#include "r_shadow.h"
#include "polygon.h"
+mempool_t *r_main_mempool;
+rtexturepool_t *r_main_texturepool;
+
// used for dlight push checking and other things
int r_framecount;
mplane_t frustum[5];
-matrix4x4_t r_identitymatrix;
-
renderstats_t renderstats;
// true during envmap command capture
//
refdef_t r_refdef;
+cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
cvar_t r_showtris_polygonoffset = {0, "r_showtris_polygonoffset", "-10", "nudges triangle outlines in hardware depth units, used to make outlines appear infront of walls"};
cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
+cvar_t r_glsl = {0, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {0, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {0, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {0, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_usehalffloat = {0, "r_glsl_usehalffloat", "0", "use half and hvec variables in GLSL shader for a speed gain (NVIDIA only)"};
+cvar_t r_glsl_surfacenormalize = {0, "r_glsl_surfacenormalize", "1", "normalize bumpmap texels in GLSL shader, produces a more rounded look on small bumps and dents"};
+cvar_t r_glsl_deluxemapping = {0, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
+
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; // used for testing renderer code changes, otherwise does nothing
-rtexturepool_t *r_main_texturepool;
rtexture_t *r_bloom_texture_screen;
rtexture_t *r_bloom_texture_bloom;
rtexture_t *r_texture_blanknormalmap;
rtexture_t *r_texture_fogattenuation;
rtexture_t *r_texture_fogintensity;
+// information about each possible shader permutation
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+// currently selected permutation
+r_glsl_permutation_t *r_glsl_permutation;
+
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
int i;
r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
}
+static const char *builtinshaderstring =
+"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
+"// written by Forest 'LordHavoc' Hale\n"
+"\n"
+"// common definitions between vertex shader and fragment shader:\n"
+"\n"
+"// use half floats if available for math performance\n"
+"#ifdef GEFORCEFX\n"
+"#define myhalf half\n"
+"#define myhvec2 hvec2\n"
+"#define myhvec3 hvec3\n"
+"#define myhvec4 hvec4\n"
+"#else\n"
+"#define myhalf float\n"
+"#define myhvec2 vec2\n"
+"#define myhvec3 vec3\n"
+"#define myhvec4 vec4\n"
+"#endif\n"
+"\n"
+"varying vec2 TexCoord;\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"varying vec2 TexCoordLightmap;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"varying myhvec3 CubeVector;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTION)\n"
+"varying vec3 LightVector;\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"varying vec3 EyeVector;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"varying myhvec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
+"varying myhvec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
+"varying myhvec3 VectorR; // direction of R texcoord (surface normal)\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// vertex shader specific:\n"
+"#ifdef VERTEX_SHADER\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+"uniform vec3 LightPosition;\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+"uniform vec3 EyePosition;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform myhvec3 LightDir;\n"
+"#endif\n"
+"\n"
+"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // copy the surface texcoord\n"
+" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"#endif\n"
+" gl_FrontColor = gl_Color;\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+" // transform vertex position into light attenuation/cubemap space\n"
+" // (-1 to +1 across the light box)\n"
+" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
+"\n"
+" // transform unnormalized light direction into tangent space\n"
+" // (we use unnormalized to ensure that it interpolates correctly and then\n"
+" // normalize it per pixel)\n"
+" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
+" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
+" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
+" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#if defined(USESPECULAR) || defined(USEFOG) || defined(USEOFFSETMAPPING)\n"
+" // transform unnormalized eye direction into tangent space\n"
+" vec3 eyeminusvertex = EyePosition - gl_Vertex.xyz;\n"
+" EyeVector.x = dot(eyeminusvertex, gl_MultiTexCoord1.xyz);\n"
+" EyeVector.y = dot(eyeminusvertex, gl_MultiTexCoord2.xyz);\n"
+" EyeVector.z = dot(eyeminusvertex, gl_MultiTexCoord3.xyz);\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+" VectorS = gl_MultiTexCoord1.xyz;\n"
+" VectorT = gl_MultiTexCoord2.xyz;\n"
+" VectorR = gl_MultiTexCoord3.xyz;\n"
+"#endif\n"
+"\n"
+" // transform vertex to camera space, using ftransform to match non-VS\n"
+" // rendering\n"
+" gl_Position = ftransform();\n"
+"}\n"
+"\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"// fragment shader specific:\n"
+"#ifdef FRAGMENT_SHADER\n"
+"\n"
+"uniform myhvec3 LightColor;\n"
+"#ifdef USEOFFSETMAPPING\n"
+"uniform myhalf OffsetMapping_Scale;\n"
+"uniform myhalf OffsetMapping_Bias;\n"
+"#endif\n"
+"\n"
+"#if defined(MODE_LIGHTSOURCE) || defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE) || defined(MODE_LIGHTDIRECTION) || defined(USEOFFSETMAPPING)\n"
+"uniform sampler2D Texture_Normal;\n"
+"#endif\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
+"uniform myhvec3 AmbientColor;\n"
+"uniform myhvec3 DiffuseColor;\n"
+"uniform myhvec3 SpecularColor;\n"
+"#endif\n"
+"\n"
+"uniform sampler2D Texture_Color;\n"
+"\n"
+"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"uniform sampler2D Texture_Lightmap;\n"
+"#endif\n"
+"#if defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"uniform sampler2D Texture_Deluxemap;\n"
+"#endif\n"
+"\n"
+"#ifdef USEGLOW\n"
+"uniform sampler2D Texture_Glow;\n"
+"#endif\n"
+"\n"
+"#ifdef USECOLORMAPPING\n"
+"uniform sampler2D Texture_Pants;\n"
+"uniform sampler2D Texture_Shirt;\n"
+"uniform myhvec3 Color_Pants;\n"
+"uniform myhvec3 Color_Shirt;\n"
+"#endif\n"
+"\n"
+"uniform myhalf AmbientScale;\n"
+"uniform myhalf DiffuseScale;\n"
+"#ifdef USESPECULAR\n"
+"uniform myhalf SpecularScale;\n"
+"uniform myhalf SpecularPower;\n"
+"uniform sampler2D Texture_Gloss;\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+"uniform samplerCube Texture_Cube;\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+"uniform myhvec3 FogColor;\n"
+"uniform myhalf FogRangeRecip;\n"
+"uniform sampler2D Texture_FogMask;\n"
+"#endif\n"
+"\n"
+"#ifdef USEEASTEREGG\n"
+"void main(void)\n"
+"{\n"
+" gl_FragColor = myhvec4(0, 0, 0, 1);;\n"
+" int i;\n"
+" float o;\n"
+" vec2 p = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
+" vec2 c = vec2(CubeVector.x * 16.0, CubeVector.y * 16.0);\n"
+" for (i = 0;i < 1000 && dot(p,p) < 4.0;i = i + 1)\n"
+" {\n"
+" o = p.x * p.x - p.y * p.y;\n"
+" p.y = 2.0 * p.x * p.y;\n"
+" p.x = o;\n"
+" p += c;\n"
+" }\n"
+" o = float(i) * 0.314;\n"
+" if (i < 1000)\n"
+" gl_FragColor = vec4(cos(o), sin(o), sin(o * 0.2), 1);\n"
+"}\n"
+"#else // USEEASTEREGG\n"
+"\n"
+"\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+" myhvec2 TexCoordOffset = TexCoord;\n"
+"#define TexCoord TexCoordOffset\n"
+"\n"
+" myhvec3 eyedir = myhvec3(normalize(EyeVector));\n"
+" myhalf depthbias = 1.0 - eyedir.z; // should this be a -?\n"
+" depthbias = 1.0 - depthbias * depthbias;\n"
+"\n"
+"#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
+" // 14 sample relief mapping: linear search and then binary search\n"
+" myhvec3 OffsetVector = myhvec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * myhvec2(-0.1, 0.1), -0.1);\n"
+" vec3 RT = vec3(TexCoord - OffsetVector.xy * 10.0, 1.0) + OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" if (RT.z > texture2D(Texture_Normal, RT.xy).a) RT += OffsetVector;OffsetVector *= 0.5;RT -= OffsetVector;\n"
+" TexCoord = RT.xy;\n"
+"#else\n"
+" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
+" myhvec2 OffsetVector = myhvec2((EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * myhvec2(-0.333, 0.333));\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
+"#endif\n"
+"#endif\n"
+"\n"
+" // combine the diffuse textures (base, pants, shirt)\n"
+" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n"
+"#ifdef USECOLORMAPPING\n"
+" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+" // light source\n"
