2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29 #include "cl_collision.h"
32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics.
36 __declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
42 mempool_t *r_main_mempool;
43 rtexturepool_t *r_main_texturepool;
45 int r_textureframe = 0; ///< used only by R_GetCurrentTexture, incremented per view and per UI render
47 static qboolean r_loadnormalmap;
48 static qboolean r_loadgloss;
50 static qboolean r_loaddds;
51 static qboolean r_savedds;
52 static qboolean r_gpuskeletal;
59 cvar_t r_motionblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
60 cvar_t r_damageblur = {CVAR_CLIENT | CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended - NOTE: bad performance on multi-gpu!"};
61 cvar_t r_motionblur_averaging = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
62 cvar_t r_motionblur_randomize = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
63 cvar_t r_motionblur_minblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
64 cvar_t r_motionblur_maxblur = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
65 cvar_t r_motionblur_velocityfactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
66 cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
67 cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
68 cvar_t r_motionblur_mousefactor = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
69 cvar_t r_motionblur_mousefactor_minspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
70 cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_CLIENT | CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
72 cvar_t r_depthfirst = {CVAR_CLIENT | CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
73 cvar_t r_useinfinitefarclip = {CVAR_CLIENT | CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
74 cvar_t r_farclip_base = {CVAR_CLIENT, "r_farclip_base", "65536", "farclip (furthest visible distance) for rendering when r_useinfinitefarclip is 0"};
75 cvar_t r_farclip_world = {CVAR_CLIENT, "r_farclip_world", "2", "adds map size to farclip multiplied by this value"};
76 cvar_t r_nearclip = {CVAR_CLIENT, "r_nearclip", "1", "distance from camera of nearclip plane" };
77 cvar_t r_deformvertexes = {CVAR_CLIENT, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"};
78 cvar_t r_transparent = {CVAR_CLIENT, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"};
79 cvar_t r_transparent_alphatocoverage = {CVAR_CLIENT, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"};
80 cvar_t r_transparent_sortsurfacesbynearest = {CVAR_CLIENT, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"};
81 cvar_t r_transparent_useplanardistance = {CVAR_CLIENT, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"};
82 cvar_t r_showoverdraw = {CVAR_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"};
83 cvar_t r_showbboxes = {CVAR_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
84 cvar_t r_showbboxes_client = {CVAR_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"};
85 cvar_t r_showsurfaces = {CVAR_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
86 cvar_t r_showtris = {CVAR_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
87 cvar_t r_shownormals = {CVAR_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
88 cvar_t r_showlighting = {CVAR_CLIENT, "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"};
89 cvar_t r_showcollisionbrushes = {CVAR_CLIENT, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
90 cvar_t r_showcollisionbrushes_polygonfactor = {CVAR_CLIENT, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
91 cvar_t r_showcollisionbrushes_polygonoffset = {CVAR_CLIENT, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
92 cvar_t r_showdisabledepthtest = {CVAR_CLIENT, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
93 cvar_t r_showspriteedges = {CVAR_CLIENT, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"};
94 cvar_t r_showparticleedges = {CVAR_CLIENT, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"};
95 cvar_t r_drawportals = {CVAR_CLIENT, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
96 cvar_t r_drawentities = {CVAR_CLIENT, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
97 cvar_t r_draw2d = {CVAR_CLIENT, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"};
98 cvar_t r_drawworld = {CVAR_CLIENT, "r_drawworld","1", "draw world (most static stuff)"};
99 cvar_t r_drawviewmodel = {CVAR_CLIENT, "r_drawviewmodel","1", "draw your weapon model"};
100 cvar_t r_drawexteriormodel = {CVAR_CLIENT, "r_drawexteriormodel","1", "draw your player model (e.g. in chase cam, reflections)"};
101 cvar_t r_cullentities_trace = {CVAR_CLIENT, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
102 cvar_t r_cullentities_trace_entityocclusion = {CVAR_CLIENT, "r_cullentities_trace_entityocclusion", "1", "check for occluding entities such as doors, not just world hull"};
103 cvar_t r_cullentities_trace_samples = {CVAR_CLIENT, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"};
104 cvar_t r_cullentities_trace_tempentitysamples = {CVAR_CLIENT, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"};
105 cvar_t r_cullentities_trace_enlarge = {CVAR_CLIENT, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
106 cvar_t r_cullentities_trace_expand = {CVAR_CLIENT, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"};
107 cvar_t r_cullentities_trace_pad = {CVAR_CLIENT, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"};
108 cvar_t r_cullentities_trace_delay = {CVAR_CLIENT, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
109 cvar_t r_cullentities_trace_eyejitter = {CVAR_CLIENT, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"};
110 cvar_t r_sortentities = {CVAR_CLIENT, "r_sortentities", "0", "sort entities before drawing (might be faster)"};
111 cvar_t r_speeds = {CVAR_CLIENT, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
112 cvar_t r_fullbright = {CVAR_CLIENT, "r_fullbright","0", "makes map very bright and renders faster"};
114 cvar_t r_fullbright_directed = {CVAR_CLIENT, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
115 cvar_t r_fullbright_directed_ambient = {CVAR_CLIENT, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
116 cvar_t r_fullbright_directed_diffuse = {CVAR_CLIENT, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
117 cvar_t r_fullbright_directed_pitch = {CVAR_CLIENT, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
118 cvar_t r_fullbright_directed_pitch_relative = {CVAR_CLIENT, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
120 cvar_t r_wateralpha = {CVAR_CLIENT | CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
121 cvar_t r_dynamic = {CVAR_CLIENT | CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
122 cvar_t r_fullbrights = {CVAR_CLIENT | CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
123 cvar_t r_shadows = {CVAR_CLIENT | CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows in the direction set by r_shadows_throwdirection, otherwise use the model lighting."};
124 cvar_t r_shadows_darken = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_darken", "0.5", "how much shadowed areas will be darkened"};
125 cvar_t r_shadows_throwdistance = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
126 cvar_t r_shadows_throwdirection = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_throwdirection", "0 0 -1", "override throwing direction for r_shadows 2"};
127 cvar_t r_shadows_drawafterrtlighting = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_drawafterrtlighting", "0", "draw fake shadows AFTER realtime lightning is drawn. May be useful for simulating fast sunlight on large outdoor maps with only one noshadow rtlight. The price is less realistic appearance of dynamic light shadows."};
128 cvar_t r_shadows_castfrombmodels = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
129 cvar_t r_shadows_focus = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_focus", "0 0 0", "offset the shadowed area focus"};
130 cvar_t r_shadows_shadowmapscale = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapscale", "0.25", "higher values increase shadowmap quality at a cost of area covered (multiply global shadowmap precision) for fake shadows. Needs shadowmapping ON."};
131 cvar_t r_shadows_shadowmapbias = {CVAR_CLIENT | CVAR_SAVE, "r_shadows_shadowmapbias", "-1", "sets shadowmap bias for fake shadows. -1 sets the value of r_shadow_shadowmapping_bias. Needs shadowmapping ON."};
132 cvar_t r_q1bsp_skymasking = {CVAR_CLIENT, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
133 cvar_t r_polygonoffset_submodel_factor = {CVAR_CLIENT, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
134 cvar_t r_polygonoffset_submodel_offset = {CVAR_CLIENT, "r_polygonoffset_submodel_offset", "14", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
135 cvar_t r_polygonoffset_decals_factor = {CVAR_CLIENT, "r_polygonoffset_decals_factor", "0", "biases depth values of decals to prevent z-fighting artifacts"};
136 cvar_t r_polygonoffset_decals_offset = {CVAR_CLIENT, "r_polygonoffset_decals_offset", "-14", "biases depth values of decals to prevent z-fighting artifacts"};
137 cvar_t r_fog_exp2 = {CVAR_CLIENT, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
138 cvar_t r_fog_clear = {CVAR_CLIENT, "r_fog_clear", "1", "clears renderbuffer with fog color before render starts"};
139 cvar_t r_drawfog = {CVAR_CLIENT | CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
140 cvar_t r_transparentdepthmasking = {CVAR_CLIENT | CVAR_SAVE, "r_transparentdepthmasking", "0", "enables depth writes on transparent meshes whose materially is normally opaque, this prevents seeing the inside of a transparent mesh"};
141 cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmindist", "0", "lower distance limit for transparent sorting"};
142 cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"};
143 cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"};
144 cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9
145 cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"};
147 cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
148 cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
149 cvar_t gl_fogred = {CVAR_CLIENT, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
150 cvar_t gl_foggreen = {CVAR_CLIENT, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
151 cvar_t gl_fogblue = {CVAR_CLIENT, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
152 cvar_t gl_fogstart = {CVAR_CLIENT, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
153 cvar_t gl_fogend = {CVAR_CLIENT, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
154 cvar_t gl_skyclip = {CVAR_CLIENT, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
156 cvar_t r_texture_dds_load = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_load", "0", "load compressed dds/filename.dds texture instead of filename.tga, if the file exists (requires driver support)"};
157 cvar_t r_texture_dds_save = {CVAR_CLIENT | CVAR_SAVE, "r_texture_dds_save", "0", "save compressed dds/filename.dds texture when filename.tga is loaded, so that it can be loaded instead next time"};
159 cvar_t r_textureunits = {CVAR_CLIENT, "r_textureunits", "32", "number of texture units to use in GL 1.1 and GL 1.3 rendering paths"};
160 static cvar_t gl_combine = {CVAR_CLIENT | CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"};
161 static cvar_t r_glsl = {CVAR_CLIENT | CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"};
163 cvar_t r_usedepthtextures = {CVAR_CLIENT | CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"};
164 cvar_t r_viewfbo = {CVAR_CLIENT | CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"};
165 cvar_t r_rendertarget_debug = {CVAR_CLIENT, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"};
166 cvar_t r_viewscale = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"};
167 cvar_t r_viewscale_fpsscaling = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"};
168 cvar_t r_viewscale_fpsscaling_min = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"};
169 cvar_t r_viewscale_fpsscaling_multiply = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_multiply", "5", "adjust quality up or down by the frametime difference from 1.0/target, multiplied by this factor"};
170 cvar_t r_viewscale_fpsscaling_stepsize = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepsize", "0.01", "smallest adjustment to hit the target framerate (this value prevents minute oscillations)"};
171 cvar_t r_viewscale_fpsscaling_stepmax = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_stepmax", "1.00", "largest adjustment to hit the target framerate (this value prevents wild overshooting of the estimate)"};
172 cvar_t r_viewscale_fpsscaling_target = {CVAR_CLIENT | CVAR_SAVE, "r_viewscale_fpsscaling_target", "70", "desired framerate"};
174 cvar_t r_glsl_skeletal = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_skeletal", "1", "render skeletal models faster using a gpu-skinning technique"};
175 cvar_t r_glsl_deluxemapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
176 cvar_t r_glsl_offsetmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
177 cvar_t r_glsl_offsetmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_steps", "2", "offset mapping steps (note: too high values may be not supported by your GPU)"};
178 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
179 cvar_t r_glsl_offsetmapping_reliefmapping_steps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_steps", "10", "relief mapping steps (note: too high values may be not supported by your GPU)"};
180 cvar_t r_glsl_offsetmapping_reliefmapping_refinesteps = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping_refinesteps", "5", "relief mapping refine steps (these are a binary search executed as the last step as given by r_glsl_offsetmapping_reliefmapping_steps)"};
181 cvar_t r_glsl_offsetmapping_scale = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
182 cvar_t r_glsl_offsetmapping_lod = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod", "0", "apply distance-based level-of-detail correction to number of offsetmappig steps, effectively making it render faster on large open-area maps"};
183 cvar_t r_glsl_offsetmapping_lod_distance = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_offsetmapping_lod_distance", "32", "first LOD level distance, second level (-50% steps) is 2x of this, third (33%) - 3x etc."};
184 cvar_t r_glsl_postprocess = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
185 cvar_t r_glsl_postprocess_uservec1 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
186 cvar_t r_glsl_postprocess_uservec2 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
187 cvar_t r_glsl_postprocess_uservec3 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
188 cvar_t r_glsl_postprocess_uservec4 = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
189 cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec1_enable", "1", "enables postprocessing uservec1 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
190 cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
191 cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
192 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
193 cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"};
195 cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
196 cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
197 cvar_t r_water_clippingplanebias = {CVAR_CLIENT | CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
198 cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
199 cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
200 cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
201 cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"};
202 cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"};
203 cvar_t r_water_hideplayer = {CVAR_CLIENT | CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"};
205 cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
206 cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
207 cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
208 cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
210 cvar_t r_bloom = {CVAR_CLIENT | CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
211 cvar_t r_bloom_colorscale = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
213 cvar_t r_bloom_brighten = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
214 cvar_t r_bloom_blur = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
215 cvar_t r_bloom_resolution = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
216 cvar_t r_bloom_colorexponent = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorexponent", "1", "how exaggerated the glow is"};
217 cvar_t r_bloom_colorsubtract = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
218 cvar_t r_bloom_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_bloom_scenebrightness", "1", "global rendering brightness when bloom is enabled"};
220 cvar_t r_hdr_scenebrightness = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
221 cvar_t r_hdr_glowintensity = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
222 cvar_t r_hdr_irisadaptation = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation", "0", "adjust scene brightness according to light intensity at player location"};
223 cvar_t r_hdr_irisadaptation_multiplier = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_multiplier", "2", "brightness at which value will be 1.0"};
224 cvar_t r_hdr_irisadaptation_minvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
225 cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
226 cvar_t r_hdr_irisadaptation_value = {CVAR_CLIENT, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
227 cvar_t r_hdr_irisadaptation_fade_up = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
228 cvar_t r_hdr_irisadaptation_fade_down = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
229 cvar_t r_hdr_irisadaptation_radius = {CVAR_CLIENT | CVAR_SAVE, "r_hdr_irisadaptation_radius", "15", "lighting within this many units of the eye is averaged"};
231 cvar_t r_smoothnormals_areaweighting = {CVAR_CLIENT, "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"};
233 cvar_t developer_texturelogging = {CVAR_CLIENT, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
235 cvar_t gl_lightmaps = {CVAR_CLIENT, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers), a value of 2 keeps normalmap shading"};
237 cvar_t r_test = {CVAR_CLIENT, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
239 cvar_t r_batch_multidraw = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw", "1", "issue multiple glDrawElements calls when rendering a batch of surfaces with the same texture (otherwise the index data is copied to make it one draw)"};
240 cvar_t r_batch_multidraw_mintriangles = {CVAR_CLIENT | CVAR_SAVE, "r_batch_multidraw_mintriangles", "0", "minimum number of triangles to activate multidraw path (copying small groups of triangles may be faster)"};
241 cvar_t r_batch_debugdynamicvertexpath = {CVAR_CLIENT | CVAR_SAVE, "r_batch_debugdynamicvertexpath", "0", "force the dynamic batching code path for debugging purposes"};
242 cvar_t r_batch_dynamicbuffer = {CVAR_CLIENT | CVAR_SAVE, "r_batch_dynamicbuffer", "0", "use vertex/index buffers for drawing dynamic and copytriangles batches"};
244 cvar_t r_glsl_saturation = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
245 cvar_t r_glsl_saturation_redcompensate = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_saturation_redcompensate", "0", "a 'vampire sight' addition to desaturation effect, does compensation for red color, r_glsl_restart is required"};
247 cvar_t r_glsl_vertextextureblend_usebothalphas = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_vertextextureblend_usebothalphas", "0", "use both alpha layers on vertex blended surfaces, each alpha layer sets amount of 'blend leak' on another layer, requires mod_q3shader_force_terrain_alphaflag on."};
249 cvar_t r_framedatasize = {CVAR_CLIENT | CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
250 cvar_t r_buffermegs[R_BUFFERDATA_COUNT] =
252 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_vertex", "4", "vertex buffer size for one frame"},
253 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index16", "1", "index buffer size for one frame (16bit indices)"},
254 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_index32", "1", "index buffer size for one frame (32bit indices)"},
255 {CVAR_CLIENT | CVAR_SAVE, "r_buffermegs_uniform", "0.25", "uniform buffer size for one frame"},
258 extern cvar_t v_glslgamma_2d;
260 extern qboolean v_flipped_state;
262 r_framebufferstate_t r_fb;
264 /// shadow volume bsp struct with automatically growing nodes buffer
267 int r_uniformbufferalignment = 32; // dynamically updated to match GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
269 rtexture_t *r_texture_blanknormalmap;
270 rtexture_t *r_texture_white;
271 rtexture_t *r_texture_grey128;
272 rtexture_t *r_texture_black;
273 rtexture_t *r_texture_notexture;
274 rtexture_t *r_texture_whitecube;
275 rtexture_t *r_texture_normalizationcube;
276 rtexture_t *r_texture_fogattenuation;
277 rtexture_t *r_texture_fogheighttexture;
278 rtexture_t *r_texture_gammaramps;
279 unsigned int r_texture_gammaramps_serial;
280 //rtexture_t *r_texture_fogintensity;
281 rtexture_t *r_texture_reflectcube;
283 // TODO: hash lookups?
284 typedef struct cubemapinfo_s
291 int r_texture_numcubemaps;
292 cubemapinfo_t *r_texture_cubemaps[MAX_CUBEMAPS];
294 unsigned int r_queries[MAX_OCCLUSION_QUERIES];
295 unsigned int r_numqueries;
296 unsigned int r_maxqueries;
298 typedef struct r_qwskincache_s
300 char name[MAX_QPATH];
301 skinframe_t *skinframe;
305 static r_qwskincache_t *r_qwskincache;
306 static int r_qwskincache_size;
308 /// vertex coordinates for a quad that covers the screen exactly
309 extern const float r_screenvertex3f[12];
310 const float r_screenvertex3f[12] =
318 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
321 for (i = 0;i < verts;i++)
332 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
335 for (i = 0;i < verts;i++)
345 // FIXME: move this to client?
348 if (gamemode == GAME_NEHAHRA)
350 Cvar_Set(&cvars_all, "gl_fogenable", "0");
351 Cvar_Set(&cvars_all, "gl_fogdensity", "0.2");
352 Cvar_Set(&cvars_all, "gl_fogred", "0.3");
353 Cvar_Set(&cvars_all, "gl_foggreen", "0.3");
354 Cvar_Set(&cvars_all, "gl_fogblue", "0.3");
356 r_refdef.fog_density = 0;
357 r_refdef.fog_red = 0;
358 r_refdef.fog_green = 0;
359 r_refdef.fog_blue = 0;
360 r_refdef.fog_alpha = 1;
361 r_refdef.fog_start = 0;
362 r_refdef.fog_end = 16384;
363 r_refdef.fog_height = 1<<30;
364 r_refdef.fog_fadedepth = 128;
365 memset(r_refdef.fog_height_texturename, 0, sizeof(r_refdef.fog_height_texturename));
368 static void R_BuildBlankTextures(void)
370 unsigned char data[4];
371 data[2] = 128; // normal X
372 data[1] = 128; // normal Y
373 data[0] = 255; // normal Z
374 data[3] = 255; // height
375 r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
380 r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
385 r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
390 r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PERSISTENT, -1, NULL);
393 static void R_BuildNoTexture(void)
396 unsigned char pix[16][16][4];
397 // this makes a light grey/dark grey checkerboard texture
398 for (y = 0;y < 16;y++)
400 for (x = 0;x < 16;x++)
402 if ((y < 8) ^ (x < 8))
418 r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, -1, NULL);
421 static void R_BuildWhiteCube(void)
423 unsigned char data[6*1*1*4];
424 memset(data, 255, sizeof(data));
425 r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
428 static void R_BuildNormalizationCube(void)
432 vec_t s, t, intensity;
435 data = (unsigned char *)Mem_Alloc(tempmempool, 6*NORMSIZE*NORMSIZE*4);
436 for (side = 0;side < 6;side++)
438 for (y = 0;y < NORMSIZE;y++)
440 for (x = 0;x < NORMSIZE;x++)
442 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
443 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
478 intensity = 127.0f / sqrt(DotProduct(v, v));
479 data[((side*64+y)*64+x)*4+2] = (unsigned char)(128.0f + intensity * v[0]);
480 data[((side*64+y)*64+x)*4+1] = (unsigned char)(128.0f + intensity * v[1]);
481 data[((side*64+y)*64+x)*4+0] = (unsigned char)(128.0f + intensity * v[2]);
482 data[((side*64+y)*64+x)*4+3] = 255;
486 r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_BGRA, TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
490 static void R_BuildFogTexture(void)
494 unsigned char data1[FOGWIDTH][4];
495 //unsigned char data2[FOGWIDTH][4];
498 r_refdef.fogmasktable_start = r_refdef.fog_start;
499 r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
500 r_refdef.fogmasktable_range = r_refdef.fogrange;
501 r_refdef.fogmasktable_density = r_refdef.fog_density;
503 r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
504 for (x = 0;x < FOGMASKTABLEWIDTH;x++)
506 d = (x * r - r_refdef.fogmasktable_start);
507 if(developer_extra.integer)
508 Con_DPrintf("%f ", d);
510 if (r_fog_exp2.integer)
511 alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
513 alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
514 if(developer_extra.integer)
515 Con_DPrintf(" : %f ", alpha);
516 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
517 if(developer_extra.integer)
518 Con_DPrintf(" = %f\n", alpha);
519 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
522 for (x = 0;x < FOGWIDTH;x++)
524 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
529 //data2[x][0] = 255 - b;
530 //data2[x][1] = 255 - b;
531 //data2[x][2] = 255 - b;
534 if (r_texture_fogattenuation)
536 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
537 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, 0, FOGWIDTH, 1, 1);
541 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
542 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
546 static void R_BuildFogHeightTexture(void)
548 unsigned char *inpixels;
556 strlcpy(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename, sizeof(r_refdef.fogheighttexturename));
557 if (r_refdef.fogheighttexturename[0])
558 inpixels = loadimagepixelsbgra(r_refdef.fogheighttexturename, true, false, false, NULL);
561 r_refdef.fog_height_tablesize = 0;
562 if (r_texture_fogheighttexture)
563 R_FreeTexture(r_texture_fogheighttexture);
564 r_texture_fogheighttexture = NULL;
565 if (r_refdef.fog_height_table2d)
566 Mem_Free(r_refdef.fog_height_table2d);
567 r_refdef.fog_height_table2d = NULL;
568 if (r_refdef.fog_height_table1d)
569 Mem_Free(r_refdef.fog_height_table1d);
570 r_refdef.fog_height_table1d = NULL;
574 r_refdef.fog_height_tablesize = size;
575 r_refdef.fog_height_table1d = (unsigned char *)Mem_Alloc(r_main_mempool, size * 4);
576 r_refdef.fog_height_table2d = (unsigned char *)Mem_Alloc(r_main_mempool, size * size * 4);
577 memcpy(r_refdef.fog_height_table1d, inpixels, size * 4);
579 // LadyHavoc: now the magic - what is that table2d for? it is a cooked
580 // average fog color table accounting for every fog layer between a point
581 // and the camera. (Note: attenuation is handled separately!)
582 for (y = 0;y < size;y++)
584 for (x = 0;x < size;x++)
590 for (j = x;j <= y;j++)
592 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
598 for (j = x;j >= y;j--)
600 Vector4Add(c, r_refdef.fog_height_table1d + j*4, c);
605 r_refdef.fog_height_table2d[(y*size+x)*4+0] = (unsigned char)(c[0] * f);
606 r_refdef.fog_height_table2d[(y*size+x)*4+1] = (unsigned char)(c[1] * f);
607 r_refdef.fog_height_table2d[(y*size+x)*4+2] = (unsigned char)(c[2] * f);
608 r_refdef.fog_height_table2d[(y*size+x)*4+3] = (unsigned char)(c[3] * f);
611 r_texture_fogheighttexture = R_LoadTexture2D(r_main_texturepool, "fogheighttable", size, size, r_refdef.fog_height_table2d, TEXTYPE_BGRA, TEXF_ALPHA | TEXF_CLAMP, -1, NULL);
614 //=======================================================================================================================================================
616 static const char *builtinshaderstrings[] =
618 #include "shader_glsl.h"
622 //=======================================================================================================================================================
624 typedef struct shaderpermutationinfo_s
629 shaderpermutationinfo_t;
631 typedef struct shadermodeinfo_s
633 const char *sourcebasename;
634 const char *extension;
635 const char **builtinshaderstrings;
644 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
645 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
647 {"#define USEDIFFUSE\n", " diffuse"},
648 {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
649 {"#define USEVIEWTINT\n", " viewtint"},
650 {"#define USECOLORMAPPING\n", " colormapping"},
651 {"#define USESATURATION\n", " saturation"},
652 {"#define USEFOGINSIDE\n", " foginside"},
653 {"#define USEFOGOUTSIDE\n", " fogoutside"},
654 {"#define USEFOGHEIGHTTEXTURE\n", " fogheighttexture"},
655 {"#define USEFOGALPHAHACK\n", " fogalphahack"},
656 {"#define USEGAMMARAMPS\n", " gammaramps"},
657 {"#define USECUBEFILTER\n", " cubefilter"},
658 {"#define USEGLOW\n", " glow"},
659 {"#define USEBLOOM\n", " bloom"},
660 {"#define USESPECULAR\n", " specular"},
661 {"#define USEPOSTPROCESSING\n", " postprocessing"},
662 {"#define USEREFLECTION\n", " reflection"},
663 {"#define USEOFFSETMAPPING\n", " offsetmapping"},
664 {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
665 {"#define USESHADOWMAP2D\n", " shadowmap2d"},
666 {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm
667 {"#define USESHADOWMAPORTHO\n", " shadowmaportho"},
668 {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"},
669 {"#define USEALPHAKILL\n", " alphakill"},
670 {"#define USEREFLECTCUBE\n", " reflectcube"},
671 {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"},
672 {"#define USEBOUNCEGRID\n", " bouncegrid"},
673 {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm
674 {"#define USETRIPPY\n", " trippy"},
675 {"#define USEDEPTHRGB\n", " depthrgb"},
676 {"#define USEALPHAGENVERTEX\n", " alphagenvertex"},
677 {"#define USESKELETAL\n", " skeletal"},
678 {"#define USEOCCLUDE\n", " occlude"}
681 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
682 shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] =
684 // SHADERLANGUAGE_GLSL
686 {"combined", "glsl", builtinshaderstrings, "#define MODE_GENERIC\n", " generic"},
687 {"combined", "glsl", builtinshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"},
688 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
689 {"combined", "glsl", builtinshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"},
690 {"combined", "glsl", builtinshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
691 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"},
692 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
693 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
694 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
695 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
696 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
697 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
698 {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
699 {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
700 {"combined", "glsl", builtinshaderstrings, "#define MODE_WATER\n", " water"},
701 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"},
702 {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"},
706 struct r_glsl_permutation_s;
707 typedef struct r_glsl_permutation_s
710 struct r_glsl_permutation_s *hashnext;
712 uint64_t permutation;
714 /// indicates if we have tried compiling this permutation already
716 /// 0 if compilation failed
718 // texture units assigned to each detected uniform
719 int tex_Texture_First;
720 int tex_Texture_Second;
721 int tex_Texture_GammaRamps;
722 int tex_Texture_Normal;
723 int tex_Texture_Color;
724 int tex_Texture_Gloss;
725 int tex_Texture_Glow;
726 int tex_Texture_SecondaryNormal;
727 int tex_Texture_SecondaryColor;
728 int tex_Texture_SecondaryGloss;
729 int tex_Texture_SecondaryGlow;
730 int tex_Texture_Pants;
731 int tex_Texture_Shirt;
732 int tex_Texture_FogHeightTexture;
733 int tex_Texture_FogMask;
734 int tex_Texture_LightGrid;
735 int tex_Texture_Lightmap;
736 int tex_Texture_Deluxemap;
737 int tex_Texture_Attenuation;
738 int tex_Texture_Cube;
739 int tex_Texture_Refraction;
740 int tex_Texture_Reflection;
741 int tex_Texture_ShadowMap2D;
742 int tex_Texture_CubeProjection;
743 int tex_Texture_ScreenNormalMap;
744 int tex_Texture_ScreenDiffuse;
745 int tex_Texture_ScreenSpecular;
746 int tex_Texture_ReflectMask;
747 int tex_Texture_ReflectCube;
748 int tex_Texture_BounceGrid;
749 /// locations of detected uniforms in program object, or -1 if not found
750 int loc_Texture_First;
751 int loc_Texture_Second;
752 int loc_Texture_GammaRamps;
753 int loc_Texture_Normal;
754 int loc_Texture_Color;
755 int loc_Texture_Gloss;
756 int loc_Texture_Glow;
757 int loc_Texture_SecondaryNormal;
758 int loc_Texture_SecondaryColor;
759 int loc_Texture_SecondaryGloss;
760 int loc_Texture_SecondaryGlow;
761 int loc_Texture_Pants;
762 int loc_Texture_Shirt;
763 int loc_Texture_FogHeightTexture;
764 int loc_Texture_FogMask;
765 int loc_Texture_LightGrid;
766 int loc_Texture_Lightmap;
767 int loc_Texture_Deluxemap;
768 int loc_Texture_Attenuation;
769 int loc_Texture_Cube;
770 int loc_Texture_Refraction;
771 int loc_Texture_Reflection;
772 int loc_Texture_ShadowMap2D;
773 int loc_Texture_CubeProjection;
774 int loc_Texture_ScreenNormalMap;
775 int loc_Texture_ScreenDiffuse;
776 int loc_Texture_ScreenSpecular;
777 int loc_Texture_ReflectMask;
778 int loc_Texture_ReflectCube;
779 int loc_Texture_BounceGrid;
781 int loc_BloomBlur_Parameters;
783 int loc_Color_Ambient;
784 int loc_Color_Diffuse;
785 int loc_Color_Specular;
789 int loc_DeferredColor_Ambient;
790 int loc_DeferredColor_Diffuse;
791 int loc_DeferredColor_Specular;
792 int loc_DeferredMod_Diffuse;
793 int loc_DeferredMod_Specular;
794 int loc_DistortScaleRefractReflect;
797 int loc_FogHeightFade;
799 int loc_FogPlaneViewDist;
800 int loc_FogRangeRecip;
803 int loc_LightGridMatrix;
804 int loc_LightGridNormalMatrix;
805 int loc_LightPosition;
806 int loc_OffsetMapping_ScaleSteps;
807 int loc_OffsetMapping_LodDistance;
808 int loc_OffsetMapping_Bias;
810 int loc_ReflectColor;
811 int loc_ReflectFactor;
812 int loc_ReflectOffset;
813 int loc_RefractColor;
815 int loc_ScreenCenterRefractReflect;
816 int loc_ScreenScaleRefractReflect;
817 int loc_ScreenToDepth;
818 int loc_ShadowMap_Parameters;
819 int loc_ShadowMap_TextureScale;
820 int loc_SpecularPower;
821 int loc_Skeletal_Transform12;
827 int loc_ViewTintColor;
829 int loc_ModelToLight;
831 int loc_BackgroundTexMatrix;
832 int loc_ModelViewProjectionMatrix;
833 int loc_ModelViewMatrix;
834 int loc_PixelToScreenTexCoord;
835 int loc_ModelToReflectCube;
836 int loc_ShadowMapMatrix;
837 int loc_BloomColorSubtract;
838 int loc_NormalmapScrollBlend;
839 int loc_BounceGridMatrix;
840 int loc_BounceGridIntensity;
841 /// uniform block bindings
842 int ubibind_Skeletal_Transform12_UniformBlock;
843 /// uniform block indices
844 int ubiloc_Skeletal_Transform12_UniformBlock;
846 r_glsl_permutation_t;
848 #define SHADERPERMUTATION_HASHSIZE 256
851 // non-degradable "lightweight" shader parameters to keep the permutations simpler
852 // these can NOT degrade! only use for simple stuff
855 SHADERSTATICPARM_SATURATION_REDCOMPENSATE = 0, ///< red compensation filter for saturation
856 SHADERSTATICPARM_EXACTSPECULARMATH = 1, ///< (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
857 SHADERSTATICPARM_POSTPROCESS_USERVEC1 = 2, ///< postprocess uservec1 is enabled
858 SHADERSTATICPARM_POSTPROCESS_USERVEC2 = 3, ///< postprocess uservec2 is enabled
859 SHADERSTATICPARM_POSTPROCESS_USERVEC3 = 4, ///< postprocess uservec3 is enabled
860 SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled
861 SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending
862 SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping
863 SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1
864 SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2
865 SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
866 SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
867 SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
868 SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
870 #define SHADERSTATICPARMS_COUNT 14
872 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
873 static int shaderstaticparms_count = 0;
875 static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0};
876 #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F))
878 extern qboolean r_shadow_shadowmapsampler;
879 extern int r_shadow_shadowmappcf;
880 qboolean R_CompileShader_CheckStaticParms(void)
882 static int r_compileshader_staticparms_save[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5];
883 memcpy(r_compileshader_staticparms_save, r_compileshader_staticparms, sizeof(r_compileshader_staticparms));
884 memset(r_compileshader_staticparms, 0, sizeof(r_compileshader_staticparms));
887 if (r_glsl_saturation_redcompensate.integer)
888 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SATURATION_REDCOMPENSATE);
889 if (r_glsl_vertextextureblend_usebothalphas.integer)
890 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS);
891 if (r_shadow_glossexact.integer)
892 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_EXACTSPECULARMATH);
893 if (r_glsl_postprocess.integer)
895 if (r_glsl_postprocess_uservec1_enable.integer)
896 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC1);
897 if (r_glsl_postprocess_uservec2_enable.integer)
898 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC2);
899 if (r_glsl_postprocess_uservec3_enable.integer)
900 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC3);
901 if (r_glsl_postprocess_uservec4_enable.integer)
902 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
905 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
906 if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
907 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
909 if (r_shadow_shadowmapsampler)
910 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER);
911 if (r_shadow_shadowmappcf > 1)
912 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2);
913 else if (r_shadow_shadowmappcf)
914 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1);
915 if (r_celshading.integer)
916 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELSHADING);
917 if (r_celoutlines.integer)
918 R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_CELOUTLINES);
920 return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0;
923 #define R_COMPILESHADER_STATICPARM_EMIT(p, n) \
924 if(r_compileshader_staticparms[(p) >> 5] & (1 << ((p) & 0x1F))) \
925 shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
927 shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
928 static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
930 shaderstaticparms_count = 0;
933 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SATURATION_REDCOMPENSATE, "SATURATION_REDCOMPENSATE");
934 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_EXACTSPECULARMATH, "USEEXACTSPECULARMATH");
935 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC1, "USERVEC1");
936 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC2, "USERVEC2");
937 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC3, "USERVEC3");
938 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4");
939 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS");
940 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD");
941 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1");
942 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2");
943 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
944 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
945 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
946 R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
949 /// information about each possible shader permutation
950 r_glsl_permutation_t *r_glsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE];
951 /// currently selected permutation
952 r_glsl_permutation_t *r_glsl_permutation;
953 /// storage for permutations linked in the hash table
954 memexpandablearray_t r_glsl_permutationarray;
956 static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
958 //unsigned int hashdepth = 0;
959 unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
960 r_glsl_permutation_t *p;
961 for (p = r_glsl_permutationhash[mode][hashindex];p;p = p->hashnext)
963 if (p->mode == mode && p->permutation == permutation)
965 //if (hashdepth > 10)
966 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
971 p = (r_glsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_glsl_permutationarray);
973 p->permutation = permutation;
974 p->hashnext = r_glsl_permutationhash[mode][hashindex];
975 r_glsl_permutationhash[mode][hashindex] = p;
976 //if (hashdepth > 10)
977 // Con_Printf("R_GLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth);
981 static char *R_ShaderStrCat(const char **strings)
984 const char **p = strings;
987 for (p = strings;(t = *p);p++)
990 s = string = (char *)Mem_Alloc(r_main_mempool, len);
992 for (p = strings;(t = *p);p++)
1002 static char *R_ShaderStrCat(const char **strings);
1003 static void R_InitShaderModeInfo(void)
1006 shadermodeinfo_t *modeinfo;
1007 // we have a bunch of things to compute that weren't calculated at engine compile time - all filenames should have a crc of the builtin strings to prevent accidental overrides (any customization must be updated to match engine)
1008 for (language = 0; language < SHADERLANGUAGE_COUNT; language++)
1010 for (i = 0; i < SHADERMODE_COUNT; i++)
1012 char filename[MAX_QPATH];
1013 modeinfo = &shadermodeinfo[language][i];
1014 modeinfo->builtinstring = R_ShaderStrCat(modeinfo->builtinshaderstrings);
1015 modeinfo->builtincrc = CRC_Block((const unsigned char *)modeinfo->builtinstring, strlen(modeinfo->builtinstring));
1016 dpsnprintf(filename, sizeof(filename), "%s/%s_crc%i.%s", modeinfo->extension, modeinfo->sourcebasename, modeinfo->builtincrc, modeinfo->extension);
1017 modeinfo->filename = Mem_strdup(r_main_mempool, filename);
1022 static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean printfromdisknotice, qboolean builtinonly)
1025 // if the mode has no filename we have to return the builtin string
1026 if (builtinonly || !modeinfo->filename)
1027 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1028 // note that FS_LoadFile appends a 0 byte to make it a valid string
1029 shaderstring = (char *)FS_LoadFile(modeinfo->filename, r_main_mempool, false, NULL);
1032 if (printfromdisknotice)
1033 Con_DPrintf("Loading shaders from file %s...\n", modeinfo->filename);
1034 return shaderstring;
1036 // fall back to builtinstring
1037 return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
1040 static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
1045 shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_GLSL][mode];
1047 char permutationname[256];
1048 int vertstrings_count = 0;
1049 int geomstrings_count = 0;
1050 int fragstrings_count = 0;
1051 const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1052 const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1053 const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1];
1060 permutationname[0] = 0;
1061 sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false);
1063 strlcat(permutationname, modeinfo->filename, sizeof(permutationname));
1065 // we need 140 for r_glsl_skeletal (GL_ARB_uniform_buffer_object)
1066 if(vid.support.glshaderversion >= 140)
1068 vertstrings_list[vertstrings_count++] = "#version 140\n";
1069 geomstrings_list[geomstrings_count++] = "#version 140\n";
1070 fragstrings_list[fragstrings_count++] = "#version 140\n";
1071 vertstrings_list[vertstrings_count++] = "#define GLSL140\n";
1072 geomstrings_list[geomstrings_count++] = "#define GLSL140\n";
1073 fragstrings_list[fragstrings_count++] = "#define GLSL140\n";
1075 // if we can do #version 130, we should (this improves quality of offset/reliefmapping thanks to textureGrad)
1076 else if(vid.support.glshaderversion >= 130)
1078 vertstrings_list[vertstrings_count++] = "#version 130\n";
