X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=e050153b780b06992218849947fd7733d575e5e4;hb=757a7dcbb67fcbeac0275a072dd984fd15a96b93;hp=6c7432050f96407e4920550dde6bbe006bc52926;hpb=1202bc9d1e313845834797d20daf0ebbfdc774f7;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 6c743205..8022dcc8 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -20,55 +20,97 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "r_shadow.h" +#include "polygon.h" -// used for dlight push checking and other things -int r_framecount; - -mplane_t frustum[4]; - -matrix4x4_t r_identitymatrix; - -int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; - -// true during envmap command capture -qboolean envmap; - -float r_farclip; - -// view origin -vec3_t r_origin; -vec3_t vpn; -vec3_t vright; -vec3_t vup; +mempool_t *r_main_mempool; +rtexturepool_t *r_main_texturepool; // // screen size info // -refdef_t r_refdef; - -// 8.8 fraction of base light value -unsigned short d_lightstylevalue[256]; - -cvar_t r_drawentities = {0, "r_drawentities","1"}; -cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"}; -cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"}; -cvar_t r_speeds = {0, "r_speeds","0"}; -cvar_t r_fullbright = {0, "r_fullbright","0"}; -cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; -cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; -cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; -cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"}; - -cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; -cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {0, "gl_fogred","0.3"}; -cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; -cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; -cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; -cvar_t gl_fogend = {0, "gl_fogend","0"}; - -cvar_t r_textureunits = {0, "r_textureunits", "32"}; +r_refdef_t r_refdef; +r_view_t r_view; +r_viewcache_t r_viewcache; + +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_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"}; +cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; +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"}; +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_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_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 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)"}; +cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"}; +cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"}; +cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"}; +cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"}; +cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"}; + +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_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_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_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_bloomintensity = {CVAR_SAVE, "r_hdr_bloomintensity", "0.5", "amount of bloom"}; +cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"}; + +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"}; + +cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"}; + +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_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; + +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_black; +rtexture_t *r_texture_notexture; +rtexture_t *r_texture_whitecube; +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; + +// temporary variable used by a macro +int fogtableindex; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -97,77 +139,6 @@ void R_FillColors(float *out, int verts, float r, float g, float b, float a) } } -/* -==================== -R_TimeRefresh_f - -For program optimization -==================== -*/ -qboolean intimerefresh = 0; -static void R_TimeRefresh_f (void) -{ - int i; - float start, stop, time; - - intimerefresh = 1; - start = Sys_DoubleTime (); - for (i = 0;i < 128;i++) - { - r_refdef.viewangles[0] = 0; - r_refdef.viewangles[1] = i/128.0*360.0; - r_refdef.viewangles[2] = 0; - CL_UpdateScreen(); - } - - stop = Sys_DoubleTime (); - intimerefresh = 0; - time = stop-start; - Con_Printf ("%f seconds (%f fps)\n", time, 128/time); -} - -vec3_t fogcolor; -vec_t fogdensity; -float fog_density, fog_red, fog_green, fog_blue; -qboolean fogenabled; -qboolean oldgl_fogenable; -void R_SetupFog(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); - // fog color was already set - } - else - fogenabled = false; -} - // FIXME: move this to client? void FOG_clear(void) { @@ -179,12 +150,15 @@ 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) { + int x; + double r, alpha; + if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); @@ -195,127 +169,898 @@ void FOG_registercvars(void) Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } + + 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; + r_refdef.fogtable[x] = bound(0, alpha, 1); + } } -void gl_main_start(void) +static void R_BuildBlankTextures(void) { + unsigned char data[4]; + data[0] = 128; // normal X + data[1] = 128; // normal Y + data[2] = 255; // normal Z + data[3] = 128; // height + r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); + data[0] = 255; + data[1] = 255; + 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] = 0; + data[1] = 0; + data[2] = 0; + data[3] = 255; + r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL); } -void gl_main_shutdown(void) +static void R_BuildNoTexture(void) { + int x, y; + unsigned char pix[16][16][4]; + // this makes a light grey/dark grey checkerboard texture + for (y = 0;y < 16;y++) + { + for (x = 0;x < 16;x++) + { + if ((y < 8) ^ (x < 8)) + { + pix[y][x][0] = 128; + pix[y][x][1] = 128; + pix[y][x][2] = 128; + pix[y][x][3] = 255; + } + else + { + pix[y][x][0] = 64; + pix[y][x][1] = 64; + pix[y][x][2] = 64; + pix[y][x][3] = 255; + } + } + } + r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL); } -extern void CL_ParseEntityLump(char *entitystring); -void gl_main_newmap(void) +static void R_BuildWhiteCube(void) { - if (cl.worldmodel && cl.worldmodel->entities) - CL_ParseEntityLump(cl.worldmodel->entities); - r_framecount = 1; + unsigned char data[6*1*1*4]; + data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255; + data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255; + data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255; + data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255; + data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255; + data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255; + r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } -void GL_Main_Init(void) +static void R_BuildNormalizationCube(void) { - Matrix4x4_CreateIdentity(&r_identitymatrix); -// FIXME: move this to client? - FOG_registercvars(); - Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); - Cvar_RegisterVariable (&r_drawentities); - Cvar_RegisterVariable (&r_drawviewmodel); - Cvar_RegisterVariable (&r_shadows); - Cvar_RegisterVariable (&r_shadow_staticworldlights); - Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&r_fullbrights); - Cvar_RegisterVariable (&r_wateralpha); - Cvar_RegisterVariable (&r_dynamic); - Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_textureunits); - Cvar_RegisterVariable (&r_shadow_cull); - if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ) - Cvar_SetValue("r_fullbrights", 0); - R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + int x, y, side; + vec3_t v; + vec_t s, t, intensity; +#define NORMSIZE 64 + unsigned char data[6][NORMSIZE][NORMSIZE][4]; + for (side = 0;side < 6;side++) + { + for (y = 0;y < NORMSIZE;y++) + { + for (x = 0;x < NORMSIZE;x++) + { + s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f; + switch(side) + { + default: + case 0: + v[0] = 1; + v[1] = -t; + v[2] = -s; + break; + case 1: + v[0] = -1; + v[1] = -t; + v[2] = s; + break; + case 2: + v[0] = s; + v[1] = 1; + v[2] = t; + break; + case 3: + v[0] = s; + v[1] = -1; + v[2] = -t; + break; + case 4: + v[0] = s; + v[1] = -t; + v[2] = 1; + break; + case 5: + v[0] = -s; + v[1] = -t; + v[2] = -1; + break; + } + intensity = 127.0f / sqrt(DotProduct(v, v)); + data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[0]); + data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]); + data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[2]); + data[side][y][x][3] = 255; + } + } + } + r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL); } -vec3_t r_farclip_origin; -vec3_t r_farclip_direction; -vec_t r_farclip_directiondist; -vec_t r_farclip_meshfarclip; -int r_farclip_directionbit0; -int r_farclip_directionbit1; -int r_farclip_directionbit2; - -// start a farclip measuring session -void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) -{ - 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; +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; + data1[x][3] = 255; + //data2[x][0] = b; + //data2[x][1] = b; + //data2[x][2] = 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); + //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL); } -// enlarge farclip to accomodate box -void R_FarClip_Box(vec3_t mins, vec3_t maxs) +static const char *builtinshaderstring = +"// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n" +"// written by Forest 'LordHavoc' Hale\n" +"\n" +"// common definitions between vertex shader and fragment shader:\n" +"\n" +"#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" +"varying vec3 CubeVector;\n" +"varying vec3 LightVector;\n" +"varying vec3 EyeVector;\n" +"#ifdef USEFOG\n" +"varying vec3 EyeVectorModelSpace;\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" +"\n" +"\n" +"\n" +"// vertex shader specific:\n" +"#ifdef VERTEX_SHADER\n" +"\n" +"uniform vec3 LightPosition;\n" +"uniform vec3 EyePosition;\n" +"uniform vec3 LightDir;\n" +"\n" +"// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3)\n" +"\n" +"void main(void)\n" +"{\n" +" 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" +" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // transform vertex position into light attenuation/cubemap space\n" +" // (-1 to +1 across the light box)\n" +" CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n" +"\n" +" // transform unnormalized light direction into tangent space\n" +" // (we use unnormalized to ensure that it interpolates correctly and then\n" +" // normalize it per pixel)\n" +" vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n" +" LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +"#ifdef MODE_LIGHTDIRECTION\n" +" LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n" +" LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n" +" LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n" +"#endif\n" +"\n" +" // transform unnormalized eye direction into tangent space\n" +"#ifndef USEFOG\n" +" vec3 EyeVectorModelSpace;\n" +"#endif\n" +" EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n" +" EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n" +" EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n" +" EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n" +" VectorS = gl_MultiTexCoord1.xyz;\n" +" VectorT = gl_MultiTexCoord2.xyz;\n" +" VectorR = gl_MultiTexCoord3.xyz;\n" +"#endif\n" +"\n" +" // transform vertex to camera space, using ftransform to match non-VS\n" +" // rendering\n" +" gl_Position = ftransform();\n" +"}\n" +"\n" +"#endif // VERTEX_SHADER\n" +"\n" +"\n" +"\n" +"\n" +"// fragment shader specific:\n" +"#ifdef FRAGMENT_SHADER\n" +"\n" +"uniform sampler2D