+"\n"
+" // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+" // calculate directional shading\n"
+" color.rgb *= (AmbientScale + DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"#ifdef USECUBEFILTER\n"
+" // apply light cubemap filter\n"
+" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
+"#endif\n"
+"\n"
+" // apply light color\n"
+" color.rgb = color.rgb * LightColor;\n"
+"\n"
+" // apply attenuation\n"
+" //\n"
+" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n"
+" // center and sharp falloff at the edge, this is about the most efficient\n"
+" // we can get away with as far as providing illumination.\n"
+" //\n"
+" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n"
+" // provide significant illumination, large = slow = pain.\n"
+" color.rgb *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTION)\n"
+" // directional model lighting\n"
+"\n"
+" // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+"\n"
+" // calculate directional shading\n"
+" color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n"
+"#ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n"
+" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
+"\n"
+" // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+"#else\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+"#endif\n"
+" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n"
+" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n"
+"\n"
+" // calculate directional shading\n"
+" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+" // apply lightmap color\n"
+" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+" // deluxemap lightmapping using light vectors in tangentspace\n"
+"\n"
+" // get the surface normal and light normal\n"
+"#ifdef SURFACENORMALIZE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n"
+" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n"
+"#else\n"
+" myhvec3 surfacenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Normal, TexCoord));\n"
+" myhvec3 diffusenormal = -1.0 + 2.0 * myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap));\n"
+"#endif\n"
+"\n"
+" // calculate directional shading\n"
+" myhvec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n"
+"#ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n"
+"#endif\n"
+"\n"
+" // apply lightmap color\n"
+" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * myhvec3(AmbientScale);\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#else // MODE none (lightmap)\n"
+" // apply lightmap color\n"
+" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
+"#endif // MODE\n"
+"\n"
+"#ifdef USEGLOW\n"
+" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord));\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" myhalf fog = texture2D(Texture_FogMask, myhvec2(length(EyeVector)*FogRangeRecip, 0.0)).x;\n"
+" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n"
+"#endif\n"
+"\n"
+" gl_FragColor = color * gl_Color;\n"
+"}\n"
+"#endif // !USEEASTEREGG\n"
+"\n"
+"#endif\n"
+;
+
+void R_GLSL_CompilePermutation(int permutation)
+{
+ r_glsl_permutation_t *p = r_glsl_permutations + permutation;
+ int vertstrings_count;
+ int fragstrings_count;
+ char *shaderstring;
+ const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
+ const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+ char permutationname[256];
+ if (p->compiled)
+ return;
+ p->compiled = true;
+ vertstrings_list[0] = "#define VERTEX_SHADER\n";
+ fragstrings_list[0] = "#define FRAGMENT_SHADER\n";
+ vertstrings_count = 1;
+ fragstrings_count = 1;
+ permutationname[0] = 0;
+ if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+ {
+ vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+ fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTSOURCE\n";
+ strlcat(permutationname, " lightsource", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE)
+ {
+ vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
+ fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n";
+ strlcat(permutationname, " lightdirectionmap_modelspace", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)
+ {
+ vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
+ fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n";
+ strlcat(permutationname, " lightdirectionmap_tangentspace", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+ {
+ vertstrings_list[vertstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+ fragstrings_list[fragstrings_count++] = "#define MODE_LIGHTDIRECTION\n";
+ strlcat(permutationname, " lightdirection", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_GLOW)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEGLOW\n";
+ fragstrings_list[fragstrings_count++] = "#define USEGLOW\n";
+ strlcat(permutationname, " glow", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_COLORMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USECOLORMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USECOLORMAPPING\n";
+ strlcat(permutationname, " colormapping", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_SPECULAR)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
+ fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
+ strlcat(permutationname, " specular", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_FOG)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
+ fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
+ strlcat(permutationname, " fog", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_CUBEFILTER)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
+ fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
+ strlcat(permutationname, " cubefilter", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_OFFSETMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
+ strlcat(permutationname, " offsetmapping", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING)
+ {
+ vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+ fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING_RELIEFMAPPING\n";
+ strlcat(permutationname, " OFFSETMAPPING_RELIEFMAPPING", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_SURFACENORMALIZE)
+ {
+ vertstrings_list[vertstrings_count++] = "#define SURFACENORMALIZE\n";
+ fragstrings_list[fragstrings_count++] = "#define SURFACENORMALIZE\n";
+ strlcat(permutationname, " surfacenormalize", sizeof(permutationname));
+ }
+ if (permutation & SHADERPERMUTATION_GEFORCEFX)
+ {
+ vertstrings_list[vertstrings_count++] = "#define GEFORCEFX\n";
+ fragstrings_list[fragstrings_count++] = "#define GEFORCEFX\n";
+ strlcat(permutationname, " halffloat", sizeof(permutationname));
+ }
+ shaderstring = (char *)FS_LoadFile("glsl/default.glsl", r_main_mempool, false, NULL);
+ if (shaderstring)
+ {
+ Con_DPrintf("GLSL shader text loaded from disk\n");
+ vertstrings_list[vertstrings_count++] = shaderstring;
+ fragstrings_list[fragstrings_count++] = shaderstring;
+ }
+ else
+ {
+ vertstrings_list[vertstrings_count++] = builtinshaderstring;
+ fragstrings_list[fragstrings_count++] = builtinshaderstring;
+ }
+ p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
+ if (p->program)
+ {
+ CHECKGLERROR
+ qglUseProgramObjectARB(p->program);
+ p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal");
+ p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color");
+ p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss");
+ p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube");
+ p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask");
+ p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants");
+ p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt");
+ p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
+ p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
+ p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
+ p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
+ p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
+ p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
+ p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor");
+ p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants");
+ p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt");
+ p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip");
+ p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale");
+ p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
+ p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
+ p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
+ p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