1079 geomstrings_list[geomstrings_count++] = "#version 130\n";
1080 fragstrings_list[fragstrings_count++] = "#version 130\n";
1081 vertstrings_list[vertstrings_count++] = "#define GLSL130\n";
1082 geomstrings_list[geomstrings_count++] = "#define GLSL130\n";
1083 fragstrings_list[fragstrings_count++] = "#define GLSL130\n";
1085 // if we can do #version 120, we should (this adds the invariant keyword)
1086 else if(vid.support.glshaderversion >= 120)
1088 vertstrings_list[vertstrings_count++] = "#version 120\n";
1089 geomstrings_list[geomstrings_count++] = "#version 120\n";
1090 fragstrings_list[fragstrings_count++] = "#version 120\n";
1091 vertstrings_list[vertstrings_count++] = "#define GLSL120\n";
1092 geomstrings_list[geomstrings_count++] = "#define GLSL120\n";
1093 fragstrings_list[fragstrings_count++] = "#define GLSL120\n";
1095 // GLES also adds several things from GLSL120
1096 switch(vid.renderpath)
1098 case RENDERPATH_GLES2:
1099 vertstrings_list[vertstrings_count++] = "#define GLES\n";
1100 geomstrings_list[geomstrings_count++] = "#define GLES\n";
1101 fragstrings_list[fragstrings_count++] = "#define GLES\n";
1107 // the first pretext is which type of shader to compile as
1108 // (later these will all be bound together as a program object)
1109 vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1110 geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1111 fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1113 // the second pretext is the mode (for example a light source)
1114 vertstrings_list[vertstrings_count++] = modeinfo->pretext;
1115 geomstrings_list[geomstrings_count++] = modeinfo->pretext;
1116 fragstrings_list[fragstrings_count++] = modeinfo->pretext;
1117 strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1119 // now add all the permutation pretexts
1120 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1122 if (permutation & (1ll<<i))
1124 vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1125 geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1126 fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1127 strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1131 // keep line numbers correct
1132 vertstrings_list[vertstrings_count++] = "\n";
1133 geomstrings_list[geomstrings_count++] = "\n";
1134 fragstrings_list[fragstrings_count++] = "\n";
1139 R_CompileShader_AddStaticParms(mode, permutation);
1140 memcpy((char *)(vertstrings_list + vertstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1141 vertstrings_count += shaderstaticparms_count;
1142 memcpy((char *)(geomstrings_list + geomstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1143 geomstrings_count += shaderstaticparms_count;
1144 memcpy((char *)(fragstrings_list + fragstrings_count), shaderstaticparmstrings_list, sizeof(*vertstrings_list) * shaderstaticparms_count);
1145 fragstrings_count += shaderstaticparms_count;
1147 // now append the shader text itself
1148 vertstrings_list[vertstrings_count++] = sourcestring;
1149 geomstrings_list[geomstrings_count++] = sourcestring;
1150 fragstrings_list[fragstrings_count++] = sourcestring;
1152 // we don't currently use geometry shaders for anything, so just empty the list
1153 geomstrings_count = 0;
1155 // compile the shader program
1156 if (vertstrings_count + geomstrings_count + fragstrings_count)
1157 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1161 qglUseProgram(p->program);CHECKGLERROR
1162 // look up all the uniform variable names we care about, so we don't
1163 // have to look them up every time we set them
1168 GLint activeuniformindex = 0;
1169 GLint numactiveuniforms = 0;
1170 char uniformname[128];
1171 GLsizei uniformnamelength = 0;
1172 GLint uniformsize = 0;
1173 GLenum uniformtype = 0;
1174 memset(uniformname, 0, sizeof(uniformname));
1175 qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
1176 Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
1177 for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
1179 qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
1180 Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
1185 p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
1186 p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
1187 p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
1188 p->loc_Texture_Normal = qglGetUniformLocation(p->program, "Texture_Normal");
1189 p->loc_Texture_Color = qglGetUniformLocation(p->program, "Texture_Color");
1190 p->loc_Texture_Gloss = qglGetUniformLocation(p->program, "Texture_Gloss");
1191 p->loc_Texture_Glow = qglGetUniformLocation(p->program, "Texture_Glow");
1192 p->loc_Texture_SecondaryNormal = qglGetUniformLocation(p->program, "Texture_SecondaryNormal");
1193 p->loc_Texture_SecondaryColor = qglGetUniformLocation(p->program, "Texture_SecondaryColor");
1194 p->loc_Texture_SecondaryGloss = qglGetUniformLocation(p->program, "Texture_SecondaryGloss");
1195 p->loc_Texture_SecondaryGlow = qglGetUniformLocation(p->program, "Texture_SecondaryGlow");
1196 p->loc_Texture_Pants = qglGetUniformLocation(p->program, "Texture_Pants");
1197 p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
1198 p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
1199 p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
1200 p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
1201 p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
1202 p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
1203 p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
1204 p->loc_Texture_Cube = qglGetUniformLocation(p->program, "Texture_Cube");
1205 p->loc_Texture_Refraction = qglGetUniformLocation(p->program, "Texture_Refraction");
1206 p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection");
1207 p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D");
1208 p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection");
1209 p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap");
1210 p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse");
1211 p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular");
1212 p->loc_Texture_ReflectMask = qglGetUniformLocation(p->program, "Texture_ReflectMask");
1213 p->loc_Texture_ReflectCube = qglGetUniformLocation(p->program, "Texture_ReflectCube");
1214 p->loc_Texture_BounceGrid = qglGetUniformLocation(p->program, "Texture_BounceGrid");
1215 p->loc_Alpha = qglGetUniformLocation(p->program, "Alpha");
1216 p->loc_BloomBlur_Parameters = qglGetUniformLocation(p->program, "BloomBlur_Parameters");
1217 p->loc_ClientTime = qglGetUniformLocation(p->program, "ClientTime");
1218 p->loc_Color_Ambient = qglGetUniformLocation(p->program, "Color_Ambient");
1219 p->loc_Color_Diffuse = qglGetUniformLocation(p->program, "Color_Diffuse");
1220 p->loc_Color_Specular = qglGetUniformLocation(p->program, "Color_Specular");
1221 p->loc_Color_Glow = qglGetUniformLocation(p->program, "Color_Glow");
1222 p->loc_Color_Pants = qglGetUniformLocation(p->program, "Color_Pants");
1223 p->loc_Color_Shirt = qglGetUniformLocation(p->program, "Color_Shirt");
1224 p->loc_DeferredColor_Ambient = qglGetUniformLocation(p->program, "DeferredColor_Ambient");
1225 p->loc_DeferredColor_Diffuse = qglGetUniformLocation(p->program, "DeferredColor_Diffuse");
1226 p->loc_DeferredColor_Specular = qglGetUniformLocation(p->program, "DeferredColor_Specular");
1227 p->loc_DeferredMod_Diffuse = qglGetUniformLocation(p->program, "DeferredMod_Diffuse");
1228 p->loc_DeferredMod_Specular = qglGetUniformLocation(p->program, "DeferredMod_Specular");
1229 p->loc_DistortScaleRefractReflect = qglGetUniformLocation(p->program, "DistortScaleRefractReflect");
1230 p->loc_EyePosition = qglGetUniformLocation(p->program, "EyePosition");
1231 p->loc_FogColor = qglGetUniformLocation(p->program, "FogColor");
1232 p->loc_FogHeightFade = qglGetUniformLocation(p->program, "FogHeightFade");
1233 p->loc_FogPlane = qglGetUniformLocation(p->program, "FogPlane");
1234 p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
1235 p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
1236 p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
1237 p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
1238 p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
1239 p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
1240 p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
1241 p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
1242 p->loc_OffsetMapping_LodDistance = qglGetUniformLocation(p->program, "OffsetMapping_LodDistance");
1243 p->loc_OffsetMapping_Bias = qglGetUniformLocation(p->program, "OffsetMapping_Bias");
1244 p->loc_PixelSize = qglGetUniformLocation(p->program, "PixelSize");
1245 p->loc_ReflectColor = qglGetUniformLocation(p->program, "ReflectColor");
1246 p->loc_ReflectFactor = qglGetUniformLocation(p->program, "ReflectFactor");
1247 p->loc_ReflectOffset = qglGetUniformLocation(p->program, "ReflectOffset");
1248 p->loc_RefractColor = qglGetUniformLocation(p->program, "RefractColor");
1249 p->loc_Saturation = qglGetUniformLocation(p->program, "Saturation");
1250 p->loc_ScreenCenterRefractReflect = qglGetUniformLocation(p->program, "ScreenCenterRefractReflect");
1251 p->loc_ScreenScaleRefractReflect = qglGetUniformLocation(p->program, "ScreenScaleRefractReflect");
1252 p->loc_ScreenToDepth = qglGetUniformLocation(p->program, "ScreenToDepth");
1253 p->loc_ShadowMap_Parameters = qglGetUniformLocation(p->program, "ShadowMap_Parameters");
1254 p->loc_ShadowMap_TextureScale = qglGetUniformLocation(p->program, "ShadowMap_TextureScale");
1255 p->loc_SpecularPower = qglGetUniformLocation(p->program, "SpecularPower");
1256 p->loc_UserVec1 = qglGetUniformLocation(p->program, "UserVec1");
1257 p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2");
1258 p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3");
1259 p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4");
1260 p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe");
1261 p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor");
1262 p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight");
1263 p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight");
1264 p->loc_TexMatrix = qglGetUniformLocation(p->program, "TexMatrix");
1265 p->loc_BackgroundTexMatrix = qglGetUniformLocation(p->program, "BackgroundTexMatrix");
1266 p->loc_ModelViewMatrix = qglGetUniformLocation(p->program, "ModelViewMatrix");
1267 p->loc_ModelViewProjectionMatrix = qglGetUniformLocation(p->program, "ModelViewProjectionMatrix");
1268 p->loc_PixelToScreenTexCoord = qglGetUniformLocation(p->program, "PixelToScreenTexCoord");
1269 p->loc_ModelToReflectCube = qglGetUniformLocation(p->program, "ModelToReflectCube");
1270 p->loc_ShadowMapMatrix = qglGetUniformLocation(p->program, "ShadowMapMatrix");
1271 p->loc_BloomColorSubtract = qglGetUniformLocation(p->program, "BloomColorSubtract");
1272 p->loc_NormalmapScrollBlend = qglGetUniformLocation(p->program, "NormalmapScrollBlend");
1273 p->loc_BounceGridMatrix = qglGetUniformLocation(p->program, "BounceGridMatrix");
1274 p->loc_BounceGridIntensity = qglGetUniformLocation(p->program, "BounceGridIntensity");
1275 // initialize the samplers to refer to the texture units we use
1276 p->tex_Texture_First = -1;
1277 p->tex_Texture_Second = -1;
1278 p->tex_Texture_GammaRamps = -1;
1279 p->tex_Texture_Normal = -1;
1280 p->tex_Texture_Color = -1;
1281 p->tex_Texture_Gloss = -1;
1282 p->tex_Texture_Glow = -1;
1283 p->tex_Texture_SecondaryNormal = -1;
1284 p->tex_Texture_SecondaryColor = -1;
1285 p->tex_Texture_SecondaryGloss = -1;
1286 p->tex_Texture_SecondaryGlow = -1;
1287 p->tex_Texture_Pants = -1;
1288 p->tex_Texture_Shirt = -1;
1289 p->tex_Texture_FogHeightTexture = -1;
1290 p->tex_Texture_FogMask = -1;
1291 p->tex_Texture_LightGrid = -1;
1292 p->tex_Texture_Lightmap = -1;
1293 p->tex_Texture_Deluxemap = -1;
1294 p->tex_Texture_Attenuation = -1;
1295 p->tex_Texture_Cube = -1;
1296 p->tex_Texture_Refraction = -1;
1297 p->tex_Texture_Reflection = -1;
1298 p->tex_Texture_ShadowMap2D = -1;
1299 p->tex_Texture_CubeProjection = -1;
1300 p->tex_Texture_ScreenNormalMap = -1;
1301 p->tex_Texture_ScreenDiffuse = -1;
1302 p->tex_Texture_ScreenSpecular = -1;
1303 p->tex_Texture_ReflectMask = -1;
1304 p->tex_Texture_ReflectCube = -1;
1305 p->tex_Texture_BounceGrid = -1;
1306 // bind the texture samplers in use
1308 if (p->loc_Texture_First >= 0) {p->tex_Texture_First = sampler;qglUniform1i(p->loc_Texture_First , sampler);sampler++;}
1309 if (p->loc_Texture_Second >= 0) {p->tex_Texture_Second = sampler;qglUniform1i(p->loc_Texture_Second , sampler);sampler++;}
1310 if (p->loc_Texture_GammaRamps >= 0) {p->tex_Texture_GammaRamps = sampler;qglUniform1i(p->loc_Texture_GammaRamps , sampler);sampler++;}
1311 if (p->loc_Texture_Normal >= 0) {p->tex_Texture_Normal = sampler;qglUniform1i(p->loc_Texture_Normal , sampler);sampler++;}
1312 if (p->loc_Texture_Color >= 0) {p->tex_Texture_Color = sampler;qglUniform1i(p->loc_Texture_Color , sampler);sampler++;}
1313 if (p->loc_Texture_Gloss >= 0) {p->tex_Texture_Gloss = sampler;qglUniform1i(p->loc_Texture_Gloss , sampler);sampler++;}
1314 if (p->loc_Texture_Glow >= 0) {p->tex_Texture_Glow = sampler;qglUniform1i(p->loc_Texture_Glow , sampler);sampler++;}
1315 if (p->loc_Texture_SecondaryNormal >= 0) {p->tex_Texture_SecondaryNormal = sampler;qglUniform1i(p->loc_Texture_SecondaryNormal , sampler);sampler++;}
1316 if (p->loc_Texture_SecondaryColor >= 0) {p->tex_Texture_SecondaryColor = sampler;qglUniform1i(p->loc_Texture_SecondaryColor , sampler);sampler++;}
1317 if (p->loc_Texture_SecondaryGloss >= 0) {p->tex_Texture_SecondaryGloss = sampler;qglUniform1i(p->loc_Texture_SecondaryGloss , sampler);sampler++;}
1318 if (p->loc_Texture_SecondaryGlow >= 0) {p->tex_Texture_SecondaryGlow = sampler;qglUniform1i(p->loc_Texture_SecondaryGlow , sampler);sampler++;}
1319 if (p->loc_Texture_Pants >= 0) {p->tex_Texture_Pants = sampler;qglUniform1i(p->loc_Texture_Pants , sampler);sampler++;}
1320 if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
1321 if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
1322 if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
1323 if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
1324 if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
1325 if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
1326 if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
1327 if (p->loc_Texture_Cube >= 0) {p->tex_Texture_Cube = sampler;qglUniform1i(p->loc_Texture_Cube , sampler);sampler++;}
1328 if (p->loc_Texture_Refraction >= 0) {p->tex_Texture_Refraction = sampler;qglUniform1i(p->loc_Texture_Refraction , sampler);sampler++;}
1329 if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;}
1330 if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;}
1331 if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;}
1332 if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;}
1333 if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;}
1334 if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;}
1335 if (p->loc_Texture_ReflectMask >= 0) {p->tex_Texture_ReflectMask = sampler;qglUniform1i(p->loc_Texture_ReflectMask , sampler);sampler++;}
1336 if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
1337 if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
1338 // get the uniform block indices so we can bind them
1339 p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
1340 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1341 p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
1343 // clear the uniform block bindings
1344 p->ubibind_Skeletal_Transform12_UniformBlock = -1;
1345 // bind the uniform blocks in use
1347 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1348 if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
1350 // we're done compiling and setting up the shader, at least until it is used
1352 Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
1355 Con_Printf("^1GLSL shader %s failed! some features may not work properly.\n", permutationname);
1359 Mem_Free(sourcestring);
1362 static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
1364 r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
1365 if (r_glsl_permutation != perm)
1367 r_glsl_permutation = perm;
1368 if (!r_glsl_permutation->program)
1370 if (!r_glsl_permutation->compiled)
1372 Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
1373 R_GLSL_CompilePermutation(perm, mode, permutation);
1375 if (!r_glsl_permutation->program)
1377 // remove features until we find a valid permutation
1379 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1381 // reduce i more quickly whenever it would not remove any bits
1382 uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
1383 if (!(permutation & j))
1386 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1387 if (!r_glsl_permutation->compiled)
1388 R_GLSL_CompilePermutation(perm, mode, permutation);
1389 if (r_glsl_permutation->program)
1392 if (i >= SHADERPERMUTATION_COUNT)
1394 //Con_Printf("Could not find a working OpenGL 2.0 shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext);
1395 r_glsl_permutation = R_GLSL_FindPermutation(mode, permutation);
1396 qglUseProgram(0);CHECKGLERROR
1397 return; // no bit left to clear, entire mode is broken
1402 qglUseProgram(r_glsl_permutation->program);CHECKGLERROR
1404 if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
1405 if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
1406 if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
1410 void R_GLSL_Restart_f(cmd_state_t *cmd)
1412 unsigned int i, limit;
1413 switch(vid.renderpath)
1415 case RENDERPATH_GL32:
1416 case RENDERPATH_GLES2:
1418 r_glsl_permutation_t *p;
1419 r_glsl_permutation = NULL;
1420 limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_glsl_permutationarray);
1421 for (i = 0;i < limit;i++)
1423 if ((p = (r_glsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_glsl_permutationarray, i)))
1425 GL_Backend_FreeProgram(p->program);
1426 Mem_ExpandableArray_FreeRecord(&r_glsl_permutationarray, (void*)p);
1429 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
1435 static void R_GLSL_DumpShader_f(cmd_state_t *cmd)
1437 int i, language, mode, dupe;
1439 shadermodeinfo_t *modeinfo;
1442 for (language = 0;language < SHADERLANGUAGE_COUNT;language++)
1444 modeinfo = shadermodeinfo[language];
1445 for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1447 // don't dump the same file multiple times (most or all shaders come from the same file)
1448 for (dupe = mode - 1;dupe >= 0;dupe--)
1449 if (!strcmp(modeinfo[mode].filename, modeinfo[dupe].filename))
1453 text = modeinfo[mode].builtinstring;
1456 file = FS_OpenRealFile(modeinfo[mode].filename, "w", false);
1459 FS_Print(file, "/* The engine may define the following macros:\n");
1460 FS_Print(file, "#define VERTEX_SHADER\n#define GEOMETRY_SHADER\n#define FRAGMENT_SHADER\n");
1461 for (i = 0;i < SHADERMODE_COUNT;i++)
1462 FS_Print(file, modeinfo[i].pretext);
1463 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1464 FS_Print(file, shaderpermutationinfo[i].pretext);
1465 FS_Print(file, "*/\n");
1466 FS_Print(file, text);
1468 Con_Printf("%s written\n", modeinfo[mode].filename);
1471 Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
1476 void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
1478 uint64_t permutation = 0;
1479 if (r_trippy.integer && !notrippy)
1480 permutation |= SHADERPERMUTATION_TRIPPY;
1481 permutation |= SHADERPERMUTATION_VIEWTINT;
1483 permutation |= SHADERPERMUTATION_DIFFUSE;
1484 if (usegamma && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
1485 permutation |= SHADERPERMUTATION_GAMMARAMPS;
1486 if (suppresstexalpha)
1487 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1488 if (vid.allowalphatocoverage)
1489 GL_AlphaToCoverage(false);
1490 switch (vid.renderpath)
1492 case RENDERPATH_GL32:
1493 case RENDERPATH_GLES2:
1494 R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
1495 if (r_glsl_permutation->tex_Texture_First >= 0)
1496 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First, t);
1497 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
1498 R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
1503 void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy)
1505 R_SetupShader_Generic(NULL, usegamma, notrippy, false);
1508 void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
1510 uint64_t permutation = 0;
1511 if (r_trippy.integer && !notrippy)
1512 permutation |= SHADERPERMUTATION_TRIPPY;
1514 permutation |= SHADERPERMUTATION_DEPTHRGB;
1516 permutation |= SHADERPERMUTATION_SKELETAL;
1518 if (vid.allowalphatocoverage)
1519 GL_AlphaToCoverage(false);
1520 switch (vid.renderpath)
1522 case RENDERPATH_GL32:
1523 case RENDERPATH_GLES2:
1524 R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
1525 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1526 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1532 #define BLENDFUNC_ALLOWS_COLORMOD 1
1533 #define BLENDFUNC_ALLOWS_FOG 2
1534 #define BLENDFUNC_ALLOWS_FOG_HACK0 4
1535 #define BLENDFUNC_ALLOWS_FOG_HACKALPHA 8
1536 #define BLENDFUNC_ALLOWS_ANYFOG (BLENDFUNC_ALLOWS_FOG | BLENDFUNC_ALLOWS_FOG_HACK0 | BLENDFUNC_ALLOWS_FOG_HACKALPHA)
1537 static int R_BlendFuncFlags(int src, int dst)
1541 // a blendfunc allows colormod if:
1542 // a) it can never keep the destination pixel invariant, or
1543 // b) it can keep the destination pixel invariant, and still can do so if colormodded
1544 // this is to prevent unintended side effects from colormod
1546 // a blendfunc allows fog if:
1547 // blend(fog(src), fog(dst)) == fog(blend(src, dst))
1548 // this is to prevent unintended side effects from fog
1550 // these checks are the output of fogeval.pl
1552 r |= BLENDFUNC_ALLOWS_COLORMOD;
1553 if(src == GL_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1554 if(src == GL_DST_ALPHA && dst == GL_ONE_MINUS_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1555 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1556 if(src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1557 if(src == GL_DST_COLOR && dst == GL_SRC_ALPHA) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1558 if(src == GL_DST_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1559 if(src == GL_DST_COLOR && dst == GL_ZERO) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1560 if(src == GL_ONE && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1561 if(src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG_HACKALPHA;
1562 if(src == GL_ONE && dst == GL_ZERO) r |= BLENDFUNC_ALLOWS_FOG;
1563 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_DST_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1564 if(src == GL_ONE_MINUS_DST_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1565 if(src == GL_ONE_MINUS_DST_COLOR && dst == GL_SRC_COLOR) r |= BLENDFUNC_ALLOWS_FOG;
1566 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1567 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1568 if(src == GL_ONE_MINUS_SRC_ALPHA && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1569 if(src == GL_ONE_MINUS_SRC_COLOR && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1570 if(src == GL_SRC_ALPHA && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG_HACK0;
1571 if(src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) r |= BLENDFUNC_ALLOWS_FOG;
1572 if(src == GL_ZERO && dst == GL_ONE) r |= BLENDFUNC_ALLOWS_FOG;
1573 if(src == GL_ZERO && dst == GL_SRC_COLOR) r &= ~BLENDFUNC_ALLOWS_COLORMOD;
1578 void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdiffuse[3], const float rtlightspecular[3], rsurfacepass_t rsurfacepass, int texturenumsurfaces, const msurface_t **texturesurfacelist, void *surfacewaterplane, qboolean notrippy)
1580 // select a permutation of the lighting shader appropriate to this
1581 // combination of texture, entity, light source, and fogging, only use the
1582 // minimum features necessary to avoid wasting rendering time in the
1583 // fragment shader on features that are not being used
1584 uint64_t permutation = 0;
1585 unsigned int mode = 0;
1587 texture_t *t = rsurface.texture;
1589 matrix4x4_t tempmatrix;
1590 r_waterstate_waterplane_t *waterplane = (r_waterstate_waterplane_t *)surfacewaterplane;
1591 if (r_trippy.integer && !notrippy)
1592 permutation |= SHADERPERMUTATION_TRIPPY;
1593 if (t->currentmaterialflags & MATERIALFLAG_ALPHATEST)
1594 permutation |= SHADERPERMUTATION_ALPHAKILL;
1595 if (t->currentmaterialflags & MATERIALFLAG_OCCLUDE)
1596 permutation |= SHADERPERMUTATION_OCCLUDE;
1597 if (t->r_water_waterscroll[0] && t->r_water_waterscroll[1])
1598 permutation |= SHADERPERMUTATION_NORMALMAPSCROLLBLEND; // todo: make generic
1599 if (rsurfacepass == RSURFPASS_BACKGROUND)
1601 // distorted background
1602 if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1604 mode = SHADERMODE_WATER;
1605 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1606 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1607 if((r_wateralpha.value < 1) && (t->currentmaterialflags & MATERIALFLAG_WATERALPHA))
1609 // this is the right thing to do for wateralpha
1610 GL_BlendFunc(GL_ONE, GL_ZERO);
1611 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1615 // this is the right thing to do for entity alpha
1616 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1617 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1620 else if (t->currentmaterialflags & MATERIALFLAG_REFRACTION)
1622 mode = SHADERMODE_REFRACTION;
1623 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1624 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1625 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1626 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1630 mode = SHADERMODE_GENERIC;
1631 permutation |= SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_ALPHAKILL;
1632 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1633 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1635 if (vid.allowalphatocoverage)
1636 GL_AlphaToCoverage(false);
1638 else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
1640 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1642 switch(t->offsetmapping)
1644 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1645 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1646 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1647 case OFFSETMAPPING_OFF: break;
1650 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1651 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1652 // normalmap (deferred prepass), may use alpha test on diffuse
1653 mode = SHADERMODE_DEFERREDGEOMETRY;
1654 GL_BlendFunc(GL_ONE, GL_ZERO);
1655 blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
1656 if (vid.allowalphatocoverage)
1657 GL_AlphaToCoverage(false);
1659 else if (rsurfacepass == RSURFPASS_RTLIGHT)
1661 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1663 switch(t->offsetmapping)
1665 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1666 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1667 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1668 case OFFSETMAPPING_OFF: break;
1671 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1672 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1673 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1674 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1676 mode = SHADERMODE_LIGHTSOURCE;
1677 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1678 permutation |= SHADERPERMUTATION_CUBEFILTER;
1679 if (VectorLength2(rtlightdiffuse) > 0)
1680 permutation |= SHADERPERMUTATION_DIFFUSE;
1681 if (VectorLength2(rtlightspecular) > 0)
1682 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1683 if (r_refdef.fogenabled)
1684 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1685 if (t->colormapping)
1686 permutation |= SHADERPERMUTATION_COLORMAPPING;
1687 if (r_shadow_usingshadowmap2d)
1689 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1690 if(r_shadow_shadowmapvsdct)
1691 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
1693 if (r_shadow_shadowmap2ddepthbuffer)
1694 permutation |= SHADERPERMUTATION_DEPTHRGB;
1696 if (t->reflectmasktexture)
1697 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1698 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1699 blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
1700 if (vid.allowalphatocoverage)
1701 GL_AlphaToCoverage(false);
1703 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
1705 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1707 switch(t->offsetmapping)
1709 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1710 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1711 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1712 case OFFSETMAPPING_OFF: break;
1715 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1716 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1717 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1718 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1719 // directional model lighting
1720 mode = SHADERMODE_LIGHTGRID;
1721 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1722 permutation |= SHADERPERMUTATION_GLOW;
1723 permutation |= SHADERPERMUTATION_DIFFUSE;
1724 if (t->glosstexture || t->backgroundglosstexture)
1725 permutation |= SHADERPERMUTATION_SPECULAR;
1726 if (r_refdef.fogenabled)
1727 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1728 if (t->colormapping)
1729 permutation |= SHADERPERMUTATION_COLORMAPPING;
1730 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1732 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1733 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1735 if (r_shadow_shadowmap2ddepthbuffer)
1736 permutation |= SHADERPERMUTATION_DEPTHRGB;
1738 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1739 permutation |= SHADERPERMUTATION_REFLECTION;
1740 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1741 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1742 if (t->reflectmasktexture)
1743 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1744 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1746 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1747 if (r_shadow_bouncegrid_state.directional)
1748 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1750 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1751 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1752 // when using alphatocoverage, we don't need alphakill
1753 if (vid.allowalphatocoverage)
1755 if (r_transparent_alphatocoverage.integer)
1757 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1758 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1761 GL_AlphaToCoverage(false);
1764 else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1766 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1768 switch(t->offsetmapping)
1770 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1771 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1772 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1773 case OFFSETMAPPING_OFF: break;
1776 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1777 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1778 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1779 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1780 // directional model lighting
1781 mode = SHADERMODE_LIGHTDIRECTION;
1782 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1783 permutation |= SHADERPERMUTATION_GLOW;
1784 if (VectorLength2(t->render_modellight_diffuse))
1785 permutation |= SHADERPERMUTATION_DIFFUSE;
1786 if (VectorLength2(t->render_modellight_specular) > 0)
1787 permutation |= SHADERPERMUTATION_SPECULAR;
1788 if (r_refdef.fogenabled)
1789 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1790 if (t->colormapping)
1791 permutation |= SHADERPERMUTATION_COLORMAPPING;
1792 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1794 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1795 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1797 if (r_shadow_shadowmap2ddepthbuffer)
1798 permutation |= SHADERPERMUTATION_DEPTHRGB;
1800 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1801 permutation |= SHADERPERMUTATION_REFLECTION;
1802 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1803 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1804 if (t->reflectmasktexture)
1805 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1806 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1808 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1809 if (r_shadow_bouncegrid_state.directional)
1810 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1812 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1813 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1814 // when using alphatocoverage, we don't need alphakill
1815 if (vid.allowalphatocoverage)
1817 if (r_transparent_alphatocoverage.integer)
1819 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1820 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1823 GL_AlphaToCoverage(false);
1828 if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
1830 switch(t->offsetmapping)
1832 case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
1833 case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1834 case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
1835 case OFFSETMAPPING_OFF: break;
1838 if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1839 permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1840 if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
1841 permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
1843 if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1844 permutation |= SHADERPERMUTATION_GLOW;
1845 if (r_refdef.fogenabled)
1846 permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
1847 if (t->colormapping)
1848 permutation |= SHADERPERMUTATION_COLORMAPPING;
1849 if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
1851 permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
1852 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
1854 if (r_shadow_shadowmap2ddepthbuffer)
1855 permutation |= SHADERPERMUTATION_DEPTHRGB;
1857 if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
1858 permutation |= SHADERPERMUTATION_REFLECTION;
1859 if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
1860 permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
1861 if (t->reflectmasktexture)
1862 permutation |= SHADERPERMUTATION_REFLECTCUBE;
1863 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1865 // deluxemapping (light direction texture)
1866 if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1867 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1869 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1870 permutation |= SHADERPERMUTATION_DIFFUSE;
1871 if (VectorLength2(t->render_lightmap_specular) > 0)
1872 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1874 else if (r_glsl_deluxemapping.integer >= 2)
1876 // fake deluxemapping (uniform light direction in tangentspace)
1877 if (rsurface.uselightmaptexture)
1878 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
1880 mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
1881 permutation |= SHADERPERMUTATION_DIFFUSE;
1882 if (VectorLength2(t->render_lightmap_specular) > 0)
1883 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1885 else if (rsurface.uselightmaptexture)
1887 // ordinary lightmapping (q1bsp, q3bsp)
1888 mode = SHADERMODE_LIGHTMAP;
1892 // ordinary vertex coloring (q3bsp)
1893 mode = SHADERMODE_VERTEXCOLOR;
1895 if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
1897 permutation |= SHADERPERMUTATION_BOUNCEGRID;
1898 if (r_shadow_bouncegrid_state.directional)
1899 permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
1901 GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
1902 blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
1903 // when using alphatocoverage, we don't need alphakill
1904 if (vid.allowalphatocoverage)
1906 if (r_transparent_alphatocoverage.integer)
1908 GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
1909 permutation &= ~SHADERPERMUTATION_ALPHAKILL;
1912 GL_AlphaToCoverage(false);
1915 if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
1916 permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
1917 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
1918 permutation |= SHADERPERMUTATION_FOGALPHAHACK;
1919 switch(vid.renderpath)
1921 case RENDERPATH_GL32:
1922 case RENDERPATH_GLES2:
1923 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
1924 RSurf_UploadBuffersForBatch();
1925 // this has to be after RSurf_PrepareVerticesForBatch
1926 if (rsurface.batchskeletaltransform3x4buffer)
1927 permutation |= SHADERPERMUTATION_SKELETAL;
1928 R_SetupShader_SetPermutationGLSL(mode, permutation);
1929 #ifndef USE_GLES2 /* FIXME: GLES3 only */
1930 if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
1932 if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
1933 if (mode == SHADERMODE_LIGHTSOURCE)
1935 if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);}
1936 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1937 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1938 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]);
1939 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]);
1940 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]);
1942 // additive passes are only darkened by fog, not tinted
1943 if (r_glsl_permutation->loc_FogColor >= 0)
1944 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1945 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1949 if (mode == SHADERMODE_FLATCOLOR)
1951 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1953 else if (mode == SHADERMODE_LIGHTGRID)
1955 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1956 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1957 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1958 // other LightGrid uniforms handled below
1960 else if (mode == SHADERMODE_LIGHTDIRECTION)
1962 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
1963 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]);
1964 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]);
1965 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1966 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1967 if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED
1968 if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]);
1972 if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
1973 if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
1974 if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
1975 if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]);
1976 if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
1978 // additive passes are only darkened by fog, not tinted
1979 if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
1981 if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
1982 qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1984 qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1986 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor);
1987 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]);
1988 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]);
1989 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha);
1990 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha);
1991 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, t->reflectmax - t->reflectmin);
1992 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectOffset, t->reflectmin);
1993 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
1994 if (r_glsl_permutation->loc_NormalmapScrollBlend >= 0) qglUniform2f(r_glsl_permutation->loc_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]);
1996 if (r_glsl_permutation->loc_TexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_TexMatrix, 1, false, m16f);}
1997 if (r_glsl_permutation->loc_BackgroundTexMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BackgroundTexMatrix, 1, false, m16f);}
1998 if (r_glsl_permutation->loc_ShadowMapMatrix >= 0) {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ShadowMapMatrix, 1, false, m16f);}
1999 if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO)
2001 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]);
2002 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]);
2006 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2007 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2010 if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]);
2011 if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1));
2012 if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]);
2013 if (r_glsl_permutation->loc_Color_Pants >= 0)
2015 if (t->pantstexture)
2016 qglUniform3f(r_glsl_permutation->loc_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]);
2018 qglUniform3f(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
2020 if (r_glsl_permutation->loc_Color_Shirt >= 0)
2022 if (t->shirttexture)
2023 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]);
2025 qglUniform3f(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
2027 if (r_glsl_permutation->loc_FogPlane >= 0) qglUniform4f(r_glsl_permutation->loc_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]);
2028 if (r_glsl_permutation->loc_FogPlaneViewDist >= 0) qglUniform1f(r_glsl_permutation->loc_FogPlaneViewDist, rsurface.fogplaneviewdist);
2029 if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1f(r_glsl_permutation->loc_FogRangeRecip, rsurface.fograngerecip);
2030 if (r_glsl_permutation->loc_FogHeightFade >= 0) qglUniform1f(r_glsl_permutation->loc_FogHeightFade, rsurface.fogheightfade);
2031 if (r_glsl_permutation->loc_OffsetMapping_ScaleSteps >= 0) qglUniform4f(r_glsl_permutation->loc_OffsetMapping_ScaleSteps,
2032 r_glsl_offsetmapping_scale.value*t->offsetscale,
2033 max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2034 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer),
2035 max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer)
2037 if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
2038 if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
2039 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2040 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2041 if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
2042 if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
2043 if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
2046 Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
2047 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2048 qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
2049 Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
2050 Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
2051 m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
2052 m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
2053 m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
2054 qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
2057 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
2058 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
2059 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps , r_texture_gammaramps );
2060 if (r_glsl_permutation->tex_Texture_Normal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Normal , t->nmaptexture );
2061 if (r_glsl_permutation->tex_Texture_Color >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Color , t->basetexture );
2062 if (r_glsl_permutation->tex_Texture_Gloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Gloss , t->glosstexture );
2063 if (r_glsl_permutation->tex_Texture_Glow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Glow , t->glowtexture );
2064 if (r_glsl_permutation->tex_Texture_SecondaryNormal >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryNormal , t->backgroundnmaptexture );
2065 if (r_glsl_permutation->tex_Texture_SecondaryColor >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryColor , t->backgroundbasetexture );
2066 if (r_glsl_permutation->tex_Texture_SecondaryGloss >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGloss , t->backgroundglosstexture );
2067 if (r_glsl_permutation->tex_Texture_SecondaryGlow >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_SecondaryGlow , t->backgroundglowtexture );
2068 if (r_glsl_permutation->tex_Texture_Pants >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Pants , t->pantstexture );
