cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
-cvar_t r_fullbright = {0, "r_fullbright","0", "make everything bright cheat (not allowed in multiplayer)"};
+cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
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_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_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
+cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
+cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
+cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+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)"};
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"};
//rtexture_t *r_texture_fogintensity;
// information about each possible shader permutation
-r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_COUNT];
+r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX];
// currently selected permutation
r_glsl_permutation_t *r_glsl_permutation;
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
+"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
"uniform sampler2D Texture_Gloss;\n"
"uniform samplerCube Texture_Cube;\n"
+"uniform sampler2D Texture_Attenuation;\n"
"uniform sampler2D Texture_FogMask;\n"
"uniform sampler2D Texture_Pants;\n"
"uniform sampler2D Texture_Shirt;\n"
"uniform myhalf SpecularScale;\n"
"uniform myhalf SpecularPower;\n"
"\n"
-"void main(void)\n"
+"vec2 OffsetMapping(vec2 TexCoord)\n"
"{\n"
-" // apply offsetmapping\n"
-"#ifdef USEOFFSETMAPPING\n"
-" vec2 TexCoordOffset = TexCoord;\n"
-"#define TexCoord TexCoordOffset\n"
-"\n"
" vec3 eyedir = vec3(normalize(EyeVector));\n"
" float depthbias = 1.0 - eyedir.z; // should this be a -?\n"
" depthbias = 1.0 - depthbias * depthbias;\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"
-"#elif 1\n"
+"#else\n"
" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-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"
-"#elif 0\n"
-" // 10 sample offset mapping\n"
-" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n"
-" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n"
-" //TexCoord += OffsetVector * 3.0;\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"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\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"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
-"#elif 1\n"
-" // parallax mapping as described in the paper\n"
-" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-" // The paper provides code in the ARB fragment program assembly language\n"
-" // I translated it to GLSL but may have done something wrong - SavageX\n"
-" // LordHavoc: removed bias and simplified to one line\n"
-" // LordHavoc: this is just a single sample offsetmapping...\n"
-" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n"
-"#else\n"
-" // parallax mapping as described in the paper\n"
-" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n"
-" // The paper provides code in the ARB fragment program assembly language\n"
-" // I translated it to GLSL but may have done something wrong - SavageX\n"
-" float height = texture2D(Texture_Normal, TexCoord).a;\n"
-" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n"
-" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n"
"#endif\n"
+" return TexCoord;\n"
+"}\n"
+"\n"
+"void main(void)\n"
+"{\n"
+" // apply offsetmapping\n"
+"#ifdef USEOFFSETMAPPING\n"
+" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
+"#define TexCoord TexCoordOffset\n"
"#endif\n"
"\n"
" // combine the diffuse textures (base, pants, shirt)\n"
"#ifdef MODE_LIGHTSOURCE\n"
" // light source\n"
"\n"
-" // get the surface normal and light normal\n"
+" // calculate surface normal, light normal, and specular normal\n"
+" // compute color intensity for the two textures (colormap and glossmap)\n"
+" // scale by light color and attenuation as efficiently as possible\n"
+" // (do as much scalar math as possible rather than vector math)\n"
+"#ifdef USESPECULAR\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
"\n"
" // calculate directional shading\n"
-" color.rgb *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
-" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
-" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
+"#else\n"
+"#ifdef USEDIFFUSE\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
+"\n"
+" // calculate directional shading\n"
+" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"#else\n"
+" // calculate directionless shading\n"
+" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
+"#endif\n"
"#endif\n"
"\n"
"#ifdef USECUBEFILTER\n"
" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
"#endif\n"
"\n"
-" // apply light color\n"
-" 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 *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n"
-" color.rgb *= myhalf(max(2.0 - 2.0 * length(CubeVector), 0.0) / (1 + dot(CubeVector, CubeVector)));\n"
-"\n"
"\n"
"\n"
"\n"
{"#define USEGLOW\n", " glow"},
{"#define USEFOG\n", " fog"},
{"#define USECOLORMAPPING\n", " colormapping"},
+ {"#define USEDIFFUSE\n", " diffuse"},
{"#define USESPECULAR\n", " specular"},
{"#define USECUBEFILTER\n", " cubefilter"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{
int i;
qboolean shaderfound;
- r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
int vertstrings_count;
int geomstrings_count;
int fragstrings_count;
char *shaderstring;
- const char *vertstrings_list[SHADERPERMUTATION_COUNT+1];
- const char *geomstrings_list[SHADERPERMUTATION_COUNT+1];
- const char *fragstrings_list[SHADERPERMUTATION_COUNT+1];
+ const char *vertstrings_list[32+1];
+ const char *geomstrings_list[32+1];
+ const char *fragstrings_list[32+1];
char permutationname[256];
if (p->compiled)
return;
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_Attenuation = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