+ p->loc_AmbientColor = qglGetUniformLocationARB(p->program, "AmbientColor");
+ p->loc_DiffuseColor = qglGetUniformLocationARB(p->program, "DiffuseColor");
+ p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
+ p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
+ if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
+ if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
+ if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2);
+ if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3);
+ if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4);
+ if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5);
+ if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6);
+ if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7);
+ if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
+ if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
+ qglUseProgramObjectARB(0);
+ CHECKGLERROR
+ }
+ else
+ Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl");
+ if (shaderstring)
+ Mem_Free(shaderstring);
+}
+
+void R_GLSL_Restart_f(void)
+{
+ int i;
+ for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ if (r_glsl_permutations[i].program)
+ GL_Backend_FreeProgram(r_glsl_permutations[i].program);
+ memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
+}
+
+void R_SetupSurfaceShader(const entity_render_t *ent, const texture_t *texture, const vec3_t modelorg, const vec3_t lightcolorbase, qboolean modellighting)
+{
+ // select a permutation of the lighting shader appropriate to this
+ // combination of texture, entity, light source, and fogging, only use the
+ // minimum features necessary to avoid wasting rendering time in the
+ // fragment shader on features that are not being used
+ int permutation = 0;
+ float specularscale = texture->specularscale;
+ r_glsl_permutation = NULL;
+ if (r_shadow_rtlight)
+ {
+ permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE;
+ specularscale *= r_shadow_rtlight->specularscale;
+ if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
+ permutation |= SHADERPERMUTATION_CUBEFILTER;
+ }
+ else
+ {
+ if (modellighting)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION;
+ else if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping)
+ {
+ if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace)
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE;
+ else
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ }
+ else if (r_glsl_deluxemapping.integer >= 2) // fake mode
+ permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ if (texture->skin.glow)
+ permutation |= SHADERPERMUTATION_GLOW;
+ }
+ if (specularscale > 0)
+ permutation |= SHADERPERMUTATION_SPECULAR;
+ if (fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ if (texture->colormapping)
+ permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (r_glsl_offsetmapping.integer)
+ {
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING;
+ if (r_glsl_offsetmapping_reliefmapping.integer)
+ permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
+ }
+ if (r_glsl_surfacenormalize.integer)
+ permutation |= SHADERPERMUTATION_SURFACENORMALIZE;
+ if (r_glsl_usehalffloat.integer)
+ permutation |= SHADERPERMUTATION_GEFORCEFX;
+ if (!r_glsl_permutations[permutation].program)
+ {
+ if (!r_glsl_permutations[permutation].compiled)
+ R_GLSL_CompilePermutation(permutation);
+ if (!r_glsl_permutations[permutation].program)
+ {
+ // remove features until we find a valid permutation
+ int i;
+ for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+ {
+ // reduce i more quickly whenever it would not remove any bits
+ if (permutation < i)
+ continue;
+ permutation &= i;
+ if (!r_glsl_permutations[permutation].compiled)
+ R_GLSL_CompilePermutation(permutation);
+ if (r_glsl_permutations[permutation].program)
+ break;
+ if (!i)
+ return; // utterly failed
+ }
+ }
+ }
+ r_glsl_permutation = r_glsl_permutations + permutation;
+ CHECKGLERROR
+ qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
+ R_Mesh_TexMatrix(0, &texture->currenttexmatrix);
+ if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE)
+ {
+ R_Mesh_TexMatrix(3, &r_shadow_entitytolight);
+ if (r_glsl_permutation->loc_Texture_Cube >= 0) R_Mesh_TexBind(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, r_shadow_entitylightorigin[0], r_shadow_entitylightorigin[1], r_shadow_entitylightorigin[2]);
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2]);
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_shadow_rtlight->ambientscale);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_shadow_rtlight->diffusescale);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+ }
+ else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
+ {
+ if (texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ if (r_glsl_permutation->loc_AmbientColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, 1, 1, 1);
+ if (r_glsl_permutation->loc_DiffuseColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, 0, 0, 0);
+ if (r_glsl_permutation->loc_SpecularColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, 0, 0, 0);
+ if (r_glsl_permutation->loc_LightDir >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_LightDir, 0, 0, -1);
+ }
+ else
+ {
+ if (r_glsl_permutation->loc_AmbientColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, ent->modellight_ambient[0], ent->modellight_ambient[1], ent->modellight_ambient[2]);
+ if (r_glsl_permutation->loc_DiffuseColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, ent->modellight_diffuse[0], ent->modellight_diffuse[1], ent->modellight_diffuse[2]);
+ if (r_glsl_permutation->loc_SpecularColor >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, ent->modellight_diffuse[0] * texture->specularscale, ent->modellight_diffuse[1] * texture->specularscale, ent->modellight_diffuse[2] * texture->specularscale);
+ if (r_glsl_permutation->loc_LightDir >= 0)
+ qglUniform3fARB(r_glsl_permutation->loc_LightDir, ent->modellight_lightdir[0], ent->modellight_lightdir[1], ent->modellight_lightdir[2]);
+ }
+ }
+ else
+ {
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
+ }
+ if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
+ if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
+ if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(texture->glosstexture));
+ if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation));
+ if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(texture->skin.pants));
+ if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(texture->skin.shirt));
+ if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(texture->skin.glow));
+ if (r_glsl_permutation->loc_FogColor >= 0)
+ {
+ // additive passes are only darkened by fog, not tinted
+ if (r_shadow_rtlight || (texture->currentmaterialflags & MATERIALFLAG_ADD))
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogcolor[0], fogcolor[1], fogcolor[2]);
+ }
+ if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, modelorg[0], modelorg[1], modelorg[2]);
+ if (r_glsl_permutation->loc_Color_Pants >= 0)
+ {
+ if (texture->skin.pants)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, ent->colormap_pantscolor[0], ent->colormap_pantscolor[1], ent->colormap_pantscolor[2]);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
+ }
+ if (r_glsl_permutation->loc_Color_Shirt >= 0)
+ {
+ if (texture->skin.shirt)
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, ent->colormap_shirtcolor[0], ent->colormap_shirtcolor[1], ent->colormap_shirtcolor[2]);
+ else
+ qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
+ }
+ if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, fograngerecip);
+ if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, texture->specularpower);
+ if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ CHECKGLERROR
+}
+
void gl_main_start(void)
{
+ // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+ if (gl_support_half_float)
+ Cvar_SetValue("r_glsl_usehalffloat", 1);
r_main_texturepool = R_AllocTexturePool();
r_bloom_texture_screen = NULL;
r_bloom_texture_bloom = NULL;
R_BuildNormalizationCube();
}
R_BuildFogTexture();
+ memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
void gl_main_shutdown(void)
r_texture_black = NULL;
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
+ R_GLSL_Restart_f();
}
extern void CL_ParseEntityLump(char *entitystring);
void GL_Main_Init(void)
{
- Matrix4x4_CreateIdentity(&r_identitymatrix);
-// FIXME: move this to client?