2069 if (r_glsl_permutation->tex_Texture_Shirt >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Shirt , t->shirttexture );
2070 if (r_glsl_permutation->tex_Texture_ReflectMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectMask , t->reflectmasktexture );
2071 if (r_glsl_permutation->tex_Texture_ReflectCube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ReflectCube , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube);
2072 if (r_glsl_permutation->tex_Texture_FogHeightTexture>= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogHeightTexture , r_texture_fogheighttexture );
2073 if (r_glsl_permutation->tex_Texture_FogMask >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_FogMask , r_texture_fogattenuation );
2074 if (r_glsl_permutation->tex_Texture_Lightmap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Lightmap , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white);
2075 if (r_glsl_permutation->tex_Texture_Deluxemap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Deluxemap , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap);
2076 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2077 if (rsurfacepass == RSURFPASS_BACKGROUND)
2079 if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black);
2080 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black);
2081 if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2085 if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black);
2087 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2088 if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture );
2089 if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture );
2090 if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)))
2092 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture );
2093 if (rsurface.rtlight)
2095 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2096 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2099 if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
2100 if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
2106 void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
2108 // select a permutation of the lighting shader appropriate to this
2109 // combination of texture, entity, light source, and fogging, only use the
2110 // minimum features necessary to avoid wasting rendering time in the
2111 // fragment shader on features that are not being used
2112 uint64_t permutation = 0;
2113 unsigned int mode = 0;
2114 const float *lightcolorbase = rtlight->currentcolor;
2115 float ambientscale = rtlight->ambientscale;
2116 float diffusescale = rtlight->diffusescale;
2117 float specularscale = rtlight->specularscale;
2118 // this is the location of the light in view space
2119 vec3_t viewlightorigin;
2120 // this transforms from view space (camera) to light space (cubemap)
2121 matrix4x4_t viewtolight;
2122 matrix4x4_t lighttoview;
2123 float viewtolight16f[16];
2125 mode = SHADERMODE_DEFERREDLIGHTSOURCE;
2126 if (rtlight->currentcubemap != r_texture_whitecube)
2127 permutation |= SHADERPERMUTATION_CUBEFILTER;
2128 if (diffusescale > 0)
2129 permutation |= SHADERPERMUTATION_DIFFUSE;
2130 if (specularscale > 0 && r_shadow_gloss.integer > 0)
2131 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
2132 if (r_shadow_usingshadowmap2d)
2134 permutation |= SHADERPERMUTATION_SHADOWMAP2D;
2135 if (r_shadow_shadowmapvsdct)
2136 permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT;
2138 if (r_shadow_shadowmap2ddepthbuffer)
2139 permutation |= SHADERPERMUTATION_DEPTHRGB;
2141 if (vid.allowalphatocoverage)
2142 GL_AlphaToCoverage(false);
2143 Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
2144 Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
2145 Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
2146 Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
2147 switch(vid.renderpath)
2149 case RENDERPATH_GL32:
2150 case RENDERPATH_GLES2:
2151 R_SetupShader_SetPermutationGLSL(mode, permutation);
2152 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]);
2153 if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f);
2154 if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale );
2155 if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale );
2156 if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale);
2157 if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]);
2158 if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
2159 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
2160 if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
2161 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
2163 if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
2164 if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
2165 if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap );
2166 if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture );
2167 if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
2172 #define SKINFRAME_HASH 1024
2176 unsigned int loadsequence; // incremented each level change
2177 memexpandablearray_t array;
2178 skinframe_t *hash[SKINFRAME_HASH];
2181 r_skinframe_t r_skinframe;
2183 void R_SkinFrame_PrepareForPurge(void)
2185 r_skinframe.loadsequence++;
2186 // wrap it without hitting zero
2187 if (r_skinframe.loadsequence >= 200)
2188 r_skinframe.loadsequence = 1;
2191 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
2195 // mark the skinframe as used for the purging code
2196 skinframe->loadsequence = r_skinframe.loadsequence;
2199 void R_SkinFrame_PurgeSkinFrame(skinframe_t *s)
2203 if (s->merged == s->base)
2205 R_PurgeTexture(s->stain); s->stain = NULL;
2206 R_PurgeTexture(s->merged); s->merged = NULL;
2207 R_PurgeTexture(s->base); s->base = NULL;
2208 R_PurgeTexture(s->pants); s->pants = NULL;
2209 R_PurgeTexture(s->shirt); s->shirt = NULL;
2210 R_PurgeTexture(s->nmap); s->nmap = NULL;
2211 R_PurgeTexture(s->gloss); s->gloss = NULL;
2212 R_PurgeTexture(s->glow); s->glow = NULL;
2213 R_PurgeTexture(s->fog); s->fog = NULL;
2214 R_PurgeTexture(s->reflect); s->reflect = NULL;
2215 s->loadsequence = 0;
2218 void R_SkinFrame_Purge(void)
2222 for (i = 0;i < SKINFRAME_HASH;i++)
2224 for (s = r_skinframe.hash[i];s;s = s->next)
2226 if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
2227 R_SkinFrame_PurgeSkinFrame(s);
2232 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
2234 char basename[MAX_QPATH];
2236 Image_StripImageExtension(name, basename, sizeof(basename));
2238 if( last == NULL ) {
2240 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2241 item = r_skinframe.hash[hashindex];
2246 // linearly search through the hash bucket
2247 for( ; item ; item = item->next ) {
2248 if( !strcmp( item->basename, basename ) ) {
2255 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
2258 int compareflags = textureflags & TEXF_IMPORTANTBITS;
2260 char basename[MAX_QPATH];
2262 Image_StripImageExtension(name, basename, sizeof(basename));
2264 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
2265 for (item = r_skinframe.hash[hashindex];item;item = item->next)
2266 if (!strcmp(item->basename, basename) &&
2267 item->textureflags == compareflags &&
2268 item->comparewidth == comparewidth &&
2269 item->compareheight == compareheight &&
2270 item->comparecrc == comparecrc)
2277 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
2278 memset(item, 0, sizeof(*item));
2279 strlcpy(item->basename, basename, sizeof(item->basename));
2280 item->textureflags = compareflags;
2281 item->comparewidth = comparewidth;
2282 item->compareheight = compareheight;
2283 item->comparecrc = comparecrc;
2284 item->next = r_skinframe.hash[hashindex];
2285 r_skinframe.hash[hashindex] = item;
2287 else if (textureflags & TEXF_FORCE_RELOAD)
2288 R_SkinFrame_PurgeSkinFrame(item);
2290 R_SkinFrame_MarkUsed(item);
2294 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
2296 unsigned long long avgcolor[5], wsum; \
2304 for(pix = 0; pix < cnt; ++pix) \
2307 for(comp = 0; comp < 3; ++comp) \
2309 if(w) /* ignore perfectly black pixels because that is better for model skins */ \
2312 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2314 for(comp = 0; comp < 3; ++comp) \
2315 avgcolor[comp] += getpixel * w; \
2318 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
2319 avgcolor[4] += getpixel; \
2321 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
2323 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
2324 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
2325 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
2326 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
2329 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2331 skinframe_t *skinframe;
2333 if (cls.state == ca_dedicated)
2336 // return an existing skinframe if already loaded
2337 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2338 if (skinframe && skinframe->base)
2341 // if the skinframe doesn't exist this will create it
2342 return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture);
2345 extern cvar_t gl_picmip;
2346 skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture)
2349 unsigned char *pixels;
2350 unsigned char *bumppixels;
2351 unsigned char *basepixels = NULL;
2352 int basepixels_width = 0;
2353 int basepixels_height = 0;
2354 rtexture_t *ddsbase = NULL;
2355 qboolean ddshasalpha = false;
2356 float ddsavgcolor[4];
2357 char basename[MAX_QPATH];
2358 int miplevel = R_PicmipForFlags(textureflags);
2359 int savemiplevel = miplevel;
2363 if (cls.state == ca_dedicated)
2366 Image_StripImageExtension(name, basename, sizeof(basename));
2368 // check for DDS texture file first
2369 if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel, false)))
2371 basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel);
2372 if (basepixels == NULL && fallbacknotexture)
2373 basepixels = Image_GenerateNoTexture();
2374 if (basepixels == NULL)
2378 // FIXME handle miplevel
2380 if (developer_loading.integer)
2381 Con_Printf("loading skin \"%s\"\n", name);
2383 // we've got some pixels to store, so really allocate this new texture now
2385 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2386 textureflags &= ~TEXF_FORCE_RELOAD;
2387 skinframe->stain = NULL;
2388 skinframe->merged = NULL;
2389 skinframe->base = NULL;
2390 skinframe->pants = NULL;
2391 skinframe->shirt = NULL;
2392 skinframe->nmap = NULL;
2393 skinframe->gloss = NULL;
2394 skinframe->glow = NULL;
2395 skinframe->fog = NULL;
2396 skinframe->reflect = NULL;
2397 skinframe->hasalpha = false;
2398 // we could store the q2animname here too
2402 skinframe->base = ddsbase;
2403 skinframe->hasalpha = ddshasalpha;
2404 VectorCopy(ddsavgcolor, skinframe->avgcolor);
2405 if (r_loadfog && skinframe->hasalpha)
2406 skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel, true);
2407 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2411 basepixels_width = image_width;
2412 basepixels_height = image_height;
2413 skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2414 if (textureflags & TEXF_ALPHA)
2416 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2418 if (basepixels[j] < 255)
2420 skinframe->hasalpha = true;
2424 if (r_loadfog && skinframe->hasalpha)
2426 // has transparent pixels
2427 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2428 for (j = 0;j < image_width * image_height * 4;j += 4)
2433 pixels[j+3] = basepixels[j+3];
2435 skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL);
2439 R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2441 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2442 if (r_savedds && skinframe->base)
2443 R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
2444 if (r_savedds && skinframe->fog)
2445 R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2451 mymiplevel = savemiplevel;
2452 if (r_loadnormalmap)
2453 skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel, true);
2454 skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2456 skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2457 skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2458 skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2459 skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel, true);
2462 // _norm is the name used by tenebrae and has been adopted as standard
2463 if (r_loadnormalmap && skinframe->nmap == NULL)
2465 mymiplevel = savemiplevel;
2466 if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2468 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2472 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL)
2474 pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2475 Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2476 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2478 Mem_Free(bumppixels);
2480 else if (r_shadow_bumpscale_basetexture.value > 0)
2482 pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2483 Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2484 skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2488 if (r_savedds && skinframe->nmap)
2489 R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2493 // _luma is supported only for tenebrae compatibility
2494 // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
2495 // _glow is the preferred name
2496 mymiplevel = savemiplevel;
2497 if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
2499 skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2501 if (r_savedds && skinframe->glow)
2502 R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2504 Mem_Free(pixels);pixels = NULL;
2507 mymiplevel = savemiplevel;
2508 if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
2510 skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2512 if (r_savedds && skinframe->gloss)
2513 R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2519 mymiplevel = savemiplevel;
2520 if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
2522 skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2524 if (r_savedds && skinframe->pants)
2525 R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2531 mymiplevel = savemiplevel;
2532 if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
2534 skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2536 if (r_savedds && skinframe->shirt)
2537 R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
2543 mymiplevel = savemiplevel;
2544 if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
2546 skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
2548 if (r_savedds && skinframe->reflect)
2549 R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
2556 Mem_Free(basepixels);
2561 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, int comparewidth, int compareheight, int comparecrc, qboolean sRGB)
2564 skinframe_t *skinframe;
2567 if (cls.state == ca_dedicated)
2570 // if already loaded just return it, otherwise make a new skinframe
2571 skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
2572 if (skinframe->base)
2574 textureflags &= ~TEXF_FORCE_RELOAD;
2576 skinframe->stain = NULL;
2577 skinframe->merged = NULL;
2578 skinframe->base = NULL;
2579 skinframe->pants = NULL;
2580 skinframe->shirt = NULL;
2581 skinframe->nmap = NULL;
2582 skinframe->gloss = NULL;
2583 skinframe->glow = NULL;
2584 skinframe->fog = NULL;
2585 skinframe->reflect = NULL;
2586 skinframe->hasalpha = false;
2588 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2592 if (developer_loading.integer)
2593 Con_Printf("loading 32bit skin \"%s\"\n", name);
2595 if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
2597 unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2598 unsigned char *b = a + width * height * 4;
2599 Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2600 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2603 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
2604 if (textureflags & TEXF_ALPHA)
2606 for (i = 3;i < width * height * 4;i += 4)
2608 if (skindata[i] < 255)
2610 skinframe->hasalpha = true;
2614 if (r_loadfog && skinframe->hasalpha)
2616 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2617 memcpy(fogpixels, skindata, width * height * 4);
2618 for (i = 0;i < width * height * 4;i += 4)
2619 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2620 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL);
2621 Mem_Free(fogpixels);
2625 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2626 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2631 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2635 skinframe_t *skinframe;
2637 if (cls.state == ca_dedicated)
2640 // if already loaded just return it, otherwise make a new skinframe
2641 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2642 if (skinframe->base)
2644 //textureflags &= ~TEXF_FORCE_RELOAD;
2646 skinframe->stain = NULL;
2647 skinframe->merged = NULL;
2648 skinframe->base = NULL;
2649 skinframe->pants = NULL;
2650 skinframe->shirt = NULL;
2651 skinframe->nmap = NULL;
2652 skinframe->gloss = NULL;
2653 skinframe->glow = NULL;
2654 skinframe->fog = NULL;
2655 skinframe->reflect = NULL;
2656 skinframe->hasalpha = false;
2658 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2662 if (developer_loading.integer)
2663 Con_Printf("loading quake skin \"%s\"\n", name);
2665 // we actually don't upload anything until the first use, because mdl skins frequently go unused, and are almost never used in both modes (colormapped and non-colormapped)
2666 skinframe->qpixels = (unsigned char *)Mem_Alloc(r_main_mempool, width*height); // FIXME LEAK
2667 memcpy(skinframe->qpixels, skindata, width*height);
2668 skinframe->qwidth = width;
2669 skinframe->qheight = height;
2672 for (i = 0;i < width * height;i++)
2673 featuresmask |= palette_featureflags[skindata[i]];
2675 skinframe->hasalpha = false;
2678 skinframe->hasalpha = true;
2679 skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
2680 skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
2681 skinframe->qgeneratemerged = true;
2682 skinframe->qgeneratebase = skinframe->qhascolormapping;
2683 skinframe->qgenerateglow = loadglowtexture && (featuresmask & PALETTEFEATURE_GLOW);
2685 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette_bgra_complete)[skindata[pix]*4 + comp]);
2686 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2691 static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboolean colormapped)
2695 unsigned char *skindata;
2698 if (!skinframe->qpixels)
2701 if (!skinframe->qhascolormapping)
2702 colormapped = false;
2706 if (!skinframe->qgeneratebase)
2711 if (!skinframe->qgeneratemerged)
2715 width = skinframe->qwidth;
2716 height = skinframe->qheight;
2717 skindata = skinframe->qpixels;
2719 if (skinframe->qgeneratenmap)
2721 unsigned char *a, *b;
2722 skinframe->qgeneratenmap = false;
2723 a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2724 b = a + width * height * 4;
2725 // use either a custom palette or the quake palette
2726 Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
2727 Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
2728 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
2732 if (skinframe->qgenerateglow)
2734 skinframe->qgenerateglow = false;
2735 if (skinframe->hasalpha) // fence textures
2736 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
2738 skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
2743 skinframe->qgeneratebase = false;
2744 skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap);
2745 skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite);
2746 skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite);
2750 skinframe->qgeneratemerged = false;
2751 if (skinframe->hasalpha) // fence textures
2752 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
2754 skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
2757 if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
2759 Mem_Free(skinframe->qpixels);
2760 skinframe->qpixels = NULL;
2764 skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, const unsigned char *skindata, int width, int height, const unsigned int *palette, const unsigned int *alphapalette)
2767 skinframe_t *skinframe;
2770 if (cls.state == ca_dedicated)
2773 // if already loaded just return it, otherwise make a new skinframe
2774 skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2775 if (skinframe->base)
2777 textureflags &= ~TEXF_FORCE_RELOAD;
2779 skinframe->stain = NULL;
2780 skinframe->merged = NULL;
2781 skinframe->base = NULL;
2782 skinframe->pants = NULL;
2783 skinframe->shirt = NULL;
2784 skinframe->nmap = NULL;
2785 skinframe->gloss = NULL;
2786 skinframe->glow = NULL;
2787 skinframe->fog = NULL;
2788 skinframe->reflect = NULL;
2789 skinframe->hasalpha = false;
2791 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2795 if (developer_loading.integer)
2796 Con_Printf("loading embedded 8bit image \"%s\"\n", name);
2798 skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, palette);
2799 if ((textureflags & TEXF_ALPHA) && alphapalette)
2801 for (i = 0;i < width * height;i++)
2803 if (((unsigned char *)palette)[skindata[i]*4+3] < 255)
2805 skinframe->hasalpha = true;
2809 if (r_loadfog && skinframe->hasalpha)
2810 skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette);
2813 R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2814 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2819 skinframe_t *R_SkinFrame_LoadMissing(void)
2821 skinframe_t *skinframe;
2823 if (cls.state == ca_dedicated)
2826 skinframe = R_SkinFrame_Find("missing", TEXF_FORCENEAREST, 0, 0, 0, true);
2827 skinframe->stain = NULL;
2828 skinframe->merged = NULL;
2829 skinframe->base = NULL;
2830 skinframe->pants = NULL;
2831 skinframe->shirt = NULL;
2832 skinframe->nmap = NULL;
2833 skinframe->gloss = NULL;
2834 skinframe->glow = NULL;
2835 skinframe->fog = NULL;
2836 skinframe->reflect = NULL;
2837 skinframe->hasalpha = false;
2839 skinframe->avgcolor[0] = rand() / RAND_MAX;
2840 skinframe->avgcolor[1] = rand() / RAND_MAX;
2841 skinframe->avgcolor[2] = rand() / RAND_MAX;
2842 skinframe->avgcolor[3] = 1;
2847 skinframe_t *R_SkinFrame_LoadNoTexture(void)
2850 static unsigned char pix[16][16][4];
2852 if (cls.state == ca_dedicated)
2855 // this makes a light grey/dark grey checkerboard texture
2858 for (y = 0; y < 16; y++)
2860 for (x = 0; x < 16; x++)
2862 if ((y < 8) ^ (x < 8))
2880 return R_SkinFrame_LoadInternalBGRA("notexture", TEXF_FORCENEAREST, pix[0][0], 16, 16, 0, 0, 0, false);
2883 skinframe_t *R_SkinFrame_LoadInternalUsingTexture(const char *name, int textureflags, rtexture_t *tex, int width, int height, qboolean sRGB)
2885 skinframe_t *skinframe;
2886 if (cls.state == ca_dedicated)
2888 // if already loaded just return it, otherwise make a new skinframe
2889 skinframe = R_SkinFrame_Find(name, textureflags, width, height, 0, true);
2890 if (skinframe->base)
2892 textureflags &= ~TEXF_FORCE_RELOAD;
2893 skinframe->stain = NULL;
2894 skinframe->merged = NULL;
2895 skinframe->base = NULL;
2896 skinframe->pants = NULL;
2897 skinframe->shirt = NULL;
2898 skinframe->nmap = NULL;
2899 skinframe->gloss = NULL;
2900 skinframe->glow = NULL;
2901 skinframe->fog = NULL;
2902 skinframe->reflect = NULL;
2903 skinframe->hasalpha = (textureflags & TEXF_ALPHA) != 0;
2904 // if no data was provided, then clearly the caller wanted to get a blank skinframe
2907 if (developer_loading.integer)
2908 Con_Printf("loading 32bit skin \"%s\"\n", name);
2909 skinframe->base = skinframe->merged = tex;
2910 Vector4Set(skinframe->avgcolor, 1, 1, 1, 1); // bogus placeholder
2914 //static char *suffix[6] = {"ft", "bk", "rt", "lf", "up", "dn"};
2915 typedef struct suffixinfo_s
2918 qboolean flipx, flipy, flipdiagonal;
2921 static suffixinfo_t suffix[3][6] =
2924 {"px", false, false, false},
2925 {"nx", false, false, false},
2926 {"py", false, false, false},
2927 {"ny", false, false, false},
2928 {"pz", false, false, false},
2929 {"nz", false, false, false}
2932 {"posx", false, false, false},
2933 {"negx", false, false, false},
2934 {"posy", false, false, false},
2935 {"negy", false, false, false},
2936 {"posz", false, false, false},
2937 {"negz", false, false, false}
2940 {"rt", true, false, true},
2941 {"lf", false, true, true},
2942 {"ft", true, true, false},
2943 {"bk", false, false, false},
2944 {"up", true, false, true},
2945 {"dn", true, false, true}
2949 static int componentorder[4] = {0, 1, 2, 3};
2951 static rtexture_t *R_LoadCubemap(const char *basename)
2953 int i, j, cubemapsize, forcefilter;
2954 unsigned char *cubemappixels, *image_buffer;
2955 rtexture_t *cubemaptexture;
2958 // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
2959 forcefilter = TEXF_FORCELINEAR;
2960 if (basename && basename[0] == '!')
2963 forcefilter = TEXF_FORCENEAREST;
2965 // must start 0 so the first loadimagepixels has no requested width/height
2967 cubemappixels = NULL;
2968 cubemaptexture = NULL;
2969 // keep trying different suffix groups (posx, px, rt) until one loads
2970 for (j = 0;j < 3 && !cubemappixels;j++)
2972 // load the 6 images in the suffix group
2973 for (i = 0;i < 6;i++)
2975 // generate an image name based on the base and and suffix
2976 dpsnprintf(name, sizeof(name), "%s%s", basename, suffix[j][i].suffix);
2978 if ((image_buffer = loadimagepixelsbgra(name, false, false, false, NULL)))
2980 // an image loaded, make sure width and height are equal
2981 if (image_width == image_height && (!cubemappixels || image_width == cubemapsize))
2983 // if this is the first image to load successfully, allocate the cubemap memory
2984 if (!cubemappixels && image_width >= 1)
2986 cubemapsize = image_width;
2987 // note this clears to black, so unavailable sides are black
2988 cubemappixels = (unsigned char *)Mem_Alloc(tempmempool, 6*cubemapsize*cubemapsize*4);
2990 // copy the image with any flipping needed by the suffix (px and posx types don't need flipping)
2992 Image_CopyMux(cubemappixels+i*cubemapsize*cubemapsize*4, image_buffer, cubemapsize, cubemapsize, suffix[j][i].flipx, suffix[j][i].flipy, suffix[j][i].flipdiagonal, 4, 4, componentorder);
2995 Con_Printf("Cubemap image \"%s\" (%ix%i) is not square, OpenGL requires square cubemaps.\n", name, image_width, image_height);
2997 Mem_Free(image_buffer);
3001 // if a cubemap loaded, upload it
3004 if (developer_loading.integer)
3005 Con_Printf("loading cubemap \"%s\"\n", basename);
3007 cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
3008 Mem_Free(cubemappixels);
3012 Con_DPrintf("failed to load cubemap \"%s\"\n", basename);
3013 if (developer_loading.integer)
3015 Con_Printf("(tried tried images ");
3016 for (j = 0;j < 3;j++)
3017 for (i = 0;i < 6;i++)
3018 Con_Printf("%s\"%s%s.tga\"", j + i > 0 ? ", " : "", basename, suffix[j][i].suffix);
3019 Con_Print(" and was unable to find any of them).\n");
3022 return cubemaptexture;
3025 rtexture_t *R_GetCubemap(const char *basename)
3028 for (i = 0;i < r_texture_numcubemaps;i++)
3029 if (r_texture_cubemaps[i] != NULL)
3030 if (!strcasecmp(r_texture_cubemaps[i]->basename, basename))
3031 return r_texture_cubemaps[i]->texture ? r_texture_cubemaps[i]->texture : r_texture_whitecube;
3032 if (i >= MAX_CUBEMAPS || !r_main_mempool)
3033 return r_texture_whitecube;
3034 r_texture_numcubemaps++;
3035 r_texture_cubemaps[i] = (cubemapinfo_t *)Mem_Alloc(r_main_mempool, sizeof(cubemapinfo_t));
3036 strlcpy(r_texture_cubemaps[i]->basename, basename, sizeof(r_texture_cubemaps[i]->basename));
3037 r_texture_cubemaps[i]->texture = R_LoadCubemap(r_texture_cubemaps[i]->basename);
3038 return r_texture_cubemaps[i]->texture;
3041 static void R_Main_FreeViewCache(void)
3043 if (r_refdef.viewcache.entityvisible)
3044 Mem_Free(r_refdef.viewcache.entityvisible);
3045 if (r_refdef.viewcache.world_pvsbits)
3046 Mem_Free(r_refdef.viewcache.world_pvsbits);
3047 if (r_refdef.viewcache.world_leafvisible)
3048 Mem_Free(r_refdef.viewcache.world_leafvisible);
3049 if (r_refdef.viewcache.world_surfacevisible)
3050 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3051 memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache));
3054 static void R_Main_ResizeViewCache(void)
3056 int numentities = r_refdef.scene.numentities;
3057 int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1;
3058 int numclusterbytes = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusterbytes : 1;
3059 int numleafs = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_leafs : 1;
3060 int numsurfaces = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->num_surfaces : 1;
3061 if (r_refdef.viewcache.maxentities < numentities)
3063 r_refdef.viewcache.maxentities = numentities;
3064 if (r_refdef.viewcache.entityvisible)
3065 Mem_Free(r_refdef.viewcache.entityvisible);
3066 r_refdef.viewcache.entityvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.maxentities);
3068 if (r_refdef.viewcache.world_numclusters != numclusters)
3070 r_refdef.viewcache.world_numclusters = numclusters;
3071 r_refdef.viewcache.world_numclusterbytes = numclusterbytes;
3072 if (r_refdef.viewcache.world_pvsbits)
3073 Mem_Free(r_refdef.viewcache.world_pvsbits);
3074 r_refdef.viewcache.world_pvsbits = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numclusterbytes);
3076 if (r_refdef.viewcache.world_numleafs != numleafs)
3078 r_refdef.viewcache.world_numleafs = numleafs;
3079 if (r_refdef.viewcache.world_leafvisible)
3080 Mem_Free(r_refdef.viewcache.world_leafvisible);
3081 r_refdef.viewcache.world_leafvisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numleafs);
3083 if (r_refdef.viewcache.world_numsurfaces != numsurfaces)
3085 r_refdef.viewcache.world_numsurfaces = numsurfaces;
3086 if (r_refdef.viewcache.world_surfacevisible)
3087 Mem_Free(r_refdef.viewcache.world_surfacevisible);
3088 r_refdef.viewcache.world_surfacevisible = (unsigned char *)Mem_Alloc(r_main_mempool, r_refdef.viewcache.world_numsurfaces);
3092 extern rtexture_t *loadingscreentexture;
3093 static void gl_main_start(void)
3095 loadingscreentexture = NULL;
3096 r_texture_blanknormalmap = NULL;
3097 r_texture_white = NULL;
3098 r_texture_grey128 = NULL;
3099 r_texture_black = NULL;
3100 r_texture_whitecube = NULL;
3101 r_texture_normalizationcube = NULL;
3102 r_texture_fogattenuation = NULL;
3103 r_texture_fogheighttexture = NULL;
3104 r_texture_gammaramps = NULL;
3105 r_texture_numcubemaps = 0;
3106 r_uniformbufferalignment = 32;
3108 r_loaddds = r_texture_dds_load.integer != 0;
3109 r_savedds = vid.support.ext_texture_compression_s3tc && r_texture_dds_save.integer;
3111 switch(vid.renderpath)
3113 case RENDERPATH_GL32:
3114 case RENDERPATH_GLES2:
3115 Cvar_SetValueQuick(&r_textureunits, MAX_TEXTUREUNITS);
3116 Cvar_SetValueQuick(&gl_combine, 1);
3117 Cvar_SetValueQuick(&r_glsl, 1);
3118 r_loadnormalmap = true;
3121 #ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
3122 qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
3128 R_FrameData_Reset();
3129 R_BufferData_Reset();
3133 memset(r_queries, 0, sizeof(r_queries));
3135 r_qwskincache = NULL;
3136 r_qwskincache_size = 0;
3138 // due to caching of texture_t references, the collision cache must be reset
3139 Collision_Cache_Reset(true);
3141 // set up r_skinframe loading system for textures
3142 memset(&r_skinframe, 0, sizeof(r_skinframe));
3143 r_skinframe.loadsequence = 1;
3144 Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
3146 r_main_texturepool = R_AllocTexturePool();
3147 R_BuildBlankTextures();
3150 R_BuildNormalizationCube();
3151 r_texture_fogattenuation = NULL;
3152 r_texture_fogheighttexture = NULL;
3153 r_texture_gammaramps = NULL;
3154 //r_texture_fogintensity = NULL;
3155 memset(&r_fb, 0, sizeof(r_fb));
3156 Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128);
3157 r_glsl_permutation = NULL;
3158 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3159 Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256);
3160 memset(&r_svbsp, 0, sizeof (r_svbsp));
3162 memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps));
3163 r_texture_numcubemaps = 0;
3165 r_refdef.fogmasktable_density = 0;
3168 // For Steelstorm Android
3169 // FIXME CACHE the program and reload
3170 // FIXME see possible combinations for SS:BR android
3171 Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
3172 R_SetupShader_SetPermutationGLSL(0, 12);
3173 R_SetupShader_SetPermutationGLSL(0, 13);
3174 R_SetupShader_SetPermutationGLSL(0, 8388621);
3175 R_SetupShader_SetPermutationGLSL(3, 0);
3176 R_SetupShader_SetPermutationGLSL(3, 2048);
3177 R_SetupShader_SetPermutationGLSL(5, 0);
3178 R_SetupShader_SetPermutationGLSL(5, 2);
3179 R_SetupShader_SetPermutationGLSL(5, 2048);
3180 R_SetupShader_SetPermutationGLSL(5, 8388608);
3181 R_SetupShader_SetPermutationGLSL(11, 1);
3182 R_SetupShader_SetPermutationGLSL(11, 2049);
3183 R_SetupShader_SetPermutationGLSL(11, 8193);
3184 R_SetupShader_SetPermutationGLSL(11, 10241);
3185 Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
3189 extern unsigned int r_shadow_occlusion_buf;
3191 static void gl_main_shutdown(void)
3193 R_RenderTarget_FreeUnused(true);
3194 Mem_ExpandableArray_FreeArray(&r_fb.rendertargets);
3196 R_FrameData_Reset();
3197 R_BufferData_Reset();
3199 R_Main_FreeViewCache();
3201 switch(vid.renderpath)
3203 case RENDERPATH_GL32:
3204 case RENDERPATH_GLES2:
3205 #if defined(GL_SAMPLES_PASSED) && !defined(USE_GLES2)
3207 qglDeleteQueries(r_maxqueries, r_queries);
3211 r_shadow_occlusion_buf = 0;
3214 memset(r_queries, 0, sizeof(r_queries));
3216 r_qwskincache = NULL;
3217 r_qwskincache_size = 0;
3219 // clear out the r_skinframe state
3220 Mem_ExpandableArray_FreeArray(&r_skinframe.array);
3221 memset(&r_skinframe, 0, sizeof(r_skinframe));
3224 Mem_Free(r_svbsp.nodes);
3225 memset(&r_svbsp, 0, sizeof (r_svbsp));
3226 R_FreeTexturePool(&r_main_texturepool);
3227 loadingscreentexture = NULL;
3228 r_texture_blanknormalmap = NULL;
3229 r_texture_white = NULL;
3230 r_texture_grey128 = NULL;
3231 r_texture_black = NULL;
3232 r_texture_whitecube = NULL;
3233 r_texture_normalizationcube = NULL;
3234 r_texture_fogattenuation = NULL;
3235 r_texture_fogheighttexture = NULL;
3236 r_texture_gammaramps = NULL;
3237 r_texture_numcubemaps = 0;
3238 //r_texture_fogintensity = NULL;
3239 memset(&r_fb, 0, sizeof(r_fb));
3240 R_GLSL_Restart_f(&cmd_client);
3242 r_glsl_permutation = NULL;
3243 memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash));
3244 Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray);
3247 static void gl_main_newmap(void)
3249 // FIXME: move this code to client
3250 char *entities, entname[MAX_QPATH];
3252 Mem_Free(r_qwskincache);
3253 r_qwskincache = NULL;
3254 r_qwskincache_size = 0;
3257 dpsnprintf(entname, sizeof(entname), "%s.ent", cl.worldnamenoextension);
3258 if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
3260 CL_ParseEntityLump(entities);
3264 if (cl.worldmodel->brush.entities)
3265 CL_ParseEntityLump(cl.worldmodel->brush.entities);
3267 R_Main_FreeViewCache();
3269 R_FrameData_Reset();
3270 R_BufferData_Reset();
3273 void GL_Main_Init(void)
3276 r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
3277 R_InitShaderModeInfo();
3279 Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
3280 Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
3281 // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
3282 if (gamemode == GAME_NEHAHRA)
3284 Cvar_RegisterVariable (&gl_fogenable);
3285 Cvar_RegisterVariable (&gl_fogdensity);
3286 Cvar_RegisterVariable (&gl_fogred);
3287 Cvar_RegisterVariable (&gl_foggreen);
3288 Cvar_RegisterVariable (&gl_fogblue);
3289 Cvar_RegisterVariable (&gl_fogstart);
3290 Cvar_RegisterVariable (&gl_fogend);
3291 Cvar_RegisterVariable (&gl_skyclip);
3293 Cvar_RegisterVariable(&r_motionblur);
3294 Cvar_RegisterVariable(&r_damageblur);
3295 Cvar_RegisterVariable(&r_motionblur_averaging);
3296 Cvar_RegisterVariable(&r_motionblur_randomize);
3297 Cvar_RegisterVariable(&r_motionblur_minblur);
3298 Cvar_RegisterVariable(&r_motionblur_maxblur);
3299 Cvar_RegisterVariable(&r_motionblur_velocityfactor);
3300 Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
3301 Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
3302 Cvar_RegisterVariable(&r_motionblur_mousefactor);
3303 Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
3304 Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
3305 Cvar_RegisterVariable(&r_depthfirst);
3306 Cvar_RegisterVariable(&r_useinfinitefarclip);
3307 Cvar_RegisterVariable(&r_farclip_base);
3308 Cvar_RegisterVariable(&r_farclip_world);
3309 Cvar_RegisterVariable(&r_nearclip);
3310 Cvar_RegisterVariable(&r_deformvertexes);
3311 Cvar_RegisterVariable(&r_transparent);
3312 Cvar_RegisterVariable(&r_transparent_alphatocoverage);
3313 Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest);
3314 Cvar_RegisterVariable(&r_transparent_useplanardistance);
3315 Cvar_RegisterVariable(&r_showoverdraw);
3316 Cvar_RegisterVariable(&r_showbboxes);
3317 Cvar_RegisterVariable(&r_showbboxes_client);
3318 Cvar_RegisterVariable(&r_showsurfaces);
3319 Cvar_RegisterVariable(&r_showtris);
3320 Cvar_RegisterVariable(&r_shownormals);
3321 Cvar_RegisterVariable(&r_showlighting);
3322 Cvar_RegisterVariable(&r_showcollisionbrushes);
3323 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
3324 Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
3325 Cvar_RegisterVariable(&r_showdisabledepthtest);
3326 Cvar_RegisterVariable(&r_showspriteedges);
3327 Cvar_RegisterVariable(&r_showparticleedges);
3328 Cvar_RegisterVariable(&r_drawportals);
3329 Cvar_RegisterVariable(&r_drawentities);
3330 Cvar_RegisterVariable(&r_draw2d);
3331 Cvar_RegisterVariable(&r_drawworld);
3332 Cvar_RegisterVariable(&r_cullentities_trace);
3333 Cvar_RegisterVariable(&r_cullentities_trace_entityocclusion);
3334 Cvar_RegisterVariable(&r_cullentities_trace_samples);
3335 Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples);
3336 Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
3337 Cvar_RegisterVariable(&r_cullentities_trace_expand);
3338 Cvar_RegisterVariable(&r_cullentities_trace_pad);
3339 Cvar_RegisterVariable(&r_cullentities_trace_delay);
3340 Cvar_RegisterVariable(&r_cullentities_trace_eyejitter);
3341 Cvar_RegisterVariable(&r_sortentities);
3342 Cvar_RegisterVariable(&r_drawviewmodel);
3343 Cvar_RegisterVariable(&r_drawexteriormodel);
3344 Cvar_RegisterVariable(&r_speeds);
3345 Cvar_RegisterVariable(&r_fullbrights);
3346 Cvar_RegisterVariable(&r_wateralpha);
3347 Cvar_RegisterVariable(&r_dynamic);
3348 Cvar_RegisterVariable(&r_fullbright_directed);
3349 Cvar_RegisterVariable(&r_fullbright_directed_ambient);
3350 Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
3351 Cvar_RegisterVariable(&r_fullbright_directed_pitch);
3352 Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
3353 Cvar_RegisterVariable(&r_fullbright);
3354 Cvar_RegisterVariable(&r_shadows);
3355 Cvar_RegisterVariable(&r_shadows_darken);
3356 Cvar_RegisterVariable(&r_shadows_drawafterrtlighting);
3357 Cvar_RegisterVariable(&r_shadows_castfrombmodels);
3358 Cvar_RegisterVariable(&r_shadows_throwdistance);
3359 Cvar_RegisterVariable(&r_shadows_throwdirection);
3360 Cvar_RegisterVariable(&r_shadows_focus);
3361 Cvar_RegisterVariable(&r_shadows_shadowmapscale);
3362 Cvar_RegisterVariable(&r_shadows_shadowmapbias);
3363 Cvar_RegisterVariable(&r_q1bsp_skymasking);
3364 Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
3365 Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
3366 Cvar_RegisterVariable(&r_polygonoffset_decals_factor);
3367 Cvar_RegisterVariable(&r_polygonoffset_decals_offset);
3368 Cvar_RegisterVariable(&r_fog_exp2);
3369 Cvar_RegisterVariable(&r_fog_clear);
3370 Cvar_RegisterVariable(&r_drawfog);
3371 Cvar_RegisterVariable(&r_transparentdepthmasking);
3372 Cvar_RegisterVariable(&r_transparent_sortmindist);
3373 Cvar_RegisterVariable(&r_transparent_sortmaxdist);
3374 Cvar_RegisterVariable(&r_transparent_sortarraysize);
3375 Cvar_RegisterVariable(&r_texture_dds_load);
3376 Cvar_RegisterVariable(&r_texture_dds_save);
3377 Cvar_RegisterVariable(&r_textureunits);
3378 Cvar_RegisterVariable(&gl_combine);
3379 Cvar_RegisterVariable(&r_usedepthtextures);
3380 Cvar_RegisterVariable(&r_viewfbo);
3381 Cvar_RegisterVariable(&r_rendertarget_debug);
3382 Cvar_RegisterVariable(&r_viewscale);
3383 Cvar_RegisterVariable(&r_viewscale_fpsscaling);
3384 Cvar_RegisterVariable(&r_viewscale_fpsscaling_min);
3385 Cvar_RegisterVariable(&r_viewscale_fpsscaling_multiply);
3386 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepsize);
3387 Cvar_RegisterVariable(&r_viewscale_fpsscaling_stepmax);
3388 Cvar_RegisterVariable(&r_viewscale_fpsscaling_target);
3389 Cvar_RegisterVariable(&r_glsl);
3390 Cvar_RegisterVariable(&r_glsl_deluxemapping);
3391 Cvar_RegisterVariable(&r_glsl_offsetmapping);
3392 Cvar_RegisterVariable(&r_glsl_offsetmapping_steps);
3393 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
3394 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_steps);
3395 Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping_refinesteps);
3396 Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
3397 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod);
3398 Cvar_RegisterVariable(&r_glsl_offsetmapping_lod_distance);
3399 Cvar_RegisterVariable(&r_glsl_postprocess);
3400 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
3401 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
3402 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
3403 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
3404 Cvar_RegisterVariable(&r_glsl_postprocess_uservec1_enable);
3405 Cvar_RegisterVariable(&r_glsl_postprocess_uservec2_enable);
3406 Cvar_RegisterVariable(&r_glsl_postprocess_uservec3_enable);
3407 Cvar_RegisterVariable(&r_glsl_postprocess_uservec4_enable);
3408 Cvar_RegisterVariable(&r_celshading);
3409 Cvar_RegisterVariable(&r_celoutlines);
3411 Cvar_RegisterVariable(&r_water);
3412 Cvar_RegisterVariable(&r_water_cameraentitiesonly);
3413 Cvar_RegisterVariable(&r_water_resolutionmultiplier);
3414 Cvar_RegisterVariable(&r_water_clippingplanebias);
3415 Cvar_RegisterVariable(&r_water_refractdistort);
3416 Cvar_RegisterVariable(&r_water_reflectdistort);
3417 Cvar_RegisterVariable(&r_water_scissormode);
3418 Cvar_RegisterVariable(&r_water_lowquality);
3419 Cvar_RegisterVariable(&r_water_hideplayer);
3421 Cvar_RegisterVariable(&r_lerpsprites);
3422 Cvar_RegisterVariable(&r_lerpmodels);
3423 Cvar_RegisterVariable(&r_lerplightstyles);
3424 Cvar_RegisterVariable(&r_waterscroll);
3425 Cvar_RegisterVariable(&r_bloom);
3426 Cvar_RegisterVariable(&r_colorfringe);
3427 Cvar_RegisterVariable(&r_bloom_colorscale);
3428 Cvar_RegisterVariable(&r_bloom_brighten);
3429 Cvar_RegisterVariable(&r_bloom_blur);
3430 Cvar_RegisterVariable(&r_bloom_resolution);
3431 Cvar_RegisterVariable(&r_bloom_colorexponent);
3432 Cvar_RegisterVariable(&r_bloom_colorsubtract);
3433 Cvar_RegisterVariable(&r_bloom_scenebrightness);
3434 Cvar_RegisterVariable(&r_hdr_scenebrightness);
3435 Cvar_RegisterVariable(&r_hdr_glowintensity);
3436 Cvar_RegisterVariable(&r_hdr_irisadaptation);
3437 Cvar_RegisterVariable(&r_hdr_irisadaptation_multiplier);
3438 Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
3439 Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
3440 Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
3441 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
3442 Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
3443 Cvar_RegisterVariable(&r_hdr_irisadaptation_radius);
3444 Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
3445 Cvar_RegisterVariable(&developer_texturelogging);
3446 Cvar_RegisterVariable(&gl_lightmaps);
3447 Cvar_RegisterVariable(&r_test);
3448 Cvar_RegisterVariable(&r_batch_multidraw);
3449 Cvar_RegisterVariable(&r_batch_multidraw_mintriangles);
3450 Cvar_RegisterVariable(&r_batch_debugdynamicvertexpath);
3451 Cvar_RegisterVariable(&r_glsl_skeletal);
3452 Cvar_RegisterVariable(&r_glsl_saturation);
3453 Cvar_RegisterVariable(&r_glsl_saturation_redcompensate);
3454 Cvar_RegisterVariable(&r_glsl_vertextextureblend_usebothalphas);
3455 Cvar_RegisterVariable(&r_framedatasize);
3456 for (i = 0;i < R_BUFFERDATA_COUNT;i++)
3457 Cvar_RegisterVariable(&r_buffermegs[i]);
3458 Cvar_RegisterVariable(&r_batch_dynamicbuffer);
3459 if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
3460 Cvar_SetValue(&cvars_all, "r_fullbrights", 0);
3461 #ifdef DP_MOBILETOUCH
3462 // GLES devices have terrible depth precision in general, so...