Texture_Normal;\n" +"uniform sampler2D Texture_Color;\n" +"uniform sampler2D Texture_Gloss;\n" +"uniform samplerCube Texture_Cube;\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" +"\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" +"uniform myhalf GlowScale;\n" +"uniform myhalf SceneBrightness;\n" +"\n" +"uniform float OffsetMapping_Scale;\n" +"uniform float OffsetMapping_Bias;\n" +"uniform float FogRangeRecip;\n" +"\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" +"#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 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1), -0.1);\n" +" vec3 OffsetVector = vec3(eyedir.xy * 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" +"#elif 1\n" +" // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //TexCoord += OffsetVector * 3.0;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#elif 0\n" +" // 10 sample offset mapping\n" +" //vec2 OffsetVector = vec2(EyeVector.xy * (1.0 / EyeVector.z) * depthbias) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" //vec2 OffsetVector = vec2(normalize(EyeVector.xy)) * OffsetMapping_Scale * vec2(-0.333, 0.333);\n" +" vec2 OffsetVector = vec2(eyedir.xy) * OffsetMapping_Scale * vec2(-0.1, 0.1);\n" +" //TexCoord += OffsetVector * 3.0;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +" TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n" +"#elif 1\n" +" // parallax mapping as described in the paper\n" +" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" +" // The paper provides code in the ARB fragment program assembly language\n" +" // I translated it to GLSL but may have done something wrong - SavageX\n" +" // LordHavoc: removed bias and simplified to one line\n" +" // LordHavoc: this is just a single sample offsetmapping...\n" +" TexCoordOffset += vec2(eyedir.x, -1.0 * eyedir.y) * OffsetMapping_Scale * texture2D(Texture_Normal, TexCoord).a;\n" +"#else\n" +" // parallax mapping as described in the paper\n" +" // 'Parallax Mapping with Offset Limiting: A Per-Pixel Approximation of Uneven Surfaces' by Terry Welsh\n" +" // The paper provides code in the ARB fragment program assembly language\n" +" // I translated it to GLSL but may have done something wrong - SavageX\n" +" float height = texture2D(Texture_Normal, TexCoord).a;\n" +" height = (height - 0.5) * OffsetMapping_Scale; // bias and scale\n" +" TexCoordOffset += height * vec2(eyedir.x, -1.0 * eyedir.y);\n" +"#endif\n" +"#endif\n" +"\n" +" // combine the diffuse textures (base, pants, shirt)\n" +" myhvec4 color = myhvec4(texture2D(Texture_Color, TexCoord));\n" +"#ifdef USECOLORMAPPING\n" +" color.rgb += myhvec3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhvec3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#ifdef MODE_LIGHTSOURCE\n" +" // light source\n" +"\n" +" // get the surface normal and light normal\n" +" 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 *= AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +"\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 *= myhvec3(textureCube(Texture_Cube, CubeVector));\n" +"#endif\n" +"\n" +" // apply light color\n" +" color.rgb *= LightColor;\n" +"\n" +" // apply attenuation\n" +" //\n" +" // the attenuation is (1-(x*x+y*y+z*z)) which gives a large bright\n" +" // center and sharp falloff at the edge, this is about the most efficient\n" +" // we can get away with as far as providing illumination.\n" +" //\n" +" // pow(1-(x*x+y*y+z*z), 4) is far more realistic but needs large lights to\n" +" // provide significant illumination, large = slow = pain.\n" +" color.rgb *= myhalf(max(1.0 - dot(CubeVector, CubeVector), 0.0));\n" +"\n" +"\n" +"\n" +"\n" +"#elif defined(MODE_LIGHTDIRECTION)\n" +" // directional model lighting\n" +"\n" +" // get the surface normal and light normal\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 *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"#ifdef USESPECULAR\n" +" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" +" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"#endif\n" +"\n" +"\n" +"\n" +"\n" +"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n" +" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n" +"\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +"\n" +"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\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" +"#else\n" +" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n" +"#endif\n" +" // calculate directional shading\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 * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n" +"\n" +"\n" +"#else // MODE none (lightmap)\n" +" // apply lightmap color\n" +" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n" +"#endif // MODE\n" +"\n" +" color *= myhvec4(gl_Color);\n" +"\n" +"#ifdef USEGLOW\n" +" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" +"#endif\n" +"\n" +"#ifdef USEFOG\n" +" // apply fog\n" +" myhalf fog = myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0)).x);\n" +" color.rgb = color.rgb * fog + FogColor * (1.0 - fog);\n" +"#endif\n" +"\n" +" color.rgb *= SceneBrightness;\n" +"\n" +" gl_FragColor = vec4(color);\n" +"}\n" +"\n" +"#endif // FRAGMENT_SHADER\n" +; + +// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! +const char *permutationinfo[][2] = +{ + {"#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define USEGLOW\n", " glow"}, + {"#define USEFOG\n", " fog"}, + {"#define USECOLORMAPPING\n", " colormapping"}, + {"#define USESPECULAR\n", " specular"}, + {"#define USECUBEFILTER\n", " cubefilter"}, + {"#define USEOFFSETMAPPING\n", " offsetmapping"}, + {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, + {NULL, NULL} +}; + +void R_GLSL_CompilePermutation(int permutation) { - 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; + int i; + r_glsl_permutation_t *p = r_glsl_permutations + permutation; + int vertstrings_count; + int fragstrings_count; + char *shaderstring; + const char *vertstrings_list[SHADERPERMUTATION_COUNT+1]; + const char *fragstrings_list[SHADERPERMUTATION_COUNT+1]; + char permutationname[256]; + if (p->compiled) + return; + p->compiled = true; + vertstrings_list[0] = "#define VERTEX_SHADER\n"; + fragstrings_list[0] = "#define FRAGMENT_SHADER\n"; + vertstrings_count = 1; + fragstrings_count = 1; + permutationname[0] = 0; + for (i = 0;permutationinfo[i][0];i++) + { + if (permutation & (1<program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list); + if (p->program) + { + CHECKGLERROR + qglUseProgramObjectARB(p->program);CHECKGLERROR + p->loc_Texture_Normal = qglGetUniformLocationARB(p->program, "Texture_Normal"); + p->loc_Texture_Color = qglGetUniformLocationARB(p->program, "Texture_Color"); + p->loc_Texture_Gloss = qglGetUniformLocationARB(p->program, "Texture_Gloss"); + p->loc_Texture_Cube = qglGetUniformLocationARB(p->program, "Texture_Cube"); + p->loc_Texture_FogMask = qglGetUniformLocationARB(p->program, "Texture_FogMask"); + p->loc_Texture_Pants = qglGetUniformLocationARB(p->program, "Texture_Pants"); + p->loc_Texture_Shirt = qglGetUniformLocationARB(p->program, "Texture_Shirt"); + p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap"); + p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap"); + p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow"); + p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor"); + p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition"); + p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition"); + p->loc_LightColor = qglGetUniformLocationARB(p->program, "LightColor"); + p->loc_Color_Pants = qglGetUniformLocationARB(p->program, "Color_Pants"); + p->loc_Color_Shirt = qglGetUniformLocationARB(p->program, "Color_Shirt"); + p->loc_FogRangeRecip = qglGetUniformLocationARB(p->program, "FogRangeRecip"); + p->loc_AmbientScale = qglGetUniformLocationARB(p->program, "AmbientScale"); + p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale"); + p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower"); + p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale"); + p->loc_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"); + if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); + if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); + if (p->loc_Texture_Gloss >= 0) qglUniform1iARB(p->loc_Texture_Gloss, 2); + if (p->loc_Texture_Cube >= 0) qglUniform1iARB(p->loc_Texture_Cube, 3); + if (p->loc_Texture_FogMask >= 0) qglUniform1iARB(p->loc_Texture_FogMask, 4); + if (p->loc_Texture_Pants >= 0) qglUniform1iARB(p->loc_Texture_Pants, 5); + if (p->loc_Texture_Shirt >= 0) qglUniform1iARB(p->loc_Texture_Shirt, 6); + if (p->loc_Texture_Lightmap >= 0) qglUniform1iARB(p->loc_Texture_Lightmap, 7); + if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8); + if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9); + CHECKGLERROR + qglUseProgramObjectARB(0);CHECKGLERROR + } + else + Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, "glsl/default.glsl"); + if (shaderstring) + Mem_Free(shaderstring); } -// return farclip value -float R_FarClip_Finish(void) +void R_GLSL_Restart_f(void) { - return r_farclip_meshfarclip - r_farclip_directiondist; + int i; + for (i = 0;i < SHADERPERMUTATION_COUNT;i++) + if (r_glsl_permutations[i].program) + GL_Backend_FreeProgram(r_glsl_permutations[i].program); + memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); } -/* -=============== -R_NewMap -=============== -*/ -void R_NewMap (void) +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting) +{ + // select a permutation of the lighting shader appropriate to this + // combination of texture, entity, light source, and fogging, only use the + // minimum features necessary to avoid wasting rendering time in the + // fragment shader on features that are not being used + int permutation = 0; + float specularscale = rsurface_texture->specularscale; + r_glsl_permutation = NULL; + if (r_shadow_rtlight) + { + permutation |= SHADERPERMUTATION_MODE_LIGHTSOURCE; + specularscale *= r_shadow_rtlight->specularscale; + if (r_shadow_rtlight->currentcubemap != r_texture_whitecube) + permutation |= SHADERPERMUTATION_CUBEFILTER; + } + else + { + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + { + if (modellighting) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; + else if (r_glsl_deluxemapping.integer >= 1 && rsurface_lightmaptexture) + { + if (r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) + { + if (r_refdef.worldmodel->brushq3.deluxemapping_modelspace) + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + else + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + } + else if (r_glsl_deluxemapping.integer >= 2) // fake mode + permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + } + } + if (rsurface_texture->skin.glow) + permutation |= SHADERPERMUTATION_GLOW; + } + if (specularscale > 0) + permutation |= SHADERPERMUTATION_SPECULAR; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface_texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (!r_glsl_permutations[permutation].program) + { + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(permutation); + if (!r_glsl_permutations[permutation].program) + { + // remove features until we find a valid permutation + int i; + for (i = SHADERPERMUTATION_COUNT-1;;i>>=1) + { + // reduce i more quickly whenever it would not remove any bits + if (permutation < i) + continue; + permutation &= i; + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(permutation); + if (r_glsl_permutations[permutation].program) + break; + if (!i) + return 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 (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); + } + else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) + { + if (r_glsl_permutation->loc_AmbientColor >= 0) + qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface_entity->modellight_ambient[0], rsurface_entity->modellight_ambient[1], rsurface_entity->modellight_ambient[2]); + 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]); + 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); + 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]); + } + 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_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_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_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); + 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 (r_shadow_rtlight || (rsurface_texture->currentmaterialflags & MATERIALFLAG_ADD)) + qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); + else + 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_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]); + 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]); + else + qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0); + } + 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); + CHECKGLERROR + return permutation; +} + +void R_SwitchSurfaceShader(int permutation) +{ + if (r_glsl_permutation != r_glsl_permutations + permutation) + { + r_glsl_permutation = r_glsl_permutations + permutation; + CHECKGLERROR + qglUseProgramObjectARB(r_glsl_permutation->program); + CHECKGLERROR + } +} + +void gl_main_start(void) +{ + r_main_texturepool = R_AllocTexturePool(); + r_bloom_texture_screen = NULL; + r_bloom_texture_bloom = NULL; + R_BuildBlankTextures(); + R_BuildNoTexture(); + if (gl_texturecubemap) + { + R_BuildWhiteCube(); + R_BuildNormalizationCube(); + } + R_BuildFogTexture(); + memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); +} + +void gl_main_shutdown(void) +{ + 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_black = NULL; + r_texture_whitecube = NULL; + r_texture_normalizationcube = NULL; + R_GLSL_Restart_f(); +} + +extern void CL_ParseEntityLump(char *entitystring); +void gl_main_newmap(void) +{ + // FIXME: move this code to client + int l; + char *entities, entname[MAX_QPATH]; + if (cl.worldmodel) + { + strlcpy(entname, cl.worldmodel->name, sizeof(entname)); + l = (int)strlen(entname) - 4; + if (l >= 0 && !strcmp(entname + l, ".bsp")) + { + memcpy(entname + l, ".ent", 5); + if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL))) + { + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; + } + } + if (cl.worldmodel->brush.entities) + CL_ParseEntityLump(cl.worldmodel->brush.entities); + } +} + +void GL_Main_Init(void) { - R_Modules_NewMap(); + r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); + + Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed\n"); + FOG_registercvars(); // FIXME: move this fog stuff to client? + Cvar_RegisterVariable(&r_nearclip); + Cvar_RegisterVariable(&r_showsurfaces); + Cvar_RegisterVariable(&r_showtris); + Cvar_RegisterVariable(&r_shownormals); + Cvar_RegisterVariable(&r_showlighting); + Cvar_RegisterVariable(&r_showshadowvolumes); + Cvar_RegisterVariable(&r_showcollisionbrushes); + 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_drawviewmodel); + Cvar_RegisterVariable(&r_speeds); + Cvar_RegisterVariable(&r_fullbrights); + Cvar_RegisterVariable(&r_wateralpha); + Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_q1bsp_skymasking); + 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_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_bloom); + Cvar_RegisterVariable(&r_bloom_intensity); + Cvar_RegisterVariable(&r_bloom_blur); + Cvar_RegisterVariable(&r_bloom_resolution); + Cvar_RegisterVariable(&r_bloom_power); + Cvar_RegisterVariable(&r_hdr); + Cvar_RegisterVariable(&r_hdr_scenebrightness); + Cvar_RegisterVariable(&r_hdr_bloomintensity); + Cvar_RegisterVariable(&r_hdr_glowintensity); + 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); } extern void R_Textures_Init(void); -extern void Mod_RenderInit(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void R_Shadow_Init(void); -extern void GL_Models_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); -extern void ui_init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); +extern void R_LightningBeams_Init(void); +extern void Mod_RenderInit(void); void Render_Init(void) { - R_Textures_Init(); - Mod_RenderInit(); gl_backend_init(); - R_MeshQueue_Init(); - GL_Draw_Init(); + R_Textures_Init(); GL_Main_Init(); + GL_Draw_Init(); R_Shadow_Init(); - GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); - R_Crosshairs_Init(); + Sbar_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - ui_init(); - Sbar_Init(); + R_LightningBeams_Init(); + Mod_RenderInit(); } /* @@ -329,7 +1074,12 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + Con_DPrintf("\nengine extensions: %s\n", vm_sv_extensions ); + + // clear to black (loading plaque will be seen over this) + CHECKGLERROR + qglClearColor(0,0,0,1);CHECKGLERROR + qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR } int R_CullBox(const vec3_t mins, const vec3_t maxs) @@ -338,7 +1088,7 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) mplane_t *p; for (i = 0;i < 4;i++) { - p = frustum + i; + p = r_view.frustum + i; switch(p->signbits) { default: @@ -379,166 +1129,53 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) return false; } -int PVS_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; -} +//================================================================================== -int VIS_CullBox(const vec3_t mins, const vec3_t maxs) +static void R_UpdateEntityLighting(entity_render_t *ent) { - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (R_CullBox(mins, maxs)) - return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } - } - return true; + vec3_t tempdiffusenormal; + VectorSet(ent->modellight_ambient, r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f), r_ambient.value * (2.0f / 128.0f)); + VectorClear(ent->modellight_diffuse); + VectorClear(ent->modellight_lightdir); + if ((ent->flags & RENDER_LIGHT) && r_refdef.worldmodel && r_refdef.worldmodel->brush.LightPoint) + r_refdef.worldmodel->brush.LightPoint(r_refdef.worldmodel, ent->origin, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal); + else // highly rare + VectorSet(ent->modellight_ambient, 1, 1, 1); + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); + VectorNormalize(ent->modellight_lightdir); + ent->modellight_ambient[0] *= ent->colormod[0] * r_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; } -int R_CullSphere(const vec3_t origin, vec_t radius) +static void R_View_UpdateEntityVisible (void) { - return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist - || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist - || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist - || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist); -} + int i, renderimask; + entity_render_t *ent; -int PVS_CullSphere(const vec3_t origin, vec_t radius) -{ - int stackpos; - mnode_t *node, *stack[4096]; - float dist; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) - { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount) - return false; - } - else - { - dist = PlaneDiff(origin, node->plane); - if (dist <= radius) - stack[stackpos++] = node->children[1]; - if (dist >= -radius) - stack[stackpos++] = node->children[0]; - } - } - return true; -} + if (!r_drawentities.integer) + return; -int VIS_CullSphere(const vec3_t origin, vec_t radius) -{ - int stackpos; - mnode_t *node, *stack[4096]; - float dist; - if (R_CullSphere(origin, radius)) - return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) + renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL); + if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs) { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount) - return false; - } - else + // worldmodel can check visibility + for (i = 0;i < r_refdef.numentities;i++) { - dist = PlaneDiff(origin, node->plane); - if (dist <= radius) - stack[stackpos++] = node->children[1]; - if (dist >= -radius) - stack[stackpos++] = node->children[0]; + ent = r_refdef.entities[i]; + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); } } - return true; -} - - -//================================================================================== - -static void R_MarkEntities (void) -{ - int i; - entity_render_t *ent; - - ent = &cl_entities[0].render; - Matrix4x4_CreateIdentity(&ent->matrix); - Matrix4x4_CreateIdentity(&ent->inversematrix); - - if (cl.worldmodel) - R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); - - if (!r_drawentities.integer) - return; - - for (i = 0;i < r_refdef.numentities;i++) + else { - ent = r_refdef.entities[i]; - Mod_CheckLoaded(ent->model); - // 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); - R_LerpAnimation(ent); - R_UpdateEntLights(ent); - if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) - && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale) - && !VIS_CullBox(ent->mins, ent->maxs)) + // no worldmodel or it can't check visibility + for (i = 0;i < r_refdef.numentities;i++) { - ent->visframe = r_framecount; - R_FarClip_Box(ent->mins, ent->maxs); + ent = r_refdef.entities[i]; + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && (ent->effects & EF_NODEPTHTEST); } } } @@ -555,42 +1192,19 @@ 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; } -/* -============= -R_DrawViewModel -============= -*/ -/* -void R_DrawViewModel (void) -{ - entity_render_t *ent; - - // FIXME: move these checks to client - if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) - return; - - ent = &cl.viewent.render; - Mod_CheckLoaded(ent->model); - R_LerpAnimation(ent); - Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale); - Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); - R_UpdateEntLights(ent); - ent->model->Draw(ent); -} -*/ - void R_DrawNoModel(entity_render_t *ent); -void R_DrawModels () +void R_DrawModels(void) { int i; entity_render_t *ent; @@ -600,833 +1214,2410 @@ void R_DrawModels () for (i = 0;i < r_refdef.numentities;i++) { + if (!r_viewcache.entityvisible[i]) + continue; ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount) - { - if (ent->model && ent->model->Draw != NULL) - ent->model->Draw(ent); - else - R_DrawNoModel(ent); - } + r_refdef.stats.entities++; + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); } } -void R_DrawFakeShadows (void) +static void R_View_SetFrustum(void) { - int i; - entity_render_t *ent; + // break apart the view matrix into vectors for various purposes + 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 + 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_refdef.nearclip; + nudge = 1.0 - 1.0 / (1<<23); + 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 + 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 + + + + VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_x, r_view.left, r_view.frustum[0].normal); + VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_x, r_view.left, r_view.frustum[1].normal); + VectorMAM(1, r_view.forward, 1.0 / -r_view.frustum_y, r_view.up, r_view.frustum[2].normal); + VectorMAM(1, r_view.forward, 1.0 / r_view.frustum_y, r_view.up, r_view.frustum[3].normal); + VectorCopy(r_view.forward, r_view.frustum[4].normal); + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); + 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; + PlaneClassify(&r_view.frustum[0]); + PlaneClassify(&r_view.frustum[1]); + PlaneClassify(&r_view.frustum[2]); + PlaneClassify(&r_view.frustum[3]); + PlaneClassify(&r_view.frustum[4]); + + // 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( 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( 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( 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( 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_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]); +} - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); +void R_View_Update(void) +{ + R_View_SetFrustum(); + R_View_WorldVisibility(); + R_View_UpdateEntityVisible(); +} - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.numentities;i++) +void R_ResetViewRendering(void) +{ + if (gl_support_fragment_shader) { - ent = r_refdef.entities[i]; - if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); + qglUseProgramObjectARB(0);CHECKGLERROR } -} -#include "r_shadow.h" + // 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_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ScissorTest(true); + GL_DepthMask(true); + GL_DepthTest(true); + R_Mesh_Matrix(&identitymatrix); + R_Mesh_ResetTextureState(); +} -int shadowframecount = 0; +void R_RenderScene(void); -int Light_CullBox(const vec3_t mins, const vec3_t maxs) +void R_Bloom_MakeTexture(qboolean darken) { - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) + int screenwidth, screenheight; + int screentexturewidth, screentextureheight; + int bloomtexturewidth, bloomtextureheight; + int bloomwidth, bloomheight, x, range; + float xoffset, yoffset, r; + float vertex3f[12]; + float texcoord2f[3][8]; + + // set bloomwidth and bloomheight to the bloom resolution that will be + // used (often less than the screen resolution for faster rendering) + bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); + bloomheight = bound(1, bloomwidth * r_view.height / r_view.width, r_view.height); + + // 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); + + r_refdef.stats.bloom++; + + // allocate textures as needed + // TODO: reallocate these when size settings change + 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); + + screentexturewidth = R_TextureWidth(r_bloom_texture_screen); + screentextureheight = R_TextureHeight(r_bloom_texture_screen); + bloomtexturewidth = R_TextureWidth(r_bloom_texture_bloom); + bloomtextureheight = R_TextureHeight(r_bloom_texture_bloom); + + // 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; + + // 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)screentextureheight; + texcoord2f[0][2] = (float)r_view.width / (float)screentexturewidth; + texcoord2f[0][3] = (float)r_view.height / (float)screentextureheight; + texcoord2f[0][4] = (float)r_view.width / (float)screentexturewidth; + 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)bloomtextureheight; + texcoord2f[1][2] = (float)bloomwidth / (float)bloomtexturewidth; + texcoord2f[1][3] = (float)bloomheight / (float)bloomtextureheight; + texcoord2f[1][4] = (float)bloomwidth / (float)bloomtexturewidth; + texcoord2f[1][5] = 0; + texcoord2f[1][6] = 0; + texcoord2f[1][7] = 0; + + R_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + + R_Mesh_TexCoordPointer(0, 2, texcoord2f[0]); + R_Mesh_TexBind(0, R_GetTexture(r_bloom_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 + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_Color(1, 1, 1, 1); + // TODO: optimize with multitexture or GLSL + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + + if (darken) { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->worldnodeframe == shadowframecount) - return false; - } - else + // raise to a power of itself to darken it (this leaves the really + // bright stuff bright, and everything else becomes very dark) + // 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++) { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; } } - return true; -} -int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs) -{ - int stackpos, sides; - mnode_t *node, *stack[4096]; - if (R_CullBox(mins, maxs)) - return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) + // 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_ActiveTexture(0); + CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + bloomheight), bloomwidth, bloomheight);CHECKGLERROR + r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; + + // 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++) { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount) - return false; - } - else - { - sides = BoxOnPlaneSide(mins, maxs, node->plane); - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } + xoffset = 0 / (float)bloomwidth * (float)bloomwidth / (float)screenwidth; + yoffset = x / (float)bloomheight * (float)bloomheight / (float)screenheight; + // compute a texcoord array with the specified x and y offset + 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); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); } - return true; -} -int LightAndVis_CullPointCloud(int numpoints, const float *points) -{ - int i; - const float *p; - int stackpos, sides; - mnode_t *node, *stack[4096]; - //if (R_CullBox(mins, maxs)) - // return true; - if (cl.worldmodel == NULL) - return false; - stackpos = 0; - stack[stackpos++] = cl.worldmodel->nodes; - while (stackpos) + // 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 + r_refdef.stats.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; + GL_BlendFunc(GL_ONE, GL_ZERO); + for (x = -range;x <= range;x++) { - node = stack[--stackpos]; - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount) - return false; - } - else - { - sides = 0; - for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3) - { - if (DotProduct(p, node->plane->normal) < node->plane->dist) - sides |= 1; - else - sides |= 2; - } - if (sides & 2 && stackpos < 4096) - stack[stackpos++] = node->children[1]; - if (sides & 1 && stackpos < 4096) - stack[stackpos++] = node->children[0]; - } + 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); + r_refdef.stats.bloom_drawpixels += bloomwidth * bloomheight; + GL_BlendFunc(GL_ONE, GL_ONE); } - return true; + + // copy the 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 + r_refdef.stats.bloom_copypixels += bloomwidth * bloomheight; } +void R_HDR_RenderBloomTexture(void) +{ + int oldwidth, oldheight; + + oldwidth = r_view.width; + oldheight = r_view.height; + r_view.width = bound(1, r_bloom_resolution.integer, min(r_view.width, gl_max_texture_size)); + r_view.height = r_view.width * oldheight / oldwidth; + + // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. + // FIXME: change global lightmapintensity and light intensity according to r_hdr_bloomintensity cvar + // FIXME: change global lightmapintensity and light intensity according to r_hdr_scenebrightness cvar + // TODO: add exposure compensation features + + r_view.colorscale = r_hdr_bloomintensity.value * r_hdr_scenebrightness.value; + R_RenderScene(); + + R_ResetViewRendering(); + + R_Bloom_MakeTexture(false); + + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("clear"); + + // restore the view settings + r_view.width = oldwidth; + r_view.height = oldheight; -void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs) + // go back to full view area + R_ResetViewRendering(); +} + +static void R_BlendView(void) { - vec3_t relativelightorigin; - #if 0 - int i; - vec3_t temp; - float dist, projectdistance; - float points[16][3]; - #endif - // rough checks - if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL) + int screenwidth, screenheight; + int bloomwidth, bloomheight; + qboolean dobloom; + qboolean dohdr; + qboolean doblend; + float vertex3f[12]; + float texcoord2f[3][8]; + + // set the (poorly named) screenwidth and screenheight variables to + // a power of 2 at least as large as the screen, these will define the + // size of the texture to allocate + for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2); + for (screenheight = 1;screenheight < vid.height;screenheight *= 2); + + doblend = r_refdef.viewblend[3] >= 0.01f; + dobloom = !r_hdr.integer && 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; + dohdr = r_hdr.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; + + if (!dobloom && !dohdr && !doblend) return; - if (r_shadow_cull.integer) + + // 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; + + // 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; + + if (dohdr) { - if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] - || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] - || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2] - || Light_CullBox(ent->mins, ent->maxs)) - return; + // 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_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + GL_Color(1, 1, 1, 1); + 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_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } - #if 0 - if (r_shadow_cull.integer) + if (dobloom) { - projectdistance = cullradius; - // calculate projected bounding box and decide if it is on-screen - for (i = 0;i < 8;i++) + // render simple bloom effect + // make the bloom texture + R_Bloom_MakeTexture(true); + // put the original screen image back in place and blend the bloom + // texture on it + R_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + 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]); + if (r_textureunits.integer >= 2 && gl_combine.integer) { - temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0]; - temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1]; - temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2]; - Matrix4x4_Transform(&ent->matrix, temp, points[i]); - VectorSubtract(points[i], lightorigin, temp); - dist = projectdistance / sqrt(DotProduct(temp, temp)); - VectorMA(points[i], dist, temp, points[i+8]); + 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]); } - if (LightAndVis_CullPointCloud(16, points[0])) - return; - /* - for (i = 0;i < 8;i++) + else { - p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0]; - p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1]; - p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2]; - Matrix4x4_Transform(&ent->matrix, p2, p); - VectorSubtract(p, lightorigin, temp); - dist = projectdistance / sqrt(DotProduct(temp, temp)); - VectorMA(p, dist, temp, p2); - if (i) - { - if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0]; - if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1]; - if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2]; - } - else - { - VectorCopy(p, mins); - VectorCopy(p, maxs); - } - if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0]; - if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1]; - if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2]; + R_Mesh_Draw(0, 4, 2, polygonelements); + 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]); } - if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0] - || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1] - || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2] - || LightAndVis_CullBox(mins, maxs)) - return; - */ - } - #endif - Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); - ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); -} - -void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); - -extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); -void R_ShadowVolumeLighting (int visiblevolumes) -{ - int i; - entity_render_t *ent; - int lnum; - float f, lightradius, cullradius; - vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs; - worldlight_t *wl; - rdlight_t *rd; - rmeshstate_t m; - mleaf_t *leaf; - matrix4x4_t matrix; - matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz; - matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; - - if (visiblevolumes) - { - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ONE; - if (r_shadow_realtime.integer >= 3) - m.depthdisable = true; - R_Mesh_State(&m); - qglDisable(GL_CULL_FACE); - GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1); + R_Mesh_Draw(0, 4, 2, polygonelements); + r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; } - else - R_Shadow_Stage_Begin(); - shadowframecount++; - for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++) + if (doblend) { - if (d_lightstylevalue[wl->style] <= 0) - continue; - if (R_CullBox(wl->mins, wl->maxs)) - //if (R_CullSphere(wl->origin, cullradius)) - continue; - //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius)) - // continue; - //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius)) - // continue; - if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer) - continue; + // apply a color tint to the whole view + R_ResetViewRendering(); + GL_DepthTest(false); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + 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); + } +} - cullradius = wl->cullradius; - lightradius = wl->lightradius; +void R_RenderScene(void); - if (cl.worldmodel != NULL) - { - for (i = 0;i < wl->numleafs;i++) - if (wl->leafs[i]->visframe == r_framecount) - break; - if (i == wl->numleafs) - continue; - leaf = wl->leafs[i++]; - VectorCopy(leaf->mins, clipmins); - VectorCopy(leaf->maxs, clipmaxs); - for (;i < wl->numleafs;i++) - { - leaf = wl->leafs[i]; - if (leaf->visframe == r_framecount) - { - if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0]; - if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0]; - if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1]; - if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1]; - if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2]; - if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2]; - } - } - if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0]; - if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0]; - if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1]; - if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1]; - if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2]; - if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2]; - } - else - { - VectorCopy(wl->mins, clipmins); - VectorCopy(wl->maxs, clipmaxs); - } +matrix4x4_t r_waterscrollmatrix; - //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius)) - if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs)) - continue; +void R_UpdateVariables(void) +{ + int i; - // mark the leafs we care about so only things in those leafs will matter - if (cl.worldmodel != NULL) - for (i = 0;i < wl->numleafs;i++) - wl->leafs[i]->worldnodeframe = shadowframecount; + R_Textures_Frame(); - f = d_lightstylevalue[wl->style] * (1.0f / 256.0f); - VectorScale(wl->light, f, lightcolor); - if (wl->selected) - { - f = 2 + sin(realtime * M_PI * 4.0); - VectorScale(lightcolor, f, lightcolor); - } + 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); + + r_refdef.polygonfactor = 0; + r_refdef.polygonoffset = 0; + r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_shadow_polygonfactor.value; + r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_shadow_polygonoffset.value; + + 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_refdef.rtdlightshadows = r_refdef.rtdlight && (r_refdef.rtworld ? r_shadow_realtime_world_dlightshadows.integer : 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 (wl->castshadows) + if (gamemode == GAME_NEHAHRA) + { + if (gl_fogenable.integer) { - if (!visiblevolumes) - R_Shadow_Stage_ShadowVolumes(); - ent = &cl_entities[0].render; - if (wl->shadowvolume && r_shadow_staticworldlights.integer) - R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl); - else - R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs); - if (r_drawentities.integer) - for (i = 0;i < r_refdef.numentities;i++) - R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs); + 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; } - - if (!visiblevolumes) + else if (r_refdef.oldgl_fogenable) { - if (wl->castshadows) - R_Shadow_Stage_LightWithShadows(); - else - R_Shadow_Stage_LightWithoutShadows(); - - // calculate world to filter matrix - Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius); - Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); - // calculate world to attenuationxyz/xy matrix - Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5); - Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter); - // calculate world to attenuationz matrix - matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5; - matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5; - matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5; - matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1; - Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter); - - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - if (wl->numsurfaces) - R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); - else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); - } - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight - && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0] - && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1] - && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2] - && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) - { - Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); - } - } - } + 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; } } - for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++) + if (r_refdef.fog_density) { - lightradius = rd->cullradius; - clipmins[0] = rd->origin[0] - lightradius; - clipmins[1] = rd->origin[1] - lightradius; - clipmins[2] = rd->origin[2] - lightradius; - clipmaxs[0] = rd->origin[0] + lightradius; - clipmaxs[1] = rd->origin[1] + lightradius; - clipmaxs[2] = rd->origin[2] + lightradius; - if (VIS_CullBox(clipmins, clipmaxs)) - continue; - - //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius)) - if (R_Shadow_ScissorForBBox(clipmins, clipmaxs)) - continue; - - if (!visiblevolumes) - R_Shadow_Stage_ShadowVolumes(); - - cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin); - VectorScale(rd->light, (1.0f / 4096.0f), lightcolor); - - ent = &cl_entities[0].render; - R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs); - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent != rd->ent) - R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs); - } - } - - if (!visiblevolumes) - { - R_Shadow_Stage_LightWithShadows(); - - // calculate world to filter matrix - Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius); - Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); - // calculate world to attenuationxyz/xy matrix - Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5); - Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter); - // calculate world to attenuationz matrix - matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5; - matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5; - matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5; - matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1; - Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter); - - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); - } - if (r_drawentities.integer) - { - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight - && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0] - && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1] - && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2] - && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); - } - } - } - } + 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.fogtabledistmultiplier = FOGTABLEWIDTH * r_refdef.fograngerecip; + // fog color was already set + } + else + r_refdef.fogenabled = false; - if (!visiblevolumes) - R_Shadow_Stage_End(); - qglEnable(GL_CULL_FACE); - qglDisable(GL_SCISSOR_TEST); -} - -static void R_SetFrustum (void) -{ - // LordHavoc: note to all quake engine coders, the special case for 90 - // degrees assumed a square view (wrong), so I removed it, Quake2 has it - // disabled as well. - - // rotate VPN right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); - frustum[0].dist = DotProduct (r_origin, frustum[0].normal); - PlaneClassify(&frustum[0]); - - // rotate VPN left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); - frustum[1].dist = DotProduct (r_origin, frustum[1].normal); - PlaneClassify(&frustum[1]); - - // rotate VPN up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); - frustum[2].dist = DotProduct (r_origin, frustum[2].normal); - PlaneClassify(&frustum[2]); - - // rotate VPN down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); - frustum[3].dist = DotProduct (r_origin, frustum[3].normal); - PlaneClassify(&frustum[3]); + // update some cached entity properties... + for (i = 0;i < r_refdef.numentities;i++) + { + entity_render_t *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); + R_UpdateEntityLighting(ent); + } } /* -=============== -R_SetupFrame -=============== +================ +R_RenderView +================ */ -static void R_SetupFrame (void) +void R_RenderView(void) { -// don't allow cheats in multiplayer - if (cl.maxclients > 1) - { - if (r_fullbright.integer != 0) - Cvar_Set ("r_fullbright", "0"); - if (r_ambient.value != 0) - Cvar_Set ("r_ambient", "0"); - } + if (!r_refdef.entities/* || !r_refdef.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_framecount++; + CHECKGLERROR + GL_ScissorTest(true); + GL_DepthMask(true); + if (r_timereport_active) + R_TimeReport("setup"); -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); + R_View_Update(); + if (r_timereport_active) + R_TimeReport("visibility"); - AngleVectors (r_refdef.viewangles, vpn, vright, vup); + R_ResetViewRendering(); - R_AnimateLight (); -} + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("clear"); + // this produces a bloom texture to be used in R_BlendView() later + if (r_hdr.integer) + R_HDR_RenderBloomTexture(); -static void R_BlendView(void) -{ - rmeshstate_t m; - float r; + r_view.colorscale = r_hdr_scenebrightness.value; + R_RenderScene(); - if (r_refdef.viewblend[3] < 0.01f) - return; + R_BlendView(); + if (r_timereport_active) + R_TimeReport("blendview"); - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.depthdisable = true; // magic - R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - - r = 64000; - varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - r *= 3; - varray_vertex[4] = varray_vertex[0] + vup[0] * r; - varray_vertex[5] = varray_vertex[1] + vup[1] * r; - varray_vertex[6] = varray_vertex[2] + vup[2] * r; - varray_vertex[8] = varray_vertex[0] + vright[0] * r; - varray_vertex[9] = varray_vertex[1] + vright[1] * r; - varray_vertex[10] = varray_vertex[2] + vright[2] * r; - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_Draw(3, 1, polygonelements); + GL_Scissor(0, 0, vid.width, vid.height); + GL_ScissorTest(false); + CHECKGLERROR } -/* -================ -R_RenderView - -r_refdef must be set before the first call -================ -*/ extern void R_DrawLightningBeams (void); -void R_RenderView (void) +extern void VM_AddPolygonsToMeshQueue (void); +extern void R_DrawPortals (void); +void R_RenderScene(void) { - entity_render_t *world; - if (!r_refdef.entities/* || !cl.worldmodel*/) - return; //Host_Error ("R_RenderView: NULL worldmodel"); + DrawQ_Finish(); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (r_shadow_realtime.integer == 1) + CHECKGLERROR + if (gl_support_fragment_shader) { - if (!gl_texturecubemap) - { - Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n"); - Cvar_SetValueQuick(&r_shadow_realtime, 0); - } - else if (!gl_dot3arb) - { - Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n"); - Cvar_SetValueQuick(&r_shadow_realtime, 0); - } - else if (!gl_stencil) - { - Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n"); - Cvar_SetValueQuick(&r_shadow_realtime, 0); - } - else if (!gl_combine.integer) - { - Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n"); - Cvar_SetValueQuick(&r_shadow_realtime, 0); - } + qglUseProgramObjectARB(0);CHECKGLERROR } + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR - R_Shadow_UpdateLightingMode(); + R_ResetViewRendering(); - world = &cl_entities[0].render; + R_MeshQueue_BeginScene(); - // FIXME: move to client - R_MoveExplosions(); - R_TimeReport("mexplosion"); + 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); + + GL_SetupView_Orientation_FromEntity(&r_view.matrix); + + R_Shadow_UpdateWorldLightSelection(); - R_Textures_Frame(); - R_SetupFrame(); - R_SetFrustum(); - R_SetupFog(); R_SkyStartFrame(); - R_BuildLightList(); - R_TimeReport("setup"); - R_WorldVisibility(world); - R_TimeReport("worldvis"); + 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_FarClip_Start(r_origin, vpn, 768.0f); - R_MarkEntities(); - r_farclip = R_FarClip_Finish() + 256.0f; - R_TimeReport("markentity"); + if (cl.csqc_vidvars.drawworld) + { + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - if (r_shadow_lightingmode > 0) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); - else - GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); - GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles); - qglDepthFunc(GL_LEQUAL); + if (r_refdef.worldmodel && r_refdef.worldmodel->DrawSky) + { + r_refdef.worldmodel->DrawSky(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worldsky"); + } - R_Mesh_Start(); - R_MeshQueue_BeginScene(); + if (R_DrawBrushModelsSky() && r_timereport_active) + R_TimeReport("bmodelsky"); - R_Shadow_UpdateWorldLightSelection(); + if (r_refdef.worldmodel && r_refdef.worldmodel->Draw) + { + r_refdef.worldmodel->Draw(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("world"); + } + } - if (R_DrawBrushModelsSky()) - R_TimeReport("bmodelsky"); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - // must occur early because it can draw sky - R_DrawWorld(world); - R_TimeReport("world"); + R_DrawModels(); + if (r_timereport_active) + R_TimeReport("models"); // don't let sound skip if going slow - if (!intimerefresh && !r_speeds.integer) + if (r_refdef.extraupdate) S_ExtraUpdate (); - R_DrawModels(r_shadow_lightingmode > 0); - R_TimeReport("models"); + R_ShadowVolumeLighting(false); + if (r_timereport_active) + R_TimeReport("rtlights"); + + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0) + if (cl.csqc_vidvars.drawworld) { - R_DrawFakeShadows(); - R_TimeReport("fakeshadow"); + R_DrawLightningBeams(); + if (r_timereport_active) + R_TimeReport("lightning"); + + R_DrawParticles(); + if (r_timereport_active) + R_TimeReport("particles"); + + R_DrawExplosions(); + if (r_timereport_active) + R_TimeReport("explosions"); } - if (r_shadow_lightingmode > 0) + if (gl_support_fragment_shader) { - R_ShadowVolumeLighting(false); - R_TimeReport("dynlight"); + qglUseProgramObjectARB(0);CHECKGLERROR } + VM_AddPolygonsToMeshQueue(); - R_DrawLightningBeams(); - R_TimeReport("lightning"); - - R_DrawParticles(); - R_TimeReport("particles"); - - R_DrawExplosions(); - R_TimeReport("explosions"); + if (r_drawportals.integer) + { + R_DrawPortals(); + if (r_timereport_active) + R_TimeReport("portals"); + } + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } R_MeshQueue_RenderTransparent(); - R_TimeReport("drawtrans"); + if (r_timereport_active) + R_TimeReport("drawtrans"); - R_DrawCoronas(); - R_TimeReport("coronas"); + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } - R_DrawWorldCrosshair(); - R_TimeReport("crosshair"); + if (cl.csqc_vidvars.drawworld) + { + R_DrawCoronas(); + if (r_timereport_active) + R_TimeReport("coronas"); + } - R_BlendView(); - R_TimeReport("blendview"); + // don't let sound skip if going slow + if (r_refdef.extraupdate) + S_ExtraUpdate (); - R_MeshQueue_Render(); - R_MeshQueue_EndScene(); - if (r_shadow_realtime.integer >= 2) + CHECKGLERROR + if (gl_support_fragment_shader) { - R_ShadowVolumeLighting(true); - R_TimeReport("shadowvolume"); + qglUseProgramObjectARB(0);CHECKGLERROR } - R_Mesh_Finish(); - R_TimeReport("meshfinish"); + qglPolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR } /* 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]; - rmeshstate_t m; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - - varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2]; - varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2]; - varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2]; - varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2]; - varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2]; - varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2]; - varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2]; - varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2]; - R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); - if (fogenabled) - { - for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4) + float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&identitymatrix); + + vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; + vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; + vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; + vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; + vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; + 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 (r_refdef.fogenabled) + { + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - VectorSubtract(v, r_origin, diff); - f2 = exp(fogdensity/DotProduct(diff, diff)); + f2 = VERTEXFOGTABLE(VectorDistance(v, r_view.origin)); f1 = 1 - f2; - f2 *= r_colorscale; - 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; } } - GL_UseColorArray(); + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(color); + R_Mesh_ResetTextureState(); R_Mesh_Draw(8, 12); } */ -void R_DrawNoModelCallback(const void *calldata1, int calldata2) +int nomodelelements[24] = { - const entity_render_t *ent = calldata1; - int i, element[24]; - float f1, f2, *c, diff[3]; - rmeshstate_t m; - memset(&m, 0, sizeof(m)); + 5, 2, 0, + 5, 1, 2, + 5, 0, 3, + 5, 3, 1, + 0, 2, 4, + 2, 1, 4, + 3, 0, 4, + 1, 3, 4 +}; + +float nomodelvertex3f[6*3] = +{ + -16, 0, 0, + 16, 0, 0, + 0, -16, 0, + 0, 16, 0, + 0, 0, -16, + 0, 0, 16 +}; + +float nomodelcolor4f[6*4] = +{ + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f +}; + +void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +{ + int i; + float f1, f2, *c; + float color4f[6*4]; + // this is only called once per entity so numsurfaces is always 1, and + // surfacelist is always {0}, so this code does not handle batches + R_Mesh_Matrix(&ent->matrix); + if (ent->flags & EF_ADDITIVE) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } else if (ent->alpha < 1) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - R_Mesh_Matrix(&ent->matrix); - R_Mesh_State(&m); - - element[ 0] = 5;element[ 1] = 2;element[ 2] = 0; - element[ 3] = 5;element[ 4] = 1;element[ 5] = 2; - element[ 6] = 5;element[ 7] = 0;element[ 8] = 3; - element[ 9] = 5;element[10] = 3;element[11] = 1; - element[12] = 0;element[13] = 2;element[14] = 4; - element[15] = 2;element[16] = 1;element[17] = 4; - element[18] = 3;element[19] = 0;element[20] = 4; - element[21] = 1;element[22] = 3;element[23] = 4; - varray_vertex[ 0] = -16;varray_vertex[ 1] = 0;varray_vertex[ 2] = 0; - varray_vertex[ 4] = 16;varray_vertex[ 5] = 0;varray_vertex[ 6] = 0; - varray_vertex[ 8] = 0;varray_vertex[ 9] = -16;varray_vertex[10] = 0; - varray_vertex[12] = 0;varray_vertex[13] = 16;varray_vertex[14] = 0; - varray_vertex[16] = 0;varray_vertex[17] = 0;varray_vertex[18] = -16; - varray_vertex[20] = 0;varray_vertex[21] = 0;varray_vertex[22] = 16; - varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha; - varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha; - varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha; - varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha; - varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha; - varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha; - if (fogenabled) - { - VectorSubtract(ent->origin, r_origin, diff); - f2 = exp(fogdensity/DotProduct(diff, diff)); + GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); + R_Mesh_VertexPointer(nomodelvertex3f); + if (r_refdef.fogenabled) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + R_Mesh_ColorPointer(color4f); + f2 = VERTEXFOGTABLE(VectorDistance(ent->origin, r_view.origin)); f1 = 1 - f2; - for (i = 0, c = varray_color;i < 6;i++, c += 4) + for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale; - c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale; - c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale; + 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 + else if (ent->alpha != 1) { - for (i = 0, c = varray_color;i < 6;i++, c += 4) - { - c[0] *= r_colorscale; - c[1] *= r_colorscale; - c[2] *= r_colorscale; - } + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + R_Mesh_ColorPointer(color4f); + for (i = 0, c = color4f;i < 6;i++, c += 4) + c[3] *= ent->alpha; } - GL_UseColorArray(); - R_Mesh_Draw(6, 8, element); + else + R_Mesh_ColorPointer(nomodelcolor4f); + R_Mesh_ResetTextureState(); + R_Mesh_Draw(0, 6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_DrawNoModel_TransparentCallback, ent, 0, r_shadow_rtlight); //else // R_DrawNoModelCallback(ent, 0); } -void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width) +void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); - VectorNormalizeFast (normal); // calculate 'right' vector for start - VectorSubtract (r_origin, org1, diff); - VectorNormalizeFast (diff); + VectorSubtract (r_view.origin, org1, diff); CrossProduct (normal, diff, right1); + VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_origin, org2, diff); - VectorNormalizeFast (diff); + VectorSubtract (r_view.origin, org2, diff); CrossProduct (normal, diff, right2); + VectorNormalize (right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; - vert[ 4] = org1[0] - width * right1[0]; - vert[ 5] = org1[1] - width * right1[1]; - vert[ 6] = org1[2] - width * right1[2]; - vert[ 8] = org2[0] - width * right2[0]; - vert[ 9] = org2[1] - width * right2[1]; - vert[10] = org2[2] - width * right2[2]; - vert[12] = org2[0] + width * right2[0]; - vert[13] = org2[1] + width * right2[1]; - vert[14] = org2[2] + width * right2[2]; + vert[ 3] = org1[0] - width * right1[0]; + vert[ 4] = org1[1] - width * right1[1]; + vert[ 5] = org1[2] - width * right1[2]; + vert[ 6] = org2[0] - width * right2[0]; + vert[ 7] = org2[1] - width * right2[1]; + vert[ 8] = org2[2] - width * right2[2]; + vert[ 9] = org2[0] + width * right2[0]; + vert[10] = org2[1] + width * right2[1]; + vert[11] = org2[2] + width * right2[2]; +} + +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) +{ + float fog = 0.0f, ifog; + float vertex3f[12]; + + if (r_refdef.fogenabled) + fog = VERTEXFOGTABLE(VectorDistance(origin, r_view.origin)); + ifog = 1 - fog; + + R_Mesh_Matrix(&identitymatrix); + GL_BlendFunc(blendfunc1, blendfunc2); + GL_DepthMask(false); + GL_DepthTest(!depthdisable); + + vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; + vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; + vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; + vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; + vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; + vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; + vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; + vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; + vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; + vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; + vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; + vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; + + R_Mesh_VertexPointer(vertex3f); + R_Mesh_ColorPointer(NULL); + R_Mesh_ResetTextureState(); + R_Mesh_TexBind(0, R_GetTexture(texture)); + R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f); + // FIXME: fixed function path can't properly handle r_view.colorscale > 1 + GL_Color(cr * ifog * r_view.colorscale, cg * ifog * r_view.colorscale, cb * ifog * r_view.colorscale, ca); + R_Mesh_Draw(0, 4, 2, polygonelements); + + if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) + { + R_Mesh_TexBind(0, R_GetTexture(fogtexture)); + GL_BlendFunc(blendfunc1, GL_ONE); + GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca); + R_Mesh_Draw(0, 4, 2, polygonelements); + } +} + +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; + if (i == mesh->numvertices) + { + if (mesh->numvertices < mesh->maxvertices) + { + VectorCopy(v, vertex3f); + 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]; + } } + +void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) +{ + int i; + int *e, element[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++, vertex3d += 3) + { + element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]); + if (mesh->numtriangles < mesh->maxtriangles) + { + *e++ = element[0]; + *e++ = element[1]; + *e++ = element[2]; + mesh->numtriangles++; + } + element[1] = element[2]; + } +} + +#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; + 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; + 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; + 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_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) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); + GL_LockArrays(0, brush->numpoints); + R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements); + 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) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); + GL_LockArrays(0, surface->num_collisionvertices); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i); + 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; + layer = t->currentlayers + t->currentnumlayers++; + layer->type = type; + layer->depthmask = depthmask; + layer->blendfunc1 = blendfunc1; + layer->blendfunc2 = blendfunc2; + layer->texture = texture; + layer->texmatrix = *matrix; + 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; +} + +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; + + { + texture_t *texture = t; + model_t *model = ent->model; + int s = ent->skinnum; + if ((unsigned int)s >= (unsigned int)model->numskins) + s = 0; + if (model->skinscenes) + { + if (model->skinscenes[s].framecount > 1) + s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + else + s = model->skinscenes[s].firstframe; + } + if (s > 0) + t = t + s * model->num_surfaces; + if (t->animated) + { + // use an alternate animation if the entity's frame is not 0, + // and only if the texture has an alternate animation + if (ent->frame != 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; + } + + t->currentmaterialflags = t->basematerialflags; + t->currentalpha = ent->alpha; + if (t->basematerialflags & MATERIALFLAG_WATERALPHA) + t->currentalpha *= r_wateralpha.value; + if (!(ent->flags & RENDER_LIGHT)) + t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + if (ent->effects & EF_ADDITIVE) + t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + else if (t->currentalpha < 1) + t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT; + 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->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f); + t->basetexture = (!t->colormapping && t->skin.merged) ? t->skin.merged : t->skin.base; + t->glosstexture = r_texture_white; + t->specularpower = 8; + t->specularscale = 0; + if (r_shadow_gloss.integer > 0) + { + if (t->skin.gloss) + { + if (r_shadow_glossintensity.value > 0) + { + t->glosstexture = t->skin.gloss; + t->specularscale = r_shadow_glossintensity.value; + } + } + else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0) + t->specularscale = r_shadow_gloss2intensity.value; + } + + t->currentnumlayers = 0; + if (!(t->currentmaterialflags & MATERIALFLAG_NODRAW)) + { + if (gl_lightmaps.integer) + R_Texture_AddLayer(t, true, GL_ONE, GL_ZERO, TEXTURELAYERTYPE_LITTEXTURE, r_texture_white, &identitymatrix, 1, 1, 1, 1); + else 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->skin.merged) ? t->skin.merged : t->skin.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->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_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->skin.pants) + { + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, 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, 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, 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->skin.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_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, qboolean wantnormals, qboolean wanttangents) +{ + Matrix4x4_Transform(&ent->inversematrix, r_view.origin, 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_view.origin, rsurface_modelorg); + if ((rsurface_entity->frameblend[0].lerp != 1 || rsurface_entity->frameblend[0].frame != 0) && rsurface_model->surfmesh.isanimated) + { + 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(rsurface_model, rsurface_entity->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(rsurface_model, rsurface_entity->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(rsurface_model, rsurface_entity->frameblend, rsurface_array_modelvertex3f, NULL, NULL, NULL); + } + rsurface_generatedvertex = true; + } + 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; + } + 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) +{ + CHECKGLERROR + if (rsurface_mode == RSURFMODE_GLSL) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + 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) +{ + if (rsurface_generatedvertex) + { + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + generatetangents = true; + if (generatetangents) + generatenormals = true; + if (generatenormals && !rsurface_modelnormal3f) + { + 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); + } + if (generatetangents && !rsurface_modelsvector3f) + { + 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); + } + } + if (rsurface_texture->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2)) + { + int texturesurfaceindex; + float center[3], forward[3], right[3], up[3], v[4][3]; + matrix4x4_t matrix1, imatrix1; + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.forward, forward); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.right, right); + Matrix4x4_Transform(&rsurface_entity->inversematrix, r_view.up, 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) + { + 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_deformedvertex3f + (surface->num_firstvertex+i+j) * 3); + } + 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); +} + +void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + const msurface_t *surface = texturesurfacelist[0]; + int firstvertex = surface->num_firstvertex; + int endvertex = surface->num_firstvertex + surface->num_vertices; + if (texturenumsurfaces == 1) + { + GL_LockArrays(surface->num_firstvertex, surface->num_vertices); + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + } + else if (r_batchmode.integer == 2) + { + #define MAXBATCHTRIANGLES 4096 + int batchtriangles = 0; + int batchelements[MAXBATCHTRIANGLES*3]; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (surface->num_triangles >= 256 || (batchtriangles == 0 && texturesurfaceindex + 1 >= texturenumsurfaces)) + { + R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle)); + continue; + } + if (batchtriangles + surface->num_triangles > MAXBATCHTRIANGLES) + { + R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements); + batchtriangles = 0; + firstvertex = surface->num_firstvertex; + endvertex = surface->num_firstvertex + surface->num_vertices; + } + else + { + firstvertex = min(firstvertex, surface->num_firstvertex); + endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices); + } + memcpy(batchelements + batchtriangles * 3, rsurface_model->surfmesh.data_element3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3])); + batchtriangles += surface->num_triangles; + } + if (batchtriangles) + R_Mesh_Draw(firstvertex, endvertex - firstvertex, batchtriangles, batchelements); + } + else if (r_batchmode.integer == 1) + { + int firsttriangle = 0; + int endtriangle = -1; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + if (surface->num_firsttriangle != endtriangle) + { + if (endtriangle > firsttriangle) + { + GL_LockArrays(firstvertex, endvertex - firstvertex); + R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle)); + } + firstvertex = surface->num_firstvertex; + endvertex = surface->num_firstvertex + surface->num_vertices; + firsttriangle = surface->num_firsttriangle; + } + else + { + firstvertex = min(firstvertex, surface->num_firstvertex); + endvertex = max(endvertex, surface->num_firstvertex + surface->num_vertices); + } + endtriangle = surface->num_firsttriangle + surface->num_triangles; + } + if (endtriangle > firsttriangle) + { + GL_LockArrays(firstvertex, endvertex - firstvertex); + R_Mesh_Draw(firstvertex, endvertex - firstvertex, endtriangle - firsttriangle, (rsurface_model->surfmesh.data_element3i + 3 * firsttriangle)); + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + 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)); + } + } +} + +static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + 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, 0.2f); + 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)); + } +} + +static void RSurf_DrawBatch_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog) +{ + int texturesurfaceindex; + int i; + float f; + float *v, *c, *c2; + // TODO: optimize + 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) + { + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + 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) + { + if ((f = DotProduct(c2, lightdir)) > 0) + VectorMA(ambientcolor, f, diffusecolor, c); + else + VectorCopy(ambientcolor, c); + c[3] = a; + } + } + r = 1; + g = 1; + b = 1; + a = 1; + applycolor = false; + rsurface_lightmapcolor4f = rsurface_array_color4f; + } + else + { + r = ambientcolor[0]; + g = ambientcolor[1]; + b = ambientcolor[2]; + rsurface_lightmapcolor4f = NULL; + } + } + else if (lightmode >= 1 || !rsurface_lightmaptexture) + { + if (texturesurfacelist[0]->lightmapinfo && texturesurfacelist[0]->lightmapinfo->stainsamples) + { + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + 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]; + float scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f); + VectorScale(lm, scale, c); + if (surface->lightmapinfo->styles[1] != 255) + { + int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3; + lm += size3; + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[2] != 255) + { + lm += size3; + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + if (surface->lightmapinfo->styles[3] != 255) + { + lm += size3; + scale = r_refdef.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f); + VectorMA(c, scale, lm, c); + } + } + } + } + else + VectorClear(c); + c[3] = 1; + } + } + rsurface_lightmapcolor4f = rsurface_array_color4f; + } + else + rsurface_lightmapcolor4f = rsurface_model->surfmesh.data_lightmapcolor4f; + } + else + { + // just lightmap it + rsurface_lightmapcolor4f = NULL; + } + if (applyfog) + { + if (rsurface_lightmapcolor4f) + { + // generate color arrays for the surfaces in this list + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + 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) + { + 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 + { + 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 = 1 - VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + c2[0] = f; + c2[1] = f; + c2[2] = f; + c2[3] = 1; + } + } + } + rsurface_lightmapcolor4f = rsurface_array_color4f; + } + if (applycolor && rsurface_lightmapcolor4f) + { + 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) + { + 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_Mesh_ColorPointer(rsurface_lightmapcolor4f); + GL_Color(r, g, b, a); + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); +} + +static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + if (rsurface_mode != RSURFMODE_SHOWSURFACES) + { + rsurface_mode = RSURFMODE_SHOWSURFACES; + GL_DepthMask(true); + GL_BlendFunc(GL_ONE, GL_ZERO); + R_Mesh_ColorPointer(NULL); + 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 & MATERIALFLAG_TRANSPARENT)) + return; + 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_viewcache.world_novis) + { + GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1); + R_Mesh_ColorPointer(NULL); + R_Mesh_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); + } + 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); + } +} + +static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int lightmode; + // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh + lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; + 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)) + { + 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); + } + 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) + { + 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); + } + else if (rsurface_lightmaptexture) + { + 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); + } + 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); + } + RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); +} + +static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + // OpenGL 1.3 path - anything not completely ancient + int texturesurfaceindex; + int lightmode; + qboolean applycolor; + qboolean applyfog; + rmeshstate_t m; + int layerindex; + const texturelayer_t *layer; + CHECKGLERROR + // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh + lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; + 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 (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); + applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + switch (layer->type) + { + case TEXTURELAYERTYPE_LITTEXTURE: + memset(&m, 0, sizeof(m)); + if (lightmode >= 1 || !rsurface_lightmaptexture) + m.tex[0] = R_GetTexture(r_texture_white); + else + m.tex[0] = R_GetTexture(rsurface_lightmaptexture); + 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); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], lightmode, 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_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], 0, applycolor, applyfog); + break; + case TEXTURELAYERTYPE_FOG: + memset(&m, 0, sizeof(m)); + m.texrgbscale[0] = layertexrgbscale; + if (layer->texture) + { + 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); + // generate a color array for the fog pass + R_Mesh_ColorPointer(rsurface_array_color4f); + 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_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; + int lightmode; + qboolean applyfog; + rmeshstate_t m; + int layerindex; + const texturelayer_t *layer; + CHECKGLERROR + // FIXME: identify models using a better check than rsurface_model->brush.shadowmesh + lightmode = ((rsurface_entity->effects & EF_FULLBRIGHT) || rsurface_model->brush.shadowmesh) ? 0 : 2; + 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 + { + GL_AlphaTest(false); + qglDepthFunc(GL_EQUAL);CHECKGLERROR + } + } + GL_DepthMask(layer->depthmask); + GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); + R_Mesh_ColorPointer(NULL); + applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0; + switch (layer->type) + { + case TEXTURELAYERTYPE_LITTEXTURE: + if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO) + { + // two-pass lit texture with 2x rgbscale + // first the lightmap pass + memset(&m, 0, sizeof(m)); + if (lightmode >= 1 || !rsurface_lightmaptexture) + m.tex[0] = R_GetTexture(r_texture_white); + else + m.tex[0] = R_GetTexture(rsurface_lightmaptexture); + m.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordlightmap2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, lightmode, 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], 0, 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.pointer_texcoord[0] = rsurface_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], lightmode == 2 ? 2 : 1, 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_model->surfmesh.data_texcoordtexture2f; + R_Mesh_TextureState(&m); + RSurf_DrawBatch_Lightmap(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], 0, 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); + 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(); + // 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) + { + f = VERTEXFOGTABLE(VectorDistance(v, rsurface_modelorg)); + c[0] = layer->color[0]; + c[1] = layer->color[1]; + c[2] = layer->color[2]; + c[3] = f * layer->color[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(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_NODRAW) + return; + r_shadow_rtlight = NULL; + r_refdef.stats.entities_surfaces += texturenumsurfaces; + CHECKGLERROR + GL_DepthTest(!(rsurface_texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) + { + qglDisable(GL_CULL_FACE);CHECKGLERROR + } + if (r_showsurfaces.integer) + R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist); + else if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) + R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); + else if (rsurface_texture->currentnumlayers) + { + 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); + if ((rsurface_texture->textureflags & Q3TEXTUREFLAG_TWOSIDED) || (rsurface_entity->flags & RENDER_NOCULLFACE)) + { + qglEnable(GL_CULL_FACE);CHECKGLERROR + } +} + +#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]; + // 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->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) + RSurf_ActiveEntity(ent, false, false); + else + RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); + batchcount = 0; + t = NULL; + for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++) + { + msurface_t *surface = ent->model->data_surfaces + surfacelist[surfacelistindex]; + + if (t != surface->texture || rsurface_lightmaptexture != surface->lightmaptexture) + { + if (batchcount > 0) + R_DrawTextureSurfaceList(batchcount, texturesurfacelist); + batchcount = 0; + t = surface->texture; + rsurface_lightmaptexture = surface->lightmaptexture; + R_UpdateTextureInfo(ent, t); + rsurface_texture = t->currentframe; + } + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY) + continue; // transparent sky is too difficult + + texturesurfacelist[batchcount++] = surface; + } + if (batchcount > 0) + R_DrawTextureSurfaceList(batchcount, texturesurfacelist); + RSurf_CleanUp(); +} + +void R_QueueTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist) +{ + int texturesurfaceindex; + vec3_t tempcenter, center; + if (rsurface_texture->currentmaterialflags & MATERIALFLAG_BLENDED) + { + // drawing sky transparently would be too difficult + if (!(rsurface_texture->currentmaterialflags & MATERIALFLAG_SKY)) + { + 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_view.origin : center, R_DrawSurface_TransparentCallback, rsurface_entity, surface - rsurface_model->data_surfaces, r_shadow_rtlight); + } + } + } + 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) +{ + 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; + + // 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->effects & EF_FULLBRIGHT) || r_showsurfaces.integer || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f)) + RSurf_ActiveEntity(ent, false, false); + else + RSurf_ActiveEntity(ent, true, r_glsl.integer && gl_support_fragment_shader); + + // update light styles + if (!skysurfaces && model->brushq1.light_styleupdatechains) + { + 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; + } + } + } + + 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) + { + msurface_t *surface; + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (!r_viewcache.world_surfacevisible[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; + } + } + } + } + else + { + msurface_t *surface; + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + 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; + } + } + } + } + if (numsurfacelist) + R_QueueTextureSurfaceList(numsurfacelist, surfacelist); + r_refdef.stats.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_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);CHECKGLERROR + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) + 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_refdef.polygonfactor, r_refdef.polygonoffset);CHECKGLERROR + } + + 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_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_viewcache.world_surfacevisible[j]) + continue; + rsurface_texture = surface->texture->currentframe; + if ((rsurface_texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + if (r_showtris.integer) + { + if (!rsurface_texture->currentlayers->depthmask) + GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1); + else if (ent == r_refdef.worldentity) + GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1); + else + GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1); + 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]); + } + qglEnd(); + CHECKGLERROR + } + if (r_shownormals.integer) + { + GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface_vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_svector3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface_vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_tvector3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface_vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface_normal3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + } + } + } + rsurface_texture = NULL; + if (r_showdisabledepthtest.integer) + { + qglDepthFunc(GL_LEQUAL);CHECKGLERROR + } + } +} +