- FOG_registercvars();
+ r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
+
+ Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n");
+ FOG_registercvars(); // FIXME: move this fog stuff to client?
+ Cvar_RegisterVariable(&r_nearclip);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_showtris_polygonoffset);
Cvar_RegisterVariable(&r_shownormals);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_fullbright);
Cvar_RegisterVariable(&r_textureunits);
+ Cvar_RegisterVariable(&r_glsl);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
+ Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+ Cvar_RegisterVariable(&r_glsl_usehalffloat);
+ Cvar_RegisterVariable(&r_glsl_surfacenormalize);
+ Cvar_RegisterVariable(&r_glsl_deluxemapping);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_waterscroll);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
Cvar_RegisterVariable(&r_test);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- UI_Init();
Sbar_Init();
R_LightningBeams_Init();
Mod_RenderInit();
//==================================================================================
+static void R_UpdateEntityLighting(entity_render_t *ent)
+{
+ vec3_t tempdiffusenormal;
+ VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f));
+ VectorClear(ent->modellight_diffuse);
+ VectorClear(ent->modellight_lightdir);
+ if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint)
+ r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ else // highly rare
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+ VectorNormalize(ent->modellight_lightdir);
+ ent->modellight_ambient[0] *= ent->colormod[0] * r_lightmapintensity;
+ ent->modellight_ambient[1] *= ent->colormod[1] * r_lightmapintensity;
+ ent->modellight_ambient[2] *= ent->colormod[2] * r_lightmapintensity;
+ ent->modellight_diffuse[0] *= ent->colormod[0] * r_lightmapintensity;
+ ent->modellight_diffuse[1] *= ent->colormod[1] * r_lightmapintensity;
+ ent->modellight_diffuse[2] *= ent->colormod[2] * r_lightmapintensity;
+}
+
static void R_MarkEntities (void)
{
int i, renderimask;
ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_worldleafvisible, ent->mins, ent->maxs)))
{
- R_UpdateEntLights(ent);
ent->visframe = r_framecount;
+ R_UpdateEntityLighting(ent);
}
}
}
ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST))
{
- R_UpdateEntLights(ent);
ent->visframe = r_framecount;
+ R_UpdateEntityLighting(ent);
}
}
}
#endif
#if 0
- zNear = 1.0;
+ zNear = r_nearclip.value;
nudge = 1.0 - 1.0 / (1<<23);
frustum[4].normal[0] = 0 - 0;
frustum[4].normal[1] = 0 - 0;
frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
- frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
PlaneClassify(&frustum[0]);
PlaneClassify(&frustum[1]);
PlaneClassify(&frustum[2]);
// nearclip plane
//VectorCopy(r_viewforward, frustum[4].normal);
- //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+ //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value;
//PlaneClassify(&frustum[4]);
}
qboolean dobloom;
qboolean doblend;
rmeshstate_t m;
+ float vertex3f[12];
+ float texcoord2f[3][8];
// set the (poorly named) screenwidth and screenheight variables to
// a power of 2 at least as large as the screen, these will define the
GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
GL_DepthMask(true);
GL_DepthTest(false);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
// vertex coordinates for a quad that covers the screen exactly
- varray_vertex3f[0] = 0;varray_vertex3f[1] = 0;varray_vertex3f[2] = 0;
- varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
- varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
- varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
+ vertex3f[0] = 0;vertex3f[1] = 0;vertex3f[2] = 0;
+ vertex3f[3] = 1;vertex3f[4] = 0;vertex3f[5] = 0;
+ vertex3f[6] = 1;vertex3f[7] = 1;vertex3f[8] = 0;
+ vertex3f[9] = 0;vertex3f[10] = 1;vertex3f[11] = 0;
if (dobloom)
{
int bloomwidth, bloomheight, x, dobloomblend, range;
bloomheight = min(r_view_height, bloomwidth * r_view_height / r_view_width);
// set up a texcoord array for the full resolution screen image
// (we have to keep this around to copy back during final render)
- varray_texcoord2f[0][0] = 0;
- varray_texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
- varray_texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
- varray_texcoord2f[0][5] = 0;
- varray_texcoord2f[0][6] = 0;
- varray_texcoord2f[0][7] = 0;
+ texcoord2f[0][0] = 0;
+ texcoord2f[0][1] = (float)r_view_height / (float)screenheight;
+ texcoord2f[0][2] = (float)r_view_width / (float)screenwidth;
+ texcoord2f[0][3] = (float)r_view_height / (float)screenheight;
+ texcoord2f[0][4] = (float)r_view_width / (float)screenwidth;
+ texcoord2f[0][5] = 0;
+ texcoord2f[0][6] = 0;
+ texcoord2f[0][7] = 0;
// set up a texcoord array for the reduced resolution bloom image
// (which will be additive blended over the screen image)
- varray_texcoord2f[1][0] = 0;
- varray_texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
- varray_texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[1][5] = 0;
- varray_texcoord2f[1][6] = 0;
- varray_texcoord2f[1][7] = 0;
+ texcoord2f[1][0] = 0;
+ texcoord2f[1][1] = (float)bloomheight / (float)screenheight;
+ texcoord2f[1][2] = (float)bloomwidth / (float)screenwidth;
+ texcoord2f[1][3] = (float)bloomheight / (float)screenheight;
+ texcoord2f[1][4] = (float)bloomwidth / (float)screenwidth;
+ texcoord2f[1][5] = 0;
+ texcoord2f[1][6] = 0;
+ texcoord2f[1][7] = 0;
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_vertex = vertex3f;
+ m.pointer_texcoord[0] = texcoord2f[0];
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
R_Mesh_State(&m);
// copy view into the full resolution screen image texture
// we now have a darkened bloom image in the framebuffer, copy it into
// the bloom image texture for more processing
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[2];
+ m.pointer_texcoord[0] = texcoord2f[2];
R_Mesh_State(&m);
GL_ActiveTexture(0);
qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);
xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ texcoord2f[2][0] = xoffset+0;
+ texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][5] = yoffset+0;
+ texcoord2f[2][6] = xoffset+0;
+ texcoord2f[2][7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
xoffset = x / (float)bloomwidth * (float)bloomwidth / (float)screenwidth;