3463 Cvar_SetValueQuick(&r_nearclip, 4);
3464 Cvar_SetValueQuick(&r_farclip_base, 4096);
3465 Cvar_SetValueQuick(&r_farclip_world, 0);
3466 Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
3468 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
3471 void Render_Init(void)
3484 R_LightningBeams_Init();
3488 int R_CullBox(const vec3_t mins, const vec3_t maxs)
3492 if (r_trippy.integer)
3494 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
3496 p = r_refdef.view.frustum + i;
3501 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3505 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3509 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3513 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3517 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3521 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3525 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3529 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3537 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
3541 if (r_trippy.integer)
3543 for (i = 0;i < numplanes;i++)
3550 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3554 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
3558 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3562 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
3566 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3570 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
3574 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3578 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
3586 //==================================================================================
3588 // LadyHavoc: this stores temporary data used within the same frame
3590 typedef struct r_framedata_mem_s
3592 struct r_framedata_mem_s *purge; // older mem block to free on next frame
3593 size_t size; // how much usable space
3594 size_t current; // how much space in use
3595 size_t mark; // last "mark" location, temporary memory can be freed by returning to this
3596 size_t wantedsize; // how much space was allocated
3597 unsigned char *data; // start of real data (16byte aligned)
3601 static r_framedata_mem_t *r_framedata_mem;
3603 void R_FrameData_Reset(void)
3605 while (r_framedata_mem)
3607 r_framedata_mem_t *next = r_framedata_mem->purge;
3608 Mem_Free(r_framedata_mem);
3609 r_framedata_mem = next;
3613 static void R_FrameData_Resize(qboolean mustgrow)
3616 wantedsize = (size_t)(r_framedatasize.value * 1024*1024);
3617 wantedsize = bound(65536, wantedsize, 1000*1024*1024);
3618 if (!r_framedata_mem || r_framedata_mem->wantedsize != wantedsize || mustgrow)
3620 r_framedata_mem_t *newmem = (r_framedata_mem_t *)Mem_Alloc(r_main_mempool, wantedsize);
3621 newmem->wantedsize = wantedsize;
3622 newmem->data = (unsigned char *)(((size_t)(newmem+1) + 15) & ~15);
3623 newmem->size = (unsigned char *)newmem + wantedsize - newmem->data;
3624 newmem->current = 0;
3626 newmem->purge = r_framedata_mem;
3627 r_framedata_mem = newmem;
3631 void R_FrameData_NewFrame(void)
3633 R_FrameData_Resize(false);
3634 if (!r_framedata_mem)
3636 // if we ran out of space on the last frame, free the old memory now
3637 while (r_framedata_mem->purge)
3639 // repeatedly remove the second item in the list, leaving only head
3640 r_framedata_mem_t *next = r_framedata_mem->purge->purge;
3641 Mem_Free(r_framedata_mem->purge);
3642 r_framedata_mem->purge = next;
3644 // reset the current mem pointer
3645 r_framedata_mem->current = 0;
3646 r_framedata_mem->mark = 0;
3649 void *R_FrameData_Alloc(size_t size)
3654 // align to 16 byte boundary - the data pointer is already aligned, so we
3655 // only need to ensure the size of every allocation is also aligned
3656 size = (size + 15) & ~15;
3658 while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
3660 // emergency - we ran out of space, allocate more memory
3661 // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
3662 newvalue = r_framedatasize.value * 2.0f;
3663 // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
3664 if (sizeof(size_t) >= 8)
3665 newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
3667 newvalue = bound(0.25f, newvalue, (float)(1 << 10));
3668 // this might not be a growing it, but we'll allocate another buffer every time
3669 Cvar_SetValueQuick(&r_framedatasize, newvalue);
3670 R_FrameData_Resize(true);
3673 data = r_framedata_mem->data + r_framedata_mem->current;
3674 r_framedata_mem->current += size;
3676 // count the usage for stats
3677 r_refdef.stats[r_stat_framedatacurrent] = max(r_refdef.stats[r_stat_framedatacurrent], (int)r_framedata_mem->current);
3678 r_refdef.stats[r_stat_framedatasize] = max(r_refdef.stats[r_stat_framedatasize], (int)r_framedata_mem->size);
3680 return (void *)data;
3683 void *R_FrameData_Store(size_t size, void *data)
3685 void *d = R_FrameData_Alloc(size);
3687 memcpy(d, data, size);
3691 void R_FrameData_SetMark(void)
3693 if (!r_framedata_mem)
3695 r_framedata_mem->mark = r_framedata_mem->current;
3698 void R_FrameData_ReturnToMark(void)
3700 if (!r_framedata_mem)
3702 r_framedata_mem->current = r_framedata_mem->mark;
3705 //==================================================================================
3707 // avoid reusing the same buffer objects on consecutive frames
3708 #define R_BUFFERDATA_CYCLE 3
3710 typedef struct r_bufferdata_buffer_s
3712 struct r_bufferdata_buffer_s *purge; // older buffer to free on next frame
3713 size_t size; // how much usable space
3714 size_t current; // how much space in use
3715 r_meshbuffer_t *buffer; // the buffer itself
3717 r_bufferdata_buffer_t;
3719 static int r_bufferdata_cycle = 0; // incremented and wrapped each frame
3720 static r_bufferdata_buffer_t *r_bufferdata_buffer[R_BUFFERDATA_CYCLE][R_BUFFERDATA_COUNT];
3722 /// frees all dynamic buffers
3723 void R_BufferData_Reset(void)
3726 r_bufferdata_buffer_t **p, *mem;
3727 for (cycle = 0;cycle < R_BUFFERDATA_CYCLE;cycle++)
3729 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3732 p = &r_bufferdata_buffer[cycle][type];
3738 R_Mesh_DestroyMeshBuffer(mem->buffer);
3745 // resize buffer as needed (this actually makes a new one, the old one will be recycled next frame)
3746 static void R_BufferData_Resize(r_bufferdata_type_t type, qboolean mustgrow, size_t minsize)
3748 r_bufferdata_buffer_t *mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3750 float newvalue = r_buffermegs[type].value;
3752 // increase the cvar if we have to (but only if we already have a mem)
3753 if (mustgrow && mem)
3755 newvalue = bound(0.25f, newvalue, 256.0f);
3756 while (newvalue * 1024*1024 < minsize)
3759 // clamp the cvar to valid range
3760 newvalue = bound(0.25f, newvalue, 256.0f);
3761 if (r_buffermegs[type].value != newvalue)
3762 Cvar_SetValueQuick(&r_buffermegs[type], newvalue);
3764 // calculate size in bytes
3765 size = (size_t)(newvalue * 1024*1024);
3766 size = bound(131072, size, 256*1024*1024);
3768 // allocate a new buffer if the size is different (purge old one later)
3769 // or if we were told we must grow the buffer
3770 if (!mem || mem->size != size || mustgrow)
3772 mem = (r_bufferdata_buffer_t *)Mem_Alloc(r_main_mempool, sizeof(*mem));
3775 if (type == R_BUFFERDATA_VERTEX)
3776 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbuffervertex", false, false, true, false);
3777 else if (type == R_BUFFERDATA_INDEX16)
3778 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex16", true, false, true, true);
3779 else if (type == R_BUFFERDATA_INDEX32)
3780 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferindex32", true, false, true, false);
3781 else if (type == R_BUFFERDATA_UNIFORM)
3782 mem->buffer = R_Mesh_CreateMeshBuffer(NULL, mem->size, "dynamicbufferuniform", false, true, true, false);
3783 mem->purge = r_bufferdata_buffer[r_bufferdata_cycle][type];
3784 r_bufferdata_buffer[r_bufferdata_cycle][type] = mem;
3788 void R_BufferData_NewFrame(void)
3791 r_bufferdata_buffer_t **p, *mem;
3792 // cycle to the next frame's buffers
3793 r_bufferdata_cycle = (r_bufferdata_cycle + 1) % R_BUFFERDATA_CYCLE;
3794 // if we ran out of space on the last time we used these buffers, free the old memory now
3795 for (type = 0;type < R_BUFFERDATA_COUNT;type++)
3797 if (r_bufferdata_buffer[r_bufferdata_cycle][type])
3799 R_BufferData_Resize((r_bufferdata_type_t)type, false, 131072);
3800 // free all but the head buffer, this is how we recycle obsolete
3801 // buffers after they are no longer in use
3802 p = &r_bufferdata_buffer[r_bufferdata_cycle][type]->purge;
3808 R_Mesh_DestroyMeshBuffer(mem->buffer);
3811 // reset the current offset
3812 r_bufferdata_buffer[r_bufferdata_cycle][type]->current = 0;
3817 r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
3819 r_bufferdata_buffer_t *mem;
3823 *returnbufferoffset = 0;
3825 // align size to a byte boundary appropriate for the buffer type, this
3826 // makes all allocations have aligned start offsets
3827 if (type == R_BUFFERDATA_UNIFORM)
3828 padsize = (datasize + r_uniformbufferalignment - 1) & ~(r_uniformbufferalignment - 1);
3830 padsize = (datasize + 15) & ~15;
3832 // if we ran out of space in this buffer we must allocate a new one
3833 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3834 R_BufferData_Resize(type, true, padsize);
3836 // if the resize did not give us enough memory, fail
3837 if (!r_bufferdata_buffer[r_bufferdata_cycle][type] || r_bufferdata_buffer[r_bufferdata_cycle][type]->current + padsize > r_bufferdata_buffer[r_bufferdata_cycle][type]->size)
3838 Sys_Error("R_BufferData_Store: failed to create a new buffer of sufficient size\n");
3840 mem = r_bufferdata_buffer[r_bufferdata_cycle][type];
3841 offset = (int)mem->current;
3842 mem->current += padsize;
3844 // upload the data to the buffer at the chosen offset
3846 R_Mesh_UpdateMeshBuffer(mem->buffer, NULL, mem->size, false, 0);
3847 R_Mesh_UpdateMeshBuffer(mem->buffer, data, datasize, true, offset);
3849 // count the usage for stats
3850 r_refdef.stats[r_stat_bufferdatacurrent_vertex + type] = max(r_refdef.stats[r_stat_bufferdatacurrent_vertex + type], (int)mem->current);
3851 r_refdef.stats[r_stat_bufferdatasize_vertex + type] = max(r_refdef.stats[r_stat_bufferdatasize_vertex + type], (int)mem->size);
3853 // return the buffer offset
3854 *returnbufferoffset = offset;
3859 //==================================================================================
3861 // LadyHavoc: animcache originally written by Echon, rewritten since then
3864 * Animation cache prevents re-generating mesh data for an animated model
3865 * multiple times in one frame for lighting, shadowing, reflections, etc.
3868 void R_AnimCache_Free(void)
3872 void R_AnimCache_ClearCache(void)
3875 entity_render_t *ent;
3877 for (i = 0;i < r_refdef.scene.numentities;i++)
3879 ent = r_refdef.scene.entities[i];
3880 ent->animcache_vertex3f = NULL;
3881 ent->animcache_vertex3f_vertexbuffer = NULL;
3882 ent->animcache_vertex3f_bufferoffset = 0;
3883 ent->animcache_normal3f = NULL;
3884 ent->animcache_normal3f_vertexbuffer = NULL;
3885 ent->animcache_normal3f_bufferoffset = 0;
3886 ent->animcache_svector3f = NULL;
3887 ent->animcache_svector3f_vertexbuffer = NULL;
3888 ent->animcache_svector3f_bufferoffset = 0;
3889 ent->animcache_tvector3f = NULL;
3890 ent->animcache_tvector3f_vertexbuffer = NULL;
3891 ent->animcache_tvector3f_bufferoffset = 0;
3892 ent->animcache_skeletaltransform3x4 = NULL;
3893 ent->animcache_skeletaltransform3x4buffer = NULL;
3894 ent->animcache_skeletaltransform3x4offset = 0;
3895 ent->animcache_skeletaltransform3x4size = 0;
3899 qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
3901 dp_model_t *model = ent->model;
3904 // see if this ent is worth caching
3905 if (!model || !model->Draw || !model->AnimateVertices)
3907 // nothing to cache if it contains no animations and has no skeleton
3908 if (!model->surfmesh.isanimated && !(model->num_bones && ent->skeleton && ent->skeleton->relativetransforms))
3910 // see if it is already cached for gpuskeletal
3911 if (ent->animcache_skeletaltransform3x4)
3913 // see if it is already cached as a mesh
3914 if (ent->animcache_vertex3f)
3916 // check if we need to add normals or tangents
3917 if (ent->animcache_normal3f)
3918 wantnormals = false;
3919 if (ent->animcache_svector3f)
3920 wanttangents = false;
3921 if (!wantnormals && !wanttangents)
3925 // check which kind of cache we need to generate
3926 if (r_gpuskeletal && model->num_bones > 0 && model->surfmesh.data_skeletalindex4ub)
3928 // cache the skeleton so the vertex shader can use it
3929 r_refdef.stats[r_stat_animcache_skeletal_count] += 1;
3930 r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones;
3931 r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones);
3932 ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones);
3933 Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4);
3934 // note: this can fail if the buffer is at the grow limit
3935 ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones;
3936 ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset);
3938 else if (ent->animcache_vertex3f)
3940 // mesh was already cached but we may need to add normals/tangents
3941 // (this only happens with multiple views, reflections, cameras, etc)
3942 if (wantnormals || wanttangents)
3944 numvertices = model->surfmesh.num_vertices;
3946 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3949 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3950 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3952 model->AnimateVertices(model, ent->frameblend, ent->skeleton, NULL, wantnormals ? ent->animcache_normal3f : NULL, wanttangents ? ent->animcache_svector3f : NULL, wanttangents ? ent->animcache_tvector3f : NULL);
3953 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3954 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3955 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3960 // generate mesh cache
3961 numvertices = model->surfmesh.num_vertices;
3962 ent->animcache_vertex3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3964 ent->animcache_normal3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3967 ent->animcache_svector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3968 ent->animcache_tvector3f = (float *)R_FrameData_Alloc(sizeof(float[3])*numvertices);
3970 model->AnimateVertices(model, ent->frameblend, ent->skeleton, ent->animcache_vertex3f, ent->animcache_normal3f, ent->animcache_svector3f, ent->animcache_tvector3f);
3971 if (wantnormals || wanttangents)
3973 r_refdef.stats[r_stat_animcache_shade_count] += 1;
3974 r_refdef.stats[r_stat_animcache_shade_vertices] += numvertices;
3975 r_refdef.stats[r_stat_animcache_shade_maxvertices] = max(r_refdef.stats[r_stat_animcache_shade_maxvertices], numvertices);
3977 r_refdef.stats[r_stat_animcache_shape_count] += 1;
3978 r_refdef.stats[r_stat_animcache_shape_vertices] += numvertices;
3979 r_refdef.stats[r_stat_animcache_shape_maxvertices] = max(r_refdef.stats[r_stat_animcache_shape_maxvertices], numvertices);
3984 void R_AnimCache_CacheVisibleEntities(void)
3988 // TODO: thread this
3989 // NOTE: R_PrepareRTLights() also caches entities
3991 for (i = 0;i < r_refdef.scene.numentities;i++)
3992 if (r_refdef.viewcache.entityvisible[i])
3993 R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true);
3996 //==================================================================================
3998 qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
4000 long unsigned int i;
4002 vec3_t eyemins, eyemaxs;
4003 vec3_t boxmins, boxmaxs;
4004 vec3_t padmins, padmaxs;
4007 dp_model_t *model = r_refdef.scene.worldmodel;
4008 static vec3_t positions[] = {
4009 { 0.5f, 0.5f, 0.5f },
4010 { 0.0f, 0.0f, 0.0f },
4011 { 0.0f, 0.0f, 1.0f },
4012 { 0.0f, 1.0f, 0.0f },
4013 { 0.0f, 1.0f, 1.0f },
4014 { 1.0f, 0.0f, 0.0f },
4015 { 1.0f, 0.0f, 1.0f },
4016 { 1.0f, 1.0f, 0.0f },
4017 { 1.0f, 1.0f, 1.0f },
4020 // sample count can be set to -1 to skip this logic, for flicker-prone objects
4024 // view origin is not used for culling in portal/reflection/refraction renders or isometric views
4025 if (!r_refdef.view.usevieworiginculling)
4028 if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight))
4031 // expand the eye box a little
4032 eyemins[0] = eye[0] - eyejitter;
4033 eyemaxs[0] = eye[0] + eyejitter;
4034 eyemins[1] = eye[1] - eyejitter;
4035 eyemaxs[1] = eye[1] + eyejitter;
4036 eyemins[2] = eye[2] - eyejitter;
4037 eyemaxs[2] = eye[2] + eyejitter;
4038 // expand the box a little
4039 boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand;
4040 boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand;
4041 boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand;
4042 boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand;
4043 boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand;
4044 boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand;
4045 // make an even larger box for the acceptable area
4046 padmins[0] = boxmins[0] - pad;
4047 padmaxs[0] = boxmaxs[0] + pad;
4048 padmins[1] = boxmins[1] - pad;
4049 padmaxs[1] = boxmaxs[1] + pad;
4050 padmins[2] = boxmins[2] - pad;
4051 padmaxs[2] = boxmaxs[2] + pad;
4053 // return true if eye overlaps enlarged box
4054 if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs))
4057 // try specific positions in the box first - note that these can be cached
4058 if (r_cullentities_trace_entityocclusion.integer)
4060 for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
4063 VectorCopy(eye, start);
4064 end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
4065 end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
4066 end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
4067 //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4068 trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
4069 // not picky - if the trace ended anywhere in the box we're good
4070 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4074 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4077 // try various random positions
4078 for (j = 0; j < numsamples; j++)
4080 VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
4081 VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
4082 if (r_cullentities_trace_entityocclusion.integer)
4084 trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
4085 // not picky - if the trace ended anywhere in the box we're good
4086 if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
4089 else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs))
4097 static void R_View_UpdateEntityVisible (void)
4102 entity_render_t *ent;
4104 if (r_refdef.envmap || r_fb.water.hideplayer)
4105 renderimask = RENDER_EXTERIORMODEL | RENDER_VIEWMODEL;
4106 else if (chase_active.integer || r_fb.water.renderingscene)
4107 renderimask = RENDER_VIEWMODEL;
4109 renderimask = RENDER_EXTERIORMODEL;
4110 if (!r_drawviewmodel.integer)
4111 renderimask |= RENDER_VIEWMODEL;
4112 if (!r_drawexteriormodel.integer)
4113 renderimask |= RENDER_EXTERIORMODEL;
4114 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
4115 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
4117 // worldmodel can check visibility
4118 for (i = 0;i < r_refdef.scene.numentities;i++)
4120 ent = r_refdef.scene.entities[i];
4121 if (!(ent->flags & renderimask))
4122 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4123 if ((ent->flags & (RENDER_NODEPTHTEST | RENDER_WORLDOBJECT | RENDER_VIEWMODEL)) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
4124 r_refdef.viewcache.entityvisible[i] = true;
4129 // no worldmodel or it can't check visibility
4130 for (i = 0;i < r_refdef.scene.numentities;i++)
4132 ent = r_refdef.scene.entities[i];
4133 if (!(ent->flags & renderimask))
4134 if (!R_CullBox(ent->mins, ent->maxs) || (ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
4135 r_refdef.viewcache.entityvisible[i] = true;
4138 if (r_cullentities_trace.integer)
4140 for (i = 0;i < r_refdef.scene.numentities;i++)
4142 if (!r_refdef.viewcache.entityvisible[i])
4144 ent = r_refdef.scene.entities[i];
4145 if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*')))
4147 samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
4148 if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs))
4149 ent->last_trace_visibility = host.realtime;
4150 if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
4151 r_refdef.viewcache.entityvisible[i] = 0;
4157 /// only used if skyrendermasked, and normally returns false
4158 static int R_DrawBrushModelsSky (void)
4161 entity_render_t *ent;
4164 for (i = 0;i < r_refdef.scene.numentities;i++)
4166 if (!r_refdef.viewcache.entityvisible[i])
4168 ent = r_refdef.scene.entities[i];
4169 if (!ent->model || !ent->model->DrawSky)
4171 ent->model->DrawSky(ent);
4177 static void R_DrawNoModel(entity_render_t *ent);
4178 static void R_DrawModels(void)
4181 entity_render_t *ent;
4183 for (i = 0;i < r_refdef.scene.numentities;i++)
4185 if (!r_refdef.viewcache.entityvisible[i])
4187 ent = r_refdef.scene.entities[i];
4188 r_refdef.stats[r_stat_entities]++;
4190 if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
4193 Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
4194 Con_Printf("R_DrawModels\n");
4195 Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
4196 Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
4197 Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
4200 if (ent->model && ent->model->Draw != NULL)
4201 ent->model->Draw(ent);
4207 static void R_DrawModelsDepth(void)
4210 entity_render_t *ent;
4212 for (i = 0;i < r_refdef.scene.numentities;i++)
4214 if (!r_refdef.viewcache.entityvisible[i])
4216 ent = r_refdef.scene.entities[i];
4217 if (ent->model && ent->model->DrawDepth != NULL)
4218 ent->model->DrawDepth(ent);
4222 static void R_DrawModelsDebug(void)
4225 entity_render_t *ent;
4227 for (i = 0;i < r_refdef.scene.numentities;i++)
4229 if (!r_refdef.viewcache.entityvisible[i])
4231 ent = r_refdef.scene.entities[i];
4232 if (ent->model && ent->model->DrawDebug != NULL)
4233 ent->model->DrawDebug(ent);
4237 static void R_DrawModelsAddWaterPlanes(void)
4240 entity_render_t *ent;
4242 for (i = 0;i < r_refdef.scene.numentities;i++)
4244 if (!r_refdef.viewcache.entityvisible[i])
4246 ent = r_refdef.scene.entities[i];
4247 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
4248 ent->model->DrawAddWaterPlanes(ent);
4252 static float irisvecs[7][3] = {{0, 0, 0}, {-1, 0, 0}, {1, 0, 0}, {0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}};
4254 void R_HDR_UpdateIrisAdaptation(const vec3_t point)
4256 if (r_hdr_irisadaptation.integer)
4261 vec3_t diffusenormal;
4263 vec_t brightness = 0.0f;
4268 VectorCopy(r_refdef.view.forward, forward);
4269 for (c = 0;c < (int)(sizeof(irisvecs)/sizeof(irisvecs[0]));c++)
4271 p[0] = point[0] + irisvecs[c][0] * r_hdr_irisadaptation_radius.value;
4272 p[1] = point[1] + irisvecs[c][1] * r_hdr_irisadaptation_radius.value;
4273 p[2] = point[2] + irisvecs[c][2] * r_hdr_irisadaptation_radius.value;
4274 R_CompleteLightPoint(ambient, diffuse, diffusenormal, p, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
4275 d = DotProduct(forward, diffusenormal);
4276 brightness += VectorLength(ambient);
4278 brightness += d * VectorLength(diffuse);
4280 brightness *= 1.0f / c;
4281 brightness += 0.00001f; // make sure it's never zero
4282 goal = r_hdr_irisadaptation_multiplier.value / brightness;
4283 goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
4284 current = r_hdr_irisadaptation_value.value;
4286 current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
4287 else if (current > goal)
4288 current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
4289 if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
4290 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
4292 else if (r_hdr_irisadaptation_value.value != 1.0f)
4293 Cvar_SetValueQuick(&r_hdr_irisadaptation_value, 1.0f);
4296 static void R_View_SetFrustum(const int *scissor)
4299 double fpx = +1, fnx = -1, fpy = +1, fny = -1;
4300 vec3_t forward, left, up, origin, v;
4304 // flipped x coordinates (because x points left here)
4305 fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4306 fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width);
4307 // non-flipped y coordinates
4308 fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4309 fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height);
4312 // we can't trust r_refdef.view.forward and friends in reflected scenes
4313 Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
4316 r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
4317 r_refdef.view.frustum[0].normal[1] = 0 - 0;
4318 r_refdef.view.frustum[0].normal[2] = -1 - 0;
4319 r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
4320 r_refdef.view.frustum[1].normal[1] = 0 + 0;
4321 r_refdef.view.frustum[1].normal[2] = -1 + 0;
4322 r_refdef.view.frustum[2].normal[0] = 0 - 0;
4323 r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
4324 r_refdef.view.frustum[2].normal[2] = -1 - 0;
4325 r_refdef.view.frustum[3].normal[0] = 0 + 0;
4326 r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
4327 r_refdef.view.frustum[3].normal[2] = -1 + 0;
4331 zNear = r_refdef.nearclip;
4332 nudge = 1.0 - 1.0 / (1<<23);
4333 r_refdef.view.frustum[4].normal[0] = 0 - 0;
4334 r_refdef.view.frustum[4].normal[1] = 0 - 0;
4335 r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
4336 r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
4337 r_refdef.view.frustum[5].normal[0] = 0 + 0;
4338 r_refdef.view.frustum[5].normal[1] = 0 + 0;
4339 r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
4340 r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
4346 r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
4347 r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
4348 r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
4349 r_refdef.view.frustum[0].dist = m[15] - m[12];
4351 r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
4352 r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
4353 r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
4354 r_refdef.view.frustum[1].dist = m[15] + m[12];
4356 r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
4357 r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
4358 r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
4359 r_refdef.view.frustum[2].dist = m[15] - m[13];
4361 r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
4362 r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
4363 r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
4364 r_refdef.view.frustum[3].dist = m[15] + m[13];
4366 r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
4367 r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
4368 r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
4369 r_refdef.view.frustum[4].dist = m[15] - m[14];
4371 r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
4372 r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
4373 r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
4374 r_refdef.view.frustum[5].dist = m[15] + m[14];
4377 if (r_refdef.view.useperspective)
4379 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
4380 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[0]);
4381 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fny * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[1]);
4382 VectorMAMAM(1024, forward, fnx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[2]);
4383 VectorMAMAM(1024, forward, fpx * 1024.0 * r_refdef.view.frustum_x, left, fpy * 1024.0 * r_refdef.view.frustum_y, up, r_refdef.view.frustumcorner[3]);
4385 // then the normals from the corners relative to origin
4386 CrossProduct(r_refdef.view.frustumcorner[2], r_refdef.view.frustumcorner[0], r_refdef.view.frustum[0].normal);
4387 CrossProduct(r_refdef.view.frustumcorner[1], r_refdef.view.frustumcorner[3], r_refdef.view.frustum[1].normal);
4388 CrossProduct(r_refdef.view.frustumcorner[0], r_refdef.view.frustumcorner[1], r_refdef.view.frustum[2].normal);
4389 CrossProduct(r_refdef.view.frustumcorner[3], r_refdef.view.frustumcorner[2], r_refdef.view.frustum[3].normal);
4391 // in a NORMAL view, forward cross left == up
4392 // in a REFLECTED view, forward cross left == down
4393 // so our cross products above need to be adjusted for a left handed coordinate system
4394 CrossProduct(forward, left, v);
4395 if(DotProduct(v, up) < 0)
4397 VectorNegate(r_refdef.view.frustum[0].normal, r_refdef.view.frustum[0].normal);
4398 VectorNegate(r_refdef.view.frustum[1].normal, r_refdef.view.frustum[1].normal);
4399 VectorNegate(r_refdef.view.frustum[2].normal, r_refdef.view.frustum[2].normal);
4400 VectorNegate(r_refdef.view.frustum[3].normal, r_refdef.view.frustum[3].normal);
4403 // Leaving those out was a mistake, those were in the old code, and they
4404 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
4405 // I couldn't reproduce it after adding those normalizations. --blub
4406 VectorNormalize(r_refdef.view.frustum[0].normal);
4407 VectorNormalize(r_refdef.view.frustum[1].normal);
4408 VectorNormalize(r_refdef.view.frustum[2].normal);
4409 VectorNormalize(r_refdef.view.frustum[3].normal);
4411 // make the corners absolute
4412 VectorAdd(r_refdef.view.frustumcorner[0], r_refdef.view.origin, r_refdef.view.frustumcorner[0]);
4413 VectorAdd(r_refdef.view.frustumcorner[1], r_refdef.view.origin, r_refdef.view.frustumcorner[1]);
4414 VectorAdd(r_refdef.view.frustumcorner[2], r_refdef.view.origin, r_refdef.view.frustumcorner[2]);
4415 VectorAdd(r_refdef.view.frustumcorner[3], r_refdef.view.origin, r_refdef.view.frustumcorner[3]);
4418 VectorCopy(forward, r_refdef.view.frustum[4].normal);
4420 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
4421 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
4422 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
4423 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
4424 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
4428 VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal);
4429 VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal);
4430 VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal);
4431 VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal);
4432 VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal);
4433 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x;
4434 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x;
4435 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y;
4436 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y;
4437 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip;
4439 r_refdef.view.numfrustumplanes = 5;
4441 if (r_refdef.view.useclipplane)
4443 r_refdef.view.numfrustumplanes = 6;
4444 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
4447 for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
4448 PlaneClassify(r_refdef.view.frustum + i);
4450 // LadyHavoc: note to all quake engine coders, Quake had a special case
4451 // for 90 degrees which assumed a square view (wrong), so I removed it,
4452 // Quake2 has it disabled as well.
4454 // rotate R_VIEWFORWARD right by FOV_X/2 degrees
4455 //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
4456 //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
4457 //PlaneClassify(&frustum[0]);
4459 // rotate R_VIEWFORWARD left by FOV_X/2 degrees
4460 //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
4461 //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
4462 //PlaneClassify(&frustum[1]);
4464 // rotate R_VIEWFORWARD up by FOV_X/2 degrees
4465 //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
4466 //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
4467 //PlaneClassify(&frustum[2]);
4469 // rotate R_VIEWFORWARD down by FOV_X/2 degrees
4470 //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
4471 //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
4472 //PlaneClassify(&frustum[3]);
4475 //VectorCopy(forward, r_refdef.view.frustum[4].normal);
4476 //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
4477 //PlaneClassify(&frustum[4]);
4480 static void R_View_UpdateWithScissor(const int *myscissor)
4482 R_Main_ResizeViewCache();
4483 R_View_SetFrustum(myscissor);
4484 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4485 R_View_UpdateEntityVisible();
4488 static void R_View_Update(void)
4490 R_Main_ResizeViewCache();
4491 R_View_SetFrustum(NULL);
4492 R_View_WorldVisibility(!r_refdef.view.usevieworiginculling);
4493 R_View_UpdateEntityVisible();
4496 float viewscalefpsadjusted = 1.0f;
4498 void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4500 const float *customclipplane = NULL;
4502 int /*rtwidth,*/ rtheight;
4503 if (r_refdef.view.useclipplane && allowwaterclippingplane)
4505 // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST
4506 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
4507 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
4508 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
4509 dist = r_refdef.view.clipplane.dist;
4510 plane[0] = r_refdef.view.clipplane.normal[0];
4511 plane[1] = r_refdef.view.clipplane.normal[1];
4512 plane[2] = r_refdef.view.clipplane.normal[2];
4514 customclipplane = plane;
4517 //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width;
4518 rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height;
4520 if (!r_refdef.view.useperspective)
4521 R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane);
4522 else if (vid.stencil && r_useinfinitefarclip.integer)
4523 R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane);
4525 R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane);
4526 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4527 R_SetViewport(&r_refdef.view.viewport);
4530 void R_EntityMatrix(const matrix4x4_t *matrix)
4532 if (gl_modelmatrixchanged || memcmp(matrix, &gl_modelmatrix, sizeof(matrix4x4_t)))
4534 gl_modelmatrixchanged = false;
4535 gl_modelmatrix = *matrix;
4536 Matrix4x4_Concat(&gl_modelviewmatrix, &gl_viewmatrix, &gl_modelmatrix);
4537 Matrix4x4_Concat(&gl_modelviewprojectionmatrix, &gl_projectionmatrix, &gl_modelviewmatrix);
4538 Matrix4x4_ToArrayFloatGL(&gl_modelviewmatrix, gl_modelview16f);
4539 Matrix4x4_ToArrayFloatGL(&gl_modelviewprojectionmatrix, gl_modelviewprojection16f);
4541 switch(vid.renderpath)
4543 case RENDERPATH_GL32:
4544 case RENDERPATH_GLES2:
4545 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
4546 if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
4552 void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2)
4554 r_viewport_t viewport;
4558 // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
4559 R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL);
4560 R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL);
4561 R_SetViewport(&viewport);
4562 GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height);
4563 GL_Color(1, 1, 1, 1);
4564 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4565 GL_BlendFunc(GL_ONE, GL_ZERO);
4566 GL_ScissorTest(false);
4567 GL_DepthMask(false);
4568 GL_DepthRange(0, 1);
4569 GL_DepthTest(false);
4570 GL_DepthFunc(GL_LEQUAL);
4571 R_EntityMatrix(&identitymatrix);
4572 R_Mesh_ResetTextureState();
4573 GL_PolygonOffset(0, 0);
4574 switch(vid.renderpath)
4576 case RENDERPATH_GL32:
4577 case RENDERPATH_GLES2:
4578 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4581 GL_CullFace(GL_NONE);
4586 void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4588 R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f);
4591 void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
4593 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
4594 GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height);
4595 GL_Color(1, 1, 1, 1);
4596 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
4597 GL_BlendFunc(GL_ONE, GL_ZERO);
4598 GL_ScissorTest(true);
4600 GL_DepthRange(0, 1);
4602 GL_DepthFunc(GL_LEQUAL);
4603 R_EntityMatrix(&identitymatrix);
4604 R_Mesh_ResetTextureState();
4605 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4606 switch(vid.renderpath)
4608 case RENDERPATH_GL32:
4609 case RENDERPATH_GLES2:
4610 qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
4613 GL_CullFace(r_refdef.view.cullface_back);
4618 R_RenderView_UpdateViewVectors
4621 void R_RenderView_UpdateViewVectors(void)
4623 // break apart the view matrix into vectors for various purposes
4624 // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4625 // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4626 Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4627 VectorNegate(r_refdef.view.left, r_refdef.view.right);
4628 // make an inverted copy of the view matrix for tracking sprites
4629 Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4632 void R_RenderTarget_FreeUnused(qboolean force)
4634 unsigned int i, j, end;
4635 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4636 for (i = 0; i < end; i++)
4638 r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4639 // free resources for rendertargets that have not been used for a while
4640 // (note: this check is run after the frame render, so any targets used
4641 // this frame will not be affected even at low framerates)
4642 if (r && (host.realtime - r->lastusetime > 0.2 || force))
4645 R_Mesh_DestroyFramebufferObject(r->fbo);
4646 for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++)
4647 if (r->colortexture[j])
4648 R_FreeTexture(r->colortexture[j]);
4649 if (r->depthtexture)
4650 R_FreeTexture(r->depthtexture);
4651 Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r);
4656 static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f)
4658 float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2;
4662 y2 = (th - y - h) * ih;
4673 r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3)
4675 unsigned int i, j, end;
4676 r_rendertarget_t *r = NULL;
4678 // first try to reuse an existing slot if possible
4679 end = (unsigned int)Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); // checked
4680 for (i = 0; i < end; i++)
4682 r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
4683 if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
4688 // no unused exact match found, so we have to make one in the first unused slot
4689 r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets);
4690 r->texturewidth = texturewidth;
4691 r->textureheight = textureheight;
4692 r->colortextype[0] = colortextype0;
4693 r->colortextype[1] = colortextype1;
4694 r->colortextype[2] = colortextype2;
4695 r->colortextype[3] = colortextype3;
4696 r->depthtextype = depthtextype;
4697 r->depthisrenderbuffer = depthisrenderbuffer;
4698 for (j = 0; j < 4; j++)
4699 if (r->colortextype[j])
4700 r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4701 if (r->depthtextype)
4703 if (r->depthisrenderbuffer)
4704 r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
4706 r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
4708 r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
4710 r_refdef.stats[r_stat_rendertargets_used]++;
4711 r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
4712 r->lastusetime = host.realtime;
4713 R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
4717 static void R_Water_StartFrame(int viewwidth, int viewheight)
4719 int waterwidth, waterheight;
4721 if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
4724 // set waterwidth and waterheight to the water resolution that will be
4725 // used (often less than the screen resolution for faster rendering)
4726 waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
4727 waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
4729 if (!r_water.integer || r_showsurfaces.integer)
4730 waterwidth = waterheight = 0;
4732 // set up variables that will be used in shader setup
4733 r_fb.water.waterwidth = waterwidth;
4734 r_fb.water.waterheight = waterheight;
4735 r_fb.water.texturewidth = waterwidth;
4736 r_fb.water.textureheight = waterheight;
4737 r_fb.water.camerawidth = waterwidth;
4738 r_fb.water.cameraheight = waterheight;
4739 r_fb.water.screenscale[0] = 0.5f;
4740 r_fb.water.screenscale[1] = 0.5f;
4741 r_fb.water.screencenter[0] = 0.5f;
4742 r_fb.water.screencenter[1] = 0.5f;
4743 r_fb.water.enabled = waterwidth != 0;
4745 r_fb.water.maxwaterplanes = MAX_WATERPLANES;
4746 r_fb.water.numwaterplanes = 0;
4749 void R_Water_AddWaterPlane(msurface_t *surface, int entno)
4751 int planeindex, bestplaneindex, vertexindex;
4752 vec3_t mins, maxs, normal, center, v, n;
4753 vec_t planescore, bestplanescore;
4755 r_waterstate_waterplane_t *p;
4756 texture_t *t = R_GetCurrentTexture(surface->texture);
4758 rsurface.texture = t;
4759 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, 1, ((const msurface_t **)&surface));
4760 // if the model has no normals, it's probably off-screen and they were not generated, so don't add it anyway
4761 if (!rsurface.batchnormal3f || rsurface.batchnumvertices < 1)
4763 // average the vertex normals, find the surface bounds (after deformvertexes)
4764 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f, v);
4765 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f, n);
4766 VectorCopy(n, normal);
4767 VectorCopy(v, mins);
4768 VectorCopy(v, maxs);
4769 for (vertexindex = 1;vertexindex < rsurface.batchnumvertices;vertexindex++)
4771 Matrix4x4_Transform(&rsurface.matrix, rsurface.batchvertex3f + vertexindex*3, v);
4772 Matrix4x4_Transform3x3(&rsurface.matrix, rsurface.batchnormal3f + vertexindex*3, n);
4773 VectorAdd(normal, n, normal);
4774 mins[0] = min(mins[0], v[0]);
4775 mins[1] = min(mins[1], v[1]);
4776 mins[2] = min(mins[2], v[2]);
4777 maxs[0] = max(maxs[0], v[0]);
4778 maxs[1] = max(maxs[1], v[1]);
4779 maxs[2] = max(maxs[2], v[2]);
4781 VectorNormalize(normal);
4782 VectorMAM(0.5f, mins, 0.5f, maxs, center);
4784 VectorCopy(normal, plane.normal);
4785 VectorNormalize(plane.normal);
4786 plane.dist = DotProduct(center, plane.normal);
4787 PlaneClassify(&plane);
4788 if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
4790 // skip backfaces (except if nocullface is set)
4791 // if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
4793 VectorNegate(plane.normal, plane.normal);
4795 PlaneClassify(&plane);
4799 // find a matching plane if there is one
4800 bestplaneindex = -1;
4801 bestplanescore = 1048576.0f;
4802 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4804 if(p->camera_entity == t->camera_entity)
4806 planescore = 1.0f - DotProduct(plane.normal, p->plane.normal) + fabs(plane.dist - p->plane.dist) * 0.001f;
4807 if (bestplaneindex < 0 || bestplanescore > planescore)
4809 bestplaneindex = planeindex;
4810 bestplanescore = planescore;
4814 planeindex = bestplaneindex;
4816 // if this surface does not fit any known plane rendered this frame, add one
4817 if (planeindex < 0 || bestplanescore > 0.001f)
4819 if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
4821 // store the new plane
4822 planeindex = r_fb.water.numwaterplanes++;
4823 p = r_fb.water.waterplanes + planeindex;
4825 // clear materialflags and pvs
4826 p->materialflags = 0;
4827 p->pvsvalid = false;
4828 p->camera_entity = t->camera_entity;
4829 VectorCopy(mins, p->mins);
4830 VectorCopy(maxs, p->maxs);
4834 // We're totally screwed.
4840 // merge mins/maxs when we're adding this surface to the plane
4841 p = r_fb.water.waterplanes + planeindex;
4842 p->mins[0] = min(p->mins[0], mins[0]);
4843 p->mins[1] = min(p->mins[1], mins[1]);
4844 p->mins[2] = min(p->mins[2], mins[2]);
4845 p->maxs[0] = max(p->maxs[0], maxs[0]);
4846 p->maxs[1] = max(p->maxs[1], maxs[1]);
4847 p->maxs[2] = max(p->maxs[2], maxs[2]);
4849 // merge this surface's materialflags into the waterplane
4850 p->materialflags |= t->currentmaterialflags;
4851 if(!(p->materialflags & MATERIALFLAG_CAMERA))
4853 // merge this surface's PVS into the waterplane
4854 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
4855 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
4857 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
4863 extern cvar_t r_drawparticles;
4864 extern cvar_t r_drawdecals;
4866 static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight)
4869 r_refdef_view_t originalview;
4870 r_refdef_view_t myview;
4871 int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0;
4872 r_waterstate_waterplane_t *p;
4874 r_rendertarget_t *rt;
4876 originalview = r_refdef.view;
4878 // lowquality hack, temporarily shut down some cvars and restore afterwards
4879 qualityreduction = r_water_lowquality.integer;
4880 if (qualityreduction > 0)
4882 if (qualityreduction >= 1)
4884 old_r_shadows = r_shadows.integer;
4885 old_r_worldrtlight = r_shadow_realtime_world.integer;
4886 old_r_dlight = r_shadow_realtime_dlight.integer;
4887 Cvar_SetValueQuick(&r_shadows, 0);
4888 Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
4889 Cvar_SetValueQuick(&r_shadow_realtime_dlight, 0);
4891 if (qualityreduction >= 2)
4893 old_r_dynamic = r_dynamic.integer;
4894 old_r_particles = r_drawparticles.integer;
4895 old_r_decals = r_drawdecals.integer;
4896 Cvar_SetValueQuick(&r_dynamic, 0);
4897 Cvar_SetValueQuick(&r_drawparticles, 0);
4898 Cvar_SetValueQuick(&r_drawdecals, 0);
4902 for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++)
4904 p->rt_reflection = NULL;
4905 p->rt_refraction = NULL;
4906 p->rt_camera = NULL;
4910 r_refdef.view = originalview;
4911 r_refdef.view.showdebug = false;
4912 r_refdef.view.width = r_fb.water.waterwidth;
4913 r_refdef.view.height = r_fb.water.waterheight;
4914 r_refdef.view.useclipplane = true;
4915 myview = r_refdef.view;
4916 r_fb.water.renderingscene = true;
4917 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
4919 if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
4922 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
4924 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4925 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4927 r_refdef.view = myview;
4928 Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
4929 Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
4930 if(r_water_scissormode.integer)
4932 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4933 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4935 p->rt_reflection = NULL;
4936 p->rt_refraction = NULL;
4937 p->rt_camera = NULL;
4942 r_refdef.view.clipplane = p->plane;
4943 // reflected view origin may be in solid, so don't cull with it
4944 r_refdef.view.usevieworiginculling = false;
4945 // reverse the cullface settings for this render
4946 r_refdef.view.cullface_front = GL_FRONT;
4947 r_refdef.view.cullface_back = GL_BACK;
4948 // combined pvs (based on what can be seen from each surface center)
4949 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4951 r_refdef.view.usecustompvs = true;
4953 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4955 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
4958 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer);
4959 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4960 GL_ScissorTest(false);
4961 R_ClearScreen(r_refdef.fogenabled);
4962 GL_ScissorTest(true);
4963 if(r_water_scissormode.integer & 2)
4964 R_View_UpdateWithScissor(myscissor);
4967 R_AnimCache_CacheVisibleEntities();
4968 if(r_water_scissormode.integer & 1)
4969 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
4970 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
4972 r_fb.water.hideplayer = false;
4973 p->rt_reflection = rt;
4976 // render the normal view scene and copy into texture
4977 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
4978 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
4980 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
4981 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
4983 r_refdef.view = myview;
4984 if(r_water_scissormode.integer)
4986 R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight);
4987 if (R_ScissorForBBox(p->mins, p->maxs, myscissor))
4989 p->rt_reflection = NULL;
4990 p->rt_refraction = NULL;
4991 p->rt_camera = NULL;
4996 // combined pvs (based on what can be seen from each surface center)
4997 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
4999 r_refdef.view.usecustompvs = true;
5001 memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5003 memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
5006 r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer);
5008 r_refdef.view.clipplane = p->plane;
5009 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5010 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5012 if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity)
5014 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5015 r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones
5016 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5017 R_RenderView_UpdateViewVectors();
5018 if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5020 r_refdef.view.usecustompvs = true;
5021 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5025 PlaneClassify(&r_refdef.view.clipplane);
5027 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5028 GL_ScissorTest(false);
5029 R_ClearScreen(r_refdef.fogenabled);
5030 GL_ScissorTest(true);
5031 if(r_water_scissormode.integer & 2)
5032 R_View_UpdateWithScissor(myscissor);
5035 R_AnimCache_CacheVisibleEntities();
5036 if(r_water_scissormode.integer & 1)
5037 GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]);
5038 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5040 r_fb.water.hideplayer = false;
5041 p->rt_refraction = rt;
5043 else if (p->materialflags & MATERIALFLAG_CAMERA)
5045 rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5046 if (rt->colortexture[0] == NULL || rt->depthtexture == NULL)
5048 r_refdef.view = myview;
5050 r_refdef.view.clipplane = p->plane;
5051 VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
5052 r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
5054 r_refdef.view.width = r_fb.water.camerawidth;
5055 r_refdef.view.height = r_fb.water.cameraheight;
5056 r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
5057 r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
5058 r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView
5059 r_refdef.view.ortho_y = 90; // abused as angle by VM_CL_R_SetView
5061 if(p->camera_entity)
5063 // we need to perform a matrix transform to render the view... so let's get the transformation matrix
5064 CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin);
5067 // note: all of the view is used for displaying... so
5068 // there is no use in scissoring
5070 // reverse the cullface settings for this render
5071 r_refdef.view.cullface_front = GL_FRONT;
5072 r_refdef.view.cullface_back = GL_BACK;
5073 // also reverse the view matrix
5074 Matrix4x4_ConcatScale3(&r_refdef.view.matrix, 1, 1, -1); // this serves to invert texcoords in the result, as the copied texture is mapped the wrong way round
5075 R_RenderView_UpdateViewVectors();
5076 if(p->camera_entity && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS)
5078 r_refdef.view.usecustompvs = true;
5079 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false);
5082 // camera needs no clipplane
5083 r_refdef.view.useclipplane = false;
5084 // TODO: is the camera origin always valid? if so we don't need to clear this
5085 r_refdef.view.usevieworiginculling = false;
5087 PlaneClassify(&r_refdef.view.clipplane);
5089 r_fb.water.hideplayer = false;
5091 R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5092 GL_ScissorTest(false);
5093 R_ClearScreen(r_refdef.fogenabled);
5094 GL_ScissorTest(true);
5096 R_AnimCache_CacheVisibleEntities();
5097 R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight);
5099 r_fb.water.hideplayer = false;
5104 r_fb.water.renderingscene = false;
5105 r_refdef.view = originalview;
5106 R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight);
5108 R_AnimCache_CacheVisibleEntities();
5111 r_refdef.view = originalview;
5112 r_fb.water.renderingscene = false;
5113 Cvar_SetValueQuick(&r_water, 0);
5114 Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n");
5116 // lowquality hack, restore cvars
5117 if (qualityreduction > 0)
5119 if (qualityreduction >= 1)
5121 Cvar_SetValueQuick(&r_shadows, old_r_shadows);
5122 Cvar_SetValueQuick(&r_shadow_realtime_world, old_r_worldrtlight);
5123 Cvar_SetValueQuick(&r_shadow_realtime_dlight, old_r_dlight);
5125 if (qualityreduction >= 2)
5127 Cvar_SetValueQuick(&r_dynamic, old_r_dynamic);
5128 Cvar_SetValueQuick(&r_drawparticles, old_r_particles);
5129 Cvar_SetValueQuick(&r_drawdecals, old_r_decals);
5134 static void R_Bloom_StartFrame(void)
5136 int screentexturewidth, screentextureheight;
5137 textype_t textype = TEXTYPE_COLORBUFFER;
5140 // clear the pointers to rendertargets from last frame as they're stale
5141 r_fb.rt_screen = NULL;
5142 r_fb.rt_bloom = NULL;
5144 switch (vid.renderpath)
5146 case RENDERPATH_GL32:
5147 r_fb.usedepthtextures = r_usedepthtextures.integer != 0;
5148 if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F;
5149 if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F;
5151 case RENDERPATH_GLES2:
5152 r_fb.usedepthtextures = false;
5156 if (r_viewscale_fpsscaling.integer)
5158 double actualframetime;
5159 double targetframetime;
5161 actualframetime = r_refdef.lastdrawscreentime;
5162 targetframetime = (1.0 / r_viewscale_fpsscaling_target.value);
5163 adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
5164 adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
5165 if (r_viewscale_fpsscaling_stepsize.value > 0)
5168 adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5170 adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
5172 viewscalefpsadjusted += adjust;
5173 viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
5176 viewscalefpsadjusted = 1.0f;
5178 scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
5180 scale *= sqrt(vid.samples); // supersampling
5181 scale = bound(0.03125f, scale, 4.0f);
5182 screentexturewidth = (int)ceil(r_refdef.view.width * scale);
5183 screentextureheight = (int)ceil(r_refdef.view.height * scale);
5184 screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
5185 screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
5187 // set bloomwidth and bloomheight to the bloom resolution that will be
5188 // used (often less than the screen resolution for faster rendering)
5189 r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
5190 r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
5191 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
5192 r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
5193 r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
5195 if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
5197 Cvar_SetValueQuick(&r_bloom, 0);
5198 Cvar_SetValueQuick(&r_motionblur, 0);
5199 Cvar_SetValueQuick(&r_damageblur, 0);
5201 if (!r_bloom.integer)
5202 r_fb.bloomwidth = r_fb.bloomheight = 0;
5204 // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
5205 if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
5207 if (r_fb.ghosttexture)
5208 R_FreeTexture(r_fb.ghosttexture);
5209 r_fb.ghosttexture = NULL;
5211 r_fb.screentexturewidth = screentexturewidth;
5212 r_fb.screentextureheight = screentextureheight;
5213 r_fb.textype = textype;
5215 if (r_fb.screentexturewidth && r_fb.screentextureheight)
5217 if (r_motionblur.value > 0 || r_damageblur.value > 0)
5218 r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
5219 r_fb.ghosttexture_valid = false;
5223 r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5225 r_refdef.view.clear = true;
5228 static void R_Bloom_MakeTexture(void)
5231 float xoffset, yoffset, r, brighten;
5232 float colorscale = r_bloom_colorscale.value;
5233 r_viewport_t bloomviewport;
5234 r_rendertarget_t *prev, *cur;
5235 textype_t textype = r_fb.rt_screen->colortextype[0];
5237 r_refdef.stats[r_stat_bloom]++;
5239 R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL);
5241 // scale down screen texture to the bloom texture size
5243 prev = r_fb.rt_screen;
5244 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5245 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5246 R_SetViewport(&bloomviewport);
5247 GL_CullFace(GL_NONE);
5248 GL_DepthTest(false);
5249 GL_BlendFunc(GL_ONE, GL_ZERO);
5250 GL_Color(colorscale, colorscale, colorscale, 1);
5251 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5252 // TODO: do boxfilter scale-down in shader?
5253 R_SetupShader_Generic(prev->colortexture[0], false, true, true);
5254 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5255 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5256 // we now have a properly scaled bloom image
5258 // multiply bloom image by itself as many times as desired to darken it
5259 // TODO: if people actually use this it could be done more quickly in the previous shader pass
5260 for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
5263 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5264 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5266 r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1
5268 GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0);
5269 GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it
5270 GL_Color(1,1,1,1); // no fix factor supported here
5271 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f);
5272 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5273 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5274 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5278 range = r_bloom_blur.integer * r_fb.bloomwidth / 320;
5279 brighten = r_bloom_brighten.value;
5280 brighten = sqrt(brighten);
5282 brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
5284 for (dir = 0;dir < 2;dir++)
5287 cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
5288 R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL);
5289 // blend on at multiple vertical offsets to achieve a vertical blur
5290 // TODO: do offset blends using GLSL
5291 // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
5293 GL_BlendFunc(GL_ONE, GL_ZERO);
5295 R_SetupShader_Generic(prev->colortexture[0], false, true, false);
5297 for (x = -range;x <= range;x++)
5299 if (!dir){xoffset = 0;yoffset = x;}
5300 else {xoffset = x;yoffset = 0;}
5301 xoffset /= (float)prev->texturewidth;
5302 yoffset /= (float)prev->textureheight;
5303 // compute a texcoord array with the specified x and y offset
5304 r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0];
5305 r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1];
5306 r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2];
5307 r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3];
5308 r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4];
5309 r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5];
5310 r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6];
5311 r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7];
5312 // this r value looks like a 'dot' particle, fading sharply to
5313 // black at the edges
5314 // (probably not realistic but looks good enough)
5315 //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
5316 //r = brighten/(range*2+1);
5317 r = brighten / (range * 2 + 1);
5319 r *= (1 - x*x/(float)((range+1)*(range+1)));
5323 GL_Color(r, r, r, 1);
5325 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f);
5327 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5328 r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight;
5330 GL_BlendFunc(GL_ONE, GL_ONE);
5335 // now we have the bloom image, so keep track of it
5336 r_fb.rt_bloom = cur;
5339 static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5341 uint64_t permutation;
5342 float uservecs[4][4];
5343 rtexture_t *viewtexture;
5344 rtexture_t *bloomtexture;
5346 R_EntityMatrix(&identitymatrix);
5348 if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture)
5350 // declare variables
5351 float blur_factor, blur_mouseaccel, blur_velocity;
5352 static float blur_average;
5353 static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
5355 // set a goal for the factoring
5356 blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
5357 / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
5358 blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
5359 / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
5360 blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
5361 + (blur_mouseaccel * r_motionblur_mousefactor.value));
5363 // from the goal, pick an averaged value between goal and last value
5364 cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
5365 blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
5367 // enforce minimum amount of blur
5368 blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
5370 //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
5372 // calculate values into a standard alpha
5373 cl.motionbluralpha = 1 - exp(-
5375 (r_motionblur.value * blur_factor / 80)
5377 (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
5380 max(0.0001, cl.time - cl.oldtime) // fps independent
5383 // randomization for the blur value to combat persistent ghosting
5384 cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
5385 cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
5388 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5389 if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid)
5391 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
5392 GL_Color(1, 1, 1, cl.motionbluralpha);
5393 R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f);
5394 R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f);
5395 R_SetupShader_Generic(r_fb.ghosttexture, false, true, true);
5396 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5397 r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight;
5400 // updates old view angles for next pass
5401 VectorCopy(cl.viewangles, blur_oldangles);
5403 // copy view into the ghost texture
5404 R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight);
5405 r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight;
5406 r_fb.ghosttexture_valid = true;
5409 if (r_fb.bloomwidth)
5411 // make the bloom texture
5412 R_Bloom_MakeTexture();
5415 #if _MSC_VER >= 1400
5416 #define sscanf sscanf_s
5418 memset(uservecs, 0, sizeof(uservecs));
5419 if (r_glsl_postprocess_uservec1_enable.integer)
5420 sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]);
5421 if (r_glsl_postprocess_uservec2_enable.integer)
5422 sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]);
5423 if (r_glsl_postprocess_uservec3_enable.integer)
5424 sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]);
5425 if (r_glsl_postprocess_uservec4_enable.integer)
5426 sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]);
5428 // render to the screen fbo
5429 R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5430 GL_Color(1, 1, 1, 1);
5431 GL_BlendFunc(GL_ONE, GL_ZERO);
5433 viewtexture = r_fb.rt_screen->colortexture[0];
5434 bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL;
5436 if (r_rendertarget_debug.integer >= 0)
5438 r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer);
5439 if (rt && rt->colortexture[0])
5441 viewtexture = rt->colortexture[0];
5442 bloomtexture = NULL;
5446 R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL);
5447 switch(vid.renderpath)
5449 case RENDERPATH_GL32:
5450 case RENDERPATH_GLES2:
5452 (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0)
5453 | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0)
5454 | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0)
5455 | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
5456 | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0);
5457 R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation);
5458 if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture);
5459 if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture);
5460 if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps );
5461 if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
5462 if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight);
5463 if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]);
5464 if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]);
5465 if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
5466 if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
5467 if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
5468 if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
5469 if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
5470 if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
5473 R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
5474 r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height;
5477 matrix4x4_t r_waterscrollmatrix;
5479 void R_UpdateFog(void)
5482 if (gamemode == GAME_NEHAHRA)
5484 if (gl_fogenable.integer)
5486 r_refdef.oldgl_fogenable = true;
5487 r_refdef.fog_density = gl_fogdensity.value;
5488 r_refdef.fog_red = gl_fogred.value;
5489 r_refdef.fog_green = gl_foggreen.value;
5490 r_refdef.fog_blue = gl_fogblue.value;
5491 r_refdef.fog_alpha = 1;
5492 r_refdef.fog_start = 0;
5493 r_refdef.fog_end = gl_skyclip.value;
5494 r_refdef.fog_height = 1<<30;
5495 r_refdef.fog_fadedepth = 128;
5497 else if (r_refdef.oldgl_fogenable)
5499 r_refdef.oldgl_fogenable = false;
5500 r_refdef.fog_density = 0;
5501 r_refdef.fog_red = 0;
5502 r_refdef.fog_green = 0;
5503 r_refdef.fog_blue = 0;
5504 r_refdef.fog_alpha = 0;
5505 r_refdef.fog_start = 0;
5506 r_refdef.fog_end = 0;
5507 r_refdef.fog_height = 1<<30;
5508 r_refdef.fog_fadedepth = 128;
5513 r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
5514 r_refdef.fog_start = max(0, r_refdef.fog_start);
5515 r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
5517 if (r_refdef.fog_density && r_drawfog.integer)
5519 r_refdef.fogenabled = true;
5520 // this is the point where the fog reaches 0.9986 alpha, which we
5521 // consider a good enough cutoff point for the texture
5522 // (0.9986 * 256 == 255.6)
5523 if (r_fog_exp2.integer)
5524 r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
5526 r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
5527 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
5528 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
5529 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
5530 if (strcmp(r_refdef.fogheighttexturename, r_refdef.fog_height_texturename))
5531 R_BuildFogHeightTexture();
5532 // fog color was already set
5533 // update the fog texture
5534 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
5535 R_BuildFogTexture();
5536 r_refdef.fog_height_texcoordscale = 1.0f / max(0.125f, r_refdef.fog_fadedepth);
5537 r_refdef.fog_height_tablescale = r_refdef.fog_height_tablesize * r_refdef.fog_height_texcoordscale;
5540 r_refdef.fogenabled = false;
5543 if (r_refdef.fog_density)
5545 r_refdef.fogcolor[0] = r_refdef.fog_red;
5546 r_refdef.fogcolor[1] = r_refdef.fog_green;
5547 r_refdef.fogcolor[2] = r_refdef.fog_blue;
5549 Vector4Set(r_refdef.fogplane, 0, 0, 1, -r_refdef.fog_height);
5550 r_refdef.fogplaneviewdist = DotProduct(r_refdef.fogplane, r_refdef.view.origin) + r_refdef.fogplane[3];
5551 r_refdef.fogplaneviewabove = r_refdef.fogplaneviewdist >= 0;
5552 r_refdef.fogheightfade = -0.5f/max(0.125f, r_refdef.fog_fadedepth);
5556 VectorCopy(r_refdef.fogcolor, fogvec);
5557 // color.rgb *= ContrastBoost * SceneBrightness;
5558 VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
5559 r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
5560 r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
5561 r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
5566 void R_UpdateVariables(void)
5570 r_refdef.scene.ambientintensity = r_ambient.value * (1.0f / 64.0f);
5572 r_refdef.farclip = r_farclip_base.value;
5573 if (r_refdef.scene.worldmodel)
5574 r_refdef.farclip += r_refdef.scene.worldmodel->radius * r_farclip_world.value * 2;
5575 r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
5577 if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
5578 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
5579 r_refdef.polygonfactor = 0;
5580 r_refdef.polygonoffset = 0;
5582 r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0;
5583 r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil;
5584 r_refdef.scene.rtdlight = r_shadow_realtime_dlight.integer != 0 && !gl_flashblend.integer && r_dynamic.integer;
5585 r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && vid.stencil;
5586 r_refdef.scene.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
5587 if (r_refdef.scene.worldmodel)
5589 r_refdef.scene.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale;
5591 if (r_showsurfaces.integer)
5593 r_refdef.scene.rtworld = false;
5594 r_refdef.scene.rtworldshadows = false;
5595 r_refdef.scene.rtdlight = false;
5596 r_refdef.scene.rtdlightshadows = false;
5597 r_refdef.scene.lightmapintensity = 0;
5600 r_gpuskeletal = false;
5601 switch(vid.renderpath)
5603 case RENDERPATH_GL32:
5604 r_gpuskeletal = r_glsl_skeletal.integer && !r_showsurfaces.integer;
5605 case RENDERPATH_GLES2:
5606 if(!vid_gammatables_trivial)
5608 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
5610 // build GLSL gamma texture
5611 #define RAMPWIDTH 256
5612 unsigned short ramp[RAMPWIDTH * 3];
5613 unsigned char rampbgr[RAMPWIDTH][4];
5616 r_texture_gammaramps_serial = vid_gammatables_serial;
5618 VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
5619 for(i = 0; i < RAMPWIDTH; ++i)
5621 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5622 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
5623 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
5626 if (r_texture_gammaramps)
5628 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, 0, RAMPWIDTH, 1, 1);
5632 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, -1, NULL);
5638 // remove GLSL gamma texture
5644 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
5645 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
5651 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
5652 if( scenetype != r_currentscenetype ) {
5653 // store the old scenetype
5654 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
5655 r_currentscenetype = scenetype;
5656 // move in the new scene
5657 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
5666 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
5668 // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
5669 if( scenetype == r_currentscenetype ) {
5670 return &r_refdef.scene;
5672 return &r_scenes_store[ scenetype ];
5676 static int R_SortEntities_Compare(const void *ap, const void *bp)
5678 const entity_render_t *a = *(const entity_render_t **)ap;
5679 const entity_render_t *b = *(const entity_render_t **)bp;
5682 if(a->model < b->model)
5684 if(a->model > b->model)
5688 // TODO possibly calculate the REAL skinnum here first using
5690 if(a->skinnum < b->skinnum)
5692 if(a->skinnum > b->skinnum)
5695 // everything we compared is equal
5698 static void R_SortEntities(void)
5700 // below or equal 2 ents, sorting never gains anything
5701 if(r_refdef.scene.numentities <= 2)
5704 qsort(r_refdef.scene.entities, r_refdef.scene.numentities, sizeof(*r_refdef.scene.entities), R_SortEntities_Compare);
5712 extern cvar_t r_shadow_bouncegrid;
5713 extern cvar_t v_isometric;
5714 extern void V_MakeViewIsometric(void);
5715 void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height)
5717 matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
5719 rtexture_t *viewdepthtexture = NULL;
5720 rtexture_t *viewcolortexture = NULL;
5721 int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height;
5723 // finish any 2D rendering that was queued
5726 if (r_timereport_active)
5727 R_TimeReport("start");
5728 r_textureframe++; // used only by R_GetCurrentTexture
5729 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
5731 if(R_CompileShader_CheckStaticParms())
5732 R_GLSL_Restart_f(&cmd_client);
5734 if (!r_drawentities.integer)
5735 r_refdef.scene.numentities = 0;
5736 else if (r_sortentities.integer)
5739 R_AnimCache_ClearCache();
5741 /* adjust for stereo display */
5742 if(R_Stereo_Active())
5744 Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * (0.5f - r_stereo_side), 0, 0, r_stereo_angle.value * (0.5f - r_stereo_side), 0, 1);
5745 Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix);
5748 if (r_refdef.view.isoverlay)
5750 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
5751 R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
5752 GL_Clear(GL_DEPTH_BUFFER_BIT, NULL, 1.0f, 0);
5753 R_TimeReport("depthclear");
5755 r_refdef.view.showdebug = false;
5757 r_fb.water.enabled = false;
5758 r_fb.water.numwaterplanes = 0;
5760 R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
5762 r_refdef.view.matrix = originalmatrix;
5768 if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/)
5770 r_refdef.view.matrix = originalmatrix;
5774 r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective;
5775 if (v_isometric.integer && r_refdef.view.ismain)
5776 V_MakeViewIsometric();
5778 r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value;
5780 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D)
5781 // in sRGB fallback, behave similar to true sRGB: convert this
5782 // value from linear to sRGB
5783 r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale);
5785 R_RenderView_UpdateViewVectors();
5787 R_Shadow_UpdateWorldLightSelection();
5789 // this will set up r_fb.rt_screen
5790 R_Bloom_StartFrame();
5792 // apply bloom brightness offset
5794 r_refdef.view.colorscale *= r_bloom_scenebrightness.value;
5796 // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView
5799 viewfbo = r_fb.rt_screen->fbo;
5800 viewdepthtexture = r_fb.rt_screen->depthtexture;
5801 viewcolortexture = r_fb.rt_screen->colortexture[0];
5804 viewwidth = r_fb.rt_screen->texturewidth;
5805 viewheight = r_fb.rt_screen->textureheight;
5808 R_Water_StartFrame(viewwidth, viewheight);
5811 if (r_timereport_active)
5812 R_TimeReport("viewsetup");
5814 R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5816 // clear the whole fbo every frame - otherwise the driver will consider
5817 // it to be an inter-frame texture and stall in multi-gpu configurations
5819 GL_ScissorTest(false);
5820 R_ClearScreen(r_refdef.fogenabled);
5821 if (r_timereport_active)
5822 R_TimeReport("viewclear");
5824 r_refdef.view.clear = true;
5826 r_refdef.view.showdebug = true;
5829 if (r_timereport_active)
5830 R_TimeReport("visibility");
5832 R_AnimCache_CacheVisibleEntities();
5833 if (r_timereport_active)
5834 R_TimeReport("animcache");
5836 R_Shadow_UpdateBounceGridTexture();
5837 // R_Shadow_UpdateBounceGridTexture called R_TimeReport a few times internally, so we don't need to do that here.
5839 r_fb.water.numwaterplanes = 0;
5840 if (r_fb.water.enabled)
5841 R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5843 // for the actual view render we use scissoring a fair amount, so scissor
5844 // test needs to be on
5846 GL_ScissorTest(true);
5847 GL_Scissor(viewx, viewy, viewwidth, viewheight);
5848 R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5849 r_fb.water.numwaterplanes = 0;
5851 // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring
5852 GL_ScissorTest(false);
5854 R_BlendView(fbo, depthtexture, colortexture, x, y, width, height);
5855 if (r_timereport_active)
5856 R_TimeReport("blendview");
5858 r_refdef.view.matrix = originalmatrix;
5862 // go back to 2d rendering
5866 void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5868 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
5870 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
5871 if (r_timereport_active)
5872 R_TimeReport("waterworld");
5875 // don't let sound skip if going slow
5876 if (r_refdef.scene.extraupdate)
5879 R_DrawModelsAddWaterPlanes();
5880 if (r_timereport_active)
5881 R_TimeReport("watermodels");
5883 if (r_fb.water.numwaterplanes)
5885 R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5886 if (r_timereport_active)
5887 R_TimeReport("waterscenes");
5891 extern cvar_t cl_locs_show;
5892 static void R_DrawLocs(void);
5893 static void R_DrawEntityBBoxes(prvm_prog_t *prog);
5894 static void R_DrawModelDecals(void);
5895 extern qboolean r_shadow_usingdeferredprepass;
5896 extern int r_shadow_shadowmapatlas_modelshadows_size;
5897 void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
5899 qboolean shadowmapping = false;
5901 if (r_timereport_active)
5902 R_TimeReport("beginscene");
5904 r_refdef.stats[r_stat_renders]++;
5908 // don't let sound skip if going slow
5909 if (r_refdef.scene.extraupdate)
5912 R_MeshQueue_BeginScene();
5916 Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
5918 if (r_timereport_active)
5919 R_TimeReport("skystartframe");
5921 if (cl.csqc_vidvars.drawworld)
5923 // don't let sound skip if going slow
5924 if (r_refdef.scene.extraupdate)
5927 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
5929 r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
5930 if (r_timereport_active)
5931 R_TimeReport("worldsky");
5934 if (R_DrawBrushModelsSky() && r_timereport_active)
5935 R_TimeReport("bmodelsky");
5937 if (skyrendermasked && skyrenderlater)
5939 // we have to force off the water clipping plane while rendering sky
5940 R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5942 R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight);
5943 if (r_timereport_active)
5944 R_TimeReport("sky");
5948 // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render
5949 r_shadow_viewfbo = viewfbo;
5950 r_shadow_viewdepthtexture = viewdepthtexture;
5951 r_shadow_viewcolortexture = viewcolortexture;
5952 r_shadow_viewx = viewx;
5953 r_shadow_viewy = viewy;
5954 r_shadow_viewwidth = viewwidth;
5955 r_shadow_viewheight = viewheight;
5957 R_Shadow_PrepareModelShadows();
5958 R_Shadow_PrepareLights();
5959 if (r_timereport_active)
5960 R_TimeReport("preparelights");
5962 // render all the shadowmaps that will be used for this view
5963 shadowmapping = R_Shadow_ShadowMappingEnabled();
5964 if (shadowmapping || r_shadow_shadowmapatlas_modelshadows_size)
5966 R_Shadow_DrawShadowMaps();
5967 if (r_timereport_active)
5968 R_TimeReport("shadowmaps");
5971 // render prepass deferred lighting if r_shadow_deferred is on, this produces light buffers that will be sampled in forward pass
5972 if (r_shadow_usingdeferredprepass)
5973 R_Shadow_DrawPrepass();
5975 // now we begin the forward pass of the view render
5976 if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
5978 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
5979 if (r_timereport_active)
5980 R_TimeReport("worlddepth");
5982 if (r_depthfirst.integer >= 2)
5984 R_DrawModelsDepth();
5985 if (r_timereport_active)
5986 R_TimeReport("modeldepth");
5989 if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
5991 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
5992 if (r_timereport_active)
5993 R_TimeReport("world");
5996 // don't let sound skip if going slow
5997 if (r_refdef.scene.extraupdate)
6001 if (r_timereport_active)
6002 R_TimeReport("models");
6004 // don't let sound skip if going slow
6005 if (r_refdef.scene.extraupdate)
6008 if (!r_shadow_usingdeferredprepass)
6010 R_Shadow_DrawLights();
6011 if (r_timereport_active)
6012 R_TimeReport("rtlights");
6015 // don't let sound skip if going slow
6016 if (r_refdef.scene.extraupdate)
6019 if (cl.csqc_vidvars.drawworld)
6021 R_DrawModelDecals();
6022 if (r_timereport_active)
6023 R_TimeReport("modeldecals");
6026 if (r_timereport_active)
6027 R_TimeReport("particles");
6030 if (r_timereport_active)
6031 R_TimeReport("explosions");
6034 if (r_refdef.view.showdebug)
6036 if (cl_locs_show.integer)
6039 if (r_timereport_active)
6040 R_TimeReport("showlocs");
6043 if (r_drawportals.integer)
6046 if (r_timereport_active)
6047 R_TimeReport("portals");
6050 if (r_showbboxes_client.value > 0)
6052 R_DrawEntityBBoxes(CLVM_prog);
6053 if (r_timereport_active)
6054 R_TimeReport("clbboxes");
6056 if (r_showbboxes.value > 0)
6058 R_DrawEntityBBoxes(SVVM_prog);
6059 if (r_timereport_active)
6060 R_TimeReport("svbboxes");
6064 if (r_transparent.integer)
6066 R_MeshQueue_RenderTransparent();
6067 if (r_timereport_active)
6068 R_TimeReport("drawtrans");
6071 if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0 || r_showoverdraw.value > 0))
6073 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
6074 if (r_timereport_active)
6075 R_TimeReport("worlddebug");
6076 R_DrawModelsDebug();
6077 if (r_timereport_active)
6078 R_TimeReport("modeldebug");
6081 if (cl.csqc_vidvars.drawworld)
6083 R_Shadow_DrawCoronas();
6084 if (r_timereport_active)
6085 R_TimeReport("coronas");
6088 // don't let sound skip if going slow
6089 if (r_refdef.scene.extraupdate)
6093 static const unsigned short bboxelements[36] =
6103 #define BBOXEDGES 13
6104 static const float bboxedges[BBOXEDGES][6] =
6107 { 0, 0, 0, 1, 1, 1 },
6109 { 0, 0, 0, 0, 1, 0 },
6110 { 0, 0, 0, 1, 0, 0 },
6111 { 0, 1, 0, 1, 1, 0 },
6112 { 1, 0, 0, 1, 1, 0 },
6114 { 0, 0, 1, 0, 1, 1 },
6115 { 0, 0, 1, 1, 0, 1 },
6116 { 0, 1, 1, 1, 1, 1 },
6117 { 1, 0, 1, 1, 1, 1 },
6119 { 0, 0, 0, 0, 0, 1 },
6120 { 1, 0, 0, 1, 0, 1 },
6121 { 0, 1, 0, 0, 1, 1 },
6122 { 1, 1, 0, 1, 1, 1 },
6125 static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
6127 int numvertices = BBOXEDGES * 8;
6128 float vertex3f[BBOXEDGES * 8 * 3], color4f[BBOXEDGES * 8 * 4];
6129 int numtriangles = BBOXEDGES * 12;
6130 unsigned short elements[BBOXEDGES * 36];
6132 float *v, *c, f1, f2, edgemins[3], edgemaxs[3];
6134 RSurf_ActiveModelEntity(r_refdef.scene.worldentity, false, false, false);
6136 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6137 GL_DepthMask(false);
6138 GL_DepthRange(0, 1);
6139 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
6141 for (edge = 0; edge < BBOXEDGES; edge++)
6143 for (i = 0; i < 3; i++)
6145 edgemins[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][i] - 0.25f;
6146 edgemaxs[i] = mins[i] + (maxs[i] - mins[i]) * bboxedges[edge][3 + i] + 0.25f;
6148 vertex3f[edge * 24 + 0] = edgemins[0]; vertex3f[edge * 24 + 1] = edgemins[1]; vertex3f[edge * 24 + 2] = edgemins[2];
6149 vertex3f[edge * 24 + 3] = edgemaxs[0]; vertex3f[edge * 24 + 4] = edgemins[1]; vertex3f[edge * 24 + 5] = edgemins[2];
6150 vertex3f[edge * 24 + 6] = edgemins[0]; vertex3f[edge * 24 + 7] = edgemaxs[1]; vertex3f[edge * 24 + 8] = edgemins[2];
6151 vertex3f[edge * 24 + 9] = edgemaxs[0]; vertex3f[edge * 24 + 10] = edgemaxs[1]; vertex3f[edge * 24 + 11] = edgemins[2];
6152 vertex3f[edge * 24 + 12] = edgemins[0]; vertex3f[edge * 24 + 13] = edgemins[1]; vertex3f[edge * 24 + 14] = edgemaxs[2];
6153 vertex3f[edge * 24 + 15] = edgemaxs[0]; vertex3f[edge * 24 + 16] = edgemins[1]; vertex3f[edge * 24 + 17] = edgemaxs[2];
6154 vertex3f[edge * 24 + 18] = edgemins[0]; vertex3f[edge * 24 + 19] = edgemaxs[1]; vertex3f[edge * 24 + 20] = edgemaxs[2];
6155 vertex3f[edge * 24 + 21] = edgemaxs[0]; vertex3f[edge * 24 + 22] = edgemaxs[1]; vertex3f[edge * 24 + 23] = edgemaxs[2];
6156 for (i = 0; i < 36; i++)
6157 elements[edge * 36 + i] = edge * 8 + bboxelements[i];
6159 R_FillColors(color4f, numvertices, cr, cg, cb, ca);
6160 if (r_refdef.fogenabled)
6162 for (i = 0, v = vertex3f, c = color4f; i < numvertices; i++, v += 3, c += 4)
6164 f1 = RSurf_FogVertex(v);
6166 c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
6167 c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
6168 c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
6171 R_Mesh_PrepareVertices_Generic_Arrays(numvertices, vertex3f, color4f, NULL);
6172 R_Mesh_ResetTextureState();
6173 R_SetupShader_Generic_NoTexture(false, false);
6174 R_Mesh_Draw(0, numvertices, 0, numtriangles, NULL, NULL, 0, elements, NULL, 0);
6177 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6179 // hacky overloading of the parameters
6180 prvm_prog_t *prog = (prvm_prog_t *)rtlight;
6183 prvm_edict_t *edict;
6185 GL_CullFace(GL_NONE);
6186 R_SetupShader_Generic_NoTexture(false, false);
6188 for (i = 0;i < numsurfaces;i++)
6190 edict = PRVM_EDICT_NUM(surfacelist[i]);
6191 switch ((int)PRVM_serveredictfloat(edict, solid))
6193 case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
6194 case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
6195 case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break;
6196 case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
6197 case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break;
6198 case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break;
6199 default: Vector4Set(color, 0, 0, 0, 0.50);break;
6201 if (prog == CLVM_prog)
6202 color[3] *= r_showbboxes_client.value;
6204 color[3] *= r_showbboxes.value;
6205 color[3] = bound(0, color[3], 1);
6206 GL_DepthTest(!r_showdisabledepthtest.integer);
6207 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
6211 static void R_DrawEntityBBoxes(prvm_prog_t *prog)
6214 prvm_edict_t *edict;
6220 for (i = 0; i < prog->num_edicts; i++)
6222 edict = PRVM_EDICT_NUM(i);
6223 if (edict->priv.server->free)
6225 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
6226 if (PRVM_gameedictedict(edict, tag_entity) != 0)
6228 if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0)
6230 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
6231 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog);
6235 static const int nomodelelement3i[24] =
6247 static const unsigned short nomodelelement3s[24] =
6259 static const float nomodelvertex3f[6*3] =
6269 static const float nomodelcolor4f[6*4] =
6271 0.0f, 0.0f, 0.5f, 1.0f,
6272 0.0f, 0.0f, 0.5f, 1.0f,
6273 0.0f, 0.5f, 0.0f, 1.0f,
6274 0.0f, 0.5f, 0.0f, 1.0f,
6275 0.5f, 0.0f, 0.0f, 1.0f,
6276 0.5f, 0.0f, 0.0f, 1.0f
6279 static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6285 RSurf_ActiveCustomEntity(&ent->matrix, &ent->inversematrix, ent->flags, ent->shadertime, ent->colormod[0], ent->colormod[1], ent->colormod[2], ent->alpha, 6, nomodelvertex3f, NULL, NULL, NULL, NULL, nomodelcolor4f, 8, nomodelelement3i, nomodelelement3s, false, false);
6287 // this is only called once per entity so numsurfaces is always 1, and
6288 // surfacelist is always {0}, so this code does not handle batches
6290 if (rsurface.ent_flags & RENDER_ADDITIVE)
6292 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
6293 GL_DepthMask(false);
6295 else if (ent->alpha < 1)
6297 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6298 GL_DepthMask(false);
6302 GL_BlendFunc(GL_ONE, GL_ZERO);
6305 GL_DepthRange(0, (rsurface.ent_flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
6306 GL_PolygonOffset(rsurface.basepolygonfactor, rsurface.basepolygonoffset);
6307 GL_DepthTest(!(rsurface.ent_flags & RENDER_NODEPTHTEST));
6308 GL_CullFace((rsurface.ent_flags & RENDER_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
6309 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
6310 for (i = 0, c = color4f;i < 6;i++, c += 4)
6312 c[0] *= ent->render_fullbright[0] * r_refdef.view.colorscale;
6313 c[1] *= ent->render_fullbright[1] * r_refdef.view.colorscale;
6314 c[2] *= ent->render_fullbright[2] * r_refdef.view.colorscale;
6317 if (r_refdef.fogenabled)
6319 for (i = 0, c = color4f;i < 6;i++, c += 4)
6321 f1 = RSurf_FogVertex(nomodelvertex3f + 3*i);
6323 c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
6324 c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
6325 c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
6328 // R_Mesh_ResetTextureState();
6329 R_SetupShader_Generic_NoTexture(false, false);
6330 R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
6331 R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
6334 void R_DrawNoModel(entity_render_t *ent)
6337 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
6338 if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1))
6339 R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
6341 R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL);
6344 void R_CalcBeam_Vertex3f (float *vert, const float *org1, const float *org2, float width)
6346 vec3_t right1, right2, diff, normal;
6348 VectorSubtract (org2, org1, normal);
6350 // calculate 'right' vector for start
6351 VectorSubtract (r_refdef.view.origin, org1, diff);
6352 CrossProduct (normal, diff, right1);
6353 VectorNormalize (right1);
6355 // calculate 'right' vector for end
6356 VectorSubtract (r_refdef.view.origin, org2, diff);
6357 CrossProduct (normal, diff, right2);
6358 VectorNormalize (right2);
6360 vert[ 0] = org1[0] + width * right1[0];
6361 vert[ 1] = org1[1] + width * right1[1];
6362 vert[ 2] = org1[2] + width * right1[2];
6363 vert[ 3] = org1[0] - width * right1[0];
6364 vert[ 4] = org1[1] - width * right1[1];
6365 vert[ 5] = org1[2] - width * right1[2];
6366 vert[ 6] = org2[0] - width * right2[0];
6367 vert[ 7] = org2[1] - width * right2[1];
6368 vert[ 8] = org2[2] - width * right2[2];
6369 vert[ 9] = org2[0] + width * right2[0];
6370 vert[10] = org2[1] + width * right2[1];
6371 vert[11] = org2[2] + width * right2[2];
6374 void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
6376 vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
6377 vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
6378 vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
6379 vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
6380 vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
6381 vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
6382 vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
6383 vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
6384 vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
6385 vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
6386 vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
6387 vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
6390 static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
6395 VectorSet(v, x, y, z);
6396 for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
6397 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
6399 if (i == mesh->numvertices)
6401 if (mesh->numvertices < mesh->maxvertices)
6403 VectorCopy(v, vertex3f);
6404 mesh->numvertices++;
6406 return mesh->numvertices;
6412 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
6416 element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6417 element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
6418 e = mesh->element3i + mesh->numtriangles * 3;
6419 for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
6421 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
6422 if (mesh->numtriangles < mesh->maxtriangles)
6427 mesh->numtriangles++;
6429 element[1] = element[2];
6433 static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
6437 element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6438 element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
6439 e = mesh->element3i + mesh->numtriangles * 3;
6440 for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
6442 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
6443 if (mesh->numtriangles < mesh->maxtriangles)
6448 mesh->numtriangles++;
6450 element[1] = element[2];
6454 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
6455 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
6457 int planenum, planenum2;
6460 mplane_t *plane, *plane2;
6462 double temppoints[2][256*3];
6463 // figure out how large a bounding box we need to properly compute this brush
6465 for (w = 0;w < numplanes;w++)
6466 maxdist = max(maxdist, fabs(planes[w].dist));
6467 // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
6468 maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
6469 for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
6473 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
6474 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
6476 if (planenum2 == planenum)
6478 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);
6481 if (tempnumpoints < 3)
6483 // generate elements forming a triangle fan for this polygon
6484 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
6488 static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms)
6490 if(parms[0] == 0 && parms[1] == 0)
6492 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6493 if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
6498 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
6501 index = parms[2] + rsurface.shadertime * parms[3];
6502 index -= floor(index);
6503 switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1))
6506 case Q3WAVEFUNC_NONE:
6507 case Q3WAVEFUNC_NOISE:
6508 case Q3WAVEFUNC_COUNT:
6511 case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
6512 case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
6513 case Q3WAVEFUNC_SAWTOOTH: f = index;break;
6514 case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
6515 case Q3WAVEFUNC_TRIANGLE:
6517 f = index - floor(index);
6530 f = parms[0] + parms[1] * f;
6531 if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
6532 f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
6536 static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
6543 matrix4x4_t matrix, temp;
6544 // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
6545 // it's better to have one huge fixup every 9 hours than gradual
6546 // degradation over time which looks consistently bad after many hours.
6548 // tcmod scroll in particular suffers from this degradation which can't be
6549 // effectively worked around even with floor() tricks because we don't
6550 // know if tcmod scroll is the last tcmod being applied, and for clampmap
6551 // a workaround involving floor() would be incorrect anyway...
6552 shadertime = rsurface.shadertime;
6553 if (shadertime >= 32768.0f)
6554 shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
6555 switch(tcmod->tcmod)
6559 if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6560 matrix = r_waterscrollmatrix;
6562 matrix = identitymatrix;
6564 case Q3TCMOD_ENTITYTRANSLATE:
6565 // this is used in Q3 to allow the gamecode to control texcoord
6566 // scrolling on the entity, which is not supported in darkplaces yet.
6567 Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
6569 case Q3TCMOD_ROTATE:
6570 Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
6571 Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
6572 Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
6575 Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
6577 case Q3TCMOD_SCROLL:
6578 // this particular tcmod is a "bug for bug" compatible one with regards to
6579 // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
6580 // specifically did the wrapping and so we must mimic that...
6581 offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
6582 offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
6583 Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
6585 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
6586 w = (int) tcmod->parms[0];
6587 h = (int) tcmod->parms[1];
6588 f = rsurface.shadertime / (tcmod->parms[2] * w * h);
6590 idx = (int) floor(f * w * h);
6591 Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
6593 case Q3TCMOD_STRETCH:
6594 f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
6595 Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
6597 case Q3TCMOD_TRANSFORM:
6598 VectorSet(tcmat + 0, tcmod->parms[0], tcmod->parms[1], 0);
6599 VectorSet(tcmat + 3, tcmod->parms[2], tcmod->parms[3], 0);
6600 VectorSet(tcmat + 6, 0 , 0 , 1);
6601 VectorSet(tcmat + 9, tcmod->parms[4], tcmod->parms[5], 0);
6602 Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
6604 case Q3TCMOD_TURBULENT:
6605 // this is handled in the RSurf_PrepareVertices function
6606 matrix = identitymatrix;
6610 Matrix4x4_Concat(texmatrix, &matrix, &temp);
6613 static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
6615 int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP;
6616 char name[MAX_QPATH];
6617 skinframe_t *skinframe;
6618 unsigned char pixels[296*194];
6619 strlcpy(cache->name, skinname, sizeof(cache->name));
6620 dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
6621 if (developer_loading.integer)
6622 Con_Printf("loading %s\n", name);
6623 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
6624 if (!skinframe || !skinframe->base)
6627 fs_offset_t filesize;
6629 f = FS_LoadFile(name, tempmempool, true, &filesize);
6632 if (LoadPCX_QWSkin(f, (int)filesize, pixels, 296, 194))
6633 skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
6637 cache->skinframe = skinframe;
6640 texture_t *R_GetCurrentTexture(texture_t *t)
6643 const entity_render_t *ent = rsurface.entity;
6644 dp_model_t *model = ent->model; // when calling this, ent must not be NULL
6645 q3shaderinfo_layer_tcmod_t *tcmod;
6646 float specularscale = 0.0f;
6648 if (t->update_lastrenderframe == r_textureframe && t->update_lastrenderentity == (void *)ent && !rsurface.forcecurrenttextureupdate)
6649 return t->currentframe;
6650 t->update_lastrenderframe = r_textureframe;
6651 t->update_lastrenderentity = (void *)ent;
6653 if(ent->entitynumber >= MAX_EDICTS && ent->entitynumber < 2 * MAX_EDICTS)
6654 t->camera_entity = ent->entitynumber;
6656 t->camera_entity = 0;
6658 // switch to an alternate material if this is a q1bsp animated material
6660 texture_t *texture = t;
6661 int s = rsurface.ent_skinnum;
6662 if ((unsigned int)s >= (unsigned int)model->numskins)
6664 if (model->skinscenes)
6666 if (model->skinscenes[s].framecount > 1)
6667 s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
6669 s = model->skinscenes[s].firstframe;
6672 t = t + s * model->num_surfaces;
6675 // use an alternate animation if the entity's frame is not 0,
6676 // and only if the texture has an alternate animation
6677 if (t->animated == 2) // q2bsp
6678 t = t->anim_frames[0][ent->framegroupblend[0].frame % t->anim_total[0]];
6679 else if (rsurface.ent_alttextures && t->anim_total[1])
6680 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0];
6682 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0];
6684 texture->currentframe = t;
6687 // update currentskinframe to be a qw skin or animation frame
6688 if (rsurface.ent_qwskin >= 0)
6690 i = rsurface.ent_qwskin;
6691 if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
6693 r_qwskincache_size = cl.maxclients;
6695 Mem_Free(r_qwskincache);
6696 r_qwskincache = (r_qwskincache_t *)Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
6698 if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
6699 R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
6700 t->currentskinframe = r_qwskincache[i].skinframe;
6701 if (t->materialshaderpass && t->currentskinframe == NULL)
6702 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6704 else if (t->materialshaderpass && t->materialshaderpass->numframes >= 2)
6705 t->currentskinframe = t->materialshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->materialshaderpass->framerate, t->materialshaderpass->numframes)];
6706 if (t->backgroundshaderpass && t->backgroundshaderpass->numframes >= 2)
6707 t->backgroundcurrentskinframe = t->backgroundshaderpass->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundshaderpass->framerate, t->backgroundshaderpass->numframes)];
6709 t->currentmaterialflags = t->basematerialflags;
6710 t->currentalpha = rsurface.entity->alpha * t->basealpha;
6711 if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer))
6712 t->currentalpha *= r_wateralpha.value;
6713 if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay)
6714 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later
6715 if(!r_fb.water.enabled || r_refdef.view.isoverlay)
6716 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA);
6718 // decide on which type of lighting to use for this surface
6719 if (rsurface.entity->render_modellight_forced)
6720 t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
6721 if (rsurface.entity->render_rtlight_disabled)
6722 t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
6723 if (rsurface.entity->render_lightgrid)
6724 t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
6725 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
6727 // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
6728 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6729 for (q = 0; q < 3; q++)
6731 t->render_glowmod[q] = rsurface.entity->glowmod[q];
6732 t->render_modellight_lightdir[q] = q == 2;
6733 t->render_modellight_ambient[q] = 1;
6734 t->render_modellight_diffuse[q] = 0;
6735 t->render_modellight_specular[q] = 0;
6736 t->render_lightmap_ambient[q] = 0;
6737 t->render_lightmap_diffuse[q] = 0;
6738 t->render_lightmap_specular[q] = 0;
6739 t->render_rtlight_diffuse[q] = 0;
6740 t->render_rtlight_specular[q] = 0;
6743 else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
6745 // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
6746 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6747 for (q = 0; q < 3; q++)
6749 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6750 t->render_modellight_ambient[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6751 t->render_modellight_lightdir[q] = q == 2;
6752 t->render_modellight_diffuse[q] = 0;
6753 t->render_modellight_specular[q] = 0;
6754 t->render_lightmap_ambient[q] = 0;
6755 t->render_lightmap_diffuse[q] = 0;
6756 t->render_lightmap_specular[q] = 0;
6757 t->render_rtlight_diffuse[q] = 0;
6758 t->render_rtlight_specular[q] = 0;
6761 else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
6763 t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
6764 for (q = 0; q < 3; q++)
6766 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6767 t->render_modellight_lightdir[q] = q == 2;
6768 t->render_modellight_ambient[q] = 0;
6769 t->render_modellight_diffuse[q] = 0;
6770 t->render_modellight_specular[q] = 0;
6771 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6772 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6773 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6774 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6775 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6778 else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
6780 // ambient + single direction light (modellight)
6781 t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
6782 for (q = 0; q < 3; q++)
6784 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6785 t->render_modellight_lightdir[q] = rsurface.entity->render_modellight_lightdir[q];
6786 t->render_modellight_ambient[q] = rsurface.entity->render_modellight_ambient[q] * r_refdef.view.colorscale;
6787 t->render_modellight_diffuse[q] = rsurface.entity->render_modellight_diffuse[q] * r_refdef.view.colorscale;
6788 t->render_modellight_specular[q] = rsurface.entity->render_modellight_specular[q] * r_refdef.view.colorscale;
6789 t->render_lightmap_ambient[q] = 0;
6790 t->render_lightmap_diffuse[q] = 0;
6791 t->render_lightmap_specular[q] = 0;
6792 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6793 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6798 // lightmap - 2x diffuse and specular brightness because bsp files have 0-2 colors as 0-1
6799 for (q = 0; q < 3; q++)
6801 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6802 t->render_modellight_lightdir[q] = q == 2;
6803 t->render_modellight_ambient[q] = 0;
6804 t->render_modellight_diffuse[q] = 0;
6805 t->render_modellight_specular[q] = 0;
6806 t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
6807 t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
6808 t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
6809 t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
6810 t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
6814 if (t->currentmaterialflags & MATERIALFLAG_VERTEXCOLOR)
6816 // since MATERIALFLAG_VERTEXCOLOR uses the lightmapcolor4f vertex
6817 // attribute, we punt it to the lightmap path and hope for the best,
6818 // but lighting doesn't work.
6820 // FIXME: this is fine for effects but CSQC polygons should be subject
6822 t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
6823 for (q = 0; q < 3; q++)
6825 t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
6826 t->render_modellight_lightdir[q] = q == 2;
6827 t->render_modellight_ambient[q] = 0;
6828 t->render_modellight_diffuse[q] = 0;
6829 t->render_modellight_specular[q] = 0;
6830 t->render_lightmap_ambient[q] = 0;
6831 t->render_lightmap_diffuse[q] = rsurface.entity->render_fullbright[q] * r_refdef.view.colorscale;
6832 t->render_lightmap_specular[q] = 0;
6833 t->render_rtlight_diffuse[q] = 0;
6834 t->render_rtlight_specular[q] = 0;
6838 for (q = 0; q < 3; q++)
6840 t->render_colormap_pants[q] = rsurface.entity->colormap_pantscolor[q];
6841 t->render_colormap_shirt[q] = rsurface.entity->colormap_shirtcolor[q];
6844 if (rsurface.ent_flags & RENDER_ADDITIVE)
6845 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6846 else if (t->currentalpha < 1)
6847 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
6848 // LadyHavoc: prevent bugs where code checks add or alpha at higher priority than customblend by clearing these flags
6849 if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6850 t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA);
6851 if (rsurface.ent_flags & RENDER_DOUBLESIDED)
6852 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
6853 if (rsurface.ent_flags & (RENDER_NODEPTHTEST | RENDER_VIEWMODEL))
6854 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
6855 if (t->backgroundshaderpass)
6856 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
6857 if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
6859 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA))
6860 t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
6863 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
6864 if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
6866 // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
6867 t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
6869 if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
6870 t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
6872 // there is no tcmod
6873 if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
6875 t->currenttexmatrix = r_waterscrollmatrix;
6876 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
6878 else if (!(t->currentmaterialflags & MATERIALFLAG_CUSTOMSURFACE))
6880 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
6881 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
6884 if (t->materialshaderpass)
6885 for (i = 0, tcmod = t->materialshaderpass->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
6886 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
6888 t->colormapping = VectorLength2(t->render_colormap_pants) + VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f);
6889 if (t->currentskinframe->qpixels)
6890 R_SkinFrame_GenerateTexturesFromQPixels(t->currentskinframe, t->colormapping);
6891 t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
6892 if (!t->basetexture)
6893 t->basetexture = r_texture_notexture;
6894 t->pantstexture = t->colormapping ? t->currentskinframe->pants : NULL;
6895 t->shirttexture = t->colormapping ? t->currentskinframe->shirt : NULL;
6896 t->nmaptexture = t->currentskinframe->nmap;
6897 if (!t->nmaptexture)
6898 t->nmaptexture = r_texture_blanknormalmap;
6899 t->glosstexture = r_texture_black;
6900 t->glowtexture = t->currentskinframe->glow;
6901 t->fogtexture = t->currentskinframe->fog;
6902 t->reflectmasktexture = t->currentskinframe->reflect;
6903 if (t->backgroundshaderpass)
6905 for (i = 0, tcmod = t->backgroundshaderpass->tcmods; i < Q3MAXTCMODS && tcmod->tcmod; i++, tcmod++)
6906 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
6907 t->backgroundbasetexture = (!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base;
6908 t->backgroundnmaptexture = t->backgroundcurrentskinframe->nmap;
6909 t->backgroundglosstexture = r_texture_black;
6910 t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
6911 if (!t->backgroundnmaptexture)
6912 t->backgroundnmaptexture = r_texture_blanknormalmap;
6913 // make sure that if glow is going to be used, both textures are not NULL
6914 if (!t->backgroundglowtexture && t->glowtexture)
6915 t->backgroundglowtexture = r_texture_black;
6916 if (!t->glowtexture && t->backgroundglowtexture)
6917 t->glowtexture = r_texture_black;
6921 t->backgroundbasetexture = r_texture_white;
6922 t->backgroundnmaptexture = r_texture_blanknormalmap;
6923 t->backgroundglosstexture = r_texture_black;
6924 t->backgroundglowtexture = NULL;
6926 t->specularpower = r_shadow_glossexponent.value;
6927 // TODO: store reference values for these in the texture?
6928 if (r_shadow_gloss.integer > 0)
6930 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
6932 if (r_shadow_glossintensity.value > 0)
6934 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
6935 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
6936 specularscale = r_shadow_glossintensity.value;
6939 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
6941 t->glosstexture = r_texture_white;
6942 t->backgroundglosstexture = r_texture_white;
6943 specularscale = r_shadow_gloss2intensity.value;
6944 t->specularpower = r_shadow_gloss2exponent.value;
6947 specularscale *= t->specularscalemod;
6948 t->specularpower *= t->specularpowermod;
6950 // lightmaps mode looks bad with dlights using actual texturing, so turn
6951 // off the colormap and glossmap, but leave the normalmap on as it still
6952 // accurately represents the shading involved
6953 if (gl_lightmaps.integer)
6955 t->basetexture = r_texture_grey128;
6956 t->pantstexture = r_texture_black;
6957 t->shirttexture = r_texture_black;
6958 if (gl_lightmaps.integer < 2)
6959 t->nmaptexture = r_texture_blanknormalmap;
6960 t->glosstexture = r_texture_black;
6961 t->glowtexture = NULL;
6962 t->fogtexture = NULL;
6963 t->reflectmasktexture = NULL;
6964 t->backgroundbasetexture = NULL;
6965 if (gl_lightmaps.integer < 2)
6966 t->backgroundnmaptexture = r_texture_blanknormalmap;
6967 t->backgroundglosstexture = r_texture_black;
6968 t->backgroundglowtexture = NULL;
6970 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
6973 if (specularscale != 1.0f)
6975 for (q = 0; q < 3; q++)
6977 t->render_modellight_specular[q] *= specularscale;
6978 t->render_lightmap_specular[q] *= specularscale;
6979 t->render_rtlight_specular[q] *= specularscale;
6983 t->currentblendfunc[0] = GL_ONE;
6984 t->currentblendfunc[1] = GL_ZERO;
6985 if (t->currentmaterialflags & MATERIALFLAG_ADD)
6987 t->currentblendfunc[0] = GL_SRC_ALPHA;
6988 t->currentblendfunc[1] = GL_ONE;
6990 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
6992 t->currentblendfunc[0] = GL_SRC_ALPHA;
6993 t->currentblendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
6995 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6997 t->currentblendfunc[0] = t->customblendfunc[0];
6998 t->currentblendfunc[1] = t->customblendfunc[1];
7004 rsurfacestate_t rsurface;
7006 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents, qboolean prepass)
7008 dp_model_t *model = ent->model;
7009 //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
7011 rsurface.entity = (entity_render_t *)ent;
7012 rsurface.skeleton = ent->skeleton;
7013 memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param));
7014 rsurface.ent_skinnum = ent->skinnum;
7015 rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
7016 rsurface.ent_flags = ent->flags;
7017 if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
7018 rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
7019 rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
7020 rsurface.matrix = ent->matrix;
7021 rsurface.inversematrix = ent->inversematrix;
7022 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7023 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7024 R_EntityMatrix(&rsurface.matrix);
7025 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7026 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7027 rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist * rsurface.inversematrixscale;
7028 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7029 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7030 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7031 memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
7032 rsurface.ent_alttextures = ent->framegroupblend[0].frame != 0;
7033 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7034 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7035 if (ent->model->brush.submodel && !prepass)
7037 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
7038 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
7040 // if the animcache code decided it should use the shader path, skip the deform step
7041 rsurface.entityskeletaltransform3x4 = ent->animcache_skeletaltransform3x4;
7042 rsurface.entityskeletaltransform3x4buffer = ent->animcache_skeletaltransform3x4buffer;
7043 rsurface.entityskeletaltransform3x4offset = ent->animcache_skeletaltransform3x4offset;
7044 rsurface.entityskeletaltransform3x4size = ent->animcache_skeletaltransform3x4size;
7045 rsurface.entityskeletalnumtransforms = rsurface.entityskeletaltransform3x4 ? model->num_bones : 0;
7046 if (model->surfmesh.isanimated && model->AnimateVertices && !rsurface.entityskeletaltransform3x4)
7048 if (ent->animcache_vertex3f)
7050 r_refdef.stats[r_stat_batch_entitycache_count]++;
7051 r_refdef.stats[r_stat_batch_entitycache_surfaces] += model->num_surfaces;
7052 r_refdef.stats[r_stat_batch_entitycache_vertices] += model->surfmesh.num_vertices;
7053 r_refdef.stats[r_stat_batch_entitycache_triangles] += model->surfmesh.num_triangles;
7054 rsurface.modelvertex3f = ent->animcache_vertex3f;
7055 rsurface.modelvertex3f_vertexbuffer = ent->animcache_vertex3f_vertexbuffer;
7056 rsurface.modelvertex3f_bufferoffset = ent->animcache_vertex3f_bufferoffset;
7057 rsurface.modelsvector3f = wanttangents ? ent->animcache_svector3f : NULL;
7058 rsurface.modelsvector3f_vertexbuffer = wanttangents ? ent->animcache_svector3f_vertexbuffer : NULL;
7059 rsurface.modelsvector3f_bufferoffset = wanttangents ? ent->animcache_svector3f_bufferoffset : 0;
7060 rsurface.modeltvector3f = wanttangents ? ent->animcache_tvector3f : NULL;
7061 rsurface.modeltvector3f_vertexbuffer = wanttangents ? ent->animcache_tvector3f_vertexbuffer : NULL;
7062 rsurface.modeltvector3f_bufferoffset = wanttangents ? ent->animcache_tvector3f_bufferoffset : 0;
7063 rsurface.modelnormal3f = wantnormals ? ent->animcache_normal3f : NULL;
7064 rsurface.modelnormal3f_vertexbuffer = wantnormals ? ent->animcache_normal3f_vertexbuffer : NULL;
7065 rsurface.modelnormal3f_bufferoffset = wantnormals ? ent->animcache_normal3f_bufferoffset : 0;
7067 else if (wanttangents)
7069 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7070 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7071 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7072 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7073 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7074 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7075 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7076 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7077 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, rsurface.modelsvector3f, rsurface.modeltvector3f);
7078 rsurface.modelvertex3f_vertexbuffer = NULL;
7079 rsurface.modelvertex3f_bufferoffset = 0;
7080 rsurface.modelvertex3f_vertexbuffer = 0;
7081 rsurface.modelvertex3f_bufferoffset = 0;
7082 rsurface.modelsvector3f_vertexbuffer = 0;
7083 rsurface.modelsvector3f_bufferoffset = 0;
7084 rsurface.modeltvector3f_vertexbuffer = 0;
7085 rsurface.modeltvector3f_bufferoffset = 0;
7086 rsurface.modelnormal3f_vertexbuffer = 0;
7087 rsurface.modelnormal3f_bufferoffset = 0;
7089 else if (wantnormals)
7091 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7092 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7093 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7094 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7095 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7096 rsurface.modelsvector3f = NULL;
7097 rsurface.modeltvector3f = NULL;
7098 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7099 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, rsurface.modelnormal3f, NULL, NULL);
7100 rsurface.modelvertex3f_vertexbuffer = NULL;
7101 rsurface.modelvertex3f_bufferoffset = 0;
7102 rsurface.modelvertex3f_vertexbuffer = 0;
7103 rsurface.modelvertex3f_bufferoffset = 0;
7104 rsurface.modelsvector3f_vertexbuffer = 0;
7105 rsurface.modelsvector3f_bufferoffset = 0;
7106 rsurface.modeltvector3f_vertexbuffer = 0;
7107 rsurface.modeltvector3f_bufferoffset = 0;
7108 rsurface.modelnormal3f_vertexbuffer = 0;
7109 rsurface.modelnormal3f_bufferoffset = 0;
7113 r_refdef.stats[r_stat_batch_entityanimate_count]++;
7114 r_refdef.stats[r_stat_batch_entityanimate_surfaces] += model->num_surfaces;
7115 r_refdef.stats[r_stat_batch_entityanimate_vertices] += model->surfmesh.num_vertices;
7116 r_refdef.stats[r_stat_batch_entityanimate_triangles] += model->surfmesh.num_triangles;
7117 rsurface.modelvertex3f = (float *)R_FrameData_Alloc(model->surfmesh.num_vertices * sizeof(float[3]));
7118 rsurface.modelsvector3f = NULL;
7119 rsurface.modeltvector3f = NULL;
7120 rsurface.modelnormal3f = NULL;
7121 model->AnimateVertices(model, rsurface.frameblend, rsurface.skeleton, rsurface.modelvertex3f, NULL, NULL, NULL);
7122 rsurface.modelvertex3f_vertexbuffer = NULL;
7123 rsurface.modelvertex3f_bufferoffset = 0;
7124 rsurface.modelvertex3f_vertexbuffer = 0;
7125 rsurface.modelvertex3f_bufferoffset = 0;
7126 rsurface.modelsvector3f_vertexbuffer = 0;
7127 rsurface.modelsvector3f_bufferoffset = 0;
7128 rsurface.modeltvector3f_vertexbuffer = 0;
7129 rsurface.modeltvector3f_bufferoffset = 0;
7130 rsurface.modelnormal3f_vertexbuffer = 0;
7131 rsurface.modelnormal3f_bufferoffset = 0;
7133 rsurface.modelgeneratedvertex = true;
7137 if (rsurface.entityskeletaltransform3x4)
7139 r_refdef.stats[r_stat_batch_entityskeletal_count]++;
7140 r_refdef.stats[r_stat_batch_entityskeletal_surfaces] += model->num_surfaces;
7141 r_refdef.stats[r_stat_batch_entityskeletal_vertices] += model->surfmesh.num_vertices;
7142 r_refdef.stats[r_stat_batch_entityskeletal_triangles] += model->surfmesh.num_triangles;
7146 r_refdef.stats[r_stat_batch_entitystatic_count]++;
7147 r_refdef.stats[r_stat_batch_entitystatic_surfaces] += model->num_surfaces;
7148 r_refdef.stats[r_stat_batch_entitystatic_vertices] += model->surfmesh.num_vertices;
7149 r_refdef.stats[r_stat_batch_entitystatic_triangles] += model->surfmesh.num_triangles;
7151 rsurface.modelvertex3f = model->surfmesh.data_vertex3f;
7152 rsurface.modelvertex3f_vertexbuffer = model->surfmesh.data_vertex3f_vertexbuffer;
7153 rsurface.modelvertex3f_bufferoffset = model->surfmesh.data_vertex3f_bufferoffset;
7154 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
7155 rsurface.modelsvector3f_vertexbuffer = model->surfmesh.data_svector3f_vertexbuffer;
7156 rsurface.modelsvector3f_bufferoffset = model->surfmesh.data_svector3f_bufferoffset;
7157 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
7158 rsurface.modeltvector3f_vertexbuffer = model->surfmesh.data_tvector3f_vertexbuffer;
7159 rsurface.modeltvector3f_bufferoffset = model->surfmesh.data_tvector3f_bufferoffset;
7160 rsurface.modelnormal3f = model->surfmesh.data_normal3f;
7161 rsurface.modelnormal3f_vertexbuffer = model->surfmesh.data_normal3f_vertexbuffer;
7162 rsurface.modelnormal3f_bufferoffset = model->surfmesh.data_normal3f_bufferoffset;
7163 rsurface.modelgeneratedvertex = false;
7165 rsurface.modellightmapcolor4f = model->surfmesh.data_lightmapcolor4f;
7166 rsurface.modellightmapcolor4f_vertexbuffer = model->surfmesh.data_lightmapcolor4f_vertexbuffer;
7167 rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.data_lightmapcolor4f_bufferoffset;
7168 rsurface.modeltexcoordtexture2f = model->surfmesh.data_texcoordtexture2f;
7169 rsurface.modeltexcoordtexture2f_vertexbuffer = model->surfmesh.data_texcoordtexture2f_vertexbuffer;
7170 rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.data_texcoordtexture2f_bufferoffset;
7171 rsurface.modeltexcoordlightmap2f = model->surfmesh.data_texcoordlightmap2f;
7172 rsurface.modeltexcoordlightmap2f_vertexbuffer = model->surfmesh.data_texcoordlightmap2f_vertexbuffer;
7173 rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.data_texcoordlightmap2f_bufferoffset;
7174 rsurface.modelskeletalindex4ub = model->surfmesh.data_skeletalindex4ub;
7175 rsurface.modelskeletalindex4ub_vertexbuffer = model->surfmesh.data_skeletalindex4ub_vertexbuffer;
7176 rsurface.modelskeletalindex4ub_bufferoffset = model->surfmesh.data_skeletalindex4ub_bufferoffset;
7177 rsurface.modelskeletalweight4ub = model->surfmesh.data_skeletalweight4ub;
7178 rsurface.modelskeletalweight4ub_vertexbuffer = model->surfmesh.data_skeletalweight4ub_vertexbuffer;
7179 rsurface.modelskeletalweight4ub_bufferoffset = model->surfmesh.data_skeletalweight4ub_bufferoffset;
7180 rsurface.modelelement3i = model->surfmesh.data_element3i;
7181 rsurface.modelelement3i_indexbuffer = model->surfmesh.data_element3i_indexbuffer;
7182 rsurface.modelelement3i_bufferoffset = model->surfmesh.data_element3i_bufferoffset;
7183 rsurface.modelelement3s = model->surfmesh.data_element3s;
7184 rsurface.modelelement3s_indexbuffer = model->surfmesh.data_element3s_indexbuffer;
7185 rsurface.modelelement3s_bufferoffset = model->surfmesh.data_element3s_bufferoffset;
7186 rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
7187 rsurface.modelnumvertices = model->surfmesh.num_vertices;
7188 rsurface.modelnumtriangles = model->surfmesh.num_triangles;
7189 rsurface.modelsurfaces = model->data_surfaces;
7190 rsurface.batchgeneratedvertex = false;
7191 rsurface.batchfirstvertex = 0;
7192 rsurface.batchnumvertices = 0;
7193 rsurface.batchfirsttriangle = 0;
7194 rsurface.batchnumtriangles = 0;
7195 rsurface.batchvertex3f = NULL;
7196 rsurface.batchvertex3f_vertexbuffer = NULL;
7197 rsurface.batchvertex3f_bufferoffset = 0;
7198 rsurface.batchsvector3f = NULL;
7199 rsurface.batchsvector3f_vertexbuffer = NULL;
7200 rsurface.batchsvector3f_bufferoffset = 0;
7201 rsurface.batchtvector3f = NULL;
7202 rsurface.batchtvector3f_vertexbuffer = NULL;
7203 rsurface.batchtvector3f_bufferoffset = 0;
7204 rsurface.batchnormal3f = NULL;
7205 rsurface.batchnormal3f_vertexbuffer = NULL;
7206 rsurface.batchnormal3f_bufferoffset = 0;
7207 rsurface.batchlightmapcolor4f = NULL;
7208 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7209 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7210 rsurface.batchtexcoordtexture2f = NULL;
7211 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7212 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7213 rsurface.batchtexcoordlightmap2f = NULL;
7214 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7215 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7216 rsurface.batchskeletalindex4ub = NULL;
7217 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7218 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7219 rsurface.batchskeletalweight4ub = NULL;
7220 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7221 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7222 rsurface.batchelement3i = NULL;
7223 rsurface.batchelement3i_indexbuffer = NULL;
7224 rsurface.batchelement3i_bufferoffset = 0;
7225 rsurface.batchelement3s = NULL;
7226 rsurface.batchelement3s_indexbuffer = NULL;
7227 rsurface.batchelement3s_bufferoffset = 0;
7228 rsurface.forcecurrenttextureupdate = false;
7231 void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inversematrix, int entflags, double shadertime, float r, float g, float b, float a, int numvertices, const float *vertex3f, const float *texcoord2f, const float *normal3f, const float *svector3f, const float *tvector3f, const float *color4f, int numtriangles, const int *element3i, const unsigned short *element3s, qboolean wantnormals, qboolean wanttangents)
7233 rsurface.entity = r_refdef.scene.worldentity;
7234 if (r != 1.0f || g != 1.0f || b != 1.0f || a != 1.0f) {
7235 // HACK to provide a valid entity with modded colors to R_GetCurrentTexture.
7236 // A better approach could be making this copy only once per frame.
7237 static entity_render_t custom_entity;
7239 custom_entity = *rsurface.entity;
7240 for (q = 0; q < 3; ++q) {
7241 float colormod = q == 0 ? r : q == 1 ? g : b;
7242 custom_entity.render_fullbright[q] *= colormod;
7243 custom_entity.render_modellight_ambient[q] *= colormod;
7244 custom_entity.render_modellight_diffuse[q] *= colormod;
7245 custom_entity.render_lightmap_ambient[q] *= colormod;
7246 custom_entity.render_lightmap_diffuse[q] *= colormod;
7247 custom_entity.render_rtlight_diffuse[q] *= colormod;
7249 custom_entity.alpha *= a;
7250 rsurface.entity = &custom_entity;
7252 rsurface.skeleton = NULL;
7253 rsurface.ent_skinnum = 0;
7254 rsurface.ent_qwskin = -1;
7255 rsurface.ent_flags = entflags;
7256 rsurface.shadertime = r_refdef.scene.time - shadertime;
7257 rsurface.modelnumvertices = numvertices;
7258 rsurface.modelnumtriangles = numtriangles;
7259 rsurface.matrix = *matrix;
7260 rsurface.inversematrix = *inversematrix;
7261 rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix);
7262 rsurface.inversematrixscale = 1.0f / rsurface.matrixscale;
7263 R_EntityMatrix(&rsurface.matrix);
7264 Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.localvieworigin);
7265 Matrix4x4_TransformStandardPlane(&rsurface.inversematrix, r_refdef.fogplane[0], r_refdef.fogplane[1], r_refdef.fogplane[2], r_refdef.fogplane[3], rsurface.fogplane);
7266 rsurface.fogplaneviewdist *= rsurface.inversematrixscale;
7267 rsurface.fograngerecip = r_refdef.fograngerecip * rsurface.matrixscale;
7268 rsurface.fogheightfade = r_refdef.fogheightfade * rsurface.matrixscale;
7269 rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
7270 memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
7271 rsurface.frameblend[0].lerp = 1;
7272 rsurface.ent_alttextures = false;
7273 rsurface.basepolygonfactor = r_refdef.polygonfactor;
7274 rsurface.basepolygonoffset = r_refdef.polygonoffset;
7275 rsurface.entityskeletaltransform3x4 = NULL;
7276 rsurface.entityskeletaltransform3x4buffer = NULL;
7277 rsurface.entityskeletaltransform3x4offset = 0;
7278 rsurface.entityskeletaltransform3x4size = 0;
7279 rsurface.entityskeletalnumtransforms = 0;
7280 r_refdef.stats[r_stat_batch_entitycustom_count]++;
7281 r_refdef.stats[r_stat_batch_entitycustom_surfaces] += 1;
7282 r_refdef.stats[r_stat_batch_entitycustom_vertices] += rsurface.modelnumvertices;
7283 r_refdef.stats[r_stat_batch_entitycustom_triangles] += rsurface.modelnumtriangles;
7286 rsurface.modelvertex3f = (float *)vertex3f;
7287 rsurface.modelsvector3f = svector3f ? (float *)svector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7288 rsurface.modeltvector3f = tvector3f ? (float *)tvector3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7289 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7291 else if (wantnormals)
7293 rsurface.modelvertex3f = (float *)vertex3f;
7294 rsurface.modelsvector3f = NULL;
7295 rsurface.modeltvector3f = NULL;
7296 rsurface.modelnormal3f = normal3f ? (float *)normal3f : (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7300 rsurface.modelvertex3f = (float *)vertex3f;
7301 rsurface.modelsvector3f = NULL;
7302 rsurface.modeltvector3f = NULL;
7303 rsurface.modelnormal3f = NULL;
7305 rsurface.modelvertex3f_vertexbuffer = 0;
7306 rsurface.modelvertex3f_bufferoffset = 0;
7307 rsurface.modelsvector3f_vertexbuffer = 0;
7308 rsurface.modelsvector3f_bufferoffset = 0;
7309 rsurface.modeltvector3f_vertexbuffer = 0;
7310 rsurface.modeltvector3f_bufferoffset = 0;
7311 rsurface.modelnormal3f_vertexbuffer = 0;
7312 rsurface.modelnormal3f_bufferoffset = 0;
7313 rsurface.modelgeneratedvertex = true;
7314 rsurface.modellightmapcolor4f = (float *)color4f;
7315 rsurface.modellightmapcolor4f_vertexbuffer = 0;
7316 rsurface.modellightmapcolor4f_bufferoffset = 0;
7317 rsurface.modeltexcoordtexture2f = (float *)texcoord2f;
7318 rsurface.modeltexcoordtexture2f_vertexbuffer = 0;
7319 rsurface.modeltexcoordtexture2f_bufferoffset = 0;
7320 rsurface.modeltexcoordlightmap2f = NULL;
7321 rsurface.modeltexcoordlightmap2f_vertexbuffer = 0;
7322 rsurface.modeltexcoordlightmap2f_bufferoffset = 0;
7323 rsurface.modelskeletalindex4ub = NULL;
7324 rsurface.modelskeletalindex4ub_vertexbuffer = NULL;
7325 rsurface.modelskeletalindex4ub_bufferoffset = 0;
7326 rsurface.modelskeletalweight4ub = NULL;
7327 rsurface.modelskeletalweight4ub_vertexbuffer = NULL;
7328 rsurface.modelskeletalweight4ub_bufferoffset = 0;
7329 rsurface.modelelement3i = (int *)element3i;
7330 rsurface.modelelement3i_indexbuffer = NULL;
7331 rsurface.modelelement3i_bufferoffset = 0;
7332 rsurface.modelelement3s = (unsigned short *)element3s;
7333 rsurface.modelelement3s_indexbuffer = NULL;
7334 rsurface.modelelement3s_bufferoffset = 0;
7335 rsurface.modellightmapoffsets = NULL;
7336 rsurface.modelsurfaces = NULL;
7337 rsurface.batchgeneratedvertex = false;
7338 rsurface.batchfirstvertex = 0;
7339 rsurface.batchnumvertices = 0;
7340 rsurface.batchfirsttriangle = 0;
7341 rsurface.batchnumtriangles = 0;
7342 rsurface.batchvertex3f = NULL;
7343 rsurface.batchvertex3f_vertexbuffer = NULL;
7344 rsurface.batchvertex3f_bufferoffset = 0;
7345 rsurface.batchsvector3f = NULL;
7346 rsurface.batchsvector3f_vertexbuffer = NULL;
7347 rsurface.batchsvector3f_bufferoffset = 0;
7348 rsurface.batchtvector3f = NULL;
7349 rsurface.batchtvector3f_vertexbuffer = NULL;
7350 rsurface.batchtvector3f_bufferoffset = 0;
7351 rsurface.batchnormal3f = NULL;
7352 rsurface.batchnormal3f_vertexbuffer = NULL;
7353 rsurface.batchnormal3f_bufferoffset = 0;
7354 rsurface.batchlightmapcolor4f = NULL;
7355 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7356 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7357 rsurface.batchtexcoordtexture2f = NULL;
7358 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7359 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7360 rsurface.batchtexcoordlightmap2f = NULL;
7361 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7362 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7363 rsurface.batchskeletalindex4ub = NULL;
7364 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7365 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7366 rsurface.batchskeletalweight4ub = NULL;
7367 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7368 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7369 rsurface.batchelement3i = NULL;
7370 rsurface.batchelement3i_indexbuffer = NULL;
7371 rsurface.batchelement3i_bufferoffset = 0;
7372 rsurface.batchelement3s = NULL;
7373 rsurface.batchelement3s_indexbuffer = NULL;
7374 rsurface.batchelement3s_bufferoffset = 0;
7375 rsurface.forcecurrenttextureupdate = true;
7377 if (rsurface.modelnumvertices && rsurface.modelelement3i)
7379 if ((wantnormals || wanttangents) && !normal3f)
7381 rsurface.modelnormal3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7382 Mod_BuildNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.modelnormal3f, r_smoothnormals_areaweighting.integer != 0);
7384 if (wanttangents && !svector3f)
7386 rsurface.modelsvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7387 rsurface.modeltvector3f = (float *)R_FrameData_Alloc(rsurface.modelnumvertices * sizeof(float[3]));
7388 Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnumvertices, rsurface.modelnumtriangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.modelsvector3f, rsurface.modeltvector3f, r_smoothnormals_areaweighting.integer != 0);
7393 float RSurf_FogPoint(const float *v)
7395 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7396 float FogPlaneViewDist = r_refdef.fogplaneviewdist;
7397 float FogPlaneVertexDist = DotProduct(r_refdef.fogplane, v) + r_refdef.fogplane[3];
7398 float FogHeightFade = r_refdef.fogheightfade;
7400 unsigned int fogmasktableindex;
7401 if (r_refdef.fogplaneviewabove)
7402 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7404 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7405 fogmasktableindex = (unsigned int)(VectorDistance(r_refdef.view.origin, v) * fogfrac * r_refdef.fogmasktabledistmultiplier);
7406 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7409 float RSurf_FogVertex(const float *v)
7411 // this code is identical to the USEFOGINSIDE/USEFOGOUTSIDE code in the shader
7412 float FogPlaneViewDist = rsurface.fogplaneviewdist;
7413 float FogPlaneVertexDist = DotProduct(rsurface.fogplane, v) + rsurface.fogplane[3];
7414 float FogHeightFade = rsurface.fogheightfade;
7416 unsigned int fogmasktableindex;
7417 if (r_refdef.fogplaneviewabove)
7418 fogfrac = min(0.0f, FogPlaneVertexDist) / (FogPlaneVertexDist - FogPlaneViewDist) * min(1.0f, min(0.0f, FogPlaneVertexDist) * FogHeightFade);
7420 fogfrac = FogPlaneViewDist / (FogPlaneViewDist - max(0.0f, FogPlaneVertexDist)) * min(1.0f, (min(0.0f, FogPlaneVertexDist) + FogPlaneViewDist) * FogHeightFade);
7421 fogmasktableindex = (unsigned int)(VectorDistance(rsurface.localvieworigin, v) * fogfrac * rsurface.fogmasktabledistmultiplier);
7422 return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
7425 void RSurf_UploadBuffersForBatch(void)
7427 // upload buffer data for generated vertex data (dynamicvertex case) or index data (copytriangles case) and models that lack it to begin with (e.g. DrawQ_FlushUI)
7428 // note that if rsurface.batchvertex3f_vertexbuffer is NULL, dynamicvertex is forced as we don't account for the proper base vertex here.
7429 if (rsurface.batchvertex3f && !rsurface.batchvertex3f_vertexbuffer)
7430 rsurface.batchvertex3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f, R_BUFFERDATA_VERTEX, &rsurface.batchvertex3f_bufferoffset);
7431 if (rsurface.batchsvector3f && !rsurface.batchsvector3f_vertexbuffer)
7432 rsurface.batchsvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchsvector3f_bufferoffset);
7433 if (rsurface.batchtvector3f && !rsurface.batchtvector3f_vertexbuffer)
7434 rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
7435 if (rsurface.batchnormal3f && !rsurface.batchnormal3f_vertexbuffer)
7436 rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
7437 if (rsurface.batchlightmapcolor4f && !rsurface.batchlightmapcolor4f_vertexbuffer)
7438 rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
7439 if (rsurface.batchtexcoordtexture2f && !rsurface.batchtexcoordtexture2f_vertexbuffer)
7440 rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
7441 if (rsurface.batchtexcoordlightmap2f && !rsurface.batchtexcoordlightmap2f_vertexbuffer)
7442 rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
7443 if (rsurface.batchskeletalindex4ub && !rsurface.batchskeletalindex4ub_vertexbuffer)
7444 rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
7445 if (rsurface.batchskeletalweight4ub && !rsurface.batchskeletalweight4ub_vertexbuffer)
7446 rsurface.batchskeletalweight4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalweight4ub_bufferoffset);
7448 if (rsurface.batchelement3s && !rsurface.batchelement3s_indexbuffer)
7449 rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
7450 else if (rsurface.batchelement3i && !rsurface.batchelement3i_indexbuffer)
7451 rsurface.batchelement3i_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(int[3]), rsurface.batchelement3i, R_BUFFERDATA_INDEX32, &rsurface.batchelement3i_bufferoffset);
7453 R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
7454 R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset);
7455 R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset);
7456 R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset);
7457 R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset);
7458 R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset);
7459 R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset);
7460 R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
7461 R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset);
7462 R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset);
7465 static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust)
7468 for (i = 0;i < numelements;i++)
7469 outelement3i[i] = inelement3i[i] + adjust;
7472 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
7473 void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const msurface_t **texturesurfacelist)
7481 int surfacefirsttriangle;
7482 int surfacenumtriangles;
7483 int surfacefirstvertex;
7484 int surfaceendvertex;
7485 int surfacenumvertices;
7486 int batchnumsurfaces = texturenumsurfaces;
7487 int batchnumvertices;
7488 int batchnumtriangles;
7491 qboolean dynamicvertex;
7494 float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
7497 q3shaderinfo_deform_t *deform;
7498 const msurface_t *surface, *firstsurface;
7499 if (!texturenumsurfaces)
7501 // find vertex range of this surface batch
7503 firstsurface = texturesurfacelist[0];
7504 firsttriangle = firstsurface->num_firsttriangle;
7505 batchnumvertices = 0;
7506 batchnumtriangles = 0;
7507 firstvertex = endvertex = firstsurface->num_firstvertex;
7508 for (i = 0;i < texturenumsurfaces;i++)
7510 surface = texturesurfacelist[i];
7511 if (surface != firstsurface + i)
7513 surfacefirstvertex = surface->num_firstvertex;
7514 surfaceendvertex = surfacefirstvertex + surface->num_vertices;
7515 surfacenumvertices = surface->num_vertices;
7516 surfacenumtriangles = surface->num_triangles;
7517 if (firstvertex > surfacefirstvertex)
7518 firstvertex = surfacefirstvertex;
7519 if (endvertex < surfaceendvertex)
7520 endvertex = surfaceendvertex;
7521 batchnumvertices += surfacenumvertices;
7522 batchnumtriangles += surfacenumtriangles;
7525 r_refdef.stats[r_stat_batch_batches]++;
7527 r_refdef.stats[r_stat_batch_withgaps]++;
7528 r_refdef.stats[r_stat_batch_surfaces] += batchnumsurfaces;
7529 r_refdef.stats[r_stat_batch_vertices] += batchnumvertices;
7530 r_refdef.stats[r_stat_batch_triangles] += batchnumtriangles;
7532 // we now know the vertex range used, and if there are any gaps in it
7533 rsurface.batchfirstvertex = firstvertex;
7534 rsurface.batchnumvertices = endvertex - firstvertex;
7535 rsurface.batchfirsttriangle = firsttriangle;
7536 rsurface.batchnumtriangles = batchnumtriangles;
7538 // check if any dynamic vertex processing must occur
7539 dynamicvertex = false;
7541 // we must use vertexbuffers for rendering, we can upload vertex buffers
7542 // easily enough but if the basevertex is non-zero it becomes more
7543 // difficult, so force dynamicvertex path in that case - it's suboptimal
7544 // but the most optimal case is to have the geometry sources provide their
7546 if (!rsurface.modelvertex3f_vertexbuffer && firstvertex != 0)
7547 dynamicvertex = true;
7549 // a cvar to force the dynamic vertex path to be taken, for debugging
7550 if (r_batch_debugdynamicvertexpath.integer)
7554 r_refdef.stats[r_stat_batch_dynamic_batches_because_cvar] += 1;
7555 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_cvar] += batchnumsurfaces;
7556 r_refdef.stats[r_stat_batch_dynamic_vertices_because_cvar] += batchnumvertices;
7557 r_refdef.stats[r_stat_batch_dynamic_triangles_because_cvar] += batchnumtriangles;
7559 dynamicvertex = true;
7562 // if there is a chance of animated vertex colors, it's a dynamic batch
7563 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
7567 r_refdef.stats[r_stat_batch_dynamic_batches_because_lightmapvertex] += 1;
7568 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_lightmapvertex] += batchnumsurfaces;
7569 r_refdef.stats[r_stat_batch_dynamic_vertices_because_lightmapvertex] += batchnumvertices;
7570 r_refdef.stats[r_stat_batch_dynamic_triangles_because_lightmapvertex] += batchnumtriangles;
7572 dynamicvertex = true;
7575 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
7577 switch (deform->deform)
7580 case Q3DEFORM_PROJECTIONSHADOW:
7581 case Q3DEFORM_TEXT0:
7582 case Q3DEFORM_TEXT1:
7583 case Q3DEFORM_TEXT2:
7584 case Q3DEFORM_TEXT3:
7585 case Q3DEFORM_TEXT4:
7586 case Q3DEFORM_TEXT5:
7587 case Q3DEFORM_TEXT6:
7588 case Q3DEFORM_TEXT7:
7591 case Q3DEFORM_AUTOSPRITE:
7594 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite] += 1;
7595 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite] += batchnumsurfaces;
7596 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite] += batchnumvertices;
7597 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite] += batchnumtriangles;
7599 dynamicvertex = true;
7600 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_TEXCOORD;
7602 case Q3DEFORM_AUTOSPRITE2:
7605 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_autosprite2] += 1;
7606 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_autosprite2] += batchnumsurfaces;
7607 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_autosprite2] += batchnumvertices;
7608 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_autosprite2] += batchnumtriangles;
7610 dynamicvertex = true;
7611 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7613 case Q3DEFORM_NORMAL:
7616 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_normal] += 1;
7617 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_normal] += batchnumsurfaces;
7618 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_normal] += batchnumvertices;
7619 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_normal] += batchnumtriangles;
7621 dynamicvertex = true;
7622 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7625 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7626 break; // if wavefunc is a nop, ignore this transform
7629 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_wave] += 1;
7630 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_wave] += batchnumsurfaces;
7631 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_wave] += batchnumvertices;
7632 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_wave] += batchnumtriangles;
7634 dynamicvertex = true;
7635 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7637 case Q3DEFORM_BULGE:
7640 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_bulge] += 1;
7641 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_bulge] += batchnumsurfaces;
7642 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_bulge] += batchnumvertices;
7643 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_bulge] += batchnumtriangles;
7645 dynamicvertex = true;
7646 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_TEXCOORD;
7649 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
7650 break; // if wavefunc is a nop, ignore this transform
7653 r_refdef.stats[r_stat_batch_dynamic_batches_because_deformvertexes_move] += 1;
7654 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_deformvertexes_move] += batchnumsurfaces;
7655 r_refdef.stats[r_stat_batch_dynamic_vertices_because_deformvertexes_move] += batchnumvertices;
7656 r_refdef.stats[r_stat_batch_dynamic_triangles_because_deformvertexes_move] += batchnumtriangles;
7658 dynamicvertex = true;
7659 batchneed |= BATCHNEED_ARRAY_VERTEX;
7663 if (rsurface.texture->materialshaderpass)
7665 switch (rsurface.texture->materialshaderpass->tcgen.tcgen)
7668 case Q3TCGEN_TEXTURE:
7670 case Q3TCGEN_LIGHTMAP:
7673 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_lightmap] += 1;
7674 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_lightmap] += batchnumsurfaces;
7675 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_lightmap] += batchnumvertices;
7676 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_lightmap] += batchnumtriangles;
7678 dynamicvertex = true;
7679 batchneed |= BATCHNEED_ARRAY_LIGHTMAP;
7681 case Q3TCGEN_VECTOR:
7684 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_vector] += 1;
7685 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_vector] += batchnumsurfaces;
7686 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_vector] += batchnumvertices;
7687 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_vector] += batchnumtriangles;
7689 dynamicvertex = true;
7690 batchneed |= BATCHNEED_ARRAY_VERTEX;
7692 case Q3TCGEN_ENVIRONMENT:
7695 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcgen_environment] += 1;
7696 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcgen_environment] += batchnumsurfaces;
7697 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcgen_environment] += batchnumvertices;
7698 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcgen_environment] += batchnumtriangles;
7700 dynamicvertex = true;
7701 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL;
7704 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
7708 r_refdef.stats[r_stat_batch_dynamic_batches_because_tcmod_turbulent] += 1;
7709 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_tcmod_turbulent] += batchnumsurfaces;
7710 r_refdef.stats[r_stat_batch_dynamic_vertices_because_tcmod_turbulent] += batchnumvertices;
7711 r_refdef.stats[r_stat_batch_dynamic_triangles_because_tcmod_turbulent] += batchnumtriangles;
7713 dynamicvertex = true;
7714 batchneed |= BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_TEXCOORD;
7718 // the caller can specify BATCHNEED_NOGAPS to force a batch with
7719 // firstvertex = 0 and endvertex = numvertices (no gaps, no firstvertex),
7720 // we ensure this by treating the vertex batch as dynamic...
7721 if ((batchneed & BATCHNEED_ALWAYSCOPY) || ((batchneed & BATCHNEED_NOGAPS) && (gaps || firstvertex > 0)))
7725 r_refdef.stats[r_stat_batch_dynamic_batches_because_nogaps] += 1;
7726 r_refdef.stats[r_stat_batch_dynamic_surfaces_because_nogaps] += batchnumsurfaces;
7727 r_refdef.stats[r_stat_batch_dynamic_vertices_because_nogaps] += batchnumvertices;
7728 r_refdef.stats[r_stat_batch_dynamic_triangles_because_nogaps] += batchnumtriangles;
7730 dynamicvertex = true;
7733 // if we're going to have to apply the skeletal transform manually, we need to batch the skeletal data
7734 if (dynamicvertex && rsurface.entityskeletaltransform3x4)
7735 batchneed |= BATCHNEED_ARRAY_SKELETAL;
7737 rsurface.batchvertex3f = rsurface.modelvertex3f;
7738 rsurface.batchvertex3f_vertexbuffer = rsurface.modelvertex3f_vertexbuffer;
7739 rsurface.batchvertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
7740 rsurface.batchsvector3f = rsurface.modelsvector3f;
7741 rsurface.batchsvector3f_vertexbuffer = rsurface.modelsvector3f_vertexbuffer;
7742 rsurface.batchsvector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
7743 rsurface.batchtvector3f = rsurface.modeltvector3f;
7744 rsurface.batchtvector3f_vertexbuffer = rsurface.modeltvector3f_vertexbuffer;
7745 rsurface.batchtvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
7746 rsurface.batchnormal3f = rsurface.modelnormal3f;
7747 rsurface.batchnormal3f_vertexbuffer = rsurface.modelnormal3f_vertexbuffer;
7748 rsurface.batchnormal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
7749 rsurface.batchlightmapcolor4f = rsurface.modellightmapcolor4f;
7750 rsurface.batchlightmapcolor4f_vertexbuffer = rsurface.modellightmapcolor4f_vertexbuffer;
7751 rsurface.batchlightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
7752 rsurface.batchtexcoordtexture2f = rsurface.modeltexcoordtexture2f;
7753 rsurface.batchtexcoordtexture2f_vertexbuffer = rsurface.modeltexcoordtexture2f_vertexbuffer;
7754 rsurface.batchtexcoordtexture2f_bufferoffset = rsurface.modeltexcoordtexture2f_bufferoffset;
7755 rsurface.batchtexcoordlightmap2f = rsurface.modeltexcoordlightmap2f;
7756 rsurface.batchtexcoordlightmap2f_vertexbuffer = rsurface.modeltexcoordlightmap2f_vertexbuffer;
7757 rsurface.batchtexcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
7758 rsurface.batchskeletalindex4ub = rsurface.modelskeletalindex4ub;
7759 rsurface.batchskeletalindex4ub_vertexbuffer = rsurface.modelskeletalindex4ub_vertexbuffer;
7760 rsurface.batchskeletalindex4ub_bufferoffset = rsurface.modelskeletalindex4ub_bufferoffset;
7761 rsurface.batchskeletalweight4ub = rsurface.modelskeletalweight4ub;
7762 rsurface.batchskeletalweight4ub_vertexbuffer = rsurface.modelskeletalweight4ub_vertexbuffer;
7763 rsurface.batchskeletalweight4ub_bufferoffset = rsurface.modelskeletalweight4ub_bufferoffset;
7764 rsurface.batchelement3i = rsurface.modelelement3i;
7765 rsurface.batchelement3i_indexbuffer = rsurface.modelelement3i_indexbuffer;
7766 rsurface.batchelement3i_bufferoffset = rsurface.modelelement3i_bufferoffset;
7767 rsurface.batchelement3s = rsurface.modelelement3s;
7768 rsurface.batchelement3s_indexbuffer = rsurface.modelelement3s_indexbuffer;
7769 rsurface.batchelement3s_bufferoffset = rsurface.modelelement3s_bufferoffset;
7770 rsurface.batchskeletaltransform3x4 = rsurface.entityskeletaltransform3x4;
7771 rsurface.batchskeletaltransform3x4buffer = rsurface.entityskeletaltransform3x4buffer;
7772 rsurface.batchskeletaltransform3x4offset = rsurface.entityskeletaltransform3x4offset;
7773 rsurface.batchskeletaltransform3x4size = rsurface.entityskeletaltransform3x4size;
7774 rsurface.batchskeletalnumtransforms = rsurface.entityskeletalnumtransforms;
7776 // if any dynamic vertex processing has to occur in software, we copy the
7777 // entire surface list together before processing to rebase the vertices
7778 // to start at 0 (otherwise we waste a lot of room in a vertex buffer).
7780 // if any gaps exist and we do not have a static vertex buffer, we have to
7781 // copy the surface list together to avoid wasting upload bandwidth on the
7782 // vertices in the gaps.
7784 // if gaps exist and we have a static vertex buffer, we can choose whether
7785 // to combine the index buffer ranges into one dynamic index buffer or
7786 // simply issue multiple glDrawElements calls (BATCHNEED_ALLOWMULTIDRAW).
7788 // in many cases the batch is reduced to one draw call.
7790 rsurface.batchmultidraw = false;
7791 rsurface.batchmultidrawnumsurfaces = 0;
7792 rsurface.batchmultidrawsurfacelist = NULL;
7796 // static vertex data, just set pointers...
7797 rsurface.batchgeneratedvertex = false;
7798 // if there are gaps, we want to build a combined index buffer,
7799 // otherwise use the original static buffer with an appropriate offset
7802 r_refdef.stats[r_stat_batch_copytriangles_batches] += 1;
7803 r_refdef.stats[r_stat_batch_copytriangles_surfaces] += batchnumsurfaces;
7804 r_refdef.stats[r_stat_batch_copytriangles_vertices] += batchnumvertices;
7805 r_refdef.stats[r_stat_batch_copytriangles_triangles] += batchnumtriangles;
7806 if ((batchneed & BATCHNEED_ALLOWMULTIDRAW) && r_batch_multidraw.integer && batchnumtriangles >= r_batch_multidraw_mintriangles.integer)
7808 rsurface.batchmultidraw = true;
7809 rsurface.batchmultidrawnumsurfaces = texturenumsurfaces;
7810 rsurface.batchmultidrawsurfacelist = texturesurfacelist;
7813 // build a new triangle elements array for this batch
7814 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7815 rsurface.batchfirsttriangle = 0;
7817 for (i = 0;i < texturenumsurfaces;i++)
7819 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7820 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7821 memcpy(rsurface.batchelement3i + 3*numtriangles, rsurface.modelelement3i + 3*surfacefirsttriangle, surfacenumtriangles*sizeof(int[3]));
7822 numtriangles += surfacenumtriangles;
7824 rsurface.batchelement3i_indexbuffer = NULL;
7825 rsurface.batchelement3i_bufferoffset = 0;
7826 rsurface.batchelement3s = NULL;
7827 rsurface.batchelement3s_indexbuffer = NULL;
7828 rsurface.batchelement3s_bufferoffset = 0;
7829 if (endvertex <= 65536)
7831 // make a 16bit (unsigned short) index array if possible
7832 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
7833 for (i = 0;i < numtriangles*3;i++)
7834 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
7839 r_refdef.stats[r_stat_batch_fast_batches] += 1;
7840 r_refdef.stats[r_stat_batch_fast_surfaces] += batchnumsurfaces;
7841 r_refdef.stats[r_stat_batch_fast_vertices] += batchnumvertices;
7842 r_refdef.stats[r_stat_batch_fast_triangles] += batchnumtriangles;
7847 // something needs software processing, do it for real...
7848 // we only directly handle separate array data in this case and then
7849 // generate interleaved data if needed...
7850 rsurface.batchgeneratedvertex = true;
7851 r_refdef.stats[r_stat_batch_dynamic_batches] += 1;
7852 r_refdef.stats[r_stat_batch_dynamic_surfaces] += batchnumsurfaces;
7853 r_refdef.stats[r_stat_batch_dynamic_vertices] += batchnumvertices;
7854 r_refdef.stats[r_stat_batch_dynamic_triangles] += batchnumtriangles;
7856 // now copy the vertex data into a combined array and make an index array
7857 // (this is what Quake3 does all the time)
7858 // we also apply any skeletal animation here that would have been done in
7859 // the vertex shader, because most of the dynamic vertex animation cases
7860 // need actual vertex positions and normals
7861 //if (dynamicvertex)
7863 rsurface.batchvertex3f = NULL;
7864 rsurface.batchvertex3f_vertexbuffer = NULL;
7865 rsurface.batchvertex3f_bufferoffset = 0;
7866 rsurface.batchsvector3f = NULL;
7867 rsurface.batchsvector3f_vertexbuffer = NULL;
7868 rsurface.batchsvector3f_bufferoffset = 0;
7869 rsurface.batchtvector3f = NULL;
7870 rsurface.batchtvector3f_vertexbuffer = NULL;
7871 rsurface.batchtvector3f_bufferoffset = 0;
7872 rsurface.batchnormal3f = NULL;
7873 rsurface.batchnormal3f_vertexbuffer = NULL;
7874 rsurface.batchnormal3f_bufferoffset = 0;
7875 rsurface.batchlightmapcolor4f = NULL;
7876 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
7877 rsurface.batchlightmapcolor4f_bufferoffset = 0;
7878 rsurface.batchtexcoordtexture2f = NULL;
7879 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
7880 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
7881 rsurface.batchtexcoordlightmap2f = NULL;
7882 rsurface.batchtexcoordlightmap2f_vertexbuffer = NULL;
7883 rsurface.batchtexcoordlightmap2f_bufferoffset = 0;
7884 rsurface.batchskeletalindex4ub = NULL;
7885 rsurface.batchskeletalindex4ub_vertexbuffer = NULL;
7886 rsurface.batchskeletalindex4ub_bufferoffset = 0;
7887 rsurface.batchskeletalweight4ub = NULL;
7888 rsurface.batchskeletalweight4ub_vertexbuffer = NULL;
7889 rsurface.batchskeletalweight4ub_bufferoffset = 0;
7890 rsurface.batchelement3i = (int *)R_FrameData_Alloc(batchnumtriangles * sizeof(int[3]));
7891 rsurface.batchelement3i_indexbuffer = NULL;
7892 rsurface.batchelement3i_bufferoffset = 0;
7893 rsurface.batchelement3s = NULL;
7894 rsurface.batchelement3s_indexbuffer = NULL;
7895 rsurface.batchelement3s_bufferoffset = 0;
7896 rsurface.batchskeletaltransform3x4buffer = NULL;
7897 rsurface.batchskeletaltransform3x4offset = 0;
7898 rsurface.batchskeletaltransform3x4size = 0;
7899 // we'll only be setting up certain arrays as needed
7900 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7901 rsurface.batchvertex3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7902 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7903 rsurface.batchnormal3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7904 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7906 rsurface.batchsvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7907 rsurface.batchtvector3f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
7909 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7910 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
7911 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7912 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7913 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7914 rsurface.batchtexcoordlightmap2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
7915 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7917 rsurface.batchskeletalindex4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7918 rsurface.batchskeletalweight4ub = (unsigned char *)R_FrameData_Alloc(batchnumvertices * sizeof(unsigned char[4]));
7922 for (i = 0;i < texturenumsurfaces;i++)
7924 surfacefirstvertex = texturesurfacelist[i]->num_firstvertex;
7925 surfacenumvertices = texturesurfacelist[i]->num_vertices;
7926 surfacefirsttriangle = texturesurfacelist[i]->num_firsttriangle;
7927 surfacenumtriangles = texturesurfacelist[i]->num_triangles;
7928 // copy only the data requested
7929 if (batchneed & (BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ARRAY_LIGHTMAP))
7931 if (batchneed & BATCHNEED_ARRAY_VERTEX)
7933 if (rsurface.batchvertex3f)
7934 memcpy(rsurface.batchvertex3f + 3*numvertices, rsurface.modelvertex3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7936 memset(rsurface.batchvertex3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7938 if (batchneed & BATCHNEED_ARRAY_NORMAL)
7940 if (rsurface.modelnormal3f)
7941 memcpy(rsurface.batchnormal3f + 3*numvertices, rsurface.modelnormal3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7943 memset(rsurface.batchnormal3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7945 if (batchneed & BATCHNEED_ARRAY_VECTOR)
7947 if (rsurface.modelsvector3f)
7949 memcpy(rsurface.batchsvector3f + 3*numvertices, rsurface.modelsvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7950 memcpy(rsurface.batchtvector3f + 3*numvertices, rsurface.modeltvector3f + 3*surfacefirstvertex, surfacenumvertices * sizeof(float[3]));
7954 memset(rsurface.batchsvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7955 memset(rsurface.batchtvector3f + 3*numvertices, 0, surfacenumvertices * sizeof(float[3]));
7958 if (batchneed & BATCHNEED_ARRAY_VERTEXCOLOR)
7960 if (rsurface.modellightmapcolor4f)
7961 memcpy(rsurface.batchlightmapcolor4f + 4*numvertices, rsurface.modellightmapcolor4f + 4*surfacefirstvertex, surfacenumvertices * sizeof(float[4]));
7963 memset(rsurface.batchlightmapcolor4f + 4*numvertices, 0, surfacenumvertices * sizeof(float[4]));
7965 if (batchneed & BATCHNEED_ARRAY_TEXCOORD)
7967 if (rsurface.modeltexcoordtexture2f)
7968 memcpy(rsurface.batchtexcoordtexture2f + 2*numvertices, rsurface.modeltexcoordtexture2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7970 memset(rsurface.batchtexcoordtexture2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7972 if (batchneed & BATCHNEED_ARRAY_LIGHTMAP)
7974 if (rsurface.modeltexcoordlightmap2f)
7975 memcpy(rsurface.batchtexcoordlightmap2f + 2*numvertices, rsurface.modeltexcoordlightmap2f + 2*surfacefirstvertex, surfacenumvertices * sizeof(float[2]));
7977 memset(rsurface.batchtexcoordlightmap2f + 2*numvertices, 0, surfacenumvertices * sizeof(float[2]));
7979 if (batchneed & BATCHNEED_ARRAY_SKELETAL)
7981 if (rsurface.modelskeletalindex4ub)
7983 memcpy(rsurface.batchskeletalindex4ub + 4*numvertices, rsurface.modelskeletalindex4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7984 memcpy(rsurface.batchskeletalweight4ub + 4*numvertices, rsurface.modelskeletalweight4ub + 4*surfacefirstvertex, surfacenumvertices * sizeof(unsigned char[4]));
7988 memset(rsurface.batchskeletalindex4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7989 memset(rsurface.batchskeletalweight4ub + 4*numvertices, 0, surfacenumvertices * sizeof(unsigned char[4]));
7990 ub = rsurface.batchskeletalweight4ub + 4*numvertices;
7991 for (j = 0;j < surfacenumvertices;j++)
7996 RSurf_RenumberElements(rsurface.modelelement3i + 3*surfacefirsttriangle, rsurface.batchelement3i + 3*numtriangles, 3*surfacenumtriangles, numvertices - surfacefirstvertex);
7997 numvertices += surfacenumvertices;
7998 numtriangles += surfacenumtriangles;
8001 // generate a 16bit index array as well if possible
8002 // (in general, dynamic batches fit)
8003 if (numvertices <= 65536)
8005 rsurface.batchelement3s = (unsigned short *)R_FrameData_Alloc(batchnumtriangles * sizeof(unsigned short[3]));
8006 for (i = 0;i < numtriangles*3;i++)
8007 rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
8010 // since we've copied everything, the batch now starts at 0
8011 rsurface.batchfirstvertex = 0;
8012 rsurface.batchnumvertices = batchnumvertices;
8013 rsurface.batchfirsttriangle = 0;
8014 rsurface.batchnumtriangles = batchnumtriangles;
8017 // apply skeletal animation that would have been done in the vertex shader
8018 if (rsurface.batchskeletaltransform3x4)
8020 const unsigned char *si;
8021 const unsigned char *sw;
8023 const float *b = rsurface.batchskeletaltransform3x4;
8024 float *vp, *vs, *vt, *vn;
8026 float m[3][4], n[3][4];
8027 float tp[3], ts[3], tt[3], tn[3];
8028 r_refdef.stats[r_stat_batch_dynamicskeletal_batches] += 1;
8029 r_refdef.stats[r_stat_batch_dynamicskeletal_surfaces] += batchnumsurfaces;
8030 r_refdef.stats[r_stat_batch_dynamicskeletal_vertices] += batchnumvertices;
8031 r_refdef.stats[r_stat_batch_dynamicskeletal_triangles] += batchnumtriangles;
8032 si = rsurface.batchskeletalindex4ub;
8033 sw = rsurface.batchskeletalweight4ub;
8034 vp = rsurface.batchvertex3f;
8035 vs = rsurface.batchsvector3f;
8036 vt = rsurface.batchtvector3f;
8037 vn = rsurface.batchnormal3f;
8038 memset(m[0], 0, sizeof(m));
8039 memset(n[0], 0, sizeof(n));
8040 for (i = 0;i < batchnumvertices;i++)
8042 t[0] = b + si[0]*12;
8045 // common case - only one matrix
8059 else if (sw[2] + sw[3])
8062 t[1] = b + si[1]*12;
8063 t[2] = b + si[2]*12;
8064 t[3] = b + si[3]*12;
8065 w[0] = sw[0] * (1.0f / 255.0f);
8066 w[1] = sw[1] * (1.0f / 255.0f);
8067 w[2] = sw[2] * (1.0f / 255.0f);
8068 w[3] = sw[3] * (1.0f / 255.0f);
8069 // blend the matrices
8070 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1] + t[2][ 0] * w[2] + t[3][ 0] * w[3];
8071 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1] + t[2][ 1] * w[2] + t[3][ 1] * w[3];
8072 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1] + t[2][ 2] * w[2] + t[3][ 2] * w[3];
8073 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1] + t[2][ 3] * w[2] + t[3][ 3] * w[3];
8074 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1] + t[2][ 4] * w[2] + t[3][ 4] * w[3];
8075 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1] + t[2][ 5] * w[2] + t[3][ 5] * w[3];
8076 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1] + t[2][ 6] * w[2] + t[3][ 6] * w[3];
8077 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1] + t[2][ 7] * w[2] + t[3][ 7] * w[3];
8078 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1] + t[2][ 8] * w[2] + t[3][ 8] * w[3];
8079 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1] + t[2][ 9] * w[2] + t[3][ 9] * w[3];
8080 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1] + t[2][10] * w[2] + t[3][10] * w[3];
8081 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1] + t[2][11] * w[2] + t[3][11] * w[3];
8086 t[1] = b + si[1]*12;
8087 w[0] = sw[0] * (1.0f / 255.0f);
8088 w[1] = sw[1] * (1.0f / 255.0f);
8089 // blend the matrices
8090 m[0][0] = t[0][ 0] * w[0] + t[1][ 0] * w[1];
8091 m[0][1] = t[0][ 1] * w[0] + t[1][ 1] * w[1];
8092 m[0][2] = t[0][ 2] * w[0] + t[1][ 2] * w[1];
8093 m[0][3] = t[0][ 3] * w[0] + t[1][ 3] * w[1];
8094 m[1][0] = t[0][ 4] * w[0] + t[1][ 4] * w[1];
8095 m[1][1] = t[0][ 5] * w[0] + t[1][ 5] * w[1];
8096 m[1][2] = t[0][ 6] * w[0] + t[1][ 6] * w[1];
8097 m[1][3] = t[0][ 7] * w[0] + t[1][ 7] * w[1];
8098 m[2][0] = t[0][ 8] * w[0] + t[1][ 8] * w[1];
8099 m[2][1] = t[0][ 9] * w[0] + t[1][ 9] * w[1];
8100 m[2][2] = t[0][10] * w[0] + t[1][10] * w[1];
8101 m[2][3] = t[0][11] * w[0] + t[1][11] * w[1];
8105 // modify the vertex
8107 vp[0] = tp[0] * m[0][0] + tp[1] * m[0][1] + tp[2] * m[0][2] + m[0][3];
8108 vp[1] = tp[0] * m[1][0] + tp[1] * m[1][1] + tp[2] * m[1][2] + m[1][3];
8109 vp[2] = tp[0] * m[2][0] + tp[1] * m[2][1] + tp[2] * m[2][2] + m[2][3];
8113 // the normal transformation matrix is a set of cross products...
8114 CrossProduct(m[1], m[2], n[0]);
8115 CrossProduct(m[2], m[0], n[1]);
8116 CrossProduct(m[0], m[1], n[2]); // is actually transpose(inverse(m)) * det(m)
8118 vn[0] = tn[0] * n[0][0] + tn[1] * n[0][1] + tn[2] * n[0][2];
8119 vn[1] = tn[0] * n[1][0] + tn[1] * n[1][1] + tn[2] * n[1][2];
8120 vn[2] = tn[0] * n[2][0] + tn[1] * n[2][1] + tn[2] * n[2][2];
8121 VectorNormalize(vn);
8126 vs[0] = ts[0] * n[0][0] + ts[1] * n[0][1] + ts[2] * n[0][2];
8127 vs[1] = ts[0] * n[1][0] + ts[1] * n[1][1] + ts[2] * n[1][2];
8128 vs[2] = ts[0] * n[2][0] + ts[1] * n[2][1] + ts[2] * n[2][2];
8129 VectorNormalize(vs);
8132 vt[0] = tt[0] * n[0][0] + tt[1] * n[0][1] + tt[2] * n[0][2];
8133 vt[1] = tt[0] * n[1][0] + tt[1] * n[1][1] + tt[2] * n[1][2];
8134 vt[2] = tt[0] * n[2][0] + tt[1] * n[2][1] + tt[2] * n[2][2];
8135 VectorNormalize(vt);
8140 rsurface.batchskeletaltransform3x4 = NULL;
8141 rsurface.batchskeletalnumtransforms = 0;
8144 // q1bsp surfaces rendered in vertex color mode have to have colors
8145 // calculated based on lightstyles
8146 if ((batchneed & BATCHNEED_ARRAY_VERTEXCOLOR) && texturesurfacelist[0]->lightmapinfo)
8148 // generate color arrays for the surfaces in this list
8153 const unsigned char *lm;
8154 rsurface.batchlightmapcolor4f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[4]));
8155 rsurface.batchlightmapcolor4f_vertexbuffer = NULL;
8156 rsurface.batchlightmapcolor4f_bufferoffset = 0;
8158 for (i = 0;i < texturenumsurfaces;i++)
8160 surface = texturesurfacelist[i];
8161 offsets = rsurface.modellightmapoffsets + surface->num_firstvertex;
8162 surfacenumvertices = surface->num_vertices;
8163 if (surface->lightmapinfo->samples)
8165 for (j = 0;j < surfacenumvertices;j++)
8167 lm = surface->lightmapinfo->samples + offsets[j];
8168 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]];
8169 VectorScale(lm, scale, c);
8170 if (surface->lightmapinfo->styles[1] != 255)
8172 size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
8174 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]];
8175 VectorMA(c, scale, lm, c);
8176 if (surface->lightmapinfo->styles[2] != 255)
8179 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]];
8180 VectorMA(c, scale, lm, c);
8181 if (surface->lightmapinfo->styles[3] != 255)
8184 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]];
8185 VectorMA(c, scale, lm, c);
8192 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, min(c[0], 255) * (1.0f / 255.0f), min(c[1], 255) * (1.0f / 255.0f), min(c[2], 255) * (1.0f / 255.0f), 1);
8198 for (j = 0;j < surfacenumvertices;j++)
8200 Vector4Set(rsurface.batchlightmapcolor4f + 4*numvertices, 0, 0, 0, 1);
8207 // if vertices are deformed (sprite flares and things in maps, possibly
8208 // water waves, bulges and other deformations), modify the copied vertices
8210 for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
8213 switch (deform->deform)
8216 case Q3DEFORM_PROJECTIONSHADOW:
8217 case Q3DEFORM_TEXT0:
8218 case Q3DEFORM_TEXT1:
8219 case Q3DEFORM_TEXT2:
8220 case Q3DEFORM_TEXT3:
8221 case Q3DEFORM_TEXT4:
8222 case Q3DEFORM_TEXT5:
8223 case Q3DEFORM_TEXT6:
8224 case Q3DEFORM_TEXT7:
8227 case Q3DEFORM_AUTOSPRITE:
8228 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8229 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8230 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8231 VectorNormalize(newforward);
8232 VectorNormalize(newright);
8233 VectorNormalize(newup);
8234 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8235 // rsurface.batchvertex3f_vertexbuffer = NULL;
8236 // rsurface.batchvertex3f_bufferoffset = 0;
8237 // rsurface.batchsvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchsvector3f);
8238 // rsurface.batchsvector3f_vertexbuffer = NULL;
8239 // rsurface.batchsvector3f_bufferoffset = 0;
8240 // rsurface.batchtvector3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f);
8241 // rsurface.batchtvector3f_vertexbuffer = NULL;
8242 // rsurface.batchtvector3f_bufferoffset = 0;
8243 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8244 // rsurface.batchnormal3f_vertexbuffer = NULL;
8245 // rsurface.batchnormal3f_bufferoffset = 0;
8246 // sometimes we're on a renderpath that does not use vectors (GL11/GL13/GLES1)
8247 if (!VectorLength2(rsurface.batchnormal3f + 3*rsurface.batchfirstvertex))
8248 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8249 if (!VectorLength2(rsurface.batchsvector3f + 3*rsurface.batchfirstvertex))
8250 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8251 // a single autosprite surface can contain multiple sprites...