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");
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);
+ if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
CHECKGLERROR
qglUseProgramObjectARB(0);CHECKGLERROR
}
void R_GLSL_Restart_f(void)
{
int i;
- for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
+ for (i = 0;i < SHADERPERMUTATION_MAX;i++)
if (r_glsl_permutations[i].program)
GL_Backend_FreeProgram(r_glsl_permutations[i].program);
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
}
-int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting)
+extern rtexture_t *r_shadow_attenuationgradienttexture;
+extern rtexture_t *r_shadow_attenuation2dtexture;
+extern rtexture_t *r_shadow_attenuation3dtexture;
+int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale)
{
// 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
const char *shaderfilename = NULL;
- int permutation = 0;
- float specularscale = rsurface_texture->specularscale;
+ unsigned int permutation = 0;
r_glsl_permutation = NULL;
// TODO: implement geometry-shader based shadow volumes someday
if (r_shadow_rtlight)
// light source
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
- specularscale *= r_shadow_rtlight->specularscale;
if (r_shadow_rtlight->currentcubemap != r_texture_whitecube)
permutation |= SHADERPERMUTATION_CUBEFILTER;
+ if (diffusescale > 0)
+ permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_FOG;
if (rsurface_texture->colormapping)
permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
}
}
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
// remove features until we find a valid permutation
- int i;
- for (i = SHADERPERMUTATION_COUNT-1;;i>>=1)
+ unsigned int i;
+ for (i = SHADERPERMUTATION_MASK;;i>>=1)
{
+ if (!i)
+ return 0; // utterly failed
// reduce i more quickly whenever it would not remove any bits
if (permutation < i)
continue;
permutation &= i;
- if (!r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].compiled)
+ if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled)
R_GLSL_CompilePermutation(shaderfilename, permutation);
- if (r_glsl_permutations[permutation & SHADERPERMUTATION_COUNTMASK].program)
+ if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
break;
- if (!i)
- return 0; // utterly failed
}
}
}
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix);
{
if (r_glsl_permutation->loc_Texture_Cube >= 0 && r_shadow_rtlight) R_Mesh_TexBindCubeMap(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);
+ if (permutation & SHADERPERMUTATION_DIFFUSE)
+ {
+ 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, ambientscale);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
+ }
+ else
+ {
+ // ambient only is simpler
+ if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale);
+ if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
+ if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
+ }
}
else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION)
{
if (r_glsl_permutation->loc_AmbientColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0] * ambientscale, rsurface_entity->modellight_ambient[1] * ambientscale, rsurface_entity->modellight_ambient[2] * ambientscale);
if (r_glsl_permutation->loc_DiffuseColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0], rsurface_entity->modellight_diffuse[1], rsurface_entity->modellight_diffuse[2]);
+ qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor, rsurface_entity->modellight_diffuse[0] * diffusescale, rsurface_entity->modellight_diffuse[1] * diffusescale, rsurface_entity->modellight_diffuse[2] * diffusescale);
if (r_glsl_permutation->loc_SpecularColor >= 0)
- qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[1] * rsurface_texture->specularscale, rsurface_entity->modellight_diffuse[2] * rsurface_texture->specularscale);
+ qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface_entity->modellight_diffuse[0] * specularscale, rsurface_entity->modellight_diffuse[1] * specularscale, rsurface_entity->modellight_diffuse[2] * specularscale);
if (r_glsl_permutation->loc_LightDir >= 0)
qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface_entity->modellight_lightdir[0], rsurface_entity->modellight_lightdir[1], rsurface_entity->modellight_lightdir[2]);
}
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface_texture->basetexture));
if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface_texture->glosstexture));
//if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(r_shadow_rtlight->currentcubemap));
+ if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture));
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(rsurface_texture->currentskinframe->pants));
if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->currentskinframe->shirt));
void R_SwitchSurfaceShader(int permutation)
{
- if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK))
+ if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK))
{
- r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_COUNTMASK);
+ r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK);
CHECKGLERROR
qglUseProgramObjectARB(r_glsl_permutation->program);
CHECKGLERROR
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
}
if(r_cullentities_trace.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->model && (ent->model->name[0] == '*')))
+ if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
{
if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs))
ent->last_trace_visibility = realtime;
GL_AlphaTest(false);
GL_ScissorTest(false);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(false);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
GL_AlphaTest(false);
GL_ScissorTest(true);
GL_DepthMask(true);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ResetTextureState();
r_refdef.stats.bloom++;
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
// copy view into the screen texture
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_Color(colorscale, colorscale, colorscale, 1);
// TODO: optimize with multitexture or GLSL
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// we now have a bloom image in the framebuffer
r_refdef.stats.bloom++;
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
// we have a bloom image in the framebuffer
CHECKGLERROR
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_Color(r, r, r, 1);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
// copy the vertically blurred bloom view to a texture
if (r_hdr.integer)
brighten *= r_hdr_range.value;
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
for (dir = 0;dir < 2;dir++)
{
//r = (dir ? 1.0f : brighten)/(range*2+1);
r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
}
{
GL_BlendFunc(GL_ONE, GL_ZERO);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(1, 1, 1, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_ONE, GL_ONE);
qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
qglBlendEquationEXT(GL_FUNC_ADD_EXT);
// the bloom texture was made earlier this render, so we just need to
// blend it onto the screen...
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
}
else if (r_bloomstate.enabled)
// put the original screen image back in place and blend the bloom
// texture on it
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
// do both in one pass if possible
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
if (r_textureunits.integer >= 2 && gl_combine.integer)
{
R_Mesh_TexCombine(1, GL_ADD, GL_ADD, 1, 1);
R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
}
else
{
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
// now blend on the bloom texture
GL_BlendFunc(GL_ONE, GL_ONE);
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
- R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
}
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height;
}
if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
{
// apply a color tint to the whole view
R_ResetViewRendering2D();
- R_Mesh_VertexPointer(r_screenvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
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_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
R_Mesh_Matrix(&identitymatrix);
c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
}
}
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(color);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(color, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(8, 12);
+ R_Mesh_Draw(8, 12, 0, 0);
}
*/
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
+ GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
- R_Mesh_VertexPointer(nomodelvertex3f);
+ R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
if (r_refdef.fogenabled)
{
vec3_t org;
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- R_Mesh_ColorPointer(color4f);
+ R_Mesh_ColorPointer(color4f, 0, 0);
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
f2 = VERTEXFOGTABLE(VectorDistance(org, r_view.origin));
f1 = 1 - f2;
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- R_Mesh_ColorPointer(color4f);
+ R_Mesh_ColorPointer(color4f, 0, 0);
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- R_Mesh_ColorPointer(nomodelcolor4f);
+ R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
R_Mesh_ResetTextureState();
- R_Mesh_Draw(0, 6, 8, nomodelelements);
+ R_Mesh_Draw(0, 6, 8, nomodelelements, 0, 0);
}
void R_DrawNoModel(entity_render_t *ent)
float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
-void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
float fog = 0.0f, ifog;
float vertex3f[12];
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
+ GL_DepthRange(0, depthshort ? 0.0625 : 1);
GL_DepthTest(!depthdisable);
vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(texture));
- R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
// FIXME: fixed function path can't properly handle r_view.colorscale > 1
GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
{
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
static void R_DrawCollisionBrush(const colbrushf_t *brush)
{
int i;
- R_Mesh_VertexPointer(brush->points->v);
+ R_Mesh_VertexPointer(brush->points->v, 0, 0);
i = (int)(((size_t)brush) / sizeof(colbrushf_t));
GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements);
+ R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
GL_LockArrays(0, 0);
}
int i;
if (!surface->num_collisiontriangles)
return;
- R_Mesh_VertexPointer(surface->data_collisionvertex3f);
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
i = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
GL_LockArrays(0, surface->num_collisionvertices);
- R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
GL_LockArrays(0, 0);
}
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
- t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
- t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
+ t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
if (ent->effects & EF_DOUBLESIDED)
t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
if (ent->effects & EF_NODEPTHTEST)
- t->currentmaterialflags |= MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_NOSHADOW;
+ t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
+ if (ent->flags & RENDER_VIEWMODEL)
+ t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0)
t->currenttexmatrix = r_waterscrollmatrix;
else
t->currenttexmatrix = identitymatrix;
- if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
t->backgroundglosstexture = r_texture_white;
t->specularpower = r_shadow_glossexponent.value;
+ // TODO: store reference values for these in the texture?
t->specularscale = 0;
if (r_shadow_gloss.integer > 0)
{
}
float *rsurface_modelvertex3f;
+int rsurface_modelvertex3f_bufferobject;
+size_t rsurface_modelvertex3f_bufferoffset;
float *rsurface_modelsvector3f;
+int rsurface_modelsvector3f_bufferobject;
+size_t rsurface_modelsvector3f_bufferoffset;
float *rsurface_modeltvector3f;
+int rsurface_modeltvector3f_bufferobject;
+size_t rsurface_modeltvector3f_bufferoffset;
float *rsurface_modelnormal3f;
+int rsurface_modelnormal3f_bufferobject;
+size_t rsurface_modelnormal3f_bufferoffset;
float *rsurface_vertex3f;
+int rsurface_vertex3f_bufferobject;
+size_t rsurface_vertex3f_bufferoffset;
float *rsurface_svector3f;
+int rsurface_svector3f_bufferobject;
+size_t rsurface_svector3f_bufferoffset;
float *rsurface_tvector3f;
+int rsurface_tvector3f_bufferobject;
+size_t rsurface_tvector3f_bufferoffset;
float *rsurface_normal3f;
+int rsurface_normal3f_bufferobject;
+size_t rsurface_normal3f_bufferoffset;
float *rsurface_lightmapcolor4f;
+int rsurface_lightmapcolor4f_bufferobject;
+size_t rsurface_lightmapcolor4f_bufferoffset;
vec3_t rsurface_modelorg;
qboolean rsurface_generatedvertex;
const entity_render_t *rsurface_entity;
R_Mesh_Matrix(&identitymatrix);
VectorCopy(r_view.origin, rsurface_modelorg);
rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
+ rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
rsurface_generatedvertex = false;
rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+ rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
}
void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
rsurface_modelnormal3f = NULL;
Mod_Alias_GetMesh_Vertices(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL);
}
+ rsurface_modelvertex3f_bufferobject = 0;
+ rsurface_modelvertex3f_bufferoffset = 0;
+ rsurface_modelsvector3f_bufferobject = 0;
+ rsurface_modelsvector3f_bufferoffset = 0;
+ rsurface_modeltvector3f_bufferobject = 0;
+ rsurface_modeltvector3f_bufferoffset = 0;
+ rsurface_modelnormal3f_bufferobject = 0;
+ rsurface_modelnormal3f_bufferoffset = 0;
rsurface_generatedvertex = true;
}
else
{
rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f;
+ rsurface_modelvertex3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelvertex3f_bufferoffset = rsurface_model->surfmesh.vbooffset_vertex3f;
rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f;
+ rsurface_modelsvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelsvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_svector3f;
rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f;
+ rsurface_modeltvector3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modeltvector3f_bufferoffset = rsurface_model->surfmesh.vbooffset_tvector3f;
rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f;
+ rsurface_modelnormal3f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_modelnormal3f_bufferoffset = rsurface_model->surfmesh.vbooffset_normal3f;
rsurface_generatedvertex = false;
}
rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+ rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
rsurface_tvector3f = rsurface_modeltvector3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
}
void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
if (generatenormals && !rsurface_modelnormal3f)
{
rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject = 0;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset = 0;
Mod_BuildNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelnormal3f, r_smoothnormals_areaweighting.integer);
}
if (generatetangents && !rsurface_modelsvector3f)
{
rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject = 0;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset = 0;
rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject = 0;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset = 0;
Mod_BuildTextureVectorsFromNormals(0, rsurface_model->surfmesh.num_vertices, rsurface_model->surfmesh.num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_modelnormal3f, rsurface_model->surfmesh.data_element3i, rsurface_array_modelsvector3f, rsurface_array_modeltvector3f, r_smoothnormals_areaweighting.integer);
}
}
Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_array_deformednormal3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformedsvector3f, rsurface_array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
}
rsurface_vertex3f = rsurface_array_deformedvertex3f;
+ rsurface_vertex3f_bufferobject = 0;
+ rsurface_vertex3f_bufferoffset = 0;
rsurface_svector3f = rsurface_array_deformedsvector3f;
+ rsurface_svector3f_bufferobject = 0;
+ rsurface_svector3f_bufferoffset = 0;
rsurface_tvector3f = rsurface_array_deformedtvector3f;
+ rsurface_tvector3f_bufferobject = 0;
+ rsurface_tvector3f_bufferoffset = 0;
rsurface_normal3f = rsurface_array_deformednormal3f;
+ rsurface_normal3f_bufferobject = 0;
+ rsurface_normal3f_bufferoffset = 0;
}
else
{
- rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f = rsurface_modelvertex3f;
+ rsurface_vertex3f_bufferobject = rsurface_modelvertex3f_bufferobject;
+ rsurface_vertex3f_bufferoffset = rsurface_modelvertex3f_bufferoffset;
rsurface_svector3f = rsurface_modelsvector3f;
+ rsurface_svector3f_bufferobject = rsurface_modelsvector3f_bufferobject;
+ rsurface_svector3f_bufferoffset = rsurface_modelsvector3f_bufferoffset;
rsurface_tvector3f = rsurface_modeltvector3f;
- rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_tvector3f_bufferobject = rsurface_modeltvector3f_bufferobject;
+ rsurface_tvector3f_bufferoffset = rsurface_modeltvector3f_bufferoffset;
+ rsurface_normal3f = rsurface_modelnormal3f;
+ rsurface_normal3f_bufferobject = rsurface_modelnormal3f_bufferobject;
+ rsurface_normal3f_bufferoffset = rsurface_modelnormal3f_bufferoffset;
}
- R_Mesh_VertexPointer(rsurface_vertex3f);
+ R_Mesh_VertexPointer(rsurface_vertex3f, rsurface_vertex3f_bufferobject, rsurface_vertex3f_bufferoffset);
}
void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
if (texturenumsurfaces == 1)
{
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
}
surface2 = texturesurfacelist[j-1];
numvertices = endvertex - firstvertex;
- R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+ R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
}
}
else if (r_batchmode.integer == 1)
numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
else
{
surface = texturesurfacelist[i];
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
if (deluxemaptexunit >= 0)
R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
else if (r_batchmode.integer == 2)
{
j = i + 1;
if (surface->num_triangles > MAXBATCHTRIANGLES)
{
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
continue;
}
memcpy(batchelements, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
}
surface2 = texturesurfacelist[j-1];
numvertices = endvertex - firstvertex;
- R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements);
+ R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0);
}
}
else if (r_batchmode.integer == 1)
numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
GL_LockArrays(surface->num_firstvertex, numvertices);
- R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, numvertices, numtriangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
#if 0
Con_Printf("\n");
if (deluxemaptexunit >= 0)
R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
{
float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale;
GL_Color(f, f, f, 1);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface_model->surfmesh.data_element3i + 3 * (j + surface->num_firsttriangle)), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * (j + surface->num_firsttriangle)));
}
}
}
int k = (int)(((size_t)surface) / sizeof(msurface_t));
GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1);
GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
- R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle), rsurface_model->surfmesh.ebo, (sizeof(int[3]) * surface->num_firsttriangle));
}
}
}
}
}
rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
}
}
rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
{
// TODO: optimize
rsurface_lightmapcolor4f = NULL;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
}
// TODO: optimize applyfog && applycolor case
// just apply fog if necessary, and tint the fog color array if necessary
rsurface_lightmapcolor4f = NULL;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
}
}
rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
else
+ {
rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f;
+ rsurface_lightmapcolor4f_bufferobject = rsurface_model->surfmesh.vbo;
+ rsurface_lightmapcolor4f_bufferoffset = rsurface_model->surfmesh.vbooffset_lightmapcolor4f;
+ }
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
a = 1;
applycolor = false;
rsurface_lightmapcolor4f = rsurface_array_color4f;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
else
{
g = ambientcolor[1];
b = ambientcolor[2];
rsurface_lightmapcolor4f = NULL;
+ rsurface_lightmapcolor4f_bufferobject = 0;
+ rsurface_lightmapcolor4f_bufferoffset = 0;
}
if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
- R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface_lightmapcolor4f, rsurface_lightmapcolor4f_bufferobject, rsurface_lightmapcolor4f_bufferoffset);
GL_Color(r, g, b, a);
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
if (rsurface_mode != RSURFMODE_SHOWSURFACES)
rsurface_mode = RSURFMODE_SHOWSURFACES;
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
}
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
// transparent sky would be ridiculous
- if ((rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if ((rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
return;
if (rsurface_mode != RSURFMODE_SKY)
{
// restore entity matrix
R_Mesh_Matrix(&rsurface_entity->matrix);
}
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_DepthMask(true);
if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis)
{
GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
if (skyrendermasked)
{
R_Mesh_ResetTextureState();
}
- R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2);
+ R_SetupSurfaceShader(vec3_origin, rsurface_lightmode == 2, 1, 1, rsurface_texture->specularscale);
if (!r_glsl_permutation)
return;
RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
else
RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal, r_glsl_permutation->loc_Texture_Normal, texturenumsurfaces, texturesurfacelist);
- R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.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, rsurface_model->surfmesh.data_texcoordlightmap2f);
+ R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f, rsurface_svector3f_bufferobject, rsurface_svector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f, rsurface_tvector3f_bufferobject, rsurface_tvector3f_bufferoffset);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f, rsurface_normal3f_bufferobject, rsurface_normal3f_bufferoffset);
+ R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_texcoordlightmap2f);
if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
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(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
}
else if (rsurface_uselightmaptexture)
{
R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture));
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
}
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(rsurface_model->surfmesh.data_lightmapcolor4f);
+ R_Mesh_ColorPointer(rsurface_model->surfmesh.data_lightmapcolor4f, rsurface_model->surfmesh.vbo, rsurface_model->surfmesh.vbooffset_lightmapcolor4f);
}
if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
- if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
+ if (rsurface_texture->backgroundnumskinframes && !(rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
}
}
layercolor[3] = layer->color[3];
applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
switch (layer->type)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
m.tex[1] = R_GetTexture(layer->texture);
m.texmatrix[1] = layer->texmatrix;
m.texrgbscale[1] = layertexrgbscale;
m.pointer_texcoord[1] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[1] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[1] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
m.texmatrix[0] = layer->texmatrix;
m.texrgbscale[0] = layertexrgbscale;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
break;
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
}
R_Mesh_TextureState(&m);
// generate a color array for the fog pass
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
int i;
}
GL_DepthMask(layer->depthmask);
GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
switch (layer->type)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordlightmap2f;
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
}
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
if (rsurface_lightmode == 2)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
break;
case TEXTURELAYERTYPE_FOG:
// singletexture fogging
- R_Mesh_ColorPointer(rsurface_array_color4f);
+ R_Mesh_ColorPointer(rsurface_array_color4f, 0, 0);
if (layer->texture)
{
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(layer->texture);
m.texmatrix[0] = layer->texmatrix;
m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f;
+ m.pointer_texcoord_bufferobject[0] = rsurface_model->surfmesh.vbo;
+ m.pointer_texcoord_bufferoffset[0] = rsurface_model->surfmesh.vbooffset_texcoordtexture2f;
R_Mesh_TextureState(&m);
}
else
R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
else if (rsurface_texture->currentnumlayers)
{
+ GL_DepthRange(0, (rsurface_texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
GL_CullFace((rsurface_texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2);
;
continue;
}
- if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)
+ if (rsurface_texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
{
// transparent surfaces get pushed off into the transparent queue
const msurface_t *surface = surfacelist[i];
CHECKGLERROR
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_CullFace(GL_NONE);
R_Mesh_Matrix(&identitymatrix);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
i = surfacelist[0];
for (j = 0;j < 3;j++, i++)
vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
- R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i);
+ R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0);
}
void R_DrawLocs(void)
if (!model->brush.num_brushes)
return;
CHECKGLERROR
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
qglPolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR
for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
model_t *model = ent->model;
vec3_t v;
CHECKGLERROR
+ GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
GL_DepthMask(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
{