yoffset = 0 / (float)bloomheight * (float)bloomheight / (float)screenheight;
// compute a texcoord array with the specified x and y offset
- varray_texcoord2f[2][0] = xoffset+0;
- varray_texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
- varray_texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
- varray_texcoord2f[2][5] = yoffset+0;
- varray_texcoord2f[2][6] = xoffset+0;
- varray_texcoord2f[2][7] = yoffset+0;
+ texcoord2f[2][0] = xoffset+0;
+ texcoord2f[2][1] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][2] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][3] = yoffset+(float)bloomheight / (float)screenheight;
+ texcoord2f[2][4] = xoffset+(float)bloomwidth / (float)screenwidth;
+ texcoord2f[2][5] = yoffset+0;
+ texcoord2f[2][6] = xoffset+0;
+ texcoord2f[2][7] = yoffset+0;
// this r value looks like a 'dot' particle, fading sharply to
// black at the edges
// (probably not realistic but looks good enough)
// put the original screen image back in place and blend the bloom
// texture on it
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_screen);
- m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.pointer_texcoord[0] = texcoord2f[0];
#if 0
dobloomblend = false;
#else
dobloomblend = false;
m.texcombinergb[1] = GL_ADD;
m.tex[1] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[1] = varray_texcoord2f[1];
+ m.pointer_texcoord[1] = texcoord2f[1];
}
else
dobloomblend = true;
if (dobloomblend)
{
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
m.tex[0] = R_GetTexture(r_bloom_texture_bloom);
- m.pointer_texcoord[0] = varray_texcoord2f[1];
+ m.pointer_texcoord[0] = texcoord2f[1];
R_Mesh_State(&m);
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(1,1,1,1);
{
// apply a color tint to the whole view
memset(&m, 0, sizeof(m));
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_ClearScreen();
R_Textures_Frame();
R_UpdateFog();
- R_TimeReport("setup");
+ if (r_timereport_active)
+ R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
qglPolygonOffset(0, 0);
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
- R_TimeReport("blendview");
+ if (r_timereport_active)
+ R_TimeReport("blendview");
GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
R_ClearScreen();
R_Textures_Frame();
R_UpdateFog();
- R_TimeReport("setup");
+ if (r_timereport_active)
+ R_TimeReport("setup");
}
//[515]: csqc
qglDisable(GL_POLYGON_OFFSET_FILL);
R_BlendView();
- R_TimeReport("blendview");
+ if (r_timereport_active)
+ R_TimeReport("blendview");
GL_Scissor(0, 0, vid.width, vid.height);
GL_ScissorTest(false);
extern void VM_AddPolygonsToMeshQueue (void);
void R_RenderScene(void)
{
+ float nearclip;
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
r_framecount++;
+ if (gl_support_fragment_shader)
+ qglUseProgramObjectARB(0);
+
R_MeshQueue_BeginScene();
R_SetFrustum();
r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f);
+
if (r_rtworldshadows || r_rtdlightshadows)
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, nearclip);
else
- GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
+ GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, nearclip, r_farclip);
GL_SetupView_Orientation_FromEntity(&r_view_matrix);
R_SkyStartFrame();
R_WorldVisibility();
- R_TimeReport("worldvis");
+ if (r_timereport_active)
+ R_TimeReport("worldvis");
R_MarkEntities();
- R_TimeReport("markentity");
+ if (r_timereport_active)
+ R_TimeReport("markentity");
R_Shadow_UpdateWorldLightSelection();
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0.025, 0.025, 0, 1);
+ if (r_showtrispass)
+ GL_ShowTrisColor(0.025, 0.025, 0, 1);
if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky)
{
r_refdef.worldmodel->DrawSky(r_refdef.worldentity);
- R_TimeReport("worldsky");
+ if (r_timereport_active)
+ R_TimeReport("worldsky");
}
- if (R_DrawBrushModelsSky())
+ if (R_DrawBrushModelsSky() && r_timereport_active)
R_TimeReport("bmodelsky");
- GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ if (r_showtrispass)
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
if (r_refdef.worldmodel && r_refdef.worldmodel->Draw)
{
r_refdef.worldmodel->Draw(r_refdef.worldentity);
- R_TimeReport("world");
+ if (r_timereport_active)
+ R_TimeReport("world");
}
-
- R_DrawLightningBeams();
- R_TimeReport("lightning");
-
- R_DrawParticles();
- R_TimeReport("particles");
-
- R_DrawExplosions();
- R_TimeReport("explosions");
}
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0, 0.015, 0, 1);
+ if (r_showtrispass)
+ GL_ShowTrisColor(0, 0.015, 0, 1);
R_DrawModels();
- R_TimeReport("models");
+ if (r_timereport_active)
+ R_TimeReport("models");
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0, 0, 0.033, 1);
+ if (r_showtrispass)
+ GL_ShowTrisColor(0, 0, 0.033, 1);
R_ShadowVolumeLighting(false);
- R_TimeReport("rtlights");
+ if (r_timereport_active)
+ R_TimeReport("rtlights");
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- GL_ShowTrisColor(0.1, 0, 0, 1);
+ if (r_showtrispass)
+ GL_ShowTrisColor(0.1, 0, 0, 1);
+
+ if (cl.csqc_vidvars.drawworld)
+ {
+ R_DrawLightningBeams();
+ if (r_timereport_active)
+ R_TimeReport("lightning");
+
+ R_DrawParticles();
+ if (r_timereport_active)
+ R_TimeReport("particles");
+
+ R_DrawExplosions();
+ if (r_timereport_active)
+ R_TimeReport("explosions");
+ }
R_MeshQueue_RenderTransparent();
- R_TimeReport("drawtrans");
+ if (r_timereport_active)
+ R_TimeReport("drawtrans");
if (cl.csqc_vidvars.drawworld)
{
R_DrawCoronas();
- R_TimeReport("coronas");
+ if (r_timereport_active)
+ R_TimeReport("coronas");
}
if(cl.csqc_vidvars.drawcrosshair)
{
R_DrawWorldCrosshair();
- R_TimeReport("crosshair");
+ if (r_timereport_active)
+ R_TimeReport("crosshair");
}
VM_AddPolygonsToMeshQueue();
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
+
+ if (gl_support_fragment_shader)
+ qglUseProgramObjectARB(0);
}
/*
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
GL_DepthTest(true);
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
{
float fog = 0.0f, ifog;
rmeshstate_t m;
+ float vertex3f[12];
if (fogenabled)
fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin));
ifog = 1 - fog;
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
- varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
- varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
- varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
- varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
- varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
- varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
- varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
- varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
- varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
- varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
- varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+ vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+ vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+ vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+ vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+ vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+ vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(texture);
m.pointer_texcoord[0] = spritetexcoord2f;
- m.pointer_vertex = varray_vertex3f;
+ m.pointer_vertex = vertex3f;
R_Mesh_State(&m);
GL_Color(cr * ifog, cg * ifog, cb * ifog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements);
{
if (planenum2 == planenum)
continue;
- PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints);
+ PolygonF_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, 1.0/32.0, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
w = !w;
}
if (tempnumpoints < 3)
}
}
-void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, matrix4x4_t *matrix, float r, float g, float b, float a)
+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)
{
texturelayer_t *layer;
layer = t->currentlayers + t->currentnumlayers++;
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
t->currenttexmatrix = r_waterscrollmatrix;
else
- t->currenttexmatrix = r_identitymatrix;
+ t->currenttexmatrix = identitymatrix;
+
+ t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
+ t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base;
+ t->glosstexture = r_texture_white;
+ t->specularpower = 8;
+ t->specularscale = 0;
+ if (r_shadow_gloss.integer > 0)
+ {
+ if (t->skin.gloss)
+ {
+ if (r_shadow_glossintensity.value > 0)
+ {
+ t->glosstexture = t->skin.gloss;
+ t->specularscale = r_shadow_glossintensity.value;
+ }
+ }
+ else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+ t->specularscale = r_shadow_gloss2intensity.value;
+ }
+
t->currentnumlayers = 0;
if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW))
{
if (gl_lightmaps.integer)
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &r_identitymatrix, 1, 1, 1, 1);
- else if (t->currentmaterialflags & MATERIALFLAG_SKY)
- {
- // transparent sky would be ridiculous
- if (!(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
- R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_SKY, r_texture_white, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], 1);
- }
- else
+ R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, r_texture_white, &identitymatrix, 1, 1, 1, 1);
+ else if (!(t->currentmaterialflags & MATERIALFLAG_SKY))
{
int blendfunc1, blendfunc2, depthmask;
if (t->currentmaterialflags & MATERIALFLAG_ADD)
// were darkened by fog already, and we should not add fog color
// (because the background was not darkened, there is no fog color
// that was lost behind it).
- R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &r_identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
+ R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_TRANSPARENT) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha);
}
}
}
R_UpdateTextureInfo(ent, ent->model->data_textures + i);
}
+int rsurface_array_size = 0;
+float *rsurface_array_vertex3f = NULL;
+float *rsurface_array_svector3f = NULL;
+float *rsurface_array_tvector3f = NULL;
+float *rsurface_array_normal3f = NULL;
+float *rsurface_array_color4f = NULL;
+float *rsurface_array_texcoord3f = NULL;
+
+void R_Mesh_ResizeArrays(int newvertices)
+{
+ if (rsurface_array_size >= newvertices)
+ return;
+ if (rsurface_array_vertex3f)
+ Mem_Free(rsurface_array_vertex3f);
+ rsurface_array_size = (newvertices + 1023) & ~1023;
+ rsurface_array_vertex3f = Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[19]));
+ rsurface_array_svector3f = rsurface_array_vertex3f + rsurface_array_size * 3;
+ rsurface_array_tvector3f = rsurface_array_vertex3f + rsurface_array_size * 6;
+ rsurface_array_normal3f = rsurface_array_vertex3f + rsurface_array_size * 9;
+ rsurface_array_color4f = rsurface_array_vertex3f + rsurface_array_size * 12;
+ rsurface_array_texcoord3f = rsurface_array_vertex3f + rsurface_array_size * 16;
+}
+
float *rsurface_vertex3f;
float *rsurface_svector3f;
float *rsurface_tvector3f;
float *rsurface_normal3f;
float *rsurface_lightmapcolor4f;
-void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg)
+void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, qboolean generatenormals, qboolean generatetangents)
{
- int i, j;
- float center[3], forward[3], right[3], up[3], v[4][3];
- matrix4x4_t matrix1, imatrix1;
+ if (rsurface_array_size < surface->groupmesh->num_vertices)
+ R_Mesh_ResizeArrays(surface->groupmesh->num_vertices);
if ((ent->frameblend[0].lerp != 1 || ent->frameblend[0].frame != 0) && (surface->groupmesh->data_morphvertex3f || surface->groupmesh->data_vertexboneweights))
{
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
+ rsurface_vertex3f = rsurface_array_vertex3f;
Mod_Alias_GetMesh_Vertex3f(ent->model, ent->frameblend, surface->groupmesh, rsurface_vertex3f);
+ if (generatetangents || (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)))
+ {
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ else
+ {
+ rsurface_svector3f = NULL;
+ rsurface_tvector3f = NULL;
+ if (generatenormals)
+ {
+ rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ }
+ else
+ rsurface_normal3f = NULL;
+ }
}
else
{
rsurface_tvector3f = surface->groupmesh->data_tvector3f;
rsurface_normal3f = surface->groupmesh->data_normal3f;
}
- if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ if (texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
{
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
- // a single autosprite surface can contain multiple sprites...
- VectorClear(forward);
- VectorClear(right);
- VectorSet(up, 0, 0, 1);
- for (j = 0;j < surface->num_vertices - 3;j += 4)
- {
- VectorClear(center);
- for (i = 0;i < 4;i++)
- VectorAdd(center, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
- VectorScale(center, 0.25f, center);
- // FIXME: calculate vectors from triangle edges instead of using texture vectors as an easy way out?