8252 for (j = 0;j < batchnumvertices - 3;j += 4)
8254 VectorClear(center);
8255 for (i = 0;i < 4;i++)
8256 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8257 VectorScale(center, 0.25f, center);
8258 VectorCopy(rsurface.batchnormal3f + 3*j, forward);
8259 VectorCopy(rsurface.batchsvector3f + 3*j, right);
8260 VectorCopy(rsurface.batchtvector3f + 3*j, up);
8261 for (i = 0;i < 4;i++)
8263 VectorSubtract(rsurface.batchvertex3f + 3*(j+i), center, v);
8264 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.batchvertex3f + 3*(j+i));
8267 // if we get here, BATCHNEED_ARRAY_NORMAL and BATCHNEED_ARRAY_VECTOR are in batchneed, so no need to check
8268 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8269 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8271 case Q3DEFORM_AUTOSPRITE2:
8272 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
8273 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
8274 Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
8275 VectorNormalize(newforward);
8276 VectorNormalize(newright);
8277 VectorNormalize(newup);
8278 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8279 // rsurface.batchvertex3f_vertexbuffer = NULL;
8280 // rsurface.batchvertex3f_bufferoffset = 0;
8282 const float *v1, *v2;
8292 memset(shortest, 0, sizeof(shortest));
8293 // a single autosprite surface can contain multiple sprites...
8294 for (j = 0;j < batchnumvertices - 3;j += 4)
8296 VectorClear(center);
8297 for (i = 0;i < 4;i++)
8298 VectorAdd(center, rsurface.batchvertex3f + 3*(j+i), center);
8299 VectorScale(center, 0.25f, center);
8300 // find the two shortest edges, then use them to define the
8301 // axis vectors for rotating around the central axis
8302 for (i = 0;i < 6;i++)
8304 v1 = rsurface.batchvertex3f + 3*(j+quadedges[i][0]);
8305 v2 = rsurface.batchvertex3f + 3*(j+quadedges[i][1]);
8306 l = VectorDistance2(v1, v2);
8307 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
8309 l += (1.0f / 1024.0f);
8310 if (shortest[0].length2 > l || i == 0)
8312 shortest[1] = shortest[0];
8313 shortest[0].length2 = l;
8314 shortest[0].v1 = v1;
8315 shortest[0].v2 = v2;
8317 else if (shortest[1].length2 > l || i == 1)
8319 shortest[1].length2 = l;
8320 shortest[1].v1 = v1;
8321 shortest[1].v2 = v2;
8324 VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
8325 VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
8326 // this calculates the right vector from the shortest edge
8327 // and the up vector from the edge midpoints
8328 VectorSubtract(shortest[0].v1, shortest[0].v2, right);
8329 VectorNormalize(right);
8330 VectorSubtract(end, start, up);
8331 VectorNormalize(up);
8332 // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
8333 VectorSubtract(rsurface.localvieworigin, center, forward);
8334 //Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
8335 VectorNegate(forward, forward);
8336 VectorReflect(forward, 0, up, forward);
8337 VectorNormalize(forward);
8338 CrossProduct(up, forward, newright);
8339 VectorNormalize(newright);
8340 // rotate the quad around the up axis vector, this is made
8341 // especially easy by the fact we know the quad is flat,
8342 // so we only have to subtract the center position and
8343 // measure distance along the right vector, and then
8344 // multiply that by the newright vector and add back the
8346 // we also need to subtract the old position to undo the
8347 // displacement from the center, which we do with a
8348 // DotProduct, the subtraction/addition of center is also
8349 // optimized into DotProducts here
8350 l = DotProduct(right, center);
8351 for (i = 0;i < 4;i++)
8353 v1 = rsurface.batchvertex3f + 3*(j+i);
8354 f = DotProduct(right, v1) - l;
8355 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.batchvertex3f + 3*(j+i));
8359 if(batchneed & (BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR)) // otherwise these can stay NULL
8361 // rsurface.batchnormal3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8362 // rsurface.batchnormal3f_vertexbuffer = NULL;
8363 // rsurface.batchnormal3f_bufferoffset = 0;
8364 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8366 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8368 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8369 // rsurface.batchsvector3f_vertexbuffer = NULL;
8370 // rsurface.batchsvector3f_bufferoffset = 0;
8371 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8372 // rsurface.batchtvector3f_vertexbuffer = NULL;
8373 // rsurface.batchtvector3f_bufferoffset = 0;
8374 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8377 case Q3DEFORM_NORMAL:
8378 // deform the normals to make reflections wavey
8379 rsurface.batchnormal3f = (float *)R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8380 rsurface.batchnormal3f_vertexbuffer = NULL;
8381 rsurface.batchnormal3f_bufferoffset = 0;
8382 for (j = 0;j < batchnumvertices;j++)
8385 float *normal = rsurface.batchnormal3f + 3*j;
8386 VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex);
8387 normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8388 normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8389 normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]);
8390 VectorNormalize(normal);
8392 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8394 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8395 // rsurface.batchsvector3f_vertexbuffer = NULL;
8396 // rsurface.batchsvector3f_bufferoffset = 0;
8397 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8398 // rsurface.batchtvector3f_vertexbuffer = NULL;
8399 // rsurface.batchtvector3f_bufferoffset = 0;
8400 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8404 // deform vertex array to make wavey water and flags and such
8405 waveparms[0] = deform->waveparms[0];
8406 waveparms[1] = deform->waveparms[1];
8407 waveparms[2] = deform->waveparms[2];
8408 waveparms[3] = deform->waveparms[3];
8409 if(!R_TestQ3WaveFunc(deform->wavefunc, waveparms))
8410 break; // if wavefunc is a nop, don't make a dynamic vertex array
8411 // this is how a divisor of vertex influence on deformation
8412 animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
8413 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8414 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8415 // rsurface.batchvertex3f_vertexbuffer = NULL;
8416 // rsurface.batchvertex3f_bufferoffset = 0;
8417 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8418 // rsurface.batchnormal3f_vertexbuffer = NULL;
8419 // rsurface.batchnormal3f_bufferoffset = 0;
8420 for (j = 0;j < batchnumvertices;j++)
8422 // if the wavefunc depends on time, evaluate it per-vertex
8425 waveparms[2] = deform->waveparms[2] + (rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+1] + rsurface.batchvertex3f[j*3+2]) * animpos;
8426 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
8428 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8430 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8431 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8432 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8434 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8435 // rsurface.batchsvector3f_vertexbuffer = NULL;
8436 // rsurface.batchsvector3f_bufferoffset = 0;
8437 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8438 // rsurface.batchtvector3f_vertexbuffer = NULL;
8439 // rsurface.batchtvector3f_bufferoffset = 0;
8440 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8443 case Q3DEFORM_BULGE:
8444 // deform vertex array to make the surface have moving bulges
8445 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8446 // rsurface.batchvertex3f_vertexbuffer = NULL;
8447 // rsurface.batchvertex3f_bufferoffset = 0;
8448 // rsurface.batchnormal3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f);
8449 // rsurface.batchnormal3f_vertexbuffer = NULL;
8450 // rsurface.batchnormal3f_bufferoffset = 0;
8451 for (j = 0;j < batchnumvertices;j++)
8453 scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1];
8454 VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j);
8456 // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check
8457 Mod_BuildNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchnormal3f, r_smoothnormals_areaweighting.integer != 0);
8458 if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL
8460 // rsurface.batchsvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8461 // rsurface.batchsvector3f_vertexbuffer = NULL;
8462 // rsurface.batchsvector3f_bufferoffset = 0;
8463 // rsurface.batchtvector3f = R_FrameData_Alloc(batchnumvertices * sizeof(float[3]));
8464 // rsurface.batchtvector3f_vertexbuffer = NULL;
8465 // rsurface.batchtvector3f_bufferoffset = 0;
8466 Mod_BuildTextureVectorsFromNormals(rsurface.batchfirstvertex, batchnumvertices, batchnumtriangles, rsurface.batchvertex3f, rsurface.batchtexcoordtexture2f, rsurface.batchnormal3f, rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle, rsurface.batchsvector3f, rsurface.batchtvector3f, r_smoothnormals_areaweighting.integer != 0);
8470 // deform vertex array
8471 if(!R_TestQ3WaveFunc(deform->wavefunc, deform->waveparms))
8472 break; // if wavefunc is a nop, don't make a dynamic vertex array
8473 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
8474 VectorScale(deform->parms, scale, waveparms);
8475 // rsurface.batchvertex3f = R_FrameData_Store(batchnumvertices * sizeof(float[3]), rsurface.batchvertex3f);
8476 // rsurface.batchvertex3f_vertexbuffer = NULL;
8477 // rsurface.batchvertex3f_bufferoffset = 0;
8478 for (j = 0;j < batchnumvertices;j++)
8479 VectorAdd(rsurface.batchvertex3f + 3*j, waveparms, rsurface.batchvertex3f + 3*j);
8484 if (rsurface.batchtexcoordtexture2f && rsurface.texture->materialshaderpass)
8486 // generate texcoords based on the chosen texcoord source
8487 switch(rsurface.texture->materialshaderpass->tcgen.tcgen)
8490 case Q3TCGEN_TEXTURE:
8492 case Q3TCGEN_LIGHTMAP:
8493 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8494 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8495 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8496 if (rsurface.batchtexcoordlightmap2f)
8497 memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
8499 case Q3TCGEN_VECTOR:
8500 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8501 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8502 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8503 for (j = 0;j < batchnumvertices;j++)
8505 rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms);
8506 rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->materialshaderpass->tcgen.parms + 3);
8509 case Q3TCGEN_ENVIRONMENT:
8510 // make environment reflections using a spheremap
8511 rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8512 rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8513 rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8514 for (j = 0;j < batchnumvertices;j++)
8516 // identical to Q3A's method, but executed in worldspace so
8517 // carried models can be shiny too
8519 float viewer[3], d, reflected[3], worldreflected[3];
8521 VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
8522 // VectorNormalize(viewer);
8524 d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
8526 reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
8527 reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
8528 reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
8529 // note: this is proportinal to viewer, so we can normalize later
8531 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
8532 VectorNormalize(worldreflected);
8534 // note: this sphere map only uses world x and z!
8535 // so positive and negative y will LOOK THE SAME.
8536 rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
8537 rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
8541 // the only tcmod that needs software vertex processing is turbulent, so
8542 // check for it here and apply the changes if needed
8543 // and we only support that as the first one
8544 // (handling a mixture of turbulent and other tcmods would be problematic
8545 // without punting it entirely to a software path)
8546 if (rsurface.texture->materialshaderpass->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
8548 amplitude = rsurface.texture->materialshaderpass->tcmods[0].parms[1];
8549 animpos = rsurface.texture->materialshaderpass->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->materialshaderpass->tcmods[0].parms[3];
8550 // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
8551 // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
8552 // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
8553 for (j = 0;j < batchnumvertices;j++)
8555 rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8556 rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
8562 void RSurf_DrawBatch(void)
8564 // sometimes a zero triangle surface (usually a degenerate patch) makes it
8565 // through the pipeline, killing it earlier in the pipeline would have
8566 // per-surface overhead rather than per-batch overhead, so it's best to
8567 // reject it here, before it hits glDraw.
8568 if (rsurface.batchnumtriangles == 0)
8571 // batch debugging code
8572 if (r_test.integer && rsurface.entity == r_refdef.scene.worldentity && rsurface.batchvertex3f == r_refdef.scene.worldentity->model->surfmesh.data_vertex3f)
8578 e = rsurface.batchelement3i + rsurface.batchfirsttriangle*3;
8579 for (i = 0;i < rsurface.batchnumtriangles*3;i++)
8582 for (j = 0;j < rsurface.entity->model->num_surfaces;j++)
8584 if (c >= rsurface.modelsurfaces[j].num_firstvertex && c < (rsurface.modelsurfaces[j].num_firstvertex + rsurface.modelsurfaces[j].num_vertices))
8586 if (rsurface.modelsurfaces[j].texture != rsurface.texture)
8587 Sys_Error("RSurf_DrawBatch: index %i uses different texture (%s) than surface %i which it belongs to (which uses %s)\n", c, rsurface.texture->name, j, rsurface.modelsurfaces[j].texture->name);
8594 if (rsurface.batchmultidraw)
8596 // issue multiple draws rather than copying index data
8597 int numsurfaces = rsurface.batchmultidrawnumsurfaces;
8598 const msurface_t **surfacelist = rsurface.batchmultidrawsurfacelist;
8599 int i, j, k, firstvertex, endvertex, firsttriangle, endtriangle;
8600 for (i = 0;i < numsurfaces;)
8602 // combine consecutive surfaces as one draw
8603 for (k = i, j = i + 1;j < numsurfaces;k = j, j++)
8604 if (surfacelist[j] != surfacelist[k] + 1)
8606 firstvertex = surfacelist[i]->num_firstvertex;
8607 endvertex = surfacelist[k]->num_firstvertex + surfacelist[k]->num_vertices;
8608 firsttriangle = surfacelist[i]->num_firsttriangle;
8609 endtriangle = surfacelist[k]->num_firsttriangle + surfacelist[k]->num_triangles;
8610 R_Mesh_Draw(firstvertex, endvertex - firstvertex, firsttriangle, endtriangle - firsttriangle, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8616 // there is only one consecutive run of index data (may have been combined)
8617 R_Mesh_Draw(rsurface.batchfirstvertex, rsurface.batchnumvertices, rsurface.batchfirsttriangle, rsurface.batchnumtriangles, rsurface.batchelement3i, rsurface.batchelement3i_indexbuffer, rsurface.batchelement3i_bufferoffset, rsurface.batchelement3s, rsurface.batchelement3s_indexbuffer, rsurface.batchelement3s_bufferoffset);
8621 static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface)
8623 // pick the closest matching water plane
8624 int planeindex, vertexindex, bestplaneindex = -1;
8628 r_waterstate_waterplane_t *p;
8629 qboolean prepared = false;
8631 for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
8633 if(p->camera_entity != rsurface.texture->camera_entity)
8638 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, 1, &surface);
8640 if(rsurface.batchnumvertices == 0)
8643 for (vertexindex = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3;vertexindex < rsurface.batchnumvertices;vertexindex++, v += 3)
8645 Matrix4x4_Transform(&rsurface.matrix, v, vert);
8646 d += fabs(PlaneDiff(vert, &p->plane));
8648 if (bestd > d || bestplaneindex < 0)
8651 bestplaneindex = planeindex;
8654 return bestplaneindex;
8655 // NOTE: this MAY return a totally unrelated water plane; we can ignore
8656 // this situation though, as it might be better to render single larger
8657 // batches with useless stuff (backface culled for example) than to
8658 // render multiple smaller batches
8661 void RSurf_SetupDepthAndCulling(void)
8663 // submodels are biased to avoid z-fighting with world surfaces that they
8664 // may be exactly overlapping (avoids z-fighting artifacts on certain
8665 // doors and things in Quake maps)
8666 GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
8667 GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
8668 GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
8669 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
8672 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8676 float p[3], mins[3], maxs[3];
8678 // transparent sky would be ridiculous
8679 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
8681 R_SetupShader_Generic_NoTexture(false, false);
8682 skyrenderlater = true;
8683 RSurf_SetupDepthAndCulling();
8686 // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
8687 if (r_sky_scissor.integer)
8689 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8690 for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
8692 Matrix4x4_Transform(&rsurface.matrix, v, p);
8695 if (mins[0] > p[0]) mins[0] = p[0];
8696 if (mins[1] > p[1]) mins[1] = p[1];
8697 if (mins[2] > p[2]) mins[2] = p[2];
8698 if (maxs[0] < p[0]) maxs[0] = p[0];
8699 if (maxs[1] < p[1]) maxs[1] = p[1];
8700 if (maxs[2] < p[2]) maxs[2] = p[2];
8704 VectorCopy(p, mins);
8705 VectorCopy(p, maxs);
8708 if (!R_ScissorForBBox(mins, maxs, scissor))
8712 if (skyscissor[0] > scissor[0])
8714 skyscissor[2] += skyscissor[0] - scissor[0];
8715 skyscissor[0] = scissor[0];
8717 if (skyscissor[1] > scissor[1])
8719 skyscissor[3] += skyscissor[1] - scissor[1];
8720 skyscissor[1] = scissor[1];
8722 if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
8723 skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
8724 if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
8725 skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
8728 Vector4Copy(scissor, skyscissor);
8732 // LadyHavoc: HalfLife maps have freaky skypolys so don't use
8733 // skymasking on them, and Quake3 never did sky masking (unlike
8734 // software Quake and software Quake2), so disable the sky masking
8735 // in Quake3 maps as it causes problems with q3map2 sky tricks,
8736 // and skymasking also looks very bad when noclipping outside the
8737 // level, so don't use it then either.
8738 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.skymasking && (r_refdef.scene.worldmodel->brush.isq3bsp ? r_q3bsp_renderskydepth.integer : r_q1bsp_skymasking.integer) && !r_refdef.viewcache.world_novis && !r_trippy.integer)
8740 R_Mesh_ResetTextureState();
8741 if (skyrendermasked)
8743 R_SetupShader_DepthOrShadow(false, false, false);
8744 // depth-only (masking)
8745 GL_ColorMask(0, 0, 0, 0);
8746 // just to make sure that braindead drivers don't draw
8747 // anything despite that colormask...
8748 GL_BlendFunc(GL_ZERO, GL_ONE);
8749 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8750 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8754 R_SetupShader_Generic_NoTexture(false, false);
8756 GL_BlendFunc(GL_ONE, GL_ZERO);
8757 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
8758 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
8759 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
8762 if (skyrendermasked)
8763 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8765 R_Mesh_ResetTextureState();
8766 GL_Color(1, 1, 1, 1);
8769 extern rtexture_t *r_shadow_prepasslightingdiffusetexture;
8770 extern rtexture_t *r_shadow_prepasslightingspeculartexture;
8771 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8773 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
8777 // render screenspace normalmap to texture
8779 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false);
8784 // bind lightmap texture
8786 // water/refraction/reflection/camera surfaces have to be handled specially
8787 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA | MATERIALFLAG_REFLECTION)))
8789 int start, end, startplaneindex;
8790 for (start = 0;start < texturenumsurfaces;start = end)
8792 startplaneindex = RSurf_FindWaterPlaneForSurface(texturesurfacelist[start]);
8793 if(startplaneindex < 0)
8795 // this happens if the plane e.g. got backface culled and thus didn't get a water plane. We can just ignore this.
8796 // Con_Printf("No matching water plane for surface with material flags 0x%08x - PLEASE DEBUG THIS\n", rsurface.texture->currentmaterialflags);
8800 for (end = start + 1;end < texturenumsurfaces && startplaneindex == RSurf_FindWaterPlaneForSurface(texturesurfacelist[end]);end++)
8802 // now that we have a batch using the same planeindex, render it
8803 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_CAMERA)))
8805 // render water or distortion background
8807 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8809 // blend surface on top
8810 GL_DepthMask(false);
8811 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, NULL, false);
8814 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION))
8816 // render surface with reflection texture as input
8817 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8818 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false);
8825 // render surface batch normally
8826 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
8827 R_SetupShader_Surface(vec3_origin, vec3_origin, vec3_origin, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0 || ui);
8831 static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
8835 int texturesurfaceindex;
8837 const msurface_t *surface;
8838 float surfacecolor4f[4];
8840 // R_Mesh_ResetTextureState();
8841 R_SetupShader_Generic_NoTexture(false, false);
8843 GL_BlendFunc(GL_ONE, GL_ZERO);
8844 GL_DepthMask(writedepth);
8846 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist);
8848 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
8850 surface = texturesurfacelist[texturesurfaceindex];
8851 k = (int)(((size_t)surface) / sizeof(msurface_t));
8852 Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1);
8853 for (j = 0;j < surface->num_vertices;j++)
8855 Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi);
8859 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f);
8863 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass, qboolean ui)
8866 RSurf_SetupDepthAndCulling();
8867 if (r_showsurfaces.integer && r_refdef.view.showdebug)
8869 R_DrawTextureSurfaceList_ShowSurfaces(texturenumsurfaces, texturesurfacelist, writedepth);
8872 switch (vid.renderpath)
8874 case RENDERPATH_GL32:
8875 case RENDERPATH_GLES2:
8876 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
8882 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
8885 int texturenumsurfaces, endsurface;
8887 const msurface_t *surface;
8888 const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE];
8890 RSurf_ActiveModelEntity(ent, true, true, false);
8892 if (r_transparentdepthmasking.integer)
8894 qboolean setup = false;
8895 for (i = 0;i < numsurfaces;i = j)
8898 surface = rsurface.modelsurfaces + surfacelist[i];
8899 texture = surface->texture;
8900 rsurface.texture = R_GetCurrentTexture(texture);
8901 rsurface.lightmaptexture = NULL;
8902 rsurface.deluxemaptexture = NULL;
8903 rsurface.uselightmaptexture = false;
8904 // scan ahead until we find a different texture
8905 endsurface = min(i + 1024, numsurfaces);
8906 texturenumsurfaces = 0;
8907 texturesurfacelist[texturenumsurfaces++] = surface;
8908 for (;j < endsurface;j++)
8910 surface = rsurface.modelsurfaces + surfacelist[j];
8911 if (texture != surface->texture)
8913 texturesurfacelist[texturenumsurfaces++] = surface;
8915 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_TRANSDEPTH))
8917 // render the range of surfaces as depth
8921 GL_ColorMask(0,0,0,0);
8924 GL_BlendFunc(GL_ONE, GL_ZERO);
8926 // R_Mesh_ResetTextureState();
8928 RSurf_SetupDepthAndCulling();
8929 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
8930 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
8931 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
8935 GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
8938 for (i = 0;i < numsurfaces;i = j)
8941 surface = rsurface.modelsurfaces + surfacelist[i];
8942 texture = surface->texture;
8943 rsurface.texture = R_GetCurrentTexture(texture);
8944 // scan ahead until we find a different texture
8945 endsurface = min(i + MESHQUEUE_TRANSPARENT_BATCHSIZE, numsurfaces);
8946 texturenumsurfaces = 0;
8947 texturesurfacelist[texturenumsurfaces++] = surface;
8948 rsurface.lightmaptexture = surface->lightmaptexture;
8949 rsurface.deluxemaptexture = surface->deluxemaptexture;
8950 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
8951 for (;j < endsurface;j++)
8953 surface = rsurface.modelsurfaces + surfacelist[j];
8954 if (texture != surface->texture || rsurface.lightmaptexture != surface->lightmaptexture)
8956 texturesurfacelist[texturenumsurfaces++] = surface;
8958 // render the range of surfaces
8959 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false, false, false);
8961 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
8964 static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8966 // transparent surfaces get pushed off into the transparent queue
8967 int surfacelistindex;
8968 const msurface_t *surface;
8969 vec3_t tempcenter, center;
8970 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
8972 surface = texturesurfacelist[surfacelistindex];
8973 if (r_transparent_sortsurfacesbynearest.integer)
8975 tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]);
8976 tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]);
8977 tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]);
8981 tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
8982 tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
8983 tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
8985 Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
8986 if (rsurface.entity->transparent_offset) // transparent offset
8988 center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset;
8989 center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset;
8990 center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset;
8992 R_MeshQueue_AddTransparent((rsurface.entity->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight);
8996 static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msurface_t **texturesurfacelist)
8998 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
9000 if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
9002 RSurf_SetupDepthAndCulling();
9003 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
9004 R_Mesh_PrepareVertices_Vertex3f(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset);
9005 R_SetupShader_DepthOrShadow(false, false, !!rsurface.batchskeletaltransform3x4);
9009 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9013 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9015 R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist);
9018 if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9020 if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
9021 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9023 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass, ui);
9025 else if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) && (!r_showsurfaces.integer || r_showsurfaces.integer == 3))
9026 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
9027 else if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
9029 else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))))
9031 // in the deferred case, transparent surfaces were queued during prepass
9032 if (!r_shadow_usingdeferredprepass)
9033 R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist);
9037 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
9038 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST), prepass, ui);
9043 static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass, qboolean ui)
9047 R_FrameData_SetMark();
9048 // break the surface list down into batches by texture and use of lightmapping
9049 for (i = 0;i < numsurfaces;i = j)
9052 // texture is the base texture pointer, rsurface.texture is the
9053 // current frame/skin the texture is directing us to use (for example
9054 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
9055 // use skin 1 instead)
9056 texture = surfacelist[i]->texture;
9057 rsurface.texture = R_GetCurrentTexture(texture);
9058 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
9060 // if this texture is not the kind we want, skip ahead to the next one
9061 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9065 if(depthonly || prepass)
9067 rsurface.lightmaptexture = NULL;
9068 rsurface.deluxemaptexture = NULL;
9069 rsurface.uselightmaptexture = false;
9070 // simply scan ahead until we find a different texture or lightmap state
9071 for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
9076 rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
9077 rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
9078 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
9079 // simply scan ahead until we find a different texture or lightmap state
9080 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
9083 // render the range of surfaces
9084 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass, ui);
9086 R_FrameData_ReturnToMark();
9089 float locboxvertex3f[6*4*3] =
9091 1,0,1, 1,0,0, 1,1,0, 1,1,1,
9092 0,1,1, 0,1,0, 0,0,0, 0,0,1,
9093 1,1,1, 1,1,0, 0,1,0, 0,1,1,
9094 0,0,1, 0,0,0, 1,0,0, 1,0,1,
9095 0,0,1, 1,0,1, 1,1,1, 0,1,1,
9096 1,0,0, 0,0,0, 0,1,0, 1,1,0
9099 unsigned short locboxelements[6*2*3] =
9109 static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
9112 cl_locnode_t *loc = (cl_locnode_t *)ent;
9114 float vertex3f[6*4*3];
9116 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9117 GL_DepthMask(false);
9118 GL_DepthRange(0, 1);
9119 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9121 GL_CullFace(GL_NONE);
9122 R_EntityMatrix(&identitymatrix);
9124 // R_Mesh_ResetTextureState();
9127 GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9128 ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9129 ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
9130 surfacelist[0] < 0 ? 0.5f : 0.125f);
9132 if (VectorCompare(loc->mins, loc->maxs))
9134 VectorSet(size, 2, 2, 2);
9135 VectorMA(loc->mins, -0.5f, size, mins);
9139 VectorCopy(loc->mins, mins);
9140 VectorSubtract(loc->maxs, loc->mins, size);
9143 for (i = 0;i < 6*4*3;)
9144 for (j = 0;j < 3;j++, i++)
9145 vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
9147 R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
9148 R_SetupShader_Generic_NoTexture(false, false);
9149 R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
9152 void R_DrawLocs(void)
9155 cl_locnode_t *loc, *nearestloc;
9157 nearestloc = CL_Locs_FindNearest(cl.movement_origin);
9158 for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
9160 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
9161 R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
9165 void R_DecalSystem_Reset(decalsystem_t *decalsystem)
9167 if (decalsystem->decals)
9168 Mem_Free(decalsystem->decals);
9169 memset(decalsystem, 0, sizeof(*decalsystem));
9172 static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
9178 // expand or initialize the system
9179 if (decalsystem->maxdecals <= decalsystem->numdecals)
9181 decalsystem_t old = *decalsystem;
9182 qboolean useshortelements;
9183 decalsystem->maxdecals = max(16, decalsystem->maxdecals * 2);
9184 useshortelements = decalsystem->maxdecals * 3 <= 65536;
9185 decalsystem->decals = (tridecal_t *)Mem_Alloc(cls.levelmempool, decalsystem->maxdecals * (sizeof(tridecal_t) + sizeof(float[3][3]) + sizeof(float[3][2]) + sizeof(float[3][4]) + sizeof(int[3]) + (useshortelements ? sizeof(unsigned short[3]) : 0)));
9186 decalsystem->color4f = (float *)(decalsystem->decals + decalsystem->maxdecals);
9187 decalsystem->texcoord2f = (float *)(decalsystem->color4f + decalsystem->maxdecals*12);
9188 decalsystem->vertex3f = (float *)(decalsystem->texcoord2f + decalsystem->maxdecals*6);
9189 decalsystem->element3i = (int *)(decalsystem->vertex3f + decalsystem->maxdecals*9);
9190 decalsystem->element3s = (useshortelements ? ((unsigned short *)(decalsystem->element3i + decalsystem->maxdecals*3)) : NULL);
9191 if (decalsystem->numdecals)
9192 memcpy(decalsystem->decals, old.decals, decalsystem->numdecals * sizeof(tridecal_t));
9194 Mem_Free(old.decals);
9195 for (i = 0;i < decalsystem->maxdecals*3;i++)
9196 decalsystem->element3i[i] = i;
9197 if (useshortelements)
9198 for (i = 0;i < decalsystem->maxdecals*3;i++)
9199 decalsystem->element3s[i] = i;
9202 // grab a decal and search for another free slot for the next one
9203 decals = decalsystem->decals;
9204 decal = decalsystem->decals + (i = decalsystem->freedecal++);
9205 for (i = decalsystem->freedecal;i < decalsystem->numdecals && decals[i].color4f[0][3];i++)
9207 decalsystem->freedecal = i;
9208 if (decalsystem->numdecals <= i)
9209 decalsystem->numdecals = i + 1;
9211 // initialize the decal
9213 decal->triangleindex = triangleindex;
9214 decal->surfaceindex = surfaceindex;
9215 decal->decalsequence = decalsequence;
9216 decal->color4f[0][0] = c0[0];
9217 decal->color4f[0][1] = c0[1];
9218 decal->color4f[0][2] = c0[2];
9219 decal->color4f[0][3] = 1;
9220 decal->color4f[1][0] = c1[0];
9221 decal->color4f[1][1] = c1[1];
9222 decal->color4f[1][2] = c1[2];
9223 decal->color4f[1][3] = 1;
9224 decal->color4f[2][0] = c2[0];
9225 decal->color4f[2][1] = c2[1];
9226 decal->color4f[2][2] = c2[2];
9227 decal->color4f[2][3] = 1;
9228 decal->vertex3f[0][0] = v0[0];
9229 decal->vertex3f[0][1] = v0[1];
9230 decal->vertex3f[0][2] = v0[2];
9231 decal->vertex3f[1][0] = v1[0];
9232 decal->vertex3f[1][1] = v1[1];
9233 decal->vertex3f[1][2] = v1[2];
9234 decal->vertex3f[2][0] = v2[0];
9235 decal->vertex3f[2][1] = v2[1];
9236 decal->vertex3f[2][2] = v2[2];
9237 decal->texcoord2f[0][0] = t0[0];
9238 decal->texcoord2f[0][1] = t0[1];
9239 decal->texcoord2f[1][0] = t1[0];
9240 decal->texcoord2f[1][1] = t1[1];
9241 decal->texcoord2f[2][0] = t2[0];
9242 decal->texcoord2f[2][1] = t2[1];
9243 TriangleNormal(v0, v1, v2, decal->plane);
9244 VectorNormalize(decal->plane);
9245 decal->plane[3] = DotProduct(v0, decal->plane);
9248 extern cvar_t cl_decals_bias;
9249 extern cvar_t cl_decals_models;
9250 extern cvar_t cl_decals_newsystem_intensitymultiplier;
9251 // baseparms, parms, temps
9252 static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
9257 const float *vertex3f;
9258 const float *normal3f;
9260 float points[2][9][3];
9267 e = rsurface.modelelement3i + 3*triangleindex;
9269 vertex3f = rsurface.modelvertex3f;
9270 normal3f = rsurface.modelnormal3f;
9274 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9276 index = 3*e[cornerindex];
9277 VectorMA(vertex3f + index, cl_decals_bias.value, normal3f + index, v[cornerindex]);
9282 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9284 index = 3*e[cornerindex];
9285 VectorCopy(vertex3f + index, v[cornerindex]);
9290 //TriangleNormal(v[0], v[1], v[2], normal);
9291 //if (DotProduct(normal, localnormal) < 0.0f)
9293 // clip by each of the box planes formed from the projection matrix
9294 // if anything survives, we emit the decal
9295 numpoints = PolygonF_Clip(3 , v[0] , planes[0][0], planes[0][1], planes[0][2], planes[0][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9298 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[1][0], planes[1][1], planes[1][2], planes[1][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9301 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[2][0], planes[2][1], planes[2][2], planes[2][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9304 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[3][0], planes[3][1], planes[3][2], planes[3][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[0][0]);
9307 numpoints = PolygonF_Clip(numpoints, points[0][0], planes[4][0], planes[4][1], planes[4][2], planes[4][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), points[1][0]);
9310 numpoints = PolygonF_Clip(numpoints, points[1][0], planes[5][0], planes[5][1], planes[5][2], planes[5][3], 1.0f/64.0f, sizeof(points[0])/sizeof(points[0][0]), v[0]);
9313 // some part of the triangle survived, so we have to accept it...
9316 // dynamic always uses the original triangle
9318 for (cornerindex = 0;cornerindex < 3;cornerindex++)
9320 index = 3*e[cornerindex];
9321 VectorCopy(vertex3f + index, v[cornerindex]);
9324 for (cornerindex = 0;cornerindex < numpoints;cornerindex++)
9326 // convert vertex positions to texcoords
9327 Matrix4x4_Transform(projection, v[cornerindex], temp);
9328 tc[cornerindex][0] = (temp[1]+1.0f)*0.5f * (s2-s1) + s1;
9329 tc[cornerindex][1] = (temp[2]+1.0f)*0.5f * (t2-t1) + t1;
9330 // calculate distance fade from the projection origin
9331 f = a * (1.0f-fabs(temp[0])) * cl_decals_newsystem_intensitymultiplier.value;
9332 f = bound(0.0f, f, 1.0f);
9333 c[cornerindex][0] = r * f;
9334 c[cornerindex][1] = g * f;
9335 c[cornerindex][2] = b * f;
9336 c[cornerindex][3] = 1.0f;
9337 //VectorMA(v[cornerindex], cl_decals_bias.value, localnormal, v[cornerindex]);
9340 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[1], v[2], tc[0], tc[1], tc[2], c[0], c[1], c[2], triangleindex, surfaceindex, decalsequence);
9342 for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
9343 R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
9345 static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9347 matrix4x4_t projection;
9348 decalsystem_t *decalsystem;
9351 const msurface_t *surface;
9352 const msurface_t *surfaces;
9353 const int *surfacelist;
9354 const texture_t *texture;
9357 int surfacelistindex;
9360 float localorigin[3];
9361 float localnormal[3];
9369 int bih_triangles_count;
9370 int bih_triangles[256];
9371 int bih_surfaces[256];
9373 decalsystem = &ent->decalsystem;
9375 if (!model || !ent->allowdecals || ent->alpha < 1 || (ent->flags & (RENDER_ADDITIVE | RENDER_NODEPTHTEST)))
9377 R_DecalSystem_Reset(&ent->decalsystem);
9381 if (!model->brush.data_leafs && !cl_decals_models.integer)
9383 if (decalsystem->model)
9384 R_DecalSystem_Reset(decalsystem);
9388 if (decalsystem->model != model)
9389 R_DecalSystem_Reset(decalsystem);
9390 decalsystem->model = model;
9392 RSurf_ActiveModelEntity(ent, true, false, false);
9394 Matrix4x4_Transform(&rsurface.inversematrix, worldorigin, localorigin);
9395 Matrix4x4_Transform3x3(&rsurface.inversematrix, worldnormal, localnormal);
9396 VectorNormalize(localnormal);
9397 localsize = worldsize*rsurface.inversematrixscale;
9398 localmins[0] = localorigin[0] - localsize;
9399 localmins[1] = localorigin[1] - localsize;
9400 localmins[2] = localorigin[2] - localsize;
9401 localmaxs[0] = localorigin[0] + localsize;
9402 localmaxs[1] = localorigin[1] + localsize;
9403 localmaxs[2] = localorigin[2] + localsize;
9405 //VectorCopy(localnormal, planes[4]);
9406 //VectorVectors(planes[4], planes[2], planes[0]);
9407 AnglesFromVectors(angles, localnormal, NULL, false);
9408 AngleVectors(angles, planes[0], planes[2], planes[4]);
9409 VectorNegate(planes[0], planes[1]);
9410 VectorNegate(planes[2], planes[3]);
9411 VectorNegate(planes[4], planes[5]);
9412 planes[0][3] = DotProduct(planes[0], localorigin) - localsize;
9413 planes[1][3] = DotProduct(planes[1], localorigin) - localsize;
9414 planes[2][3] = DotProduct(planes[2], localorigin) - localsize;
9415 planes[3][3] = DotProduct(planes[3], localorigin) - localsize;
9416 planes[4][3] = DotProduct(planes[4], localorigin) - localsize;
9417 planes[5][3] = DotProduct(planes[5], localorigin) - localsize;
9422 matrix4x4_t forwardprojection;
9423 Matrix4x4_CreateFromQuakeEntity(&forwardprojection, localorigin[0], localorigin[1], localorigin[2], angles[0], angles[1], angles[2], localsize);
9424 Matrix4x4_Invert_Simple(&projection, &forwardprojection);
9429 float projectionvector[4][3];
9430 VectorScale(planes[0], ilocalsize, projectionvector[0]);
9431 VectorScale(planes[2], ilocalsize, projectionvector[1]);
9432 VectorScale(planes[4], ilocalsize, projectionvector[2]);
9433 projectionvector[0][0] = planes[0][0] * ilocalsize;
9434 projectionvector[0][1] = planes[1][0] * ilocalsize;
9435 projectionvector[0][2] = planes[2][0] * ilocalsize;
9436 projectionvector[1][0] = planes[0][1] * ilocalsize;
9437 projectionvector[1][1] = planes[1][1] * ilocalsize;
9438 projectionvector[1][2] = planes[2][1] * ilocalsize;
9439 projectionvector[2][0] = planes[0][2] * ilocalsize;
9440 projectionvector[2][1] = planes[1][2] * ilocalsize;
9441 projectionvector[2][2] = planes[2][2] * ilocalsize;
9442 projectionvector[3][0] = -(localorigin[0]*projectionvector[0][0]+localorigin[1]*projectionvector[1][0]+localorigin[2]*projectionvector[2][0]);
9443 projectionvector[3][1] = -(localorigin[0]*projectionvector[0][1]+localorigin[1]*projectionvector[1][1]+localorigin[2]*projectionvector[2][1]);
9444 projectionvector[3][2] = -(localorigin[0]*projectionvector[0][2]+localorigin[1]*projectionvector[1][2]+localorigin[2]*projectionvector[2][2]);
9445 Matrix4x4_FromVectors(&projection, projectionvector[0], projectionvector[1], projectionvector[2], projectionvector[3]);
9449 dynamic = model->surfmesh.isanimated;
9450 numsurfacelist = model->nummodelsurfaces;
9451 surfacelist = model->sortedmodelsurfaces;
9452 surfaces = model->data_surfaces;
9455 bih_triangles_count = -1;
