLES2:
12756 RSurf_ActiveModelEntity(ent, true, true, false);
12758 case RENDERPATH_GL11:
12759 case RENDERPATH_GL13:
12760 case RENDERPATH_GLES1:
12761 RSurf_ActiveModelEntity(ent, true, false, false);
12766 surfaces = model->data_surfaces;
12767 update = model->brushq1.lightmapupdateflags;
12769 // update light styles
12770 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
12772 model_brush_lightstyleinfo_t *style;
12773 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
12775 if (style->value != r_refdef.scene.lightstylevalue[style->style])
12777 int *list = style->surfacelist;
12778 style->value = r_refdef.scene.lightstylevalue[style->style];
12779 for (j = 0;j < style->numsurfaces;j++)
12780 update[list[j]] = true;
12785 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
12789 R_DrawDebugModel();
12790 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12794 rsurface.lightmaptexture = NULL;
12795 rsurface.deluxemaptexture = NULL;
12796 rsurface.uselightmaptexture = false;
12797 rsurface.texture = NULL;
12798 rsurface.rtlight = NULL;
12799 numsurfacelist = 0;
12800 // add visible surfaces to draw list
12801 for (i = 0;i < model->nummodelsurfaces;i++)
12802 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
12803 // don't do anything if there were no surfaces
12804 if (!numsurfacelist)
12806 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12809 // update lightmaps if needed
12813 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
12818 R_BuildLightMap(ent, surfaces + j);
12823 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass);
12825 // add to stats if desired
12826 if (r_speeds.integer && !skysurfaces && !depthonly)
12828 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
12829 for (j = 0;j < numsurfacelist;j++)
12830 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
12833 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
12836 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass)
12838 static texture_t texture;
12839 static msurface_t surface;
12840 const msurface_t *surfacelist = &surface;
12842 // fake enough texture and surface state to render this geometry
12844 texture.update_lastrenderframe = -1; // regenerate this texture
12845 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
12846 texture.basealpha = 1.0f;
12847 texture.currentskinframe = skinframe;
12848 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
12849 texture.offsetmapping = OFFSETMAPPING_OFF;
12850 texture.offsetscale = 1;
12851 texture.specularscalemod = 1;
12852 texture.specularpowermod = 1;
12853 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
12854 // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
12855 // JUST GREP FOR "specularscalemod = 1".
12857 surface.texture = &texture;
12858 surface.num_triangles = numtriangles;
12859 surface.num_firsttriangle = firsttriangle;
12860 surface.num_vertices = numvertices;
12861 surface.num_firstvertex = firstvertex;
12864 rsurface.texture = R_GetCurrentTexture(surface.texture);
12865 rsurface.lightmaptexture = NULL;
12866 rsurface.deluxemaptexture = NULL;
12867 rsurface.uselightmaptexture = false;
12868 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);
12871 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)
12873 static msurface_t surface;
12874 const msurface_t *surfacelist = &surface;
12876 // fake enough texture and surface state to render this geometry
12877 surface.texture = texture;
12878 surface.num_triangles = numtriangles;
12879 surface.num_firsttriangle = firsttriangle;
12880 surface.num_vertices = numvertices;
12881 surface.num_firstvertex = firstvertex;
12884 rsurface.texture = R_GetCurrentTexture(surface.texture);
12885 rsurface.lightmaptexture = NULL;
12886 rsurface.deluxemaptexture = NULL;
12887 rsurface.uselightmaptexture = false;
12888 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass);