X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=577e6fb457167d04c012101ded47aa9b87a71ff2;hb=46023d61855b8e3b0537e091951360d72d70eb80;hp=cfc703fe7737243bfbd6d23a1dae27cd8cf5e1c9;hpb=b267af10a7eec84a691bc5b1e4cc11f4f07e60d7;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index cfc703fe..577e6fb4 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -22,56 +22,22 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" #include "r_shadow.h" #include "polygon.h" +#include "image.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]; - -renderstats_t renderstats; - -// true during envmap command capture -qboolean envmap; - -// maximum visible distance (recalculated from world box each frame) -float r_farclip; -// brightness of world lightmaps and related lighting -// (often reduced when world rtlights are enabled) -float r_lightmapintensity; -// whether to draw world lights realtime, dlights realtime, and their shadows -qboolean r_rtworld; -qboolean r_rtworldshadows; -qboolean r_rtdlight; -qboolean r_rtdlightshadows; - - -// view origin -vec3_t r_vieworigin; -vec3_t r_viewforward; -vec3_t r_viewleft; -vec3_t r_viewright; -vec3_t r_viewup; -int r_view_x; -int r_view_y; -int r_view_z; -int r_view_width; -int r_view_height; -int r_view_depth; -matrix4x4_t r_view_matrix; -float r_polygonfactor; -float r_polygonoffset; -float r_shadowpolygonfactor; -float r_shadowpolygonoffset; // // screen size info // -refdef_t r_refdef; +r_refdef_t r_refdef; +r_view_t r_view; +r_viewcache_t r_viewcache; +cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"}; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; -cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "shows surfaces as different colors"}; +cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; +cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"}; cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; @@ -79,15 +45,24 @@ cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadow cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"}; cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"}; cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"}; -cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing\n"}; +cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"}; +cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"}; +cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"}; +cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"}; +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_q1bsp_skymasking = {0, "r_qb1sp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; +cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this)"}; +cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"}; +cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"}; +cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; +cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -99,21 +74,35 @@ cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra c 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_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; + +cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; +cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; +cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; +cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; +cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; 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_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; -cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5", "how bright the glow is"}; +cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; +cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; -cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2", "how much to darken the image before blurring to make the bloom effect"}; +cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"}; +cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"}; + +cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"}; +cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"}; +cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; +cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"}; cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"}; @@ -121,12 +110,81 @@ cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"}; -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 +cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; +cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; +cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; +cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; +cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; +cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; + +extern qboolean v_flipped_state; + +typedef struct r_glsl_bloomshader_s +{ + int program; + int loc_Texture_Bloom; +} +r_glsl_bloomshader_t; + +static struct r_bloomstate_s +{ + qboolean enabled; + qboolean hdr; + + int bloomwidth, bloomheight; + + int screentexturewidth, screentextureheight; + rtexture_t *texture_screen; + + int bloomtexturewidth, bloomtextureheight; + rtexture_t *texture_bloom; + + r_glsl_bloomshader_t *shader; + + // arrays for rendering the screen passes + float screentexcoord2f[8]; + float bloomtexcoord2f[8]; + float offsettexcoord2f[8]; +} +r_bloomstate; + +typedef struct r_waterstate_waterplane_s +{ + rtexture_t *texture_refraction; + rtexture_t *texture_reflection; + mplane_t plane; + int materialflags; // combined flags of all water surfaces on this plane + unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps + qboolean pvsvalid; +} +r_waterstate_waterplane_t; + +#define MAX_WATERPLANES 16 + +static struct r_waterstate_s +{ + qboolean enabled; + + qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces + + int waterwidth, waterheight; + int texturewidth, textureheight; + + int maxwaterplanes; // same as MAX_WATERPLANES + int numwaterplanes; + r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES]; + + float screenscale[2]; + float screencenter[2]; +} +r_waterstate; + +// shadow volume bsp struct with automatically growing nodes buffer +svbsp_t r_svbsp; -rtexture_t *r_bloom_texture_screen; -rtexture_t *r_bloom_texture_bloom; rtexture_t *r_texture_blanknormalmap; rtexture_t *r_texture_white; +rtexture_t *r_texture_grey128; rtexture_t *r_texture_black; rtexture_t *r_texture_notexture; rtexture_t *r_texture_whitecube; @@ -134,10 +192,19 @@ rtexture_t *r_texture_normalizationcube; 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; +char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; +skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; + +// vertex coordinates for a quad that covers the screen exactly +const static float r_screenvertex3f[12] = +{ + 0, 0, 0, + 1, 0, 0, + 1, 1, 0, + 0, 1, 0 +}; + +extern void R_DrawModelShadows(void); void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -166,59 +233,6 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a) } } -vec3_t fogcolor; -vec_t fogdensity; -vec_t fogrange; -vec_t fograngerecip; -int fogtableindex; -vec_t fogtabledistmultiplier; -float fogtable[FOGTABLEWIDTH]; -float fog_density, fog_red, fog_green, fog_blue; -qboolean fogenabled; -qboolean oldgl_fogenable; -void R_UpdateFog(void) -{ - if (gamemode == GAME_NEHAHRA) - { - if (gl_fogenable.integer) - { - oldgl_fogenable = true; - fog_density = gl_fogdensity.value; - fog_red = gl_fogred.value; - fog_green = gl_foggreen.value; - fog_blue = gl_fogblue.value; - } - else if (oldgl_fogenable) - { - oldgl_fogenable = false; - fog_density = 0; - fog_red = 0; - fog_green = 0; - fog_blue = 0; - } - } - if (fog_density) - { - fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); - fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); - fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); - } - if (fog_density) - { - fogenabled = true; - fogdensity = -4000.0f / (fog_density * fog_density); - // this is the point where the fog reaches 0.9986 alpha, which we - // consider a good enough cutoff point for the texture - // (0.9986 * 256 == 255.6) - fogrange = 400 / fog_density; - fograngerecip = 1.0f / fogrange; - fogtabledistmultiplier = FOGTABLEWIDTH * fograngerecip; - // fog color was already set - } - else - fogenabled = false; -} - // FIXME: move this to client? void FOG_clear(void) { @@ -230,34 +244,19 @@ void FOG_clear(void) Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } - fog_density = fog_red = fog_green = fog_blue = 0.0f; + r_refdef.fog_density = r_refdef.fog_red = r_refdef.fog_green = r_refdef.fog_blue = 0.0f; } -// FIXME: move this to client? -void FOG_registercvars(void) +float FogPoint_World(const vec3_t p) { - int x; - double r, alpha; - - if (gamemode == GAME_NEHAHRA) - { - Cvar_RegisterVariable (&gl_fogenable); - Cvar_RegisterVariable (&gl_fogdensity); - Cvar_RegisterVariable (&gl_fogred); - Cvar_RegisterVariable (&gl_foggreen); - Cvar_RegisterVariable (&gl_fogblue); - Cvar_RegisterVariable (&gl_fogstart); - Cvar_RegisterVariable (&gl_fogend); - } + int fogmasktableindex = (int)(VectorDistance((p), r_view.origin) * r_refdef.fogmasktabledistmultiplier); + return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; +} - r = (-1.0/256.0) * (FOGTABLEWIDTH * FOGTABLEWIDTH); - for (x = 0;x < FOGTABLEWIDTH;x++) - { - alpha = exp(r / ((double)x*(double)x)); - if (x == FOGTABLEWIDTH - 1) - alpha = 1; - fogtable[x] = bound(0, alpha, 1); - } +float FogPoint_Model(const vec3_t p) +{ + int fogmasktableindex = (int)(VectorDistance((p), rsurface.modelorg) * r_refdef.fogmasktabledistmultiplier); + return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } static void R_BuildBlankTextures(void) @@ -273,6 +272,11 @@ static void R_BuildBlankTextures(void) data[2] = 255; data[3] = 255; r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 128; + data[1] = 128; + data[2] = 128; + data[3] = 255; + r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); data[0] = 0; data[1] = 0; data[2] = 0; @@ -383,25 +387,19 @@ static void R_BuildNormalizationCube(void) static void R_BuildFogTexture(void) { int x, b; - double r, alpha; #define FOGWIDTH 64 unsigned char data1[FOGWIDTH][4]; //unsigned char data2[FOGWIDTH][4]; - r = (-1.0/256.0) * (FOGWIDTH * FOGWIDTH); for (x = 0;x < FOGWIDTH;x++) { - alpha = exp(r / ((double)x*(double)x)); - if (x == FOGWIDTH - 1) - alpha = 1; - b = (int)(256.0 * alpha); - b = bound(0, b, 255); - data1[x][0] = 255 - b; - data1[x][1] = 255 - b; - data1[x][2] = 255 - b; + b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255); + data1[x][0] = b; + data1[x][1] = b; + data1[x][2] = b; data1[x][3] = 255; - //data2[x][0] = b; - //data2[x][1] = b; - //data2[x][2] = b; + //data2[x][0] = 255 - b; + //data2[x][1] = 255 - b; + //data2[x][2] = 255 - b; //data2[x][3] = 255; } r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); @@ -414,20 +412,55 @@ static const char *builtinshaderstring = "\n" "// common definitions between vertex shader and fragment shader:\n" "\n" +"#ifdef __GLSL_CG_DATA_TYPES\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" "varying vec2 TexCoordLightmap;\n" "\n" +"//#ifdef MODE_LIGHTSOURCE\n" "varying vec3 CubeVector;\n" +"//#endif\n" +"\n" +"//#ifdef MODE_LIGHTSOURCE\n" "varying vec3 LightVector;\n" +"//#else\n" +"//# ifdef MODE_LIGHTDIRECTION\n" +"//varying vec3 LightVector;\n" +"//# endif\n" +"//#endif\n" +"\n" "varying vec3 EyeVector;\n" -"#ifdef USEFOG\n" +"//#ifdef USEFOG\n" "varying vec3 EyeVectorModelSpace;\n" -"#endif\n" +"//#endif\n" "\n" "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n" "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" +"//#ifdef MODE_WATER\n" +"varying vec4 ModelViewProjectionPosition;\n" +"//#else\n" +"//# ifdef MODE_REFRACTION\n" +"//varying vec4 ModelViewProjectionPosition;\n" +"//# else\n" +"//# ifdef USEREFLECTION\n" +"//varying vec4 ModelViewProjectionPosition;\n" +"//# endif\n" +"//# endif\n" +"//#endif\n" +"\n" +"\n" "\n" "\n" "\n" @@ -445,8 +478,10 @@ static const char *builtinshaderstring = " gl_FrontColor = gl_Color;\n" " // copy the surface texcoord\n" " TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n" -"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n" +"#ifndef MODE_LIGHTSOURCE\n" +"# ifndef MODE_LIGHTDIRECTION\n" " TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" +"# endif\n" "#endif\n" "\n" "#ifdef MODE_LIGHTSOURCE\n" @@ -484,9 +519,25 @@ static const char *builtinshaderstring = " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" -" // transform vertex to camera space, using ftransform to match non-VS\n" +"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n" +"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" +"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" +"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" +"//#endif\n" +"\n" +"// transform vertex to camera space, using ftransform to match non-VS\n" " // rendering\n" " gl_Position = ftransform();\n" +"\n" +"#ifdef MODE_WATER\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"#ifdef MODE_REFRACTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"#ifdef USEREFLECTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" "}\n" "\n" "#endif // VERTEX_SHADER\n" @@ -497,78 +548,165 @@ static const char *builtinshaderstring = "// fragment shader specific:\n" "#ifdef FRAGMENT_SHADER\n" "\n" +"// 13 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 sampler2D Texture_Lightmap;\n" "uniform sampler2D Texture_Deluxemap;\n" "uniform sampler2D Texture_Glow;\n" +"uniform sampler2D Texture_Reflection;\n" +"uniform sampler2D Texture_Refraction;\n" "\n" -"uniform vec3 LightColor;\n" -"uniform vec3 AmbientColor;\n" -"uniform vec3 DiffuseColor;\n" -"uniform vec3 SpecularColor;\n" -"uniform vec3 Color_Pants;\n" -"uniform vec3 Color_Shirt;\n" -"uniform vec3 FogColor;\n" +"uniform myhvec3 LightColor;\n" +"uniform myhvec3 AmbientColor;\n" +"uniform myhvec3 DiffuseColor;\n" +"uniform myhvec3 SpecularColor;\n" +"uniform myhvec3 Color_Pants;\n" +"uniform myhvec3 Color_Shirt;\n" +"uniform myhvec3 FogColor;\n" +"\n" +"//#ifdef MODE_WATER\n" +"uniform vec4 DistortScaleRefractReflect;\n" +"uniform vec4 ScreenScaleRefractReflect;\n" +"uniform vec4 ScreenCenterRefractReflect;\n" +"uniform myhvec4 RefractColor;\n" +"uniform myhvec4 ReflectColor;\n" +"uniform myhalf ReflectFactor;\n" +"uniform myhalf ReflectOffset;\n" +"//#else\n" +"//# ifdef MODE_REFRACTION\n" +"//uniform vec4 DistortScaleRefractReflect;\n" +"//uniform vec4 ScreenScaleRefractReflect;\n" +"//uniform vec4 ScreenCenterRefractReflect;\n" +"//uniform myhvec4 RefractColor;\n" +"//# ifdef USEREFLECTION\n" +"//uniform myhvec4 ReflectColor;\n" +"//# endif\n" +"//# else\n" +"//# ifdef USEREFLECTION\n" +"//uniform vec4 DistortScaleRefractReflect;\n" +"//uniform vec4 ScreenScaleRefractReflect;\n" +"//uniform vec4 ScreenCenterRefractReflect;\n" +"//uniform myhvec4 ReflectColor;\n" +"//# endif\n" +"//# endif\n" +"//#endif\n" +"\n" +"uniform myhalf GlowScale;\n" +"uniform myhalf SceneBrightness;\n" +"#ifdef USECONTRASTBOOST\n" +"uniform myhalf ContrastBoostCoeff;\n" +"#endif\n" "\n" "uniform float OffsetMapping_Scale;\n" "uniform float OffsetMapping_Bias;\n" "uniform float FogRangeRecip;\n" "\n" -"uniform float AmbientScale;\n" -"uniform float DiffuseScale;\n" -"uniform float SpecularScale;\n" -"uniform float SpecularPower;\n" +"uniform myhalf AmbientScale;\n" +"uniform myhalf DiffuseScale;\n" +"uniform myhalf SpecularScale;\n" +"uniform myhalf SpecularPower;\n" "\n" -"void main(void)\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" -"\n" +"vec2 OffsetMapping(vec2 TexCoord)\n" +"{\n" "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n" " // 14 sample relief mapping: linear search and then binary search\n" -" vec3 OffsetVector = vec3(EyeVector.xy * (1.0 / EyeVector.z) * depthbias * OffsetMapping_Scale * vec2(-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" +" // this basically steps forward a small amount repeatedly until it finds\n" +" // itself inside solid, then jitters forward and back using decreasing\n" +" // amounts to find the impact\n" +" //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n" +" //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n" +" vec3 RT = vec3(TexCoord, 1);\n" +" OffsetVector *= 0.1;\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) - 0.5);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5 - 0.25);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25 - 0.125);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125 - 0.0625);\n" +" RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n" +" return RT.xy;\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" -" //TexCoord += OffsetVector * 3.0;\n" +" // this basically moves forward the full distance, and then backs up based\n" +" // on height of samples\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n" +" vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n" +" TexCoord += OffsetVector;\n" +" OffsetVector *= 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" +" return TexCoord;\n" +"#endif\n" +"}\n" +"#endif // USEOFFSETMAPPING\n" +"\n" +"#ifdef MODE_WATER\n" +"\n" +"// water pass\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" +" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" +"}\n" +"\n" +"#else // MODE_WATER\n" +"#ifdef MODE_REFRACTION\n" +"\n" +"// refraction pass\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" +"\n" +" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +"}\n" +"\n" +"#else // MODE_REFRACTION\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" "\n" " // combine the diffuse textures (base, pants, shirt)\n" -" vec4 color = vec4(texture2D(Texture_Color, TexCoord));\n" +" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" "#ifdef USECOLORMAPPING\n" -" color.rgb += vec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + vec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" "#endif\n" "\n" "\n" @@ -577,230 +715,366 @@ static const char *builtinshaderstring = "#ifdef MODE_LIGHTSOURCE\n" " // light source\n" "\n" -" // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal = vec3(normalize(LightVector));\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 * max(dot(surfacenormal, diffusenormal), 0.0));\n" -"#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" -"#endif\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 = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (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" +"# ifdef USECUBEFILTER\n" " // apply light cubemap filter\n" " //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n" -" color.rgb *= vec3(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 *= max(1.0 - dot(CubeVector, CubeVector), 0.0);\n" +" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +"# endif\n" +" color *= myhvec4(gl_Color);\n" +"#endif // MODE_LIGHTSOURCE\n" "\n" "\n" "\n" "\n" -"#elif defined(MODE_LIGHTDIRECTION)\n" +"#ifdef MODE_LIGHTDIRECTION\n" " // directional model lighting\n" +"# ifdef USESPECULAR\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" +" // calculate directional shading\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# else\n" +"# ifdef USEDIFFUSE\n" " // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal = vec3(normalize(LightVector));\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" " // calculate directional shading\n" -" color.rgb *= AmbientColor + DiffuseColor * max(dot(surfacenormal, diffusenormal), 0.0);\n" -"#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" color.rgb += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" -"#endif\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"# else\n" +" color.rgb *= AmbientColor;\n" +"# endif\n" +"# endif\n" "\n" +" color *= myhvec4(gl_Color);\n" +"#endif // MODE_LIGHTDIRECTION\n" "\n" "\n" "\n" -"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE)\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" " // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" "\n" " // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal_modelspace = vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5;\n" -" vec3 diffusenormal = normalize(vec3(dot(diffusenormal_modelspace, VectorS), dot(diffusenormal_modelspace, VectorT), dot(diffusenormal_modelspace, VectorR)));\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" +" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n" +" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n" " // calculate directional shading\n" -" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" -"#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" -"#endif\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(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(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" "\n" " // apply lightmap color\n" -" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n" +" color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n" +"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" "\n" "\n" "\n" "\n" -"#elif defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" -" // deluxemap lightmapping using light vectors in tangentspace\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" +" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n" "\n" " // get the surface normal and light normal\n" -" vec3 surfacenormal = normalize(vec3(texture2D(Texture_Normal, TexCoord)) - 0.5);\n" -" vec3 diffusenormal = normalize(vec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - 0.5);\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" "\n" +" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" " // calculate directional shading\n" -" vec3 tempcolor = color.rgb * (DiffuseScale * max(dot(surfacenormal, diffusenormal), 0.0));\n" -"#ifdef USESPECULAR\n" -" vec3 specularnormal = vec3(normalize(diffusenormal + vec3(normalize(EyeVector))));\n" -" tempcolor += vec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(max(dot(surfacenormal, specularnormal), 0.0), SpecularPower);\n" -"#endif\n" +" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(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(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# endif\n" "\n" " // apply lightmap color\n" -" color.rgb = tempcolor * vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * vec3(AmbientScale);\n" +" color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n" +"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n" "\n" "\n" "\n" "\n" -"#else // MODE none (lightmap)\n" +"#ifdef MODE_LIGHTMAP\n" " // apply lightmap color\n" -" color.rgb *= vec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + vec3(AmbientScale);\n" -"#endif // MODE\n" +" color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n" +"#endif // MODE_LIGHTMAP\n" +"\n" +"\n" +"\n" +"\n" +"\n" +"\n" "\n" -" color *= gl_Color;\n" "\n" "#ifdef USEGLOW\n" -" color.rgb += vec3(texture2D(Texture_Glow, TexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" +"#endif\n" +"\n" +"#ifndef MODE_LIGHTSOURCE\n" +"# ifdef USEREFLECTION\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" +"# endif\n" "#endif\n" "\n" "#ifdef USEFOG\n" " // apply fog\n" -" float fog = texture2D(Texture_FogMask, vec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x;\n" -" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" +" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" -" gl_FragColor = color;\n" +"#ifdef USECONTRASTBOOST\n" +" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" +"#endif\n" +"\n" +" color.rgb *= SceneBrightness;\n" +"\n" +" gl_FragColor = vec4(color);\n" "}\n" +"#endif // MODE_REFRACTION\n" +"#endif // MODE_WATER\n" "\n" "#endif // FRAGMENT_SHADER\n" ; -void R_GLSL_CompilePermutation(int permutation) +#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin +#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) +#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture +#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading +#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface +#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) +#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index + +// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! +const char *shaderpermutationinfo[][2] = +{ + {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USECONTRASTBOOST\n", " contrastboost"}, + {"#define USEFOG\n", " fog"}, + {"#define USECUBEFILTER\n", " cubefilter"}, + {"#define USEGLOW\n", " glow"}, + {"#define USEDIFFUSE\n", " diffuse"}, + {"#define USESPECULAR\n", " specular"}, + {"#define USEREFLECTION\n", " reflection"}, + {"#define USEOFFSETMAPPING\n", " offsetmapping"}, + {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, + {NULL, NULL} +}; + +// this enum is multiplied by SHADERPERMUTATION_MODEBASE +typedef enum shadermode_e +{ + SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap) + SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight) + SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass) + SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass) + SHADERMODE_COUNT +} +shadermode_t; + +// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! +const char *shadermodeinfo[][2] = +{ + {"#define MODE_LIGHTMAP\n", " lightmap"}, + {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"#define MODE_REFRACTION\n", " refraction"}, + {"#define MODE_WATER\n", " water"}, + {NULL, NULL} +}; + +#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT) + +typedef struct r_glsl_permutation_s +{ + // indicates if we have tried compiling this permutation already + qboolean compiled; + // 0 if compilation failed + int program; + // locations of detected uniforms in program object, or -1 if not found + int loc_Texture_Normal; + int loc_Texture_Color; + int loc_Texture_Gloss; + int loc_Texture_Cube; + int loc_Texture_Attenuation; + int loc_Texture_FogMask; + int loc_Texture_Pants; + int loc_Texture_Shirt; + int loc_Texture_Lightmap; + int loc_Texture_Deluxemap; + int loc_Texture_Glow; + int loc_Texture_Refraction; + int loc_Texture_Reflection; + int loc_FogColor; + int loc_LightPosition; + int loc_EyePosition; + int loc_LightColor; + int loc_Color_Pants; + int loc_Color_Shirt; + int loc_FogRangeRecip; + int loc_AmbientScale; + int loc_DiffuseScale; + int loc_SpecularScale; + int loc_SpecularPower; + int loc_GlowScale; + int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost + int loc_OffsetMapping_Scale; + int loc_AmbientColor; + int loc_DiffuseColor; + int loc_SpecularColor; + int loc_LightDir; + int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost + int loc_DistortScaleRefractReflect; + int loc_ScreenScaleRefractReflect; + int loc_ScreenCenterRefractReflect; + int loc_RefractColor; + int loc_ReflectColor; + int loc_ReflectFactor; + int loc_ReflectOffset; +} +r_glsl_permutation_t; + +// information about each possible shader permutation +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES]; +// currently selected permutation +r_glsl_permutation_t *r_glsl_permutation; + +// these are additional flags used only by R_GLSL_CompilePermutation +#define SHADERTYPE_USES_VERTEXSHADER (1<<0) +#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1) +#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2) + +static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype) { + int i; + qboolean shaderfound; r_glsl_permutation_t *p = r_glsl_permutations + permutation; int vertstrings_count; + int geomstrings_count; int fragstrings_count; char *shaderstring; - const char *vertstrings_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->compiled = true; + p->program = 0; vertstrings_list[0] = "#define VERTEX_SHADER\n"; + geomstrings_list[0] = "#define GEOMETRY_SHADER\n"; fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; vertstrings_count = 1; + geomstrings_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) + i = permutation / SHADERPERMUTATION_MODEBASE; + vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0]; + geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0]; + fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0]; + strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname)); + for (i = 0;shaderpermutationinfo[i][0];i++) { - 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 & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + // clear any lists that are not needed by this shader + if (!(shadertype & SHADERTYPE_USES_VERTEXSHADER)) + vertstrings_count = 0; + if (!(shadertype & SHADERTYPE_USES_GEOMETRYSHADER)) + geomstrings_count = 0; + if (!(shadertype & SHADERTYPE_USES_FRAGMENTSHADER)) + fragstrings_count = 0; + // compile the shader program + if (shaderfound && vertstrings_count + geomstrings_count + fragstrings_count) + p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list); if (p->program) { CHECKGLERROR qglUseProgramObjectARB(p->program);CHECKGLERROR + // look up all the uniform variable names we care about, so we don't + // have to look them up every time we set them 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_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"); 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_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction"); + p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection"); p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); @@ -812,11 +1086,22 @@ void R_GLSL_CompilePermutation(int permutation) p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); + p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale"); + p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness"); 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"); + p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff"); + p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect"); + p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect"); + p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); + p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); + p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); + // initialize the samplers to refer to the texture units we use 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); @@ -827,11 +1112,21 @@ void R_GLSL_CompilePermutation(int permutation) 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); + if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11); + if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR + if (developer.integer) + Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname); } else - Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl"); + { + if (developer.integer) + Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1)); + else + Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename); + } if (shaderstring) Mem_Free(shaderstring); } @@ -839,171 +1134,661 @@ void R_GLSL_CompilePermutation(int permutation) void R_GLSL_Restart_f(void) { int i; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + for (i = 0;i < SHADERPERMUTATION_INDICES;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) +void R_GLSL_DumpShader_f(void) +{ + int i; + + qfile_t *file = FS_Open("glsl/default.glsl", "w", false, false); + if(!file) + { + Con_Printf("failed to write to glsl/default.glsl\n"); + return; + } + + FS_Print(file, "// The engine may define the following macros:\n"); + FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n"); + for (i = 0;shadermodeinfo[i][0];i++) + FS_Printf(file, "// %s", shadermodeinfo[i][0]); + for (i = 0;shaderpermutationinfo[i][0];i++) + FS_Printf(file, "// %s", shaderpermutationinfo[i][0]); + FS_Print(file, "\n"); + FS_Print(file, builtinshaderstring); + FS_Close(file); + + Con_Printf("glsl/default.glsl written\n"); +} + +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, rsurfacepass_t rsurfacepass) { // 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 = rsurface_texture->specularscale; + const char *shaderfilename = NULL; + unsigned int permutation = 0; + unsigned int shadertype = 0; + shadermode_t mode = 0; r_glsl_permutation = NULL; - if (r_shadow_rtlight) + shaderfilename = "glsl/default.glsl"; + shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER; + // TODO: implement geometry-shader based shadow volumes someday + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + // distorted background + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + mode = SHADERMODE_WATER; + else + mode = SHADERMODE_REFRACTION; + } + else if (rsurfacepass == RSURFPASS_RTLIGHT) { - permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE; - specularscale *= r_shadow_rtlight->specularscale; - if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + // light source + mode = SHADERMODE_LIGHTSOURCE; + if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; + if (diffusescale > 0) + permutation |= SHADERPERMUTATION_DIFFUSE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } - else + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + // unshaded geometry (fullbright or ambient model lighting) + mode = SHADERMODE_LIGHTMAP; + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) { - if (modellighting) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; - else - { - if (r_glsl_deluxemapping.integer >= 1 && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && rsurface_lightmaptexture) - { - 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; - } + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; } - if (rsurface_texture->skin.glow) + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) + { + // directional model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; + permutation |= SHADERPERMUTATION_DIFFUSE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } - if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; - if (fogenabled) - permutation |= SHADERPERMUTATION_FOG; - if (rsurface_texture->colormapping) - permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + // ambient model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + } + else + { + // lightmapped wall + if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + { + // deluxemapping (light direction texture) + if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE; + else + mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + } + else if (r_glsl_deluxemapping.integer >= 2) + { + // fake deluxemapping (uniform light direction in tangentspace) + mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; + } + else + { + // ordinary lightmapping + mode = SHADERMODE_LIGHTMAP; + } + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; } + permutation |= mode * SHADERPERMUTATION_MODEBASE; if (!r_glsl_permutations[permutation].program) { if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(permutation); + R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); if (!r_glsl_permutations[permutation].program) { // remove features until we find a valid permutation - int i; - for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) + unsigned int i; + for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1) { + if (!i) + { + Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n"); + Cvar_SetValueQuick(&r_glsl, 0); + return 0; // no bit left to clear + } // reduce i more quickly whenever it would not remove any bits - if (permutation < i) + if (!(permutation & i)) continue; - permutation &= i; + permutation &= ~i; if (!r_glsl_permutations[permutation].compiled) - R_GLSL_CompilePermutation(permutation); + R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); if (r_glsl_permutations[permutation].program) break; - if (!i) - return 0; // utterly failed } } } r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &rsurface_texture->currenttexmatrix); - if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) + if (mode == SHADERMODE_LIGHTSOURCE) { - 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 (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + 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) + else if (mode == SHADERMODE_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.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.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.modellight_diffuse[0] * diffusescale, rsurface.modellight_diffuse[1] * diffusescale, rsurface.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.modellight_diffuse[0] * specularscale, rsurface.modellight_diffuse[1] * specularscale, rsurface.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]); + qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.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(rsurface_texture->skin.nmap)); - 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_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->skin.pants)); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface_texture->skin.shirt)); - //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) 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)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface_texture->skin.glow)); - if (r_glsl_permutation->loc_FogColor >= 0) + if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); + if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); + } + if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); + if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { - // additive passes are only darkened by fog, not tinted - if (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) + // The formula used is actually: + // color.rgb *= SceneBrightness; + // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); + // I simplify that to + // color.rgb *= [[SceneBrightness * ContrastBoost]]; + // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1; + // and Black: + // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1); + // and do [[calculations]] here in the engine + qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); + } + else + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); + if (r_glsl_permutation->loc_FogColor >= 0) + { + // additive passes are only darkened by fog, not tinted + if (rsurface.rtlight || (rsurface.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]); + /* + { + vec3_t fogvec; + // color.rgb *= SceneBrightness; + VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec); + if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost + { + // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); + fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1); + fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1); + fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); + } + qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]); + } + */ + qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } - if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface_modelorg[0], rsurface_modelorg[1], rsurface_modelorg[2]); + if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { - if (rsurface_texture->skin.pants) - qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface_entity->colormap_pantscolor[0], rsurface_entity->colormap_pantscolor[1], rsurface_entity->colormap_pantscolor[2]); + if (rsurface.texture->currentskinframe->pants) + qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); else qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0); } if (r_glsl_permutation->loc_Color_Shirt >= 0) { - if (rsurface_texture->skin.shirt) - qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface_entity->colormap_shirtcolor[0], rsurface_entity->colormap_shirtcolor[1], rsurface_entity->colormap_shirtcolor[2]); + if (rsurface.texture->currentskinframe->shirt) + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.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, rsurface_texture->specularpower); + if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); + if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); + if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); CHECKGLERROR return permutation; } -void R_SwitchSurfaceShader(int permutation) +#define SKINFRAME_HASH 1024 + +struct +{ + int loadsequence; // incremented each level change + memexpandablearray_t array; + skinframe_t *hash[SKINFRAME_HASH]; +} +r_skinframe; + +void R_SkinFrame_PrepareForPurge(void) +{ + r_skinframe.loadsequence++; + // wrap it without hitting zero + if (r_skinframe.loadsequence >= 200) + r_skinframe.loadsequence = 1; +} + +void R_SkinFrame_MarkUsed(skinframe_t *skinframe) { - if (r_glsl_permutation != r_glsl_permutations + permutation) + if (!skinframe) + return; + // mark the skinframe as used for the purging code + skinframe->loadsequence = r_skinframe.loadsequence; +} + +void R_SkinFrame_Purge(void) +{ + int i; + skinframe_t *s; + for (i = 0;i < SKINFRAME_HASH;i++) { - r_glsl_permutation = r_glsl_permutations + permutation; - CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program); - CHECKGLERROR + for (s = r_skinframe.hash[i];s;s = s->next) + { + if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence) + { + if (s->base == r_texture_notexture) s->base = NULL; + if (s->nmap == r_texture_blanknormalmap)s->nmap = NULL; + if (s->merged == s->base) s->merged = NULL; + if (s->stain ) R_FreeTexture(s->stain );s->stain = NULL; + if (s->merged) R_FreeTexture(s->merged);s->merged = NULL; + if (s->base ) R_FreeTexture(s->base );s->base = NULL; + if (s->pants ) R_FreeTexture(s->pants );s->pants = NULL; + if (s->shirt ) R_FreeTexture(s->shirt );s->shirt = NULL; + if (s->nmap ) R_FreeTexture(s->nmap );s->nmap = NULL; + if (s->gloss ) R_FreeTexture(s->gloss );s->gloss = NULL; + if (s->glow ) R_FreeTexture(s->glow );s->glow = NULL; + if (s->fog ) R_FreeTexture(s->fog );s->fog = NULL; + s->loadsequence = 0; + } + } + } +} + +skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add) +{ + skinframe_t *item; + int hashindex; + char basename[MAX_QPATH]; + + Image_StripImageExtension(name, basename, sizeof(basename)); + + hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1); + for (item = r_skinframe.hash[hashindex];item;item = item->next) + if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc) + break; + if (!item) + { + if (!add) + return NULL; + item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array); + memset(item, 0, sizeof(*item)); + strlcpy(item->basename, basename, sizeof(item->basename)); + item->textureflags = textureflags; + item->comparewidth = comparewidth; + item->compareheight = compareheight; + item->comparecrc = comparecrc; + item->next = r_skinframe.hash[hashindex]; + r_skinframe.hash[hashindex] = item; + } + R_SkinFrame_MarkUsed(item); + return item; +} + +skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain) +{ + // FIXME: it should be possible to disable loading various layers using + // cvars, to prevent wasted loading time and memory usage if the user does + // not want them + qboolean loadnormalmap = true; + qboolean loadgloss = true; + qboolean loadpantsandshirt = true; + qboolean loadglow = true; + int j; + unsigned char *pixels; + unsigned char *bumppixels; + unsigned char *basepixels = NULL; + int basepixels_width; + int basepixels_height; + skinframe_t *skinframe; + + if (cls.state == ca_dedicated) + return NULL; + + // return an existing skinframe if already loaded + // if loading of the first image fails, don't make a new skinframe as it + // would cause all future lookups of this to be missing + skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false); + if (skinframe && skinframe->base) + return skinframe; + + basepixels = loadimagepixels(name, complain, 0, 0, true); + if (basepixels == NULL) + return NULL; + + // we've got some pixels to store, so really allocate this new texture now + if (!skinframe) + skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true); + skinframe->stain = NULL; + skinframe->merged = NULL; + skinframe->base = r_texture_notexture; + skinframe->pants = NULL; + skinframe->shirt = NULL; + skinframe->nmap = r_texture_blanknormalmap; + skinframe->gloss = NULL; + skinframe->glow = NULL; + skinframe->fog = NULL; + + basepixels_width = image_width; + basepixels_height = image_height; + skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + + if (textureflags & TEXF_ALPHA) + { + for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4) + if (basepixels[j] < 255) + break; + if (j < basepixels_width * basepixels_height * 4) + { + // has transparent pixels + pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); + for (j = 0;j < image_width * image_height * 4;j += 4) + { + pixels[j+0] = 255; + pixels[j+1] = 255; + pixels[j+2] = 255; + pixels[j+3] = basepixels[j+3]; + } + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Mem_Free(pixels); + } + } + + // _norm is the name used by tenebrae and has been adopted as standard + if (loadnormalmap) + { + if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL) + { + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Mem_Free(pixels); + pixels = NULL; + } + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL) + { + pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); + Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Mem_Free(pixels); + Mem_Free(bumppixels); + } + else if (r_shadow_bumpscale_basetexture.value > 0) + { + pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); + Image_HeightmapToNormalmap(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); + Mem_Free(pixels); + } + } + // _luma is supported for tenebrae compatibility + // (I think it's a very stupid name, but oh well) + // _glow is the preferred name + if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + + if (basepixels) + Mem_Free(basepixels); + + return skinframe; +} + +static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force) +{ + int i; + if (!force) + { + for (i = 0;i < width*height;i++) + if (((unsigned char *)&palette[in[i]])[3] > 0) + break; + if (i == width*height) + return NULL; + } + return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette); +} + +skinframe_t *R_SkinFrame_LoadInternal(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette) +{ + int i; + unsigned char *temp1, *temp2; + skinframe_t *skinframe; + + if (cls.state == ca_dedicated) + return NULL; + + // if already loaded just return it, otherwise make a new skinframe + skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*bitsperpixel/8) : 0, true); + if (skinframe && skinframe->base) + return skinframe; + + skinframe->stain = NULL; + skinframe->merged = NULL; + skinframe->base = r_texture_notexture; + skinframe->pants = NULL; + skinframe->shirt = NULL; + skinframe->nmap = r_texture_blanknormalmap; + skinframe->gloss = NULL; + skinframe->glow = NULL; + skinframe->fog = NULL; + + // if no data was provided, then clearly the caller wanted to get a blank skinframe + if (!skindata) + return NULL; + + if (bitsperpixel == 32) + { + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + temp2 = temp1 + width * height * 4; + Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL); + Mem_Free(temp1); + } + skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_RGBA, skinframe->textureflags, NULL); + if (textureflags & TEXF_ALPHA) + { + for (i = 3;i < width * height * 4;i += 4) + if (skindata[i] < 255) + break; + if (i < width * height * 4) + { + unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4); + memcpy(fogpixels, skindata, width * height * 4); + for (i = 0;i < width * height * 4;i += 4) + fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_RGBA, skinframe->textureflags, NULL); + Mem_Free(fogpixels); + } + } + } + else if (bitsperpixel == 8) + { + if (r_shadow_bumpscale_basetexture.value > 0) + { + temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); + temp2 = temp1 + width * height * 4; + if (bitsperpixel == 32) + Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + else + { + // use either a custom palette or the quake palette + Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete); + Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); + } + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_RGBA, skinframe->textureflags | TEXF_ALPHA, NULL); + Mem_Free(temp1); + } + // use either a custom palette, or the quake palette + skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), skinframe->textureflags, true); // all + if (!palette && loadglowtexture) + skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_onlyfullbrights, skinframe->textureflags, false); // glow + if (!palette && loadpantsandshirt) + { + skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_pantsaswhite, skinframe->textureflags, false); // pants + skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_shirtaswhite, skinframe->textureflags, false); // shirt + } + if (skinframe->pants || skinframe->shirt) + skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, skinframe->textureflags, false); // no special colors + if (textureflags & TEXF_ALPHA) + { + // if not using a custom alphapalette, use the quake one + if (!alphapalette) + alphapalette = palette_alpha; + for (i = 0;i < width * height;i++) + if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255) + break; + if (i < width * height) + skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), alphapalette, skinframe->textureflags, true); // fog mask + } } + + return skinframe; +} + +skinframe_t *R_SkinFrame_LoadMissing(void) +{ + skinframe_t *skinframe; + + if (cls.state == ca_dedicated) + return NULL; + + skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE, 0, 0, 0, true); + skinframe->stain = NULL; + skinframe->merged = NULL; + skinframe->base = r_texture_notexture; + skinframe->pants = NULL; + skinframe->shirt = NULL; + skinframe->nmap = r_texture_blanknormalmap; + skinframe->gloss = NULL; + skinframe->glow = NULL; + skinframe->fog = NULL; + + return skinframe; } void gl_main_start(void) { + int x; + double r, alpha; + + r = (-1.0/256.0) * (FOGMASKTABLEWIDTH * FOGMASKTABLEWIDTH); + for (x = 0;x < FOGMASKTABLEWIDTH;x++) + { + alpha = 1 - exp(r / ((double)x*(double)x)); + if (x == FOGMASKTABLEWIDTH - 1) + alpha = 0; + r_refdef.fogmasktable[x] = bound(0, alpha, 1); + } + + memset(r_qwskincache, 0, sizeof(r_qwskincache)); + memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); + + // set up r_skinframe loading system for textures + memset(&r_skinframe, 0, sizeof(r_skinframe)); + r_skinframe.loadsequence = 1; + Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256); + r_main_texturepool = R_AllocTexturePool(); - r_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; R_BuildBlankTextures(); R_BuildNoTexture(); if (gl_texturecubemap) @@ -1012,19 +1797,33 @@ void gl_main_start(void) R_BuildNormalizationCube(); } R_BuildFogTexture(); + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + memset(&r_waterstate, 0, sizeof(r_waterstate)); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); + memset(&r_svbsp, 0, sizeof (r_svbsp)); } void gl_main_shutdown(void) { + memset(r_qwskincache, 0, sizeof(r_qwskincache)); + memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe)); + + // clear out the r_skinframe state + Mem_ExpandableArray_FreeArray(&r_skinframe.array); + memset(&r_skinframe, 0, sizeof(r_skinframe)); + + if (r_svbsp.nodes) + Mem_Free(r_svbsp.nodes); + memset(&r_svbsp, 0, sizeof (r_svbsp)); R_FreeTexturePool(&r_main_texturepool); - r_bloom_texture_screen = NULL; - r_bloom_texture_bloom = NULL; r_texture_blanknormalmap = NULL; r_texture_white = NULL; + r_texture_grey128 = NULL; r_texture_black = NULL; r_texture_whitecube = NULL; r_texture_normalizationcube = NULL; + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + memset(&r_waterstate, 0, sizeof(r_waterstate)); R_GLSL_Restart_f(); } @@ -1034,14 +1833,13 @@ void gl_main_newmap(void) // FIXME: move this code to client int l; char *entities, entname[MAX_QPATH]; - r_framecount = 1; if (cl.worldmodel) { strlcpy(entname, cl.worldmodel->name, sizeof(entname)); l = (int)strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { - strcpy(entname + l, ".ent"); + memcpy(entname + l, ".ent", 5); if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) { CL_ParseEntityLump(entities); @@ -1058,9 +1856,22 @@ void GL_Main_Init(void) { 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? + Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); + Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl"); + // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable + if (gamemode == GAME_NEHAHRA) + { + Cvar_RegisterVariable (&gl_fogenable); + Cvar_RegisterVariable (&gl_fogdensity); + Cvar_RegisterVariable (&gl_fogred); + Cvar_RegisterVariable (&gl_foggreen); + Cvar_RegisterVariable (&gl_fogblue); + Cvar_RegisterVariable (&gl_fogstart); + Cvar_RegisterVariable (&gl_fogend); + } + Cvar_RegisterVariable(&r_depthfirst); Cvar_RegisterVariable(&r_nearclip); + Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); @@ -1070,75 +1881,62 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_showdisabledepthtest); + Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_cullentities_trace); + Cvar_RegisterVariable(&r_cullentities_trace_samples); + Cvar_RegisterVariable(&r_cullentities_trace_enlarge); + Cvar_RegisterVariable(&r_cullentities_trace_delay); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_shadows); + Cvar_RegisterVariable(&r_shadows_throwdistance); Cvar_RegisterVariable(&r_q1bsp_skymasking); + Cvar_RegisterVariable(&r_polygonoffset_submodel_factor); + Cvar_RegisterVariable(&r_polygonoffset_submodel_offset); 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_deluxemapping); + Cvar_RegisterVariable(&r_water); + Cvar_RegisterVariable(&r_water_resolutionmultiplier); + Cvar_RegisterVariable(&r_water_clippingplanebias); + Cvar_RegisterVariable(&r_water_refractdistort); + Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); - Cvar_RegisterVariable(&r_bloom_intensity); + Cvar_RegisterVariable(&r_bloom_colorscale); + Cvar_RegisterVariable(&r_bloom_brighten); Cvar_RegisterVariable(&r_bloom_blur); Cvar_RegisterVariable(&r_bloom_resolution); - Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_bloom_colorexponent); + Cvar_RegisterVariable(&r_bloom_colorsubtract); + Cvar_RegisterVariable(&r_hdr); + Cvar_RegisterVariable(&r_hdr_scenebrightness); + Cvar_RegisterVariable(&r_glsl_contrastboost); + Cvar_RegisterVariable(&r_hdr_glowintensity); + Cvar_RegisterVariable(&r_hdr_range); Cvar_RegisterVariable(&r_smoothnormals_areaweighting); Cvar_RegisterVariable(&developer_texturelogging); Cvar_RegisterVariable(&gl_lightmaps); Cvar_RegisterVariable(&r_test); + Cvar_RegisterVariable(&r_batchmode); 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); -} - -static vec3_t r_farclip_origin; -static vec3_t r_farclip_direction; -static vec_t r_farclip_directiondist; -static vec_t r_farclip_meshfarclip; -static int r_farclip_directionbit0; -static int r_farclip_directionbit1; -static int r_farclip_directionbit2; -// enlarge farclip to accomodate box -static void R_FarClip_Box(vec3_t mins, vec3_t maxs) -{ - float d; - d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] - + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] - + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; - if (r_farclip_meshfarclip < d) - r_farclip_meshfarclip = d; -} - -// return farclip value -static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) -{ - int i; - - VectorCopy(origin, r_farclip_origin); - VectorCopy(direction, r_farclip_direction); - r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); - r_farclip_directionbit0 = r_farclip_direction[0] < 0; - r_farclip_directionbit1 = r_farclip_direction[1] < 0; - r_farclip_directionbit2 = r_farclip_direction[2] < 0; - r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; - - if (r_refdef.worldmodel) - R_FarClip_Box(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); - for (i = 0;i < r_refdef.numentities;i++) - R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); - - return r_farclip_meshfarclip - r_farclip_directiondist; + Cvar_RegisterVariable(&r_track_sprites); + Cvar_RegisterVariable(&r_track_sprites_flags); + Cvar_RegisterVariable(&r_track_sprites_scalew); + Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); @@ -1147,7 +1945,6 @@ extern void GL_Main_Init(void); extern void R_Shadow_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); -extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); @@ -1160,17 +1957,15 @@ void Render_Init(void) { gl_backend_init(); R_Textures_Init(); - R_MeshQueue_Init(); GL_Main_Init(); GL_Draw_Init(); R_Shadow_Init(); R_Sky_Init(); GL_Surf_Init(); - R_Crosshairs_Init(); + Sbar_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - Sbar_Init(); R_LightningBeams_Init(); Mod_RenderInit(); } @@ -1186,7 +1981,7 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); + Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions ); // clear to black (loading plaque will be seen over this) CHECKGLERROR @@ -1198,9 +1993,59 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; - for (i = 0;i < 4;i++) + for (i = 0;i < r_view.numfrustumplanes;i++) + { + // skip nearclip plane, it often culls portals when you are very close, and is almost never useful + if (i == 4) + continue; + p = r_view.frustum + i; + switch(p->signbits) + { + default: + case 0: + if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 1: + if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 2: + if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 3: + if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 4: + if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 5: + if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 6: + if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 7: + if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + } + } + return false; +} + +int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes) +{ + int i; + const mplane_t *p; + for (i = 0;i < numplanes;i++) { - p = frustum + i; + p = planes + i; switch(p->signbits) { default: @@ -1246,24 +2091,41 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) static void R_UpdateEntityLighting(entity_render_t *ent) { vec3_t tempdiffusenormal; + + // fetch the lighting from the worldmodel data 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); + VectorClear(tempdiffusenormal); 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); + { + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + } else // highly rare VectorSet(ent->modellight_ambient, 1, 1, 1); + + // move the light direction into modelspace coordinates for lighting code 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; + if(VectorLength2(ent->modellight_lightdir) > 0) + { + VectorNormalize(ent->modellight_lightdir); + } + else + { + VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here + } + + // scale ambient and directional light contributions according to rendering variables + ent->modellight_ambient[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_ambient[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_ambient[2] *= ent->colormod[2] * r_refdef.lightmapintensity; + ent->modellight_diffuse[0] *= ent->colormod[0] * r_refdef.lightmapintensity; + ent->modellight_diffuse[1] *= ent->colormod[1] * r_refdef.lightmapintensity; + ent->modellight_diffuse[2] *= ent->colormod[2] * r_refdef.lightmapintensity; } -static void R_MarkEntities (void) +static void R_View_UpdateEntityVisible (void) { int i, renderimask; entity_render_t *ent; @@ -1271,22 +2133,28 @@ static void R_MarkEntities (void) if (!r_drawentities.integer) return; - r_refdef.worldentity->visframe = r_framecount; - renderimask = envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL); if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { // worldmodel can check visibility for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - // some of the renderer still relies on origin... - Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); - // some of the renderer still relies on scale... - 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_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.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->visframe = r_framecount; - R_UpdateEntityLighting(ent); + ent = r_refdef.entities[i]; + 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; + if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) + r_viewcache.entityvisible[i] = 0; + } } } } @@ -1296,17 +2164,13 @@ static void R_MarkEntities (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - // some of the renderer still relies on origin... - Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); - // some of the renderer still relies on scale... - ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); - if (!(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST)) - { - ent->visframe = r_framecount; - R_UpdateEntityLighting(ent); - } + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); } } + + // update entity lighting (even on hidden entities for r_shadows) + for (i = 0;i < r_refdef.numentities;i++) + R_UpdateEntityLighting(r_refdef.entities[i]); } // only used if skyrendermasked, and normally returns false @@ -1321,18 +2185,40 @@ int R_DrawBrushModelsSky (void) sky = false; for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) - { - ent->model->DrawSky(ent); - sky = true; - } + if (!ent->model || !ent->model->DrawSky) + continue; + ent->model->DrawSky(ent); + sky = true; } return sky; } -void R_DrawNoModel(entity_render_t *ent); -void R_DrawModels(void) +static void R_DrawNoModel(entity_render_t *ent); +static void R_DrawModels(void) +{ + int i; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + if (!r_viewcache.entityvisible[i]) + continue; + ent = r_refdef.entities[i]; + r_refdef.stats.entities++; + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); + } +} + +static void R_DrawModelsDepth(void) { int i; entity_render_t *ent; @@ -1342,344 +2228,1019 @@ void R_DrawModels(void) for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount) - { - renderstats.entities++; - if (ent->model && ent->model->Draw != NULL) - ent->model->Draw(ent); - else - R_DrawNoModel(ent); - } + if (ent->model && ent->model->DrawDepth != NULL) + ent->model->DrawDepth(ent); + } +} + +static void R_DrawModelsDebug(void) +{ + int i; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + if (!r_viewcache.entityvisible[i]) + continue; + ent = r_refdef.entities[i]; + if (ent->model && ent->model->DrawDebug != NULL) + ent->model->DrawDebug(ent); } } -static void R_SetFrustum(void) +static void R_DrawModelsAddWaterPlanes(void) { + int i; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + if (!r_viewcache.entityvisible[i]) + continue; + ent = r_refdef.entities[i]; + if (ent->model && ent->model->DrawAddWaterPlanes != NULL) + ent->model->DrawAddWaterPlanes(ent); + } +} + +static void R_View_SetFrustum(void) +{ + int i; + double slopex, slopey; + // break apart the view matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); - VectorNegate(r_viewleft, r_viewright); + Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); + VectorNegate(r_view.left, r_view.right); #if 0 - frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x; - frustum[0].normal[1] = 0 - 0; - frustum[0].normal[2] = -1 - 0; - frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x; - frustum[1].normal[1] = 0 + 0; - frustum[1].normal[2] = -1 + 0; - frustum[2].normal[0] = 0 - 0; - frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y; - frustum[2].normal[2] = -1 - 0; - frustum[3].normal[0] = 0 + 0; - frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y; - frustum[3].normal[2] = -1 + 0; + r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x; + r_view.frustum[0].normal[1] = 0 - 0; + r_view.frustum[0].normal[2] = -1 - 0; + r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x; + r_view.frustum[1].normal[1] = 0 + 0; + r_view.frustum[1].normal[2] = -1 + 0; + r_view.frustum[2].normal[0] = 0 - 0; + r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y; + r_view.frustum[2].normal[2] = -1 - 0; + r_view.frustum[3].normal[0] = 0 + 0; + r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y; + r_view.frustum[3].normal[2] = -1 + 0; #endif #if 0 - zNear = r_nearclip.value; + zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); - frustum[4].normal[0] = 0 - 0; - frustum[4].normal[1] = 0 - 0; - frustum[4].normal[2] = -1 - -nudge; - frustum[4].dist = 0 - -2 * zNear * nudge; - frustum[5].normal[0] = 0 + 0; - frustum[5].normal[1] = 0 + 0; - frustum[5].normal[2] = -1 + -nudge; - frustum[5].dist = 0 + -2 * zNear * nudge; + r_view.frustum[4].normal[0] = 0 - 0; + r_view.frustum[4].normal[1] = 0 - 0; + r_view.frustum[4].normal[2] = -1 - -nudge; + r_view.frustum[4].dist = 0 - -2 * zNear * nudge; + r_view.frustum[5].normal[0] = 0 + 0; + r_view.frustum[5].normal[1] = 0 + 0; + r_view.frustum[5].normal[2] = -1 + -nudge; + r_view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 - frustum[0].normal[0] = m[3] - m[0]; - frustum[0].normal[1] = m[7] - m[4]; - frustum[0].normal[2] = m[11] - m[8]; - frustum[0].dist = m[15] - m[12]; - - frustum[1].normal[0] = m[3] + m[0]; - frustum[1].normal[1] = m[7] + m[4]; - frustum[1].normal[2] = m[11] + m[8]; - frustum[1].dist = m[15] + m[12]; - - frustum[2].normal[0] = m[3] - m[1]; - frustum[2].normal[1] = m[7] - m[5]; - frustum[2].normal[2] = m[11] - m[9]; - frustum[2].dist = m[15] - m[13]; - - frustum[3].normal[0] = m[3] + m[1]; - frustum[3].normal[1] = m[7] + m[5]; - frustum[3].normal[2] = m[11] + m[9]; - frustum[3].dist = m[15] + m[13]; - - frustum[4].normal[0] = m[3] - m[2]; - frustum[4].normal[1] = m[7] - m[6]; - frustum[4].normal[2] = m[11] - m[10]; - frustum[4].dist = m[15] - m[14]; - - frustum[5].normal[0] = m[3] + m[2]; - frustum[5].normal[1] = m[7] + m[6]; - frustum[5].normal[2] = m[11] + m[10]; - frustum[5].dist = m[15] + m[14]; + r_view.frustum[0].normal[0] = m[3] - m[0]; + r_view.frustum[0].normal[1] = m[7] - m[4]; + r_view.frustum[0].normal[2] = m[11] - m[8]; + r_view.frustum[0].dist = m[15] - m[12]; + + r_view.frustum[1].normal[0] = m[3] + m[0]; + r_view.frustum[1].normal[1] = m[7] + m[4]; + r_view.frustum[1].normal[2] = m[11] + m[8]; + r_view.frustum[1].dist = m[15] + m[12]; + + r_view.frustum[2].normal[0] = m[3] - m[1]; + r_view.frustum[2].normal[1] = m[7] - m[5]; + r_view.frustum[2].normal[2] = m[11] - m[9]; + r_view.frustum[2].dist = m[15] - m[13]; + + r_view.frustum[3].normal[0] = m[3] + m[1]; + r_view.frustum[3].normal[1] = m[7] + m[5]; + r_view.frustum[3].normal[2] = m[11] + m[9]; + r_view.frustum[3].dist = m[15] + m[13]; + + r_view.frustum[4].normal[0] = m[3] - m[2]; + r_view.frustum[4].normal[1] = m[7] - m[6]; + r_view.frustum[4].normal[2] = m[11] - m[10]; + r_view.frustum[4].dist = m[15] - m[14]; + + r_view.frustum[5].normal[0] = m[3] + m[2]; + r_view.frustum[5].normal[1] = m[7] + m[6]; + r_view.frustum[5].normal[2] = m[11] + m[10]; + r_view.frustum[5].dist = m[15] + m[14]; #endif + if (r_view.useperspective) + { + slopex = 1.0 / r_view.frustum_x; + slopey = 1.0 / r_view.frustum_y; + VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal); + VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal); + VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); + VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); + VectorCopy(r_view.forward, r_view.frustum[4].normal); + + // Leaving those out was a mistake, those were in the old code, and they + // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix + // I couldn't reproduce it after adding those normalizations. --blub + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); + + // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling + VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); + VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]); + VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]); + VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]); + + r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal); + r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal); + r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal); + r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal); + r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + } + else + { + VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal); + VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal); + VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal); + VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal); + VectorCopy(r_view.forward, r_view.frustum[4].normal); + r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x; + r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x; + r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y; + r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y; + r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + } + r_view.numfrustumplanes = 5; + if (r_view.useclipplane) + { + r_view.numfrustumplanes = 6; + r_view.frustum[5] = r_view.clipplane; + } - VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal); - VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_x, r_viewleft, frustum[1].normal); - VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal); - VectorMAM(1, r_viewforward, 1.0 / r_refdef.frustum_y, r_viewup, frustum[3].normal); - VectorCopy(r_viewforward, frustum[4].normal); - VectorNormalize(frustum[0].normal); - VectorNormalize(frustum[1].normal); - VectorNormalize(frustum[2].normal); - VectorNormalize(frustum[3].normal); - frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); - 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) + r_nearclip.value; - PlaneClassify(&frustum[0]); - PlaneClassify(&frustum[1]); - PlaneClassify(&frustum[2]); - PlaneClassify(&frustum[3]); - PlaneClassify(&frustum[4]); + for (i = 0;i < r_view.numfrustumplanes;i++) + PlaneClassify(r_view.frustum + i); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees - //RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); - //frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2)); + //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); - //frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2)); + //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); - //frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2)); + //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); - //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2)); + //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane - //VectorCopy(r_viewforward, frustum[4].normal); - //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + r_nearclip.value; + //VectorCopy(r_view.forward, r_view.frustum[4].normal); + //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } -static void R_BlendView(void) +void R_View_Update(void) { - int screenwidth, screenheight; - qboolean dobloom; - qboolean doblend; - float vertex3f[12]; - float texcoord2f[3][8]; + R_View_SetFrustum(); + R_View_WorldVisibility(r_view.useclipplane); + R_View_UpdateEntityVisible(); +} - // set the (poorly named) screenwidth and screenheight variables to - // a power of 2 at least as large as the screen, these will define the - // size of the texture to allocate - for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); - for (screenheight = 1;screenheight < vid.height;screenheight *= 2); +void R_SetupView(void) +{ + if (!r_view.useperspective) + GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip); + else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); + else + GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - doblend = r_refdef.viewblend[3] >= 0.01f; - dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512; + GL_SetupView_Orientation_FromEntity(&r_view.matrix); - if (!dobloom && !doblend) - return; + if (r_view.useclipplane) + { + // LordHavoc: couldn't figure out how to make this approach the + vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value; + vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); + if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value) + dist = r_view.clipplane.dist; + GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); + } +} +void R_ResetViewRendering2D(void) +{ + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + + DrawQ_Finish(); + + // GL is weird because it's bottom to top, r_view.y is top to bottom + qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); - GL_DepthMask(true); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_AlphaTest(false); + GL_ScissorTest(false); + GL_DepthMask(false); + GL_DepthRange(0, 1); GL_DepthTest(false); R_Mesh_Matrix(&identitymatrix); - // vertex coordinates for a quad that covers the screen exactly - 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; - R_Mesh_VertexPointer(vertex3f); - R_Mesh_ColorPointer(NULL); R_Mesh_ResetTextureState(); - if (dobloom) - { - int bloomwidth, bloomheight, x, range; - float xoffset, yoffset, r; - renderstats.bloom++; - // allocate textures as needed - if (!r_bloom_texture_screen) - r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - if (!r_bloom_texture_bloom) - r_bloom_texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); - // set bloomwidth and bloomheight to the bloom resolution that will be - // used (often less than the screen resolution for faster rendering) - bloomwidth = min(r_view_width, r_bloom_resolution.integer); - 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) - 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) - 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; - R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); - R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_screen)); - // copy view into the full resolution screen image texture - GL_ActiveTexture(0); - CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR - renderstats.bloom_copypixels += r_view_width * r_view_height; - // now scale it down to the bloom size and raise to a power of itself - // to darken it (this leaves the really bright stuff bright, and - // everything else becomes very dark) - // TODO: optimize with multitexture or GLSL - CHECKGLERROR - qglViewport(r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - GL_BlendFunc(GL_ONE, GL_ZERO); - GL_Color(1, 1, 1, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - // render multiple times with a multiply blendfunc to raise to a power - GL_BlendFunc(GL_DST_COLOR, GL_ZERO); - for (x = 1;x < r_bloom_power.integer;x++) - { - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - } - // we now have a darkened bloom image in the framebuffer, copy it into - // the bloom image texture for more processing - R_Mesh_TexBind(0, R_GetTexture(r_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[2]); + GL_PolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces +} + +void R_ResetViewRendering3D(void) +{ + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + + DrawQ_Finish(); + + // GL is weird because it's bottom to top, r_view.y is top to bottom + qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + R_SetupView(); + GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Color(1, 1, 1, 1); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_AlphaTest(false); + GL_ScissorTest(true); + GL_DepthMask(true); + GL_DepthRange(0, 1); + GL_DepthTest(true); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglDisable(GL_STENCIL_TEST);CHECKGLERROR + qglStencilMask(~0);CHECKGLERROR + qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR + qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR + GL_CullFace(r_view.cullface_back); +} + +/* + R_Bloom_SetupShader( +"// bloom shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" +"\n" +"#ifdef __GLSL_CG_DATA_TYPES\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 ScreenTexCoord;\n" +"varying vec2 BloomTexCoord;\n" +"\n" +"\n" +"\n" +"\n" +"// vertex shader specific:\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" ScreenTexCoord = vec2(gl_MultiTexCoord0);\n" +" BloomTexCoord = vec2(gl_MultiTexCoord1);\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +"\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"void main(void)\n" +"{\n" +" int x, y; +" myhvec3 color = myhvec3(texture2D(Texture_Screen, ScreenTexCoord));\n" +" for (x = -BLUR_X;x <= BLUR_X;x++) +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" +" color.rgb += myhvec3(texture2D(Texture_Bloom, BloomTexCoord));\n" + +" gl_FragColor = vec4(color);\n" +"}\n" +"\n" +"#endif // FRAGMENT_SHADER\n" +*/ + +void R_RenderScene(qboolean addwaterplanes); + +static void R_Water_StartFrame(void) +{ + int i; + int waterwidth, waterheight, texturewidth, textureheight; + r_waterstate_waterplane_t *p; + + // set waterwidth and waterheight to the water resolution that will be + // used (often less than the screen resolution for faster rendering) + waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width); + waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height); + + // calculate desired texture sizes + // can't use water if the card does not support the texture size + if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size) + texturewidth = textureheight = waterwidth = waterheight = 0; + else if (gl_support_arb_texture_non_power_of_two) + { + texturewidth = waterwidth; + textureheight = waterheight; + } + else + { + for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); + for (textureheight = 1;textureheight < waterheight;textureheight *= 2); + } + + // allocate textures as needed + if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) + { + r_waterstate.maxwaterplanes = MAX_WATERPLANES; + for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) + { + if (p->texture_refraction) + R_FreeTexture(p->texture_refraction); + p->texture_refraction = NULL; + if (p->texture_reflection) + R_FreeTexture(p->texture_reflection); + p->texture_reflection = NULL; + } + memset(&r_waterstate, 0, sizeof(r_waterstate)); + r_waterstate.waterwidth = waterwidth; + r_waterstate.waterheight = waterheight; + r_waterstate.texturewidth = texturewidth; + r_waterstate.textureheight = textureheight; + } + + if (r_waterstate.waterwidth) + { + r_waterstate.enabled = true; + + // set up variables that will be used in shader setup + r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth; + r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight; + r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth; + r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight; + } + + r_waterstate.maxwaterplanes = MAX_WATERPLANES; + r_waterstate.numwaterplanes = 0; +} + +static void R_Water_AddWaterPlane(msurface_t *surface) +{ + int triangleindex, planeindex; + const int *e; + vec_t f; + vec3_t vert[3]; + vec3_t normal; + vec3_t center; + r_waterstate_waterplane_t *p; + // just use the first triangle with a valid normal for any decisions + VectorClear(normal); + VectorClear(center); + for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) + { + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]); + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]); + TriangleNormal(vert[0], vert[1], vert[2], normal); + if (VectorLength2(normal) >= 0.001) + break; + } + // now find the center of this surface + for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++) + { + Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); + VectorAdd(center, vert[0], center); + } + f = 1.0 / surface->num_triangles*3; + VectorScale(center, f, center); + + // find a matching plane if there is one + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1) + break; + if (planeindex >= r_waterstate.maxwaterplanes) + return; // nothing we can do, out of planes + + // if this triangle does not fit any known plane rendered this frame, add one + if (planeindex >= r_waterstate.numwaterplanes) + { + // store the new plane + r_waterstate.numwaterplanes++; + VectorCopy(normal, p->plane.normal); + VectorNormalize(p->plane.normal); + p->plane.dist = DotProduct(vert[0], p->plane.normal); + PlaneClassify(&p->plane); + // flip the plane if it does not face the viewer + if (PlaneDiff(r_view.origin, &p->plane) < 0) + { + VectorNegate(p->plane.normal, p->plane.normal); + p->plane.dist *= -1; + PlaneClassify(&p->plane); + } + // clear materialflags and pvs + p->materialflags = 0; + p->pvsvalid = false; + } + // merge this surface's materialflags into the waterplane + p->materialflags |= surface->texture->currentframe->currentmaterialflags; + // merge this surface's PVS into the waterplane + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS) + { + r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); + p->pvsvalid = true; + } +} + +static void R_Water_ProcessPlanes(void) +{ + r_view_t originalview; + int planeindex; + r_waterstate_waterplane_t *p; + + originalview = r_view; + + // make sure enough textures are allocated + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + if (!p->texture_refraction) + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!p->texture_refraction) + goto error; + } + + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) + { + if (!p->texture_reflection) + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + if (!p->texture_reflection) + goto error; + } + } + + // render views + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + r_view.showdebug = false; + r_view.width = r_waterstate.waterwidth; + r_view.height = r_waterstate.waterheight; + r_view.useclipplane = true; + r_waterstate.renderingscene = true; + + // render the normal view scene and copy into texture + // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + r_view.clipplane = p->plane; + VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); + r_view.clipplane.dist = -r_view.clipplane.dist; + PlaneClassify(&r_view.clipplane); + + R_RenderScene(false); + + // copy view into the screen texture + R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + } + + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) + { + // render reflected scene and copy into texture + Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + r_view.clipplane = p->plane; + // reverse the cullface settings for this render + r_view.cullface_front = GL_FRONT; + r_view.cullface_back = GL_BACK; + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes) + { + r_view.usecustompvs = true; + if (p->pvsvalid) + memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes); + else + memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes); + } + + R_ResetViewRendering3D(); + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); + + R_RenderScene(false); + + R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + + R_ResetViewRendering3D(); + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); + } + + r_view = originalview; + r_view.clear = true; + r_waterstate.renderingscene = false; + } + return; +error: + r_view = originalview; + r_waterstate.renderingscene = false; + Cvar_SetValueQuick(&r_water, 0); + Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); + return; +} + +void R_Bloom_StartFrame(void) +{ + int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; + + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); + r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; + r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); + + // calculate desired texture sizes + if (gl_support_arb_texture_non_power_of_two) + { + screentexturewidth = r_view.width; + screentextureheight = r_view.height; + bloomtexturewidth = r_bloomstate.bloomwidth; + bloomtextureheight = r_bloomstate.bloomheight; + } + else + { + for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); + for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); + for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2); + for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); + } + + if (r_hdr.integer) + { + screentexturewidth = screentextureheight = 0; + } + else if (r_bloom.integer) + { + } + else + { + screentexturewidth = screentextureheight = 0; + bloomtexturewidth = bloomtextureheight = 0; + } + + if ((!bloomtexturewidth && !bloomtextureheight) || r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512 || screentexturewidth > gl_max_texture_size || screentextureheight > gl_max_texture_size || bloomtexturewidth > gl_max_texture_size || bloomtextureheight > gl_max_texture_size) + { + // can't use bloom if the parameters are too weird + // can't use bloom if the card does not support the texture size + if (r_bloomstate.texture_screen) + R_FreeTexture(r_bloomstate.texture_screen); + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + memset(&r_bloomstate, 0, sizeof(r_bloomstate)); + return; + } + + r_bloomstate.enabled = true; + r_bloomstate.hdr = r_hdr.integer != 0; + + // allocate textures as needed + if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight) + { + if (r_bloomstate.texture_screen) + R_FreeTexture(r_bloomstate.texture_screen); + r_bloomstate.texture_screen = NULL; + r_bloomstate.screentexturewidth = screentexturewidth; + r_bloomstate.screentextureheight = screentextureheight; + if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) + r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } + if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight) + { + if (r_bloomstate.texture_bloom) + R_FreeTexture(r_bloomstate.texture_bloom); + r_bloomstate.texture_bloom = NULL; + r_bloomstate.bloomtexturewidth = bloomtexturewidth; + r_bloomstate.bloomtextureheight = bloomtextureheight; + if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) + r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); + } + + // set up a texcoord array for the full resolution screen image + // (we have to keep this around to copy back during final render) + r_bloomstate.screentexcoord2f[0] = 0; + r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[5] = 0; + r_bloomstate.screentexcoord2f[6] = 0; + r_bloomstate.screentexcoord2f[7] = 0; + + // set up a texcoord array for the reduced resolution bloom image + // (which will be additive blended over the screen image) + r_bloomstate.bloomtexcoord2f[0] = 0; + r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.bloomtexcoord2f[5] = 0; + r_bloomstate.bloomtexcoord2f[6] = 0; + r_bloomstate.bloomtexcoord2f[7] = 0; +} + +void R_Bloom_CopyScreenTexture(float colorscale) +{ + r_refdef.stats.bloom++; + + R_ResetViewRendering2D(); + 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_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; + + // now scale it down to the bloom texture size + CHECKGLERROR + qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + 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, 0, 0); + r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + + // we now have a bloom image in the framebuffer + // copy it into the bloom image texture for later processing + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; +} + +void R_Bloom_CopyHDRTexture(void) +{ + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + GL_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; +} + +void R_Bloom_MakeTexture(void) +{ + int x, range, dir; + float xoffset, yoffset, r, brighten; + + r_refdef.stats.bloom++; + + R_ResetViewRendering2D(); + R_Mesh_VertexPointer(r_screenvertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + + // we have a bloom image in the framebuffer + CHECKGLERROR + qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + + for (x = 1;x < min(r_bloom_colorexponent.value, 32);) + { + x *= 2; + r = bound(0, r_bloom_colorexponent.value / x, 1); + 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, 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 GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - renderstats.bloom_copypixels += bloomwidth * bloomheight; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } + + range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320; + brighten = r_bloom_brighten.value; + 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, 0, 0); + + for (dir = 0;dir < 2;dir++) + { // blend on at multiple vertical offsets to achieve a vertical blur // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; GL_BlendFunc(GL_ONE, GL_ZERO); for (x = -range;x <= range;x++) { - xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; - yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + if (!dir){xoffset = 0;yoffset = x;} + else {xoffset = x;yoffset = 0;} + xoffset /= (float)r_bloomstate.bloomtexturewidth; + yoffset /= (float)r_bloomstate.bloomtextureheight; // compute a texcoord array with the specified x and y offset - 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; + r_bloomstate.offsettexcoord2f[0] = xoffset+0; + r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; + r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; + r_bloomstate.offsettexcoord2f[5] = yoffset+0; + r_bloomstate.offsettexcoord2f[6] = xoffset+0; + r_bloomstate.offsettexcoord2f[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) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; + //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1); + //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); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; + 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); } + // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // blend the vertically blurred image at multiple offsets horizontally - // to finish the blur effect - // TODO: do offset blends using GLSL - range = r_bloom_blur.integer * bloomwidth / 320; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } + + // apply subtract last + // (just like it would be in a GLSL shader) + if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract) + { GL_BlendFunc(GL_ONE, GL_ZERO); - for (x = -range;x <= range;x++) - { - 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 - 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) - r = r_bloom_intensity.value/(range*2+1)*(1 - x*x/(float)(range*range)); - if (r < 0.01f) - continue; - GL_Color(r, r, r, 1); - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += bloomwidth * bloomheight; - GL_BlendFunc(GL_ONE, GL_ONE); - } - // copy the blurred bloom view to a texture + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); + GL_Color(1, 1, 1, 1); + 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, 0, 0); + GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1); + 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); + + // copy the darkened bloom view to a texture + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view_x, vid.height - (r_view_y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR - renderstats.bloom_copypixels += bloomwidth * bloomheight; - // go back to full view area - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + } +} + +void R_HDR_RenderBloomTexture(void) +{ + int oldwidth, oldheight; + + oldwidth = r_view.width; + oldheight = r_view.height; + r_view.width = r_bloomstate.bloomwidth; + r_view.height = r_bloomstate.bloomheight; + + // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. + // TODO: add exposure compensation features + // TODO: add fp16 framebuffer support + + r_view.showdebug = false; + r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value; + if (r_hdr.integer) + r_view.colorscale /= r_hdr_range.value; + r_waterstate.numwaterplanes = 0; + R_RenderScene(r_waterstate.enabled); + r_view.showdebug = true; + + R_ResetViewRendering2D(); + + R_Bloom_CopyHDRTexture(); + R_Bloom_MakeTexture(); + + R_ResetViewRendering3D(); + + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); + + // restore the view settings + r_view.width = oldwidth; + r_view.height = oldheight; +} + +static void R_BlendView(void) +{ + if (r_bloomstate.enabled && r_bloomstate.hdr) + { + // render high dynamic range bloom effect + // 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, 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, 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) + { + // render simple bloom effect + // copy the screen and shrink it and darken it for the bloom process + R_Bloom_CopyScreenTexture(r_bloom_colorscale.value); + // make the bloom texture + R_Bloom_MakeTexture(); // put the original screen image back in place and blend the bloom // texture on it - GL_Color(1,1,1,1); + R_ResetViewRendering2D(); + 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_bloom_texture_screen)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); + 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_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(1, 2, texcoord2f[1]); + R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen)); + R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0); } else { - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; + 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_bloom_texture_bloom)); - R_Mesh_TexCoordPointer(0, 2, texcoord2f[1]); + R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); + R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); } - R_Mesh_Draw(0, 4, 2, polygonelements); - renderstats.bloom_drawpixels += r_view_width * r_view_height; + R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } - if (doblend) + if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { // apply a color tint to the whole view - R_Mesh_ResetTextureState(); + R_ResetViewRendering2D(); + 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); } } -void R_RenderScene(void); +void R_RenderScene(qboolean addwaterplanes); matrix4x4_t r_waterscrollmatrix; +void R_UpdateVariables(void) +{ + R_Textures_Frame(); + + r_refdef.farclip = 4096; + if (r_refdef.worldmodel) + r_refdef.farclip += VectorDistance(r_refdef.worldmodel->normalmins, r_refdef.worldmodel->normalmaxs); + r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f); + + if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1) + Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1); + r_refdef.polygonfactor = 0; + r_refdef.polygonoffset = 0; + r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); + r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); + + r_refdef.rtworld = r_shadow_realtime_world.integer; + r_refdef.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; + r_refdef.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer; + r_refdef.rtdlightshadows = r_refdef.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil; + r_refdef.lightmapintensity = r_refdef.rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + if (r_showsurfaces.integer) + { + r_refdef.rtworld = false; + r_refdef.rtworldshadows = false; + r_refdef.rtdlight = false; + r_refdef.rtdlightshadows = false; + r_refdef.lightmapintensity = 0; + } + + if (gamemode == GAME_NEHAHRA) + { + if (gl_fogenable.integer) + { + r_refdef.oldgl_fogenable = true; + r_refdef.fog_density = gl_fogdensity.value; + r_refdef.fog_red = gl_fogred.value; + r_refdef.fog_green = gl_foggreen.value; + r_refdef.fog_blue = gl_fogblue.value; + } + else if (r_refdef.oldgl_fogenable) + { + r_refdef.oldgl_fogenable = false; + r_refdef.fog_density = 0; + r_refdef.fog_red = 0; + r_refdef.fog_green = 0; + r_refdef.fog_blue = 0; + } + } + if (r_refdef.fog_density) + { + r_refdef.fogcolor[0] = bound(0.0f, r_refdef.fog_red , 1.0f); + r_refdef.fogcolor[1] = bound(0.0f, r_refdef.fog_green, 1.0f); + r_refdef.fogcolor[2] = bound(0.0f, r_refdef.fog_blue , 1.0f); + } + if (r_refdef.fog_density) + { + r_refdef.fogenabled = true; + // this is the point where the fog reaches 0.9986 alpha, which we + // consider a good enough cutoff point for the texture + // (0.9986 * 256 == 255.6) + r_refdef.fogrange = 400 / r_refdef.fog_density; + r_refdef.fograngerecip = 1.0f / r_refdef.fogrange; + r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip; + // fog color was already set + } + else + r_refdef.fogenabled = false; +} + /* ================ R_RenderView @@ -1690,123 +3251,34 @@ void R_RenderView(void) if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_view_width = bound(0, r_refdef.width, vid.width); - r_view_height = bound(0, r_refdef.height, vid.height); - r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); - r_view_z = 0; - r_view_matrix = r_refdef.viewentitymatrix; - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; - r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; - r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; - r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; - r_polygonfactor = 0; - r_polygonoffset = 0; - r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; - r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; - if (r_showsurfaces.integer) - { - r_rtworld = false; - r_rtworldshadows = false; - r_rtdlight = false; - r_rtdlightshadows = false; - r_lightmapintensity = 0; - } - - // GL is weird because it's bottom to top, r_view_y is top to bottom - CHECKGLERROR - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - GL_ScissorTest(true); - GL_DepthMask(true); - R_ClearScreen(); - R_Textures_Frame(); - R_UpdateFog(); - if (r_timereport_active) - R_TimeReport("setup"); - - CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + R_Shadow_UpdateWorldLightSelection(); - R_RenderScene(); + R_Bloom_StartFrame(); + R_Water_StartFrame(); CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - - R_BlendView(); if (r_timereport_active) - R_TimeReport("blendview"); - - GL_Scissor(0, 0, vid.width, vid.height); - GL_ScissorTest(false); - CHECKGLERROR -} + R_TimeReport("viewsetup"); -//[515]: csqc -void CSQC_R_ClearScreen (void) -{ - if (!r_refdef.entities/* || !r_refdef.worldmodel*/) - return; //Host_Error ("R_RenderView: NULL worldmodel"); + R_ResetViewRendering3D(); - r_view_width = bound(0, r_refdef.width, vid.width); - r_view_height = bound(0, r_refdef.height, vid.height); - r_view_depth = 1; - r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width); - r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height); - r_view_z = 0; - r_view_matrix = r_refdef.viewentitymatrix; - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - r_rtworld = r_shadow_realtime_world.integer; - r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; - r_rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer; - r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; - r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; - r_polygonfactor = 0; - r_polygonoffset = 0; - r_shadowpolygonfactor = r_polygonfactor + r_shadow_shadow_polygonfactor.value; - r_shadowpolygonoffset = r_polygonoffset + r_shadow_shadow_polygonoffset.value; - if (r_showsurfaces.integer) + if (r_view.clear) { - r_rtworld = false; - r_rtworldshadows = false; - r_rtdlight = false; - r_rtdlightshadows = false; - r_lightmapintensity = 0; + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); } + r_view.clear = true; - // GL is weird because it's bottom to top, r_view_y is top to bottom - CHECKGLERROR - qglViewport(r_view_x, vid.height - (r_view_y + r_view_height), r_view_width, r_view_height);CHECKGLERROR - GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); - GL_ScissorTest(true); - GL_DepthMask(true); - R_ClearScreen(); - R_Textures_Frame(); - R_UpdateFog(); - if (r_timereport_active) - R_TimeReport("setup"); - CHECKGLERROR -} + r_view.showdebug = true; -//[515]: csqc -void CSQC_R_RenderScene (void) -{ - CHECKGLERROR - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - - R_RenderScene(); + // this produces a bloom texture to be used in R_BlendView() later + if (r_hdr.integer) + R_HDR_RenderBloomTexture(); - CHECKGLERROR - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR + r_view.colorscale = r_hdr_scenebrightness.value; + r_waterstate.numwaterplanes = 0; + R_RenderScene(r_waterstate.enabled); R_BlendView(); if (r_timereport_active) @@ -1818,50 +3290,56 @@ void CSQC_R_RenderScene (void) } extern void R_DrawLightningBeams (void); -extern void VM_AddPolygonsToMeshQueue (void); -void R_RenderScene(void) +extern void VM_CL_AddPolygonsToMeshQueue (void); +extern void R_DrawPortals (void); +extern cvar_t cl_locs_show; +static void R_DrawLocs(void); +static void R_DrawEntityBBoxes(void); +void R_RenderScene(qboolean addwaterplanes) { - float nearclip; - - // don't let sound skip if going slow - if (r_refdef.extraupdate) - S_ExtraUpdate (); + if (addwaterplanes) + { + R_ResetViewRendering3D(); - r_framecount++; + R_View_Update(); + if (r_timereport_active) + R_TimeReport("watervis"); - CHECKGLERROR - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } + if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes) + { + r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("waterworld"); + } - R_MeshQueue_BeginScene(); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - R_SetFrustum(); + R_DrawModelsAddWaterPlanes(); + if (r_timereport_active) + R_TimeReport("watermodels"); - r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; - nearclip = bound (0.001f, r_nearclip.value, r_farclip - 1.0f); + R_Water_ProcessPlanes(); + if (r_timereport_active) + R_TimeReport("waterscenes"); + } - if (r_rtworldshadows || r_rtdlightshadows) - 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, nearclip, r_farclip); + R_ResetViewRendering3D(); - GL_SetupView_Orientation_FromEntity(&r_view_matrix); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); + R_MeshQueue_BeginScene(); R_SkyStartFrame(); - R_WorldVisibility(); - if (r_timereport_active) - R_TimeReport("worldvis"); - - R_MarkEntities(); + R_View_Update(); if (r_timereport_active) - R_TimeReport("markentity"); + R_TimeReport("visibility"); - R_Shadow_UpdateWorldLightSelection(); + Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0); if (cl.csqc_vidvars.drawworld) { @@ -1878,13 +3356,26 @@ void R_RenderScene(void) if (R_DrawBrushModelsSky() && r_timereport_active) R_TimeReport("bmodelsky"); + } - if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) - { - r_refdef.worldmodel->Draw(r_refdef.worldentity); - if (r_timereport_active) - R_TimeReport("world"); - } + if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawDepth) + { + r_refdef.worldmodel->DrawDepth(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worlddepth"); + } + if (r_depthfirst.integer >= 2) + { + R_DrawModelsDepth(); + if (r_timereport_active) + R_TimeReport("modeldepth"); + } + + if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->Draw(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("world"); } // don't let sound skip if going slow @@ -1899,6 +3390,17 @@ void R_RenderScene(void) if (r_refdef.extraupdate) S_ExtraUpdate (); + if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0) + { + R_DrawModelShadows(); + + R_ResetViewRendering3D(); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); + } + R_ShadowVolumeLighting(false); if (r_timereport_active) R_TimeReport("rtlights"); @@ -1913,6 +3415,10 @@ void R_RenderScene(void) if (r_timereport_active) R_TimeReport("lightning"); + R_DrawDecals(); + if (r_timereport_active) + R_TimeReport("decals"); + R_DrawParticles(); if (r_timereport_active) R_TimeReport("particles"); @@ -1922,51 +3428,100 @@ void R_RenderScene(void) R_TimeReport("explosions"); } + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + VM_CL_AddPolygonsToMeshQueue(); + + if (r_view.showdebug) + { + if (cl_locs_show.integer) + { + R_DrawLocs(); + if (r_timereport_active) + R_TimeReport("showlocs"); + } + + if (r_drawportals.integer) + { + R_DrawPortals(); + if (r_timereport_active) + R_TimeReport("portals"); + } + + if (r_showbboxes.value > 0) + { + R_DrawEntityBBoxes(); + if (r_timereport_active) + R_TimeReport("bboxes"); + } + } + + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } R_MeshQueue_RenderTransparent(); if (r_timereport_active) R_TimeReport("drawtrans"); - if (cl.csqc_vidvars.drawworld) + if (gl_support_fragment_shader) { - R_DrawCoronas(); - if (r_timereport_active) - R_TimeReport("coronas"); + qglUseProgramObjectARB(0);CHECKGLERROR } - if(cl.csqc_vidvars.drawcrosshair) + + if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) { - R_DrawWorldCrosshair(); + r_refdef.worldmodel->DrawDebug(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worlddebug"); + R_DrawModelsDebug(); if (r_timereport_active) - R_TimeReport("crosshair"); + R_TimeReport("modeldebug"); } - VM_AddPolygonsToMeshQueue(); - - R_MeshQueue_Render(); + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } - R_MeshQueue_EndScene(); + if (cl.csqc_vidvars.drawworld) + { + R_DrawCoronas(); + if (r_timereport_active) + R_TimeReport("coronas"); + } // don't let sound skip if going slow if (r_refdef.extraupdate) S_ExtraUpdate (); - CHECKGLERROR - if (gl_support_fragment_shader) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } + R_ResetViewRendering2D(); } -/* +static const int bboxelements[36] = +{ + 5, 1, 3, 5, 3, 7, + 6, 2, 0, 6, 0, 4, + 7, 3, 2, 7, 2, 6, + 4, 0, 1, 4, 1, 5, + 4, 5, 7, 4, 7, 6, + 1, 0, 2, 1, 2, 3, +}; + void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; - float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; + float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); - GL_DepthTest(true); + GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); - vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; + vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; // vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; @@ -1974,24 +3529,73 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; - R_FillColors(color, 8, cr, cg, cb, ca); - if (fogenabled) + R_FillColors(color4f, 8, cr, cg, cb, ca); + if (r_refdef.fogenabled) { - for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) + for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4) { - f2 = VERTEXFOGTABLE(VectorDistance(v, r_vieworigin)); - f1 = 1 - f2; - c[0] = c[0] * f1 + fogcolor[0] * f2; - c[1] = c[1] * f1 + fogcolor[1] * f2; - c[2] = c[2] * f1 + fogcolor[2] * f2; + f1 = FogPoint_World(v); + f2 = 1 - f1; + c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2; + c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2; + 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(color4f, 0, 0); R_Mesh_ResetTextureState(); - R_Mesh_Draw(8, 12); + R_Mesh_Draw(0, 8, 12, bboxelements, 0, 0); +} + +static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int i; + float color[4]; + prvm_edict_t *edict; + // this function draws bounding boxes of server entities + if (!sv.active) + return; + SV_VM_Begin(); + for (i = 0;i < numsurfaces;i++) + { + edict = PRVM_EDICT_NUM(surfacelist[i]); + switch ((int)edict->fields.server->solid) + { + case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break; + case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break; + case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break; + case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break; + case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break; + default: Vector4Set(color, 0, 0, 0, 0.50);break; + } + color[3] *= r_showbboxes.value; + color[3] = bound(0, color[3], 1); + GL_DepthTest(!r_showdisabledepthtest.integer); + GL_CullFace(r_view.cullface_front); + R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); + } + SV_VM_End(); +} + +static void R_DrawEntityBBoxes(void) +{ + int i; + prvm_edict_t *edict; + vec3_t center; + // this function draws bounding boxes of server entities + if (!sv.active) + return; + SV_VM_Begin(); + for (i = 0;i < prog->num_edicts;i++) + { + edict = PRVM_EDICT_NUM(i); + if (edict->priv.server->free) + continue; + VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); + R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); + } + SV_VM_End(); } -*/ int nomodelelements[24] = { @@ -2049,39 +3653,46 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } + GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - R_Mesh_VertexPointer(nomodelvertex3f); - if (fogenabled) + GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back); + R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); + if (r_refdef.fogenabled) { + vec3_t org; memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - R_Mesh_ColorPointer(color4f); - f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_vieworigin)); - f1 = 1 - f2; + R_Mesh_ColorPointer(color4f, 0, 0); + Matrix4x4_OriginFromMatrix(&ent->matrix, org); + f1 = FogPoint_World(org); + f2 = 1 - f1; for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2); - c[1] = (c[1] * f1 + fogcolor[1] * f2); - c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2); + c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2); + c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2); c[3] *= ent->alpha; } } 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) { + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -2093,12 +3704,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo VectorSubtract (org2, org1, normal); // calculate 'right' vector for start - VectorSubtract (r_vieworigin, org1, diff); + VectorSubtract (r_view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_vieworigin, org2, diff); + VectorSubtract (r_view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); @@ -2118,18 +3729,29 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo 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 fog = 1.0f; float vertex3f[12]; - if (fogenabled) - fog = VERTEXFOGTABLE(VectorDistance(origin, r_vieworigin)); - ifog = 1 - fog; + if (r_refdef.fogenabled) + fog = FogPoint_World(origin); R_Mesh_Matrix(&identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); + + if(v_flipped_state) + { + scalex1 = -scalex1; + scalex2 = -scalex2; + GL_CullFace(r_view.cullface_front); + } + else + GL_CullFace(r_view.cullface_back); + GL_DepthMask(false); + GL_DepthRange(0, depthshort ? 0.0625 : 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!depthdisable); vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; @@ -2145,27 +3767,31 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ 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); - GL_Color(cr * ifog, cg * ifog, cb * ifog, ca); - R_Mesh_Draw(0, 4, 2, polygonelements); + R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0); + // FIXME: fixed function path can't properly handle r_view.colorscale > 1 + GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca); + 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(fogcolor[0] * fog, fogcolor[1] * fog, fogcolor[2] * fog, ca); - R_Mesh_Draw(0, 4, 2, polygonelements); + fog = 1 - fog; + 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, 0, 0); } } -int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) +int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; + float v[3]; + VectorSet(v, x, y, z); for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3) if (VectorDistance2(v, vertex3f) < mesh->epsilon2) break; @@ -2176,22 +3802,43 @@ int R_Mesh_AddVertex3f(rmesh_t *mesh, const float *v) VectorCopy(v, vertex3f); mesh->numvertices++; } - return mesh->numvertices; + return mesh->numvertices; + } + else + return i; +} + +void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) +{ + int i; + int *e, element[3]; + element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; + element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3; + e = mesh->element3i + mesh->numtriangles * 3; + for (i = 0;i < numvertices - 2;i++, vertex3f += 3) + { + element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; } - else - return i; } -void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) +void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) { int i; int *e, element[3]; - element[0] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; - element[1] = R_Mesh_AddVertex3f(mesh, vertex3f);vertex3f += 3; + element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; + element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3; e = mesh->element3i + mesh->numtriangles * 3; - for (i = 0;i < numvertices - 2;i++, vertex3f += 3) + for (i = 0;i < numvertices - 2;i++, vertex3d += 3) { - element[2] = R_Mesh_AddVertex3f(mesh, vertex3f); + element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]); if (mesh->numtriangles < mesh->maxtriangles) { *e++ = element[0]; @@ -2203,56 +3850,40 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) } } +#define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0) void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes) { int planenum, planenum2; int w; int tempnumpoints; mplane_t *plane, *plane2; - float temppoints[2][256*3]; + double maxdist; + double temppoints[2][256*3]; + // figure out how large a bounding box we need to properly compute this brush + maxdist = 0; + for (w = 0;w < numplanes;w++) + maxdist = max(maxdist, planes[w].dist); + // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024 + maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0; for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++) { w = 0; tempnumpoints = 4; - PolygonF_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->normal[3], 1024.0*1024.0*1024.0); + PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist); for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++) { 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, NULL); + PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL); w = !w; } if (tempnumpoints < 3) continue; // generate elements forming a triangle fan for this polygon - R_Mesh_AddPolygon3f(mesh, tempnumpoints, temppoints[w]); + R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]); } } -static void R_DrawCollisionBrush(const colbrushf_t *brush) -{ - int i; - R_Mesh_VertexPointer(brush->points->v); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) -{ - int i; - if (!surface->num_collisiontriangles) - return; - R_Mesh_VertexPointer(surface->data_collisionvertex3f); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f), ((i >> 5) & 31) * (1.0f / 32.0f), ((i >> 10) & 31) * (1.0f / 32.0f), 0.2f); - GL_LockArrays(0, surface->num_collisionvertices); - R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); - GL_LockArrays(0, 0); -} - 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; @@ -2263,20 +3894,56 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; - layer->color[0] = r; - layer->color[1] = g; - layer->color[2] = b; + layer->color[0] = r * r_view.colorscale; + layer->color[1] = g * r_view.colorscale; + layer->color[2] = b * r_view.colorscale; layer->color[3] = a; } +static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) +{ + double index, f; + index = parms[2] + r_refdef.time * parms[3]; + index -= floor(index); + switch (func) + { + default: + case Q3WAVEFUNC_NONE: + case Q3WAVEFUNC_NOISE: + case Q3WAVEFUNC_COUNT: + f = 0; + break; + case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break; + case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break; + case Q3WAVEFUNC_SAWTOOTH: f = index;break; + case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break; + case Q3WAVEFUNC_TRIANGLE: + index *= 4; + f = index - floor(index); + if (index < 1) + f = f; + else if (index < 2) + f = 1 - f; + else if (index < 3) + f = -f; + else + f = -(1 - f); + break; + } + return (float)(parms[0] + parms[1] * f); +} + void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) { - // FIXME: identify models using a better check than ent->model->brush.shadowmesh - //int lightmode = ((ent->effects & EF_FULLBRIGHT) || ent->model->brush.shadowmesh) ? 0 : 2; + int i; + model_t *model = ent->model; + float f; + float tcmat[12]; + q3shaderinfo_layer_tcmod_t *tcmod; + // switch to an alternate material if this is a q1bsp animated material { texture_t *texture = t; - model_t *model = ent->model; int s = ent->skinnum; if ((unsigned int)s >= (unsigned int)model->numskins) s = 0; @@ -2290,389 +3957,1273 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (s > 0) t = t + s * model->num_surfaces; if (t->animated) - t = t->anim_frames[ent->frame != 0][(t->anim_total[ent->frame != 0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[ent->frame != 0]) : 0]; + { + // use an alternate animation if the entity's frame is not 0, + // and only if the texture has an alternate animation + if (ent->frame2 != 0 && t->anim_total[1]) + t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[1]) : 0]; + else + t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.time * 5.0f) % t->anim_total[0]) : 0]; + } texture->currentframe = t; } + // update currentskinframe to be a qw skin or animation frame + if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients) + { + if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin)) + { + strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i])); + Con_DPrintf("loading skins/%s\n", r_qwskincache[i]); + r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0); + } + t->currentskinframe = r_qwskincache_skinframe[i]; + if (t->currentskinframe == NULL) + t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; + } + else if (t->numskinframes >= 2) + t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->frame2time)) % t->numskinframes]; + if (t->backgroundnumskinframes >= 2) + t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->frame2time)) % t->backgroundnumskinframes]; + t->currentmaterialflags = t->basematerialflags; t->currentalpha = ent->alpha; - if (t->basematerialflags & MATERIALFLAG_WATERALPHA) + if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) + { t->currentalpha *= r_wateralpha.value; + /* + * FIXME what is this supposed to do? + // if rendering refraction/reflection, disable transparency + if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA))) + t->currentmaterialflags |= MATERIALFLAG_WATERSHADER; + */ + } + if(!r_waterstate.enabled) + t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + else if (rsurface.modeltexcoordlightmap2f == NULL) + { + // pick a model lighting mode + if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f)) + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL; + else + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; + } if (ent->effects & EF_ADDITIVE) - t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) - t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + 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; - if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) - t->currenttexmatrix = r_waterscrollmatrix; - else - t->currenttexmatrix = identitymatrix; + t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; + if (ent->flags & RENDER_VIEWMODEL) + t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; + if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; + + for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++) + { + matrix4x4_t matrix; + switch(tcmod->tcmod) + { + case Q3TCMOD_COUNT: + case Q3TCMOD_NONE: + if (t->currentmaterialflags & MATERIALFLAG_WATER && r_waterscroll.value != 0) + matrix = r_waterscrollmatrix; + else + matrix = identitymatrix; + break; + case Q3TCMOD_ENTITYTRANSLATE: + // this is used in Q3 to allow the gamecode to control texcoord + // scrolling on the entity, which is not supported in darkplaces yet. + Matrix4x4_CreateTranslate(&matrix, 0, 0, 0); + break; + case Q3TCMOD_ROTATE: + Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); + Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.time, 0, 0, 1); + Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); + break; + case Q3TCMOD_SCALE: + Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); + break; + case Q3TCMOD_SCROLL: + Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.time, tcmod->parms[1] * r_refdef.time, 0); + break; + case Q3TCMOD_STRETCH: + f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms); + Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f); + break; + case Q3TCMOD_TRANSFORM: + VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0); + VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0); + VectorSet(tcmat + 6, 0 , 0 , 1); + VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0); + Matrix4x4_FromArray12FloatGL(&matrix, tcmat); + break; + case Q3TCMOD_TURBULENT: + // this is handled in the RSurf_PrepareVertices function + matrix = identitymatrix; + break; + } + // either replace or concatenate the transformation + if (i < 1) + t->currenttexmatrix = matrix; + else + { + matrix4x4_t temp = t->currenttexmatrix; + Matrix4x4_Concat(&t->currenttexmatrix, &matrix, &temp); + } + } 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->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; + t->glosstexture = r_texture_black; + t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white; + t->backgroundglosstexture = r_texture_black; + t->specularpower = r_shadow_glossexponent.value; + // TODO: store reference values for these in the texture? t->specularscale = 0; if (r_shadow_gloss.integer > 0) { - if (t->skin.gloss) + if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss)) { if (r_shadow_glossintensity.value > 0) { - t->glosstexture = t->skin.gloss; - t->specularscale = r_shadow_glossintensity.value; + t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white; + t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white; + t->specularscale = r_shadow_glossintensity.value; + } + } + else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) + { + t->glosstexture = r_texture_white; + t->backgroundglosstexture = r_texture_white; + t->specularscale = r_shadow_gloss2intensity.value; + } + } + + // lightmaps mode looks bad with dlights using actual texturing, so turn + // off the colormap and glossmap, but leave the normalmap on as it still + // accurately represents the shading involved + if (gl_lightmaps.integer && !(t->currentmaterialflags & MATERIALFLAG_BLENDED)) + { + t->basetexture = r_texture_white; + t->specularscale = 0; + } + + t->currentpolygonfactor = r_refdef.polygonfactor + t->basepolygonfactor; + t->currentpolygonoffset = r_refdef.polygonoffset + t->basepolygonoffset; + // submodels are biased to avoid z-fighting with world surfaces that they + // may be exactly overlapping (avoids z-fighting artifacts on certain + // doors and things in Quake maps) + if (ent->model->brush.submodel) + { + t->currentpolygonfactor += r_polygonoffset_submodel_factor.value; + t->currentpolygonoffset += r_polygonoffset_submodel_offset.value; + } + + VectorClear(t->dlightcolor); + t->currentnumlayers = 0; + if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) + { + if (!(t->currentmaterialflags & MATERIALFLAG_SKY)) + { + int blendfunc1, blendfunc2, depthmask; + if (t->currentmaterialflags & MATERIALFLAG_ADD) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE; + } + else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) + { + blendfunc1 = GL_SRC_ALPHA; + blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) + { + blendfunc1 = t->customblendfunc[0]; + blendfunc2 = t->customblendfunc[1]; + } + else + { + blendfunc1 = GL_ONE; + blendfunc2 = GL_ZERO; + } + depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); + if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + { + rtexture_t *currentbasetexture; + int layerflags = 0; + if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) + layerflags |= TEXTURELAYERFLAG_FOGDARKEN; + currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base; + if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + // fullbright is not affected by r_refdef.lightmapintensity + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); + if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); + if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); + } + else + { + float colorscale; + // set the color tint used for lights affecting this surface + VectorSet(t->dlightcolor, ent->colormod[0] * t->currentalpha, ent->colormod[1] * t->currentalpha, ent->colormod[2] * t->currentalpha); + colorscale = 2; + // q3bsp has no lightmap updates, so the lightstylevalue that + // would normally be baked into the lightmap must be + // applied to the color + // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright) + if (ent->model->type == mod_brushq3) + colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); + colorscale *= r_refdef.lightmapintensity; + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); + if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); + } + if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha); + if (r_ambient.value >= (1.0f/64.0f)) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); + } + } + if (t->currentskinframe->glow != NULL) + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->currentalpha); + if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) + { + // if this is opaque use alpha blend which will darken the earlier + // passes cheaply. + // + // if this is an alpha blended material, all the earlier passes + // were darkened by fog already, so we only need to add the fog + // color ontop through the fog mask texture + // + // if this is an additive blended material, all the earlier passes + // 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_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->currentalpha); + } + } + } + } +} + +void R_UpdateAllTextureInfo(entity_render_t *ent) +{ + int i; + if (ent->model) + for (i = 0;i < ent->model->num_texturesperskin;i++) + R_UpdateTextureInfo(ent, ent->model->data_textures + i); +} + +rsurfacestate_t rsurface; + +void R_Mesh_ResizeArrays(int newvertices) +{ + float *base; + if (rsurface.array_size >= newvertices) + return; + if (rsurface.array_modelvertex3f) + Mem_Free(rsurface.array_modelvertex3f); + rsurface.array_size = (newvertices + 1023) & ~1023; + base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33])); + rsurface.array_modelvertex3f = base + rsurface.array_size * 0; + rsurface.array_modelsvector3f = base + rsurface.array_size * 3; + rsurface.array_modeltvector3f = base + rsurface.array_size * 6; + rsurface.array_modelnormal3f = base + rsurface.array_size * 9; + rsurface.array_deformedvertex3f = base + rsurface.array_size * 12; + rsurface.array_deformedsvector3f = base + rsurface.array_size * 15; + rsurface.array_deformedtvector3f = base + rsurface.array_size * 18; + rsurface.array_deformednormal3f = base + rsurface.array_size * 21; + rsurface.array_texcoord3f = base + rsurface.array_size * 24; + rsurface.array_color4f = base + rsurface.array_size * 27; + rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31; +} + +void RSurf_CleanUp(void) +{ + CHECKGLERROR + if (rsurface.mode == RSURFMODE_GLSL) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + GL_AlphaTest(false); + rsurface.mode = RSURFMODE_NONE; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; +} + +void RSurf_ActiveWorldEntity(void) +{ + model_t *model = r_refdef.worldmodel; + RSurf_CleanUp(); + if (rsurface.array_size < model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(model->surfmesh.num_vertices); + rsurface.matrix = identitymatrix; + rsurface.inversematrix = identitymatrix; + R_Mesh_Matrix(&identitymatrix); + VectorCopy(r_view.origin, rsurface.modelorg); + VectorSet(rsurface.modellight_ambient, 0, 0, 0); + VectorSet(rsurface.modellight_diffuse, 0, 0, 0); + VectorSet(rsurface.modellight_lightdir, 0, 0, 1); + VectorSet(rsurface.colormap_pantscolor, 0, 0, 0); + VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0); + rsurface.frameblend[0].frame = 0; + rsurface.frameblend[0].lerp = 1; + rsurface.frameblend[1].frame = 0; + rsurface.frameblend[1].lerp = 0; + rsurface.frameblend[2].frame = 0; + rsurface.frameblend[2].lerp = 0; + rsurface.frameblend[3].frame = 0; + rsurface.frameblend[3].lerp = 0; + rsurface.modelvertex3f = model->surfmesh.data_vertex3f; + rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; + rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; + rsurface.modelsvector3f = model->surfmesh.data_svector3f; + rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; + rsurface.modeltvector3f = model->surfmesh.data_tvector3f; + rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; + rsurface.modelnormal3f = model->surfmesh.data_normal3f; + rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; + rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; + rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; + rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; + rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; + rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; + rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; + rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; + rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelelement3i = model->surfmesh.data_element3i; + rsurface.modelelement3i_bufferobject = model->surfmesh.ebo; + rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; + rsurface.modelnum_vertices = model->surfmesh.num_vertices; + rsurface.modelnum_triangles = model->surfmesh.num_triangles; + rsurface.modelsurfaces = model->data_surfaces; + 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; + rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; +} + +void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents) +{ + model_t *model = ent->model; + RSurf_CleanUp(); + if (rsurface.array_size < model->surfmesh.num_vertices) + R_Mesh_ResizeArrays(model->surfmesh.num_vertices); + rsurface.matrix = ent->matrix; + rsurface.inversematrix = ent->inversematrix; + R_Mesh_Matrix(&rsurface.matrix); + Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg); + VectorCopy(ent->modellight_ambient, rsurface.modellight_ambient); + VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse); + VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir); + VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor); + VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor); + rsurface.frameblend[0] = ent->frameblend[0]; + rsurface.frameblend[1] = ent->frameblend[1]; + rsurface.frameblend[2] = ent->frameblend[2]; + rsurface.frameblend[3] = ent->frameblend[3]; + if (model->surfmesh.isanimated && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].frame != 0)) + { + if (wanttangents) + { + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = rsurface.array_modelsvector3f; + rsurface.modeltvector3f = rsurface.array_modeltvector3f; + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f); + } + else if (wantnormals) + { + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = NULL; + rsurface.modeltvector3f = NULL; + rsurface.modelnormal3f = rsurface.array_modelnormal3f; + Mod_Alias_GetMesh_Vertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL); + } + else + { + rsurface.modelvertex3f = rsurface.array_modelvertex3f; + rsurface.modelsvector3f = NULL; + rsurface.modeltvector3f = NULL; + rsurface.modelnormal3f = NULL; + Mod_Alias_GetMesh_Vertices(model, rsurface.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 = model->surfmesh.data_vertex3f; + rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo; + rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f; + rsurface.modelsvector3f = model->surfmesh.data_svector3f; + rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f; + rsurface.modeltvector3f = model->surfmesh.data_tvector3f; + rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo; + rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f; + rsurface.modelnormal3f = model->surfmesh.data_normal3f; + rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo; + rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f; + rsurface.generatedvertex = false; + } + rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f; + rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo; + rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f; + rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f; + rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f; + rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f; + rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo; + rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f; + rsurface.modelelement3i = model->surfmesh.data_element3i; + rsurface.modelelement3i_bufferobject = model->surfmesh.ebo; + rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets; + rsurface.modelnum_vertices = model->surfmesh.num_vertices; + rsurface.modelnum_triangles = model->surfmesh.num_triangles; + rsurface.modelsurfaces = model->data_surfaces; + 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; + rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; +} + +static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}}; +void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int deformindex; + int texturesurfaceindex; + int i, j; + float amplitude; + float animpos; + float scale; + const float *v1, *in_tc; + float *out_tc; + float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3]; + float waveparms[4]; + q3shaderinfo_deform_t *deform; + // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself + if (rsurface.generatedvertex) + { + if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT) + generatenormals = true; + for (i = 0;i < Q3MAXDEFORMS;i++) + { + if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE) + { + generatetangents = true; + generatenormals = true; + } + if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE) + generatenormals = true; + } + 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.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, 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.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer); + } + } + 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; + // if vertices are deformed (sprite flares and things in maps, possibly + // water waves, bulges and other deformations), generate them into + // rsurface.deform* arrays from whatever the rsurface.* arrays point to + // (may be static model data or generated data for an animated model, or + // the previous deform pass) + for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++) + { + switch (deform->deform) + { + default: + case Q3DEFORM_PROJECTIONSHADOW: + case Q3DEFORM_TEXT0: + case Q3DEFORM_TEXT1: + case Q3DEFORM_TEXT2: + case Q3DEFORM_TEXT3: + case Q3DEFORM_TEXT4: + case Q3DEFORM_TEXT5: + case Q3DEFORM_TEXT6: + case Q3DEFORM_TEXT7: + case Q3DEFORM_NONE: + break; + case Q3DEFORM_AUTOSPRITE: + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + VectorNormalize(newforward); + VectorNormalize(newright); + VectorNormalize(newup); + // make deformed versions of only the model vertices used by the specified surfaces + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + // a single autosprite surface can contain multiple sprites... + 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); + VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, forward); + VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right); + VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up); + for (i = 0;i < 4;i++) + { + VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v); + VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + } + } + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer); + } + 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; + break; + case Q3DEFORM_AUTOSPRITE2: + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + VectorNormalize(newforward); + VectorNormalize(newright); + VectorNormalize(newup); + // make deformed versions of only the model vertices used by the specified surfaces + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + const float *v1, *v2; + vec3_t start, end; + float f, l; + struct + { + float length2; + const float *v1; + const float *v2; + } + shortest[2]; + memset(shortest, 0, sizeof(shortest)); + // a single autosprite surface can contain multiple sprites... + 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); + // find the two shortest edges, then use them to define the + // axis vectors for rotating around the central axis + for (i = 0;i < 6;i++) + { + v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]); + v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]); +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1); + Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1); + Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1); + Debug_PolygonEnd(); +#endif + l = VectorDistance2(v1, v2); + // this length bias tries to make sense of square polygons, assuming they are meant to be upright + if (v1[2] != v2[2]) + l += (1.0f / 1024.0f); + if (shortest[0].length2 > l || i == 0) + { + shortest[1] = shortest[0]; + shortest[0].length2 = l; + shortest[0].v1 = v1; + shortest[0].v2 = v2; + } + else if (shortest[1].length2 > l || i == 1) + { + shortest[1].length2 = l; + shortest[1].v1 = v1; + shortest[1].v2 = v2; + } + } + VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start); + VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end); +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1); + Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1); + Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1); + Debug_PolygonEnd(); +#endif + // this calculates the right vector from the shortest edge + // and the up vector from the edge midpoints + VectorSubtract(shortest[0].v1, shortest[0].v2, right); + VectorNormalize(right); + VectorSubtract(end, start, up); + VectorNormalize(up); + // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) + //VectorSubtract(rsurface.modelorg, center, forward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward); + VectorNegate(forward, forward); + VectorReflect(forward, 0, up, forward); + VectorNormalize(forward); + CrossProduct(up, forward, newright); + VectorNormalize(newright); +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1); + Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1); + Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); + Debug_PolygonEnd(); +#endif +#if 0 + Debug_PolygonBegin(NULL, 0, false, 0); + Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1); + Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1); + Debug_PolygonVertex(center[0] + up [0] * 8, center[1] + up [1] * 8, center[2] + up [2] * 8, 0, 0, 0, 0, 1, 1); + Debug_PolygonEnd(); +#endif + // rotate the quad around the up axis vector, this is made + // especially easy by the fact we know the quad is flat, + // so we only have to subtract the center position and + // measure distance along the right vector, and then + // multiply that by the newright vector and add back the + // center position + // we also need to subtract the old position to undo the + // displacement from the center, which we do with a + // DotProduct, the subtraction/addition of center is also + // optimized into DotProducts here + l = DotProduct(right, center); + for (i = 0;i < 4;i++) + { + v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i); + f = DotProduct(right, v1) - l; + VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + } + } + Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer); + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer); + } + 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; + break; + case Q3DEFORM_NORMAL: + // deform the normals to make reflections wavey + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + float vertex[3]; + float *normal = (rsurface.array_deformednormal3f + 3 * surface->num_firstvertex) + j*3; + VectorScale((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex); + VectorCopy((rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, normal); + normal[0] += deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.time * deform->parms[1]); + VectorNormalize(normal); + } + Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer); + } + 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; + break; + case Q3DEFORM_WAVE: + // deform vertex array to make wavey water and flags and such + waveparms[0] = deform->waveparms[0]; + waveparms[1] = deform->waveparms[1]; + waveparms[2] = deform->waveparms[2]; + waveparms[3] = deform->waveparms[3]; + // this is how a divisor of vertex influence on deformation + animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f; + scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + float *vertex = (rsurface.array_deformedvertex3f + 3 * surface->num_firstvertex) + j*3; + VectorCopy((rsurface.vertex3f + 3 * surface->num_firstvertex) + j*3, vertex); + // if the wavefunc depends on time, evaluate it per-vertex + if (waveparms[3]) + { + waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos; + scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms); + } + VectorMA(vertex, scale, (rsurface.normal3f + 3 * surface->num_firstvertex) + j*3, vertex); + } + } + rsurface.vertex3f = rsurface.array_deformedvertex3f; + rsurface.vertex3f_bufferobject = 0; + rsurface.vertex3f_bufferoffset = 0; + break; + case Q3DEFORM_BULGE: + // deform vertex array to make the surface have moving bulges + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.time * deform->parms[2])) * deform->parms[1]; + VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); + } + } + rsurface.vertex3f = rsurface.array_deformedvertex3f; + rsurface.vertex3f_bufferobject = 0; + rsurface.vertex3f_bufferoffset = 0; + break; + case Q3DEFORM_MOVE: + // deform vertex array + scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms); + VectorScale(deform->parms, scale, waveparms); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j)); } + rsurface.vertex3f = rsurface.array_deformedvertex3f; + rsurface.vertex3f_bufferobject = 0; + rsurface.vertex3f_bufferoffset = 0; + break; } - 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)) + // generate texcoords based on the chosen texcoord source + switch(rsurface.texture->tcgen.tcgen) { - if (gl_lightmaps.integer) - 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)) + default: + case Q3TCGEN_TEXTURE: + rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordtexture2f_bufferobject; + rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset; + break; + case Q3TCGEN_LIGHTMAP: + rsurface.texcoordtexture2f = rsurface.modeltexcoordlightmap2f; + rsurface.texcoordtexture2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; + rsurface.texcoordtexture2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + break; + case Q3TCGEN_VECTOR: + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - int blendfunc1, blendfunc2, depthmask; - if (t->currentmaterialflags & MATERIALFLAG_ADD) + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2) { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE; + out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms); + out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3); } - else if (t->currentmaterialflags & MATERIALFLAG_ALPHA) + } + rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = 0; + rsurface.texcoordtexture2f_bufferoffset = 0; + break; + case Q3TCGEN_ENVIRONMENT: + // make environment reflections using a spheremap + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex; + const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex; + float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex; + for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2) { - blendfunc1 = GL_SRC_ALPHA; - blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + float l, d, eyedir[3]; + VectorSubtract(rsurface.modelorg, vertex, eyedir); + l = 0.5f / VectorLength(eyedir); + d = DotProduct(normal, eyedir)*2; + out_tc[0] = 0.5f + (normal[1]*d - eyedir[1])*l; + out_tc[1] = 0.5f - (normal[2]*d - eyedir[2])*l; } - else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND) + } + rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = 0; + rsurface.texcoordtexture2f_bufferoffset = 0; + break; + } + // the only tcmod that needs software vertex processing is turbulent, so + // check for it here and apply the changes if needed + // and we only support that as the first one + // (handling a mixture of turbulent and other tcmods would be problematic + // without punting it entirely to a software path) + if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) + { + amplitude = rsurface.texture->tcmods[0].parms[1]; + animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.time * rsurface.texture->tcmods[0].parms[3]; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2) { - blendfunc1 = t->customblendfunc[0]; - blendfunc2 = t->customblendfunc[1]; + out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2); + out_tc[1] = in_tc[1] + amplitude * sin(((v1[1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2); } - else + } + rsurface.texcoordtexture2f = rsurface.array_generatedtexcoordtexture2f; + rsurface.texcoordtexture2f_bufferobject = 0; + rsurface.texcoordtexture2f_bufferoffset = 0; + } + rsurface.texcoordlightmap2f = rsurface.modeltexcoordlightmap2f; + rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject; + rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset; + R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset); +} + +void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int i, j; + const msurface_t *surface = texturesurfacelist[0]; + const msurface_t *surface2; + int firstvertex; + int endvertex; + int numvertices; + int numtriangles; + // TODO: lock all array ranges before render, rather than on each surface + if (texturenumsurfaces == 1) + { + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } + else if (r_batchmode.integer == 2) + { + #define MAXBATCHTRIANGLES 4096 + int batchtriangles = 0; + int batchelements[MAXBATCHTRIANGLES*3]; + for (i = 0;i < texturenumsurfaces;i = j) + { + surface = texturesurfacelist[i]; + j = i + 1; + if (surface->num_triangles > MAXBATCHTRIANGLES) { - blendfunc1 = GL_ONE; - blendfunc2 = GL_ZERO; + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + continue; } - depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED); - if (t->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL)) + memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); + batchtriangles = surface->num_triangles; + firstvertex = surface->num_firstvertex; + endvertex = surface->num_firstvertex + surface->num_vertices; + for (;j < texturenumsurfaces;j++) { - rtexture_t *currentbasetexture; - int layerflags = 0; - if (fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED)) - layerflags |= TEXTURELAYERFLAG_FOGDARKEN; - currentbasetexture = (VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) < (1.0f / 1048576.0f) && t->skin.merged) ? t->skin.merged : t->skin.base; - if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) - { - // fullbright is not affected by r_lightmapintensity - R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha); - if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0], ent->colormap_pantscolor[1] * ent->colormod[1], ent->colormap_pantscolor[2] * ent->colormod[2], t->currentalpha); - if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0], ent->colormap_shirtcolor[1] * ent->colormod[1], ent->colormap_shirtcolor[2] * ent->colormod[2], t->currentalpha); - } - else - { - float colorscale; - colorscale = 2; - // q3bsp has no lightmap updates, so the lightstylevalue that - // would normally be baked into the lightmap must be - // applied to the color - if (ent->model->type == mod_brushq3) - colorscale *= r_refdef.lightstylevalue[0] * (1.0f / 256.0f); - colorscale *= r_lightmapintensity; - if (r_textureunits.integer >= 2 && gl_combine.integer) - R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_COMBINE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); - else if ((t->currentmaterialflags & MATERIALFLAG_BLENDED) == 0) - R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale * 0.5f, ent->colormod[1] * colorscale * 0.5f, ent->colormod[2] * colorscale * 0.5f, t->currentalpha); - else - R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * colorscale, ent->colormod[1] * colorscale, ent->colormod[2] * colorscale, t->currentalpha); - if (r_ambient.value >= (1.0f/64.0f)) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, currentbasetexture, &t->currenttexmatrix, ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); - if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->skin.pants) - { - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * colorscale, ent->colormap_pantscolor[1] * ent->colormod[1] * colorscale, ent->colormap_pantscolor[2] * ent->colormod[2] * colorscale, t->currentalpha); - if (r_ambient.value >= (1.0f/64.0f)) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_pantscolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); - } - if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->skin.shirt) - { - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE_VERTEX, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * colorscale, ent->colormap_shirtcolor[1] * ent->colormod[1] * colorscale, ent->colormap_shirtcolor[2] * ent->colormod[2] * colorscale, t->currentalpha); - if (r_ambient.value >= (1.0f/64.0f)) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ent->colormod[0] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[1] * ent->colormod[1] * r_ambient.value * (1.0f / 64.0f), ent->colormap_shirtcolor[2] * ent->colormod[2] * r_ambient.value * (1.0f / 64.0f), t->currentalpha); - } - } - if (t->skin.glow != NULL) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->skin.glow, &t->currenttexmatrix, 1, 1, 1, t->currentalpha); - if (fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD)) - { - // if this is opaque use alpha blend which will darken the earlier - // passes cheaply. - // - // if this is an alpha blended material, all the earlier passes - // were darkened by fog already, so we only need to add the fog - // color ontop through the fog mask texture - // - // if this is an additive blended material, all the earlier passes - // 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_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->skin.fog, &identitymatrix, fogcolor[0], fogcolor[1], fogcolor[2], t->currentalpha); - } + surface2 = texturesurfacelist[j]; + if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) + break; + memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); + batchtriangles += surface2->num_triangles; + firstvertex = min(firstvertex, surface2->num_firstvertex); + endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); } + surface2 = texturesurfacelist[j-1]; + numvertices = endvertex - firstvertex; + R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0); } } -} - -void R_UpdateAllTextureInfo(entity_render_t *ent) -{ - int i; - if (ent->model) - for (i = 0;i < ent->model->num_textures;i++) - R_UpdateTextureInfo(ent, ent->model->data_textures + i); -} - -int rsurface_array_size = 0; -float *rsurface_array_modelvertex3f = NULL; -float *rsurface_array_modelsvector3f = NULL; -float *rsurface_array_modeltvector3f = NULL; -float *rsurface_array_modelnormal3f = NULL; -float *rsurface_array_deformedvertex3f = NULL; -float *rsurface_array_deformedsvector3f = NULL; -float *rsurface_array_deformedtvector3f = NULL; -float *rsurface_array_deformednormal3f = NULL; -float *rsurface_array_color4f = NULL; -float *rsurface_array_texcoord3f = NULL; - -void R_Mesh_ResizeArrays(int newvertices) -{ - float *base; - if (rsurface_array_size >= newvertices) - return; - if (rsurface_array_modelvertex3f) - Mem_Free(rsurface_array_modelvertex3f); - rsurface_array_size = (newvertices + 1023) & ~1023; - base = (float *)Mem_Alloc(r_main_mempool, rsurface_array_size * sizeof(float[31])); - rsurface_array_modelvertex3f = base + rsurface_array_size * 0; - rsurface_array_modelsvector3f = base + rsurface_array_size * 3; - rsurface_array_modeltvector3f = base + rsurface_array_size * 6; - rsurface_array_modelnormal3f = base + rsurface_array_size * 9; - rsurface_array_deformedvertex3f = base + rsurface_array_size * 12; - rsurface_array_deformedsvector3f = base + rsurface_array_size * 15; - rsurface_array_deformedtvector3f = base + rsurface_array_size * 18; - rsurface_array_deformednormal3f = base + rsurface_array_size * 21; - rsurface_array_texcoord3f = base + rsurface_array_size * 24; - rsurface_array_color4f = base + rsurface_array_size * 27; -} - -float *rsurface_modelvertex3f; -float *rsurface_modelsvector3f; -float *rsurface_modeltvector3f; -float *rsurface_modelnormal3f; -float *rsurface_vertex3f; -float *rsurface_svector3f; -float *rsurface_tvector3f; -float *rsurface_normal3f; -float *rsurface_lightmapcolor4f; -vec3_t rsurface_modelorg; -qboolean rsurface_generatedvertex; -const entity_render_t *rsurface_entity; -const model_t *rsurface_model; -texture_t *rsurface_texture; -rtexture_t *rsurface_lightmaptexture; -rsurfmode_t rsurface_mode; -texture_t *rsurface_glsl_texture; -qboolean rsurface_glsl_uselightmap; - -void RSurf_ActiveEntity(const entity_render_t *ent) -{ - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); - rsurface_entity = ent; - rsurface_model = ent->model; - if (rsurface_array_size < rsurface_model->surfmesh.num_vertices) - R_Mesh_ResizeArrays(rsurface_model->surfmesh.num_vertices); - R_Mesh_Matrix(&ent->matrix); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, rsurface_modelorg); - if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && (rsurface_model->surfmesh.data_morphvertex3f || rsurface_model->surfmesh.data_vertexboneweights)) + else if (r_batchmode.integer == 1) { - rsurface_modelvertex3f = rsurface_array_modelvertex3f; - rsurface_modelsvector3f = NULL; - rsurface_modeltvector3f = NULL; - rsurface_modelnormal3f = NULL; - Mod_Alias_GetMesh_Vertex3f(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f); - rsurface_generatedvertex = true; + for (i = 0;i < texturenumsurfaces;i = j) + { + surface = texturesurfacelist[i]; + for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) + if (texturesurfacelist[j] != surface2) + break; + surface2 = texturesurfacelist[j-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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } } else { - rsurface_modelvertex3f = rsurface_model->surfmesh.data_vertex3f; - rsurface_modelsvector3f = rsurface_model->surfmesh.data_svector3f; - rsurface_modeltvector3f = rsurface_model->surfmesh.data_tvector3f; - rsurface_modelnormal3f = rsurface_model->surfmesh.data_normal3f; - rsurface_generatedvertex = false; + for (i = 0;i < texturenumsurfaces;i++) + { + surface = texturesurfacelist[i]; + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } } - rsurface_vertex3f = rsurface_modelvertex3f; - rsurface_svector3f = rsurface_modelsvector3f; - rsurface_tvector3f = rsurface_modeltvector3f; - rsurface_normal3f = rsurface_modelnormal3f; - rsurface_mode = RSURFMODE_NONE; - rsurface_lightmaptexture = NULL; - rsurface_texture = NULL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; } -void RSurf_CleanUp(void) +static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit) { - CHECKGLERROR - if (rsurface_mode == RSURFMODE_GLSL) + int i, planeindex, vertexindex; + float d, bestd; + vec3_t vert; + const float *v; + r_waterstate_waterplane_t *p, *bestp; + msurface_t *surface; + if (r_waterstate.renderingscene) + return; + for (i = 0;i < texturenumsurfaces;i++) { - qglUseProgramObjectARB(0);CHECKGLERROR + surface = texturesurfacelist[i]; + if (lightmaptexunit >= 0) + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + // pick the closest matching water plane + bestd = 0; + bestp = NULL; + for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + { + d = 0; + for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3) + { + Matrix4x4_Transform(&rsurface.matrix, v, vert); + d += fabs(PlaneDiff(vert, &p->plane)); + } + if (bestd > d || !bestp) + { + bestd = d; + bestp = p; + } + } + if (bestp) + { + if (refractiontexunit >= 0) + R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction)); + if (reflectiontexunit >= 0) + R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection)); + } + else + { + if (refractiontexunit >= 0) + R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black)); + if (reflectiontexunit >= 0) + R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black)); + } + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } - GL_AlphaTest(false); - rsurface_mode = RSURFMODE_NONE; - rsurface_lightmaptexture = NULL; - rsurface_texture = NULL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; } -void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist) +static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit) { - if (rsurface_generatedvertex) + int i; + int j; + const msurface_t *surface = texturesurfacelist[0]; + const msurface_t *surface2; + int firstvertex; + int endvertex; + int numvertices; + int numtriangles; + // TODO: lock all array ranges before render, rather than on each surface + if (texturenumsurfaces == 1) { - if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) - generatetangents = true; - if (generatetangents) - generatenormals = true; - if (generatenormals && !rsurface_modelnormal3f) + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + 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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } + else if (r_batchmode.integer == 2) + { + #define MAXBATCHTRIANGLES 4096 + int batchtriangles = 0; + int batchelements[MAXBATCHTRIANGLES*3]; + for (i = 0;i < texturenumsurfaces;i = j) + { + surface = texturesurfacelist[i]; + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + j = i + 1; + if (surface->num_triangles > MAXBATCHTRIANGLES) + { + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + continue; + } + memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); + batchtriangles = surface->num_triangles; + firstvertex = surface->num_firstvertex; + endvertex = surface->num_firstvertex + surface->num_vertices; + for (;j < texturenumsurfaces;j++) + { + surface2 = texturesurfacelist[j]; + if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES) + break; + memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3])); + batchtriangles += surface2->num_triangles; + firstvertex = min(firstvertex, surface2->num_firstvertex); + endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices); + } + surface2 = texturesurfacelist[j-1]; + numvertices = endvertex - firstvertex; + R_Mesh_Draw(firstvertex, numvertices, batchtriangles, batchelements, 0, 0); + } + } + else if (r_batchmode.integer == 1) + { +#if 0 + Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name); + for (i = 0;i < texturenumsurfaces;i = j) + { + surface = texturesurfacelist[i]; + for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) + if (texturesurfacelist[j] != surface2) + break; + Con_Printf(" %i", j - i); + } + Con_Printf("\n"); + Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name); +#endif + for (i = 0;i < texturenumsurfaces;i = j) { - rsurface_normal3f = rsurface_modelnormal3f = rsurface_array_modelnormal3f; - 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); + surface = texturesurfacelist[i]; + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + if (deluxemaptexunit >= 0) + R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture)); + for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++) + if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture) + break; +#if 0 + Con_Printf(" %i", j - i); +#endif + surface2 = texturesurfacelist[j-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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } - if (generatetangents && !rsurface_modelsvector3f) +#if 0 + Con_Printf("\n"); +#endif + } + else + { + for (i = 0;i < texturenumsurfaces;i++) { - rsurface_svector3f = rsurface_modelsvector3f = rsurface_array_modelsvector3f; - rsurface_tvector3f = rsurface_modeltvector3f = rsurface_array_modeltvector3f; - 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); + surface = texturesurfacelist[i]; + R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture)); + 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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } } - if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) +} + +static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int j; + int texturesurfaceindex; + if (r_showsurfaces.integer == 2) { - int texturesurfaceindex; - float center[3], forward[3], right[3], up[3], v[4][3]; - matrix4x4_t matrix1, imatrix1; - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewforward, forward); - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewright, right); - Matrix4x4_Transform(&rsurface_entity->inversematrix, r_viewup, up); - // make deformed versions of only the vertices used by the specified surfaces for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - int i, j; const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - // a single autosprite surface can contain multiple sprites... - for (j = 0;j < surface->num_vertices - 3;j += 4) + for (j = 0;j < surface->num_triangles;j++) { - 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); - if (rsurface_texture->textureflags & Q3TEXTUREFLAG_AUTOSPRITE2) - { - forward[0] = rsurface_modelorg[0] - center[0]; - forward[1] = rsurface_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); - } - // 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]); - for (i = 0;i < 4;i++) - VectorMAMAMAM(1, center, v[i][0], forward, v[i][1], right, v[i][2], up, rsurface_array_modelvertex3f + (surface->num_firstvertex+i+j) * 3); + 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.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle))); } - Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_modelvertex3f, rsurface_model->surfmesh.data_element3i + surface->num_firsttriangle * 3, rsurface_array_deformednormal3f, 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_svector3f = rsurface_array_deformedsvector3f; - rsurface_tvector3f = rsurface_array_deformedtvector3f; - rsurface_normal3f = rsurface_array_deformednormal3f; } - R_Mesh_VertexPointer(rsurface_vertex3f); -} - -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, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); + } + } } -static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist) { + int texturesurfaceindex; int i; float f; float *v, *c, *c2; - if (lightmode >= 2) - { - // model lighting - vec3_t ambientcolor; - vec3_t diffusecolor; - vec3_t lightdir; - VectorCopy(rsurface_entity->modellight_lightdir, lightdir); - ambientcolor[0] = rsurface_entity->modellight_ambient[0] * r * 0.5f; - ambientcolor[1] = rsurface_entity->modellight_ambient[1] * g * 0.5f; - ambientcolor[2] = rsurface_entity->modellight_ambient[2] * b * 0.5f; - diffusecolor[0] = rsurface_entity->modellight_diffuse[0] * r * 0.5f; - diffusecolor[1] = rsurface_entity->modellight_diffuse[1] * g * 0.5f; - diffusecolor[2] = rsurface_entity->modellight_diffuse[2] * b * 0.5f; - if (VectorLength2(diffusecolor) > 0) + if (rsurface.lightmapcolor4f) + { + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - 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) + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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) { - if ((f = DotProduct(c2, lightdir)) > 0) - VectorMA(ambientcolor, f, diffusecolor, c); - else - VectorCopy(ambientcolor, c); - c[3] = a; + f = FogPoint_Model(v); + c2[0] = c[0] * f; + c2[1] = c[1] * f; + c2[2] = c[2] * f; + c2[3] = c[3]; } - r = 1; - g = 1; - b = 1; - a = 1; - applycolor = false; - rsurface_lightmapcolor4f = rsurface_array_color4f; } - else + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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 = FogPoint_Model(v); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; + } + } + } + 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) +{ + int texturesurfaceindex; + int i; + float *c, *c2; + if (!rsurface.lightmapcolor4f) + return; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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) { - r = ambientcolor[0]; - g = ambientcolor[1]; - b = ambientcolor[2]; - rsurface_lightmapcolor4f = NULL; + c2[0] = c[0] * r; + c2[1] = c[1] * g; + c2[2] = c[2] * b; + c2[3] = c[3] * a; } } - else if (lightmode >= 1) + 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, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); + GL_Color(r, g, b, a); + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1); +} + +static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + // 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, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); + GL_Color(r, g, b, a); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); +} + +static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + int texturesurfaceindex; + int i; + float *c; + // TODO: optimize + if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples) { - if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - for (i = 0, c = rsurface_array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4) { if (surface->lightmapinfo->samples) { - const unsigned char *lm = surface->lightmapinfo->samples + (rsurface_model->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i]; + const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + 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) @@ -2697,720 +5248,948 @@ static void RSurf_DrawLightmap(const msurface_t *surface, float r, float g, floa } else VectorClear(c); + c[3] = 1; } - rsurface_lightmapcolor4f = rsurface_array_color4f; } - else - rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } else - rsurface_lightmapcolor4f = NULL; - if (applyfog) { - if (rsurface_lightmapcolor4f) - { - 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, rsurface_modelorg)); - c2[0] = c[0] * f; - c2[1] = c[1] * f; - c2[2] = c[2] * f; - c2[3] = c[3]; - } - } - else + rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f; + rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject; + rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset; + } + 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, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); + GL_Color(r, g, b, a); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); +} + +static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) +{ + int texturesurfaceindex; + int i; + float f; + float *v, *c, *c2; + vec3_t ambientcolor; + vec3_t diffusecolor; + vec3_t lightdir; + // TODO: optimize + // model lighting + VectorCopy(rsurface.modellight_lightdir, lightdir); + ambientcolor[0] = rsurface.modellight_ambient[0] * r * 0.5f; + ambientcolor[1] = rsurface.modellight_ambient[1] * g * 0.5f; + ambientcolor[2] = rsurface.modellight_ambient[2] * b * 0.5f; + diffusecolor[0] = rsurface.modellight_diffuse[0] * r * 0.5f; + diffusecolor[1] = rsurface.modellight_diffuse[1] * g * 0.5f; + diffusecolor[2] = rsurface.modellight_diffuse[2] * b * 0.5f; + if (VectorLength2(diffusecolor) > 0) + { + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - 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) + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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) { - f = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); - c2[0] = f; - c2[1] = f; - c2[2] = f; - c2[3] = 1; + if ((f = DotProduct(c2, lightdir)) > 0) + VectorMA(ambientcolor, f, diffusecolor, c); + else + VectorCopy(ambientcolor, c); + c[3] = a; } } - rsurface_lightmapcolor4f = rsurface_array_color4f; + r = 1; + g = 1; + b = 1; + a = 1; + applycolor = false; + rsurface.lightmapcolor4f = rsurface.array_color4f; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } - if (applycolor && rsurface_lightmapcolor4f) + else { - 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 = rsurface_array_color4f; + r = ambientcolor[0]; + g = ambientcolor[1]; + b = ambientcolor[2]; + rsurface.lightmapcolor4f = NULL; + rsurface.lightmapcolor4f_bufferobject = 0; + rsurface.lightmapcolor4f_bufferoffset = 0; } - R_Mesh_ColorPointer(rsurface_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, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset); GL_Color(r, g, b, a); - RSurf_Draw(surface); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } -static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) +static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) { - int texturesurfaceindex; - int lightmode; - qboolean applycolor; - qboolean applyfog; - rmeshstate_t m; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + if (rsurface.mode != RSURFMODE_SHOWSURFACES) + { + rsurface.mode = RSURFMODE_SHOWSURFACES; + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + } + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist); +} + +static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + // transparent sky would be ridiculous + if ((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) return; - r_shadow_rtlight = NULL; - renderstats.entities_surfaces += texturenumsurfaces; - // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh - lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; - CHECKGLERROR - GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) + if (rsurface.mode != RSURFMODE_SKY) + { + if (rsurface.mode == RSURFMODE_GLSL) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + rsurface.mode = RSURFMODE_SKY; + } + if (skyrendernow) { - qglDisable(GL_CULL_FACE);CHECKGLERROR + skyrendernow = false; + R_Sky(); + // restore entity matrix + R_Mesh_Matrix(&rsurface.matrix); } - if (r_showsurfaces.integer) + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_DepthMask(true); + // LordHavoc: HalfLife maps have freaky skypolys so don't use + // skymasking on them, and Quake3 never did sky masking (unlike + // software Quake and software Quake2), so disable the sky masking + // in Quake3 maps as it causes problems with q3map2 sky tricks, + // and skymasking also looks very bad when noclipping outside the + // level, so don't use it then either. + if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) { - if (rsurface_mode != RSURFMODE_SHOWSURFACES) + 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, 0, 0); + R_Mesh_ResetTextureState(); + if (skyrendermasked) { - rsurface_mode = RSURFMODE_SHOWSURFACES; - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); + // 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); } - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + else { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - int k = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((k & 15) * (1.0f / 16.0f), ((k >> 4) & 15) * (1.0f / 16.0f), ((k >> 8) & 15) * (1.0f / 16.0f), 0.2f); - RSurf_Draw(surface); + // fog sky + GL_BlendFunc(GL_ONE, GL_ZERO); } + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + if (skyrendermasked) + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); } - else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) +} + +static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + return; + + if (rsurface.mode != RSURFMODE_GLSL) { - // transparent sky would be ridiculous - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT)) - { - if (rsurface_mode != RSURFMODE_SKY) - { - if (rsurface_mode == RSURFMODE_GLSL) - { - qglUseProgramObjectARB(0);CHECKGLERROR - } - rsurface_mode = RSURFMODE_SKY; - if (skyrendernow) - { - skyrendernow = false; - R_Sky(); - // restore entity matrix - R_Mesh_Matrix(&rsurface_entity->matrix); - } - GL_DepthMask(true); - // LordHavoc: HalfLife maps have freaky skypolys so don't use - // skymasking on them, and Quake3 never did sky masking (unlike - // software Quake and software Quake2), so disable the sky masking - // in Quake3 maps as it causes problems with q3map2 sky tricks, - // and skymasking also looks very bad when noclipping outside the - // level, so don't use it then either. - if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) - { - GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - 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); - } - } - } - // LordHavoc: HalfLife maps have freaky skypolys so don't use - // skymasking on them, and Quake3 never did sky masking (unlike - // software Quake and software Quake2), so disable the sky masking - // in Quake3 maps as it causes problems with q3map2 sky tricks, - // and skymasking also looks very bad when noclipping outside the - // level, so don't use it then either. - if (rsurface_model->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_worldnovis) - { - RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_Draw(surface); - } - if (skyrendermasked) - GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); - } - } + rsurface.mode = RSURFMODE_GLSL; + R_Mesh_ResetTextureState(); + } + + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); + R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); + R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(NULL, 0, 0); } - else if (rsurface_texture->currentnumlayers && r_glsl.integer && gl_support_fragment_shader) + else if (rsurface.uselightmaptexture) { - if (rsurface_mode != RSURFMODE_GLSL) - { - rsurface_mode = RSURFMODE_GLSL; - rsurface_glsl_texture = NULL; - rsurface_glsl_uselightmap = false; - R_Mesh_ResetTextureState(); - } - if (rsurface_glsl_texture != rsurface_texture || rsurface_glsl_uselightmap != (rsurface_lightmaptexture != NULL)) + R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_ColorPointer(NULL, 0, 0); + } + else + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + } + R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); + R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + + if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + // render background + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + + GL_Color(1, 1, 1, 1); + R_Mesh_ColorPointer(NULL, 0, 0); + + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); + if (r_glsl_permutation) { - rsurface_glsl_texture = rsurface_texture; - rsurface_glsl_uselightmap = rsurface_lightmaptexture != NULL; - GL_BlendFunc(rsurface_texture->currentlayers[0].blendfunc1, rsurface_texture->currentlayers[0].blendfunc2); - GL_DepthMask(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - GL_Color(rsurface_entity->colormod[0], rsurface_entity->colormod[1], rsurface_entity->colormod[2], rsurface_texture->currentalpha); - R_SetupSurfaceShader(vec3_origin, lightmode == 2); - //permutation_deluxemapping = permutation_lightmapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, false); - //if (r_glsl_deluxemapping.integer) - // permutation_deluxemapping = R_SetupSurfaceShader(vec3_origin, lightmode == 2, true); - R_Mesh_TexCoordPointer(0, 2, rsurface_model->surfmesh.data_texcoordtexture2f); - R_Mesh_TexCoordPointer(4, 2, rsurface_model->surfmesh.data_texcoordlightmap2f); - GL_AlphaTest((rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + 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.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1); } - if (!r_glsl_permutation) - return; - RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f); - R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f); - R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f); - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + GL_DepthMask(false); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + 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_TexBind(7, R_GetTexture(r_texture_grey128)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(NULL, 0, 0); } - else if (rsurface_lightmaptexture) + else if (rsurface.uselightmaptexture) { - R_Mesh_TexBind(7, R_GetTexture(rsurface_lightmaptexture)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); - R_Mesh_ColorPointer(NULL); + R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + 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); - } - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_Draw(surface); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); } + R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface } - else if (rsurface_texture->currentnumlayers) + + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); + if (!r_glsl_permutation) + return; + + RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + 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.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + + if (r_glsl_permutation->loc_Texture_Refraction >= 0) { - int layerindex; - const texturelayer_t *layer; - CHECKGLERROR - if (rsurface_mode != RSURFMODE_MULTIPASS) + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + } + + if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + else + RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); + } + else + { + if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); + else + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + } + if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) + { + } +} + +static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + // OpenGL 1.3 path - anything not completely ancient + int texturesurfaceindex; + qboolean applycolor; + qboolean applyfog; + rmeshstate_t m; + int layerindex; + const texturelayer_t *layer; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) + { + vec4_t layercolor; + int layertexrgbscale; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) { - if (rsurface_mode == RSURFMODE_GLSL) + if (layerindex == 0) + GL_AlphaTest(true); + else { - qglUseProgramObjectARB(0);CHECKGLERROR + GL_AlphaTest(false); + qglDepthFunc(GL_EQUAL);CHECKGLERROR } - rsurface_mode = RSURFMODE_MULTIPASS; } - RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); - for (layerindex = 0, layer = rsurface_texture->currentlayers;layerindex < rsurface_texture->currentnumlayers;layerindex++, layer++) + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) { - vec4_t layercolor; - int layertexrgbscale; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - if (layerindex == 0) - GL_AlphaTest(true); - else - { - GL_AlphaTest(false); - qglDepthFunc(GL_EQUAL);CHECKGLERROR - } - } - GL_DepthMask(layer->depthmask); - GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - if ((layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) && (gl_combine.integer || layer->depthmask)) + layertexrgbscale = 4; + VectorScale(layer->color, 0.25f, layercolor); + } + else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) + { + layertexrgbscale = 2; + VectorScale(layer->color, 0.5f, layercolor); + } + else + { + layertexrgbscale = 1; + VectorScale(layer->color, 1.0f, layercolor); + } + layercolor[3] = layer->color[3]; + applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; + R_Mesh_ColorPointer(NULL, 0, 0); + applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + switch (layer->type) + { + case TEXTURELAYERTYPE_LITTEXTURE: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; + m.tex[1] = R_GetTexture(layer->texture); + m.texmatrix[1] = layer->texmatrix; + m.texrgbscale[1] = layertexrgbscale; + m.pointer_texcoord[1] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; + R_Mesh_TextureState(&m); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + else if (rsurface.uselightmaptexture) + RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + else + RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + break; + case TEXTURELAYERTYPE_TEXTURE: + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.texrgbscale[0] = layertexrgbscale; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); + break; + case TEXTURELAYERTYPE_FOG: + memset(&m, 0, sizeof(m)); + m.texrgbscale[0] = layertexrgbscale; + if (layer->texture) { - layertexrgbscale = 4; - VectorScale(layer->color, 0.25f, layercolor); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; } - else if ((layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) && (gl_combine.integer || layer->depthmask)) + R_Mesh_TextureState(&m); + // generate a color array for the fog pass + R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) { - layertexrgbscale = 2; - VectorScale(layer->color, 0.5f, layercolor); + int i; + float f, *v, *c; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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 = 1 - FogPoint_Model(v); + c[0] = layercolor[0]; + c[1] = layercolor[1]; + c[2] = layercolor[2]; + c[3] = f * layercolor[3]; + } } + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + break; + default: + Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); + } + GL_LockArrays(0, 0); + } + CHECKGLERROR + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_AlphaTest(false); + } +} + +static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + // OpenGL 1.1 - crusty old voodoo path + int texturesurfaceindex; + qboolean applyfog; + rmeshstate_t m; + int layerindex; + const texturelayer_t *layer; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) + { + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + if (layerindex == 0) + GL_AlphaTest(true); else { - layertexrgbscale = 1; - VectorScale(layer->color, 1.0f, layercolor); + GL_AlphaTest(false); + qglDepthFunc(GL_EQUAL);CHECKGLERROR } - layercolor[3] = layer->color[3]; - R_Mesh_ColorPointer(NULL); - 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) + } + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + R_Mesh_ColorPointer(NULL, 0, 0); + applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + switch (layer->type) + { + case TEXTURELAYERTYPE_LITTEXTURE: + if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) { - case TEXTURELAYERTYPE_LITTEXTURE_COMBINE: - memset(&m, 0, sizeof(m)); - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_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; - R_Mesh_TextureState(&m); - if (lightmode == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); - } - } - else if (rsurface_lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - } - else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); - } - } - break; - case TEXTURELAYERTYPE_LITTEXTURE_MULTIPASS: + // two-pass lit texture with 2x rgbscale + // first the lightmap pass memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(layer->texture); - m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); - if (lightmode == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - RSurf_DrawLightmap(surface, 1, 1, 1, 1, 2, false, false); - } - } - else if (rsurface_lightmaptexture) - { - R_Mesh_TexBind(0, R_GetTexture(rsurface_lightmaptexture)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, 1, 1, 1, 1, 0, false, false); - } - } + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + else if (rsurface.uselightmaptexture) + RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else - { - R_Mesh_TexBind(0, R_GetTexture(r_texture_white)); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, 1, 1, 1, 1, 1, false, false); - } - } + RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); GL_LockArrays(0, 0); + // then apply the texture to it 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.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, false); - } - break; - case TEXTURELAYERTYPE_LITTEXTURE_VERTEX: + 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); + } + else + { + // single pass vertex-lighting-only texture with 1x rgbscale and transparency support memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (lightmode == 2) - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 2, applycolor, applyfog); - } - } + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + 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); else - { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 1, applycolor, applyfog); - } - } - break; - case TEXTURELAYERTYPE_TEXTURE: + RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); + } + break; + case TEXTURELAYERTYPE_TEXTURE: + // singletexture unlit texture with transparency support + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(layer->texture); + m.texmatrix[0] = layer->texmatrix; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; + 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, 0, 0); + if (layer->texture) + { memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(layer->texture); m.texmatrix[0] = layer->texmatrix; - m.texrgbscale[0] = layertexrgbscale; - m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + m.pointer_texcoord[0] = rsurface.texcoordtexture2f; + m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - RSurf_DrawLightmap(surface, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); - } - break; - case TEXTURELAYERTYPE_FOG: - R_Mesh_ColorPointer(rsurface_array_color4f); - 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; - R_Mesh_TextureState(&m); - } - else - R_Mesh_ResetTextureState(); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - int i; - float f, *v, *c; - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - 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, rsurface_modelorg)); - c[0] = layercolor[0]; - c[1] = layercolor[1]; - c[2] = layercolor[2]; - c[3] = f * layercolor[3]; - } - RSurf_Draw(surface); - } - break; - default: - Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } - GL_LockArrays(0, 0); - // if trying to do overbright on first pass of an opaque surface - // when combine is not supported, brighten as a post process - if (layertexrgbscale > 1 && !gl_combine.integer && layer->depthmask) - { - int scale; - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - R_Mesh_ColorPointer(NULL); - GL_Color(1, 1, 1, 1); + else R_Mesh_ResetTextureState(); - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + // generate a color array for the fog pass + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + int i; + float f, *v, *c; + const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; + 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) { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - for (scale = 1;scale < layertexrgbscale;scale <<= 1) - RSurf_Draw(surface); + f = 1 - FogPoint_Model(v); + c[0] = layer->color[0]; + c[1] = layer->color[1]; + c[2] = layer->color[2]; + c[3] = f * layer->color[3]; } - GL_LockArrays(0, 0); } + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + break; + default: + Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); } - CHECKGLERROR - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + GL_LockArrays(0, 0); + } + CHECKGLERROR + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + GL_AlphaTest(false); + } +} + +static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly) +{ + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + rsurface.rtlight = NULL; + CHECKGLERROR + if (depthonly) + { + if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) + return; + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) + return; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + if (r_depthfirst.integer == 3) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR - GL_AlphaTest(false); + int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces); + if (!r_view.showdebug) + GL_Color(0, 0, 0, 1); + else + GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1); + } + else + { + GL_ColorMask(0,0,0,0); + GL_Color(1,1,1,1); } + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_DepthTest(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); } - CHECKGLERROR - GL_LockArrays(0, 0); - if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) + else if (r_depthfirst.integer == 3) + return; + else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer)) + { + GL_Color(0, 0, 0, 1); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); + } + else if (r_showsurfaces.integer) + { + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_DepthTest(true); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(writedepth); + GL_Color(1,1,1,1); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); + R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); + } + else if (gl_lightmaps.integer) + { + rmeshstate_t m; + if (rsurface.mode != RSURFMODE_MULTIPASS) + rsurface.mode = RSURFMODE_MULTIPASS; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_DepthTest(true); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(writedepth); + GL_Color(1,1,1,1); + GL_AlphaTest(false); + R_Mesh_ColorPointer(NULL, 0, 0); + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(r_texture_white); + m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f; + m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; + m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; + R_Mesh_TextureState(&m); + RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + else if (rsurface.uselightmaptexture) + RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + else + RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) + R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); + else if (rsurface.texture->currentnumlayers) { - qglEnable(GL_CULL_FACE);CHECKGLERROR + // write depth for anything we skipped on the depth-only pass earlier + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) + writedepth = true; + GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); + GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset); + GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + if (r_glsl.integer && gl_support_fragment_shader) + R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); + else if (gl_combine.integer && r_textureunits.integer >= 2) + R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist); + else + R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist); } + CHECKGLERROR + GL_LockArrays(0, 0); } -#define BATCHSIZE 256 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { - int surfacelistindex; - int batchcount; - texture_t *t; - msurface_t *texturesurfacelist[BATCHSIZE]; - RSurf_ActiveEntity(ent); - batchcount = 0; - t = NULL; - for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) - { - msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + int i, j; + int texturenumsurfaces, endsurface; + texture_t *texture; + msurface_t *surface; + msurface_t *texturesurfacelist[1024]; + + // if the model is static it doesn't matter what value we give for + // wantnormals and wanttangents, so this logic uses only rules applicable + // to a model, knowing that they are meaningless otherwise + if (ent == r_refdef.worldentity) + RSurf_ActiveWorldEntity(); + else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) + RSurf_ActiveModelEntity(ent, false, false); + else + RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); - if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + for (i = 0;i < numsurfaces;i = j) + { + j = i + 1; + surface = rsurface.modelsurfaces + surfacelist[i]; + texture = surface->texture; + R_UpdateTextureInfo(ent, texture); + rsurface.texture = texture->currentframe; + rsurface.uselightmaptexture = surface->lightmaptexture != NULL; + // scan ahead until we find a different texture + endsurface = min(i + 1024, numsurfaces); + texturenumsurfaces = 0; + texturesurfacelist[texturenumsurfaces++] = surface; + for (;j < endsurface;j++) { - if (batchcount > 0) - R_DrawTextureSurfaceList(batchcount, texturesurfacelist); - batchcount = 0; - t = surface->texture; - rsurface_lightmaptexture = surface->lightmaptexture; - R_UpdateTextureInfo(ent, t); - rsurface_texture = t->currentframe; + surface = rsurface.modelsurfaces + surfacelist[j]; + if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL)) + break; + texturesurfacelist[texturenumsurfaces++] = surface; } - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) - continue; // transparent sky is too difficult - - texturesurfacelist[batchcount++] = surface; + // render the range of surfaces + R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist, true, false); } - if (batchcount > 0) - R_DrawTextureSurfaceList(batchcount, texturesurfacelist); + RSurf_CleanUp(); } -void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) +void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) { - int texturesurfaceindex; + int i, j; vec3_t tempcenter, center; - if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + texture_t *texture; + // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one + if (addwaterplanes) { - // drawing sky transparently would be too difficult - if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) + for (i = 0;i < numsurfaces;i++) + if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)) + R_Water_AddWaterPlane(surfacelist[i]); + return; + } + // break the surface list down into batches by texture and use of lightmapping + for (i = 0;i < numsurfaces;i = j) + { + j = i + 1; + // texture is the base texture pointer, rsurface.texture is the + // current frame/skin the texture is directing us to use (for example + // if a model has 2 skins and it is on skin 1, then skin 0 tells us to + // use skin 1 instead) + texture = surfacelist[i]->texture; + rsurface.texture = texture->currentframe; + rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL; + if (!(rsurface.texture->currentmaterialflags & flagsmask)) { - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) - { - const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; - Matrix4x4_Transform(&rsurface_entity->matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_vieworigin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); - } + // if this texture is not the kind we want, skip ahead to the next one + for (;j < numsurfaces && texture == surfacelist[j]->texture;j++) + ; + continue; + } + if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) + { + // transparent surfaces get pushed off into the transparent queue + const msurface_t *surface = surfacelist[i]; + if (depthonly) + continue; + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); + } + else + { + // simply scan ahead until we find a different texture or lightmap state + for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++) + ; + // render the range of surfaces + R_DrawTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly); } } - else - R_DrawTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } -extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); -void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) +float locboxvertex3f[6*4*3] = { - int i, j, f, flagsmask; - int counttriangles = 0; - texture_t *t; - model_t *model = ent->model; - const int maxsurfacelist = 1024; - int numsurfacelist = 0; - msurface_t *surfacelist[1024]; - if (model == NULL) - return; + 1,0,1, 1,0,0, 1,1,0, 1,1,1, + 0,1,1, 0,1,0, 0,0,0, 0,0,1, + 1,1,1, 1,1,0, 0,1,0, 0,1,1, + 0,0,1, 0,0,0, 1,0,0, 1,0,1, + 0,0,1, 1,0,1, 1,1,1, 0,1,1, + 1,0,0, 0,0,0, 0,1,0, 1,1,0 +}; - RSurf_ActiveEntity(ent); +int locboxelement3i[6*2*3] = +{ + 0, 1, 2, 0, 2, 3, + 4, 5, 6, 4, 6, 7, + 8, 9,10, 8,10,11, + 12,13,14, 12,14,15, + 16,17,18, 16,18,19, + 20,21,22, 20,22,23 +}; - // update light styles - if (!skysurfaces && model->brushq1.light_styleupdatechains) +void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int i, j; + cl_locnode_t *loc = (cl_locnode_t *)ent; + vec3_t mins, size; + float vertex3f[6*4*3]; + CHECKGLERROR + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthRange(0, 1); + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + GL_DepthTest(true); + GL_CullFace(GL_NONE); + R_Mesh_Matrix(&identitymatrix); + + R_Mesh_VertexPointer(vertex3f, 0, 0); + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + + i = surfacelist[0]; + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, + surfacelist[0] < 0 ? 0.5f : 0.125f); + + if (VectorCompare(loc->mins, loc->maxs)) { - msurface_t *surface, **surfacechain; - for (i = 0;i < model->brushq1.light_styles;i++) - { - if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) - { - model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; - if ((surfacechain = model->brushq1.light_styleupdatechains[i])) - for (;(surface = *surfacechain);surfacechain++) - surface->cached_dlight = true; - } - } + VectorSet(size, 2, 2, 2); + VectorMA(loc->mins, -0.5f, size, mins); + } + else + { + VectorCopy(loc->mins, mins); + VectorSubtract(loc->maxs, loc->mins, size); } - R_UpdateAllTextureInfo(ent); - flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL); - f = 0; - t = NULL; - rsurface_lightmaptexture = NULL; - rsurface_texture = NULL; - numsurfacelist = 0; - if (ent == r_refdef.worldentity) + for (i = 0;i < 6*4*3;) + for (j = 0;j < 3;j++, i++) + vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i]; + + R_Mesh_Draw(0, 6*4, 6*2, locboxelement3i, 0, 0); +} + +void R_DrawLocs(void) +{ + int index; + cl_locnode_t *loc, *nearestloc; + vec3_t center; + nearestloc = CL_Locs_FindNearest(cl.movement_origin); + for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) { - msurface_t *surface; - for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) - { - if (!r_worldsurfacevisible[j]) - continue; - if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) - { - if (numsurfacelist) - { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - rsurface_lightmaptexture = surface->lightmaptexture; - rsurface_texture = t->currentframe; - f = rsurface_texture->currentmaterialflags & flagsmask; - } - if (f && surface->num_triangles) - { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight) - R_BuildLightMap(ent, surface); - // add face to draw list - surfacelist[numsurfacelist++] = surface; - counttriangles += surface->num_triangles; - if (numsurfacelist >= maxsurfacelist) - { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } - } - } + VectorLerp(loc->mins, 0.5f, loc->maxs, center); + R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); } - else +} + +void R_DrawDebugModel(entity_render_t *ent) +{ + int i, j, k, l, flagsmask; + const int *elements; + q3mbrush_t *brush; + msurface_t *surface; + model_t *model = ent->model; + vec3_t v; + + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL; + + R_Mesh_ColorPointer(NULL, 0, 0); + R_Mesh_ResetTextureState(); + GL_DepthRange(0, 1); + GL_DepthTest(!r_showdisabledepthtest.integer); + GL_DepthMask(false); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes) { - msurface_t *surface; - for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) { - if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + if (brush->colbrushf && brush->colbrushf->numtriangles) { - if (numsurfacelist) - { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } - t = surface->texture; - rsurface_lightmaptexture = surface->lightmaptexture; - rsurface_texture = t->currentframe; - f = rsurface_texture->currentmaterialflags & flagsmask; + R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); + 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, r_showcollisionbrushes.value); + R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0); } - if (f && surface->num_triangles) + } + for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + { + if (surface->num_collisiontriangles) { - // if lightmap parameters changed, rebuild lightmap texture - if (surface->cached_dlight) - R_BuildLightMap(ent, surface); - // add face to draw list - surfacelist[numsurfacelist++] = surface; - counttriangles += surface->num_triangles; - if (numsurfacelist >= maxsurfacelist) - { - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - numsurfacelist = 0; - } + R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); + 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, r_showcollisionbrushes.value); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); } } } - if (numsurfacelist) - R_QueueTextureSurfaceList(numsurfacelist, surfacelist); - renderstats.entities_triangles += counttriangles; - RSurf_CleanUp(); - if (r_showcollisionbrushes.integer && model->brush.num_brushes && !skysurfaces) - { - int i; - const msurface_t *surface; - q3mbrush_t *brush; - CHECKGLERROR - R_Mesh_Matrix(&ent->matrix); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); - GL_DepthTest(!r_showdisabledepthtest.integer); - qglPolygonOffset(r_polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - qglPolygonOffset(r_polygonfactor, r_polygonoffset);CHECKGLERROR - } + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); if (r_showtris.integer || r_shownormals.integer) { - int k, l; - msurface_t *surface; - const int *elements; - vec3_t v; - CHECKGLERROR - GL_DepthTest(true); - GL_DepthMask(true); if (r_showdisabledepthtest.integer) { - qglDepthFunc(GL_ALWAYS);CHECKGLERROR + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL); - R_Mesh_ResetTextureState(); for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (ent == r_refdef.worldentity && !r_worldsurfacevisible[j]) + if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) continue; - rsurface_texture = surface->texture->currentframe; - if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) + rsurface.texture = surface->texture->currentframe; + if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) { RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - if (r_showtris.integer) + if (r_showtris.value > 0) { - if (!rsurface_texture->currentlayers->depthmask) - GL_Color(r_showtris.value, 0, 0, 1); + if (!rsurface.texture->currentlayers->depthmask) + GL_Color(r_view.colorscale, 0, 0, r_showtris.value); else if (ent == r_refdef.worldentity) - GL_Color(r_showtris.value, r_showtris.value, r_showtris.value, 1); + GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value); else - GL_Color(0, r_showtris.value, 0, 1); + GL_Color(0, r_view.colorscale, 0, r_showtris.value); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); CHECKGLERROR qglBegin(GL_LINES); for (k = 0;k < surface->num_triangles;k++, elements += 3) { - qglArrayElement(elements[0]);qglArrayElement(elements[1]); - qglArrayElement(elements[1]);qglArrayElement(elements[2]); - qglArrayElement(elements[2]);qglArrayElement(elements[0]); +#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) + GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); + GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); + GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); } qglEnd(); CHECKGLERROR } - if (r_shownormals.integer) + if (r_shownormals.value > 0) { - GL_Color(r_shownormals.value, 0, 0, 1); + GL_Color(r_view.colorscale, 0, 0, r_shownormals.value); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface_vertex3f + l * 3, v); + VectorCopy(rsurface.vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_svector3f + l * 3, v); + VectorMA(v, 8, rsurface.svector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR - GL_Color(0, 0, r_shownormals.value, 1); + GL_Color(0, 0, r_view.colorscale, r_shownormals.value); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface_vertex3f + l * 3, v); + VectorCopy(rsurface.vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_tvector3f + l * 3, v); + VectorMA(v, 8, rsurface.tvector3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); CHECKGLERROR - GL_Color(0, r_shownormals.value, 0, 1); + GL_Color(0, r_view.colorscale, 0, r_shownormals.value); qglBegin(GL_LINES); for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { - VectorCopy(rsurface_vertex3f + l * 3, v); + VectorCopy(rsurface.vertex3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface_normal3f + l * 3, v); + VectorMA(v, 8, rsurface.normal3f + l * 3, v); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -3418,11 +6197,164 @@ void R_DrawSurfaces(entity_render_t *ent, qboolean skysurfaces) } } } - rsurface_texture = NULL; - if (r_showdisabledepthtest.integer) + rsurface.texture = NULL; + } +} + +extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) +{ + int i, j, endj, f, flagsmask; + msurface_t *surface, **surfacechain; + texture_t *t; + model_t *model = r_refdef.worldmodel; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + msurface_t *surfacelist[1024]; + if (model == NULL) + return; + + RSurf_ActiveWorldEntity(); + + // update light styles + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) + { + for (i = 0;i < model->brushq1.light_styles;i++) + { + if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } + } + + R_UpdateAllTextureInfo(r_refdef.worldentity); + flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + + if (debug) + { + R_DrawDebugModel(r_refdef.worldentity); + return; + } + + f = 0; + t = NULL; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; + numsurfacelist = 0; + j = model->firstmodelsurface; + endj = j + model->nummodelsurfaces; + while (j < endj) + { + // quickly skip over non-visible surfaces + for (;j < endj && !r_viewcache.world_surfacevisible[j];j++) + ; + // quickly iterate over visible surfaces + for (;j < endj && r_viewcache.world_surfacevisible[j];j++) { - qglDepthFunc(GL_LEQUAL);CHECKGLERROR + // process this surface + surface = model->data_surfaces + j; + // if this surface fits the criteria, add it to the list + if (surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight) + R_BuildLightMap(r_refdef.worldentity, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + r_refdef.stats.world_triangles += surface->num_triangles; + if (numsurfacelist >= maxsurfacelist) + { + r_refdef.stats.world_surfaces += numsurfacelist; + R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); + numsurfacelist = 0; + } + } } } + r_refdef.stats.world_surfaces += numsurfacelist; + if (numsurfacelist) + R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); + RSurf_CleanUp(); } +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) +{ + int i, f, flagsmask; + msurface_t *surface, *endsurface, **surfacechain; + texture_t *t; + model_t *model = ent->model; + const int maxsurfacelist = 1024; + int numsurfacelist = 0; + msurface_t *surfacelist[1024]; + if (model == NULL) + return; + + // if the model is static it doesn't matter what value we give for + // wantnormals and wanttangents, so this logic uses only rules applicable + // to a model, knowing that they are meaningless otherwise + if (ent == r_refdef.worldentity) + RSurf_ActiveWorldEntity(); + else if ((ent->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) + RSurf_ActiveModelEntity(ent, false, false); + else + RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly); + + // update light styles + if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains) + { + for (i = 0;i < model->brushq1.light_styles;i++) + { + if (model->brushq1.light_stylevalue[i] != r_refdef.lightstylevalue[model->brushq1.light_style[i]]) + { + model->brushq1.light_stylevalue[i] = r_refdef.lightstylevalue[model->brushq1.light_style[i]]; + if ((surfacechain = model->brushq1.light_styleupdatechains[i])) + for (;(surface = *surfacechain);surfacechain++) + surface->cached_dlight = true; + } + } + } + + R_UpdateAllTextureInfo(ent); + flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + + if (debug) + { + R_DrawDebugModel(ent); + return; + } + + f = 0; + t = NULL; + rsurface.uselightmaptexture = false; + rsurface.texture = NULL; + numsurfacelist = 0; + surface = model->data_surfaces + model->firstmodelsurface; + endsurface = surface + model->nummodelsurfaces; + for (;surface < endsurface;surface++) + { + // if this surface fits the criteria, add it to the list + if (surface->num_triangles) + { + // if lightmap parameters changed, rebuild lightmap texture + if (surface->cached_dlight) + R_BuildLightMap(ent, surface); + // add face to draw list + surfacelist[numsurfacelist++] = surface; + r_refdef.stats.entities_triangles += surface->num_triangles; + if (numsurfacelist >= maxsurfacelist) + { + r_refdef.stats.entities_surfaces += numsurfacelist; + R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); + numsurfacelist = 0; + } + } + } + r_refdef.stats.entities_surfaces += numsurfacelist; + if (numsurfacelist) + R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); + RSurf_CleanUp(); +}