- Matrix4x4_FromVectors(&matrix1, (rsurface_normal3f + 3 * surface->num_firstvertex) + j*3, (rsurface_svector3f + 3 * surface->num_firstvertex) + j*3, (rsurface_tvector3f + 3 * surface->num_firstvertex) + j*3, center);
- Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
- for (i = 0;i < 4;i++)
- Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
- forward[0] = modelorg[0] - center[0];
- forward[1] = modelorg[1] - center[1];
- VectorNormalize(forward);
- right[0] = forward[1];
- right[1] = -forward[0];
- for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
- }
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
- }
- else if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE)
- {
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
+ int i, j;
+ float center[3], forward[3], right[3], up[3], v[4][3];
+ matrix4x4_t matrix1, imatrix1;
Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
Matrix4x4_Transform(&ent->inversematrix, r_viewup, up);
Matrix4x4_Invert_Simple(&imatrix1, &matrix1);
for (i = 0;i < 4;i++)
Matrix4x4_Transform(&imatrix1, (rsurface_vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, v[i]);
+ if (texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2)
+ {
+ forward[0] = modelorg[0] - center[0];
+ forward[1] = modelorg[1] - center[1];
+ forward[2] = 0;
+ VectorNormalize(forward);
+ right[0] = forward[1];
+ right[1] = -forward[0];
+ right[2] = 0;
+ VectorSet(up, 0, 0, 1);
+ }
for (i = 0;i < 4;i++)
- VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, varray_vertex3f + (surface->num_firstvertex+i+j) * 3);
+ VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_vertex3f + (surface->num_firstvertex+i+j) * 3);
}
- rsurface_vertex3f = varray_vertex3f;
- rsurface_svector3f = NULL;
- rsurface_tvector3f = NULL;
- rsurface_normal3f = NULL;
+ rsurface_vertex3f = rsurface_array_vertex3f;
+ rsurface_svector3f = rsurface_array_svector3f;
+ rsurface_tvector3f = rsurface_array_tvector3f;
+ rsurface_normal3f = rsurface_array_normal3f;
+ Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
}
R_Mesh_VertexPointer(rsurface_vertex3f);
}
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
+static void RSurf_Draw(const msurface_t *surface)
+{
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ GL_LockArrays(0, 0);
+}
+
+static void RSurf_DrawLightmap(const entity_render_t *ent, const texture_t *texture, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
{
int i;
float f;
float *v, *c, *c2;
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, lightmode >= 2, false);
if (lightmode >= 2)
{
// model lighting
- vec4_t ambientcolor4f;
+ vec3_t ambientcolor;
vec3_t diffusecolor;
- vec3_t diffusenormal;
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
+ vec3_t lightdir;
+ VectorCopy(ent->modellight_lightdir, lightdir);
+ ambientcolor[0] = ent->modellight_ambient[0] * r * 0.5f;
+ ambientcolor[1] = ent->modellight_ambient[1] * g * 0.5f;
+ ambientcolor[2] = ent->modellight_ambient[2] * b * 0.5f;
+ diffusecolor[0] = ent->modellight_diffuse[0] * r * 0.5f;
+ diffusecolor[1] = ent->modellight_diffuse[1] * g * 0.5f;
+ diffusecolor[2] = ent->modellight_diffuse[2] * b * 0.5f;
+ if (VectorLength2(diffusecolor) > 0)
{
- rsurface_lightmapcolor4f = varray_color4f;
- if (rsurface_normal3f == NULL)
+ int numverts = surface->num_vertices;
+ v = rsurface_vertex3f + 3 * surface->num_firstvertex;
+ c2 = rsurface_normal3f + 3 * surface->num_firstvertex;
+ c = rsurface_array_color4f + 4 * surface->num_firstvertex;
+ // q3-style directional shading
+ for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
{
- rsurface_normal3f = varray_normal3f;
- Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+ if ((f = DotProduct(c2, lightdir)) > 0)
+ VectorMA(ambientcolor, f, diffusecolor, c);
+ else
+ VectorCopy(ambientcolor, c);
+ c[3] = a;
}
- R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
r = 1;
g = 1;
b = 1;
a = 1;
applycolor = false;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
{
- r = ambientcolor4f[0];
- g = ambientcolor4f[1];
- b = ambientcolor4f[2];
- a = ambientcolor4f[3];
+ r = ambientcolor[0];
+ g = ambientcolor[1];
+ b = ambientcolor[2];
rsurface_lightmapcolor4f = NULL;
}
}
else if (lightmode >= 1)
{
- if (surface->lightmapinfo)
+ if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
{
- for (i = 0, c = varray_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
+ for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
{
- const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
- if (lm)
+ if (surface->lightmapinfo->samples)
{
+ const unsigned char *lm = surface->lightmapinfo->samples + (surface->groupmesh->data_lightmapoffsets + surface->num_firstvertex)[i];
float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
VectorScale(lm, scale, c);
if (surface->lightmapinfo->styles[1] != 255)
else
VectorClear(c);
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
else
rsurface_lightmapcolor4f = surface->groupmesh->data_lightmapcolor4f;
{
if (rsurface_lightmapcolor4f)
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
{
f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = c[0] * f;
}
else
{
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
f = 1 - VERTEXFOGTABLE(VectorDistance(v, modelorg));
c2[0] = f;
c2[3] = 1;
}
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
if (applycolor && rsurface_lightmapcolor4f)
{
- for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
+ for (i = 0, c = (rsurface_lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
c2[0] = c[0] * r;
c2[1] = c[1] * g;
c2[2] = c[2] * b;
c2[3] = c[3] * a;
}
- rsurface_lightmapcolor4f = varray_color4f;
+ rsurface_lightmapcolor4f = rsurface_array_color4f;
}
R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
GL_Color(r, g, b, a);
+ RSurf_Draw(surface);
}
static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
int lightmode;
const msurface_t *surface;
qboolean applycolor;
+ qboolean applyfog;
rmeshstate_t m;
if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
return;
+ r_shadow_rtlight = NULL;
renderstats.entities_surfaces += texturenumsurfaces;
// FIXME: identify models using a better check than ent->model->brush.shadowmesh
lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2;
GL_DepthTest(!(texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
if ((texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (ent->flags & RENDER_NOCULLFACE))
qglDisable(GL_CULL_FACE);
- if (texture->currentnumlayers)
+ if (texture->currentmaterialflags & MATERIALFLAG_SKY)
+ {
+ // transparent sky would be ridiculous
+ if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ {
+ GL_DepthMask(true);
+ if (skyrendernow)
+ {
+ skyrendernow = false;
+ if (skyrendermasked)
+ {
+ R_Sky();
+ // restore entity matrix and GL_Color
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(1,1,1,1);
+ }
+ }
+ // LordHavoc: HalfLife maps have freaky skypolys...
+ //if (!ent->model->brush.ishlbsp)
+ {
+ if (skyrendermasked)
+ {
+ // depth-only (masking)
+ GL_ColorMask(0,0,0,0);
+ // just to make sure that braindead drivers don't draw anything
+ // despite that colormask...
+ GL_BlendFunc(GL_ZERO, GL_ONE);
+ }
+ else
+ {
+ // fog sky
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ }
+ GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
+ RSurf_Draw(surface);
+ }
+ if (skyrendermasked)
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ }
+ }
+ }
+ else if (r_glsl.integer && gl_support_fragment_shader)
+ {
+ if (texture->currentmaterialflags & MATERIALFLAG_ADD)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (texture->currentmaterialflags & MATERIALFLAG_ALPHA)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State(&m);
+ GL_Color(ent->colormod[0], ent->colormod[1], ent->colormod[2], texture->currentalpha);
+ R_SetupSurfaceShader(ent, texture, modelorg, vec3_origin, lightmode == 2);
+ if (!r_glsl_permutation)
+ return;
+ if (lightmode == 2)
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ RSurf_Draw(surface);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ R_Mesh_TexCoordPointer(4, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(7, R_GetTexture(surface->lightmaptexture));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(surface->deluxemaptexture));
+ R_Mesh_ColorPointer(NULL);
+ }
+ else
+ {
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
+ R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
+ R_Mesh_ColorPointer(surface->groupmesh->data_lightmapcolor4f);
+ }
+ RSurf_Draw(surface);
+ }
+ }
+ qglUseProgramObjectARB(0);
+ }
+ else if (texture->currentnumlayers)
{
int layerindex;
texturelayer_t *layer;
layercolor[3] = layer->color[3];
GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
+ applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
switch (layer->type)
{
- case TEXTURELAYERTYPE_SKY:
- if (skyrendernow)
- {
- skyrendernow = false;
- if (skyrendermasked)
- {
- R_Sky();
- // restore entity matrix and GL_Color
- R_Mesh_Matrix(&ent->matrix);
- GL_Color(layercolor[0], layercolor[1], layercolor[2], layercolor[3]);
- }
- }
- // LordHavoc: HalfLife maps have freaky skypolys...
- //if (!ent->model->brush.ishlbsp)
- {
- if (skyrendermasked)
- {
- // depth-only (masking)
- GL_ColorMask(0,0,0,0);
- // just to make sure that braindead drivers don't draw anything
- // despite that colormask...
- GL_BlendFunc(GL_ZERO, GL_ONE);
- }
- else
- {
- // fog sky
- GL_BlendFunc(GL_ONE, GL_ZERO);
- }
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
- }
- if (skyrendermasked)
- GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
- }
- break;
case TEXTURELAYERTYPE_LITTEXTURE_COMBINE:
memset(&m, 0, sizeof(m));
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (lightmode == 2)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
- if (lightmode == 2)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- }
- else if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
}
- else
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+ }
}
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
}
break;
case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS:
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (lightmode == 2)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
- if (lightmode == 2)
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 2, false, false);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 2, false, false);
}
- else if (surface->lightmaptexture)
- {
- R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
- R_Mesh_ColorPointer(NULL);
- }
- else
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
- R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
+ if (surface->lightmaptexture)
+ {
+ R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 0, false, false);
+ }
+ else
+ {
+ R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, 1, 1, 1, 1, 1, false, false);
+ }
}
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
}
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
case TEXTURELAYERTYPE_LITTEXTURE_VERTEX:
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
R_Mesh_State(&m);
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ if (lightmode == 2)
{
- surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode ? lightmode : 1, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog);
+ }
+ }
+ else
+ {
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ surface = texturesurfacelist[texturesurfaceindex];
+ R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog);
+ }
}
break;
case TEXTURELAYERTYPE_TEXTURE:
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
- m.pointer_color = varray_color4f;
+ m.pointer_color = rsurface_array_color4f;
m.texrgbscale[0] = layertexrgbscale;
R_Mesh_State(&m);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- RSurf_SetColorPointer(ent, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, layer->flags & TEXTURELAYERFLAG_FOGDARKEN);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ RSurf_DrawLightmap(ent, texture, surface, modelorg, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog);
}
break;
case TEXTURELAYERTYPE_FOG:
int i;
float f, *v, *c;
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
if (layer->texture)
R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
- R_Mesh_ColorPointer(varray_color4f);
- for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (varray_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
+ R_Mesh_ColorPointer(rsurface_array_color4f);
+ for (i = 0, v = (rsurface_vertex3f + 3 * surface->num_firstvertex), c = (rsurface_array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
{
f = VERTEXFOGTABLE(VectorDistance(v, modelorg));
c[0] = layercolor[0];
c[2] = layercolor[2];
c[3] = f * layercolor[3];
}
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ RSurf_Draw(surface);
}
break;
default:
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, false);
for (scale = 1;scale < layertexrgbscale;scale <<= 1)
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
- GL_LockArrays(0, 0);
+ RSurf_Draw(surface);
}
}
}
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
surface = texturesurfacelist[texturesurfaceindex];
- RSurf_SetVertexPointer(ent, texture, surface, modelorg);
- if (!rsurface_svector3f)
- {
- rsurface_svector3f = varray_svector3f;
- rsurface_tvector3f = varray_tvector3f;
- rsurface_normal3f = varray_normal3f;
- Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
- }
+ RSurf_SetVertexPointer(ent, texture, surface, modelorg, false, true);
GL_Color(1, 0, 0, 1);
qglBegin(GL_LINES);
for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
if (f && surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->lightmapinfo->samples)
+ if (surface->cached_dlight)
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
if (f && surface->num_triangles)
{
// if lightmap parameters changed, rebuild lightmap texture
- if (surface->cached_dlight && surface->lightmapinfo->samples)
+ if (surface->cached_dlight)
R_BuildLightMap(ent, surface);
// add face to draw list
surfacelist[numsurfacelist++] = surface;
R_QueueTextureSurfaceList(ent, texture, numsurfacelist, surfacelist, modelorg);
if (!r_showtrispass)
renderstats.entities_triangles += counttriangles;
+ if (gl_support_fragment_shader)
+ qglUseProgramObjectARB(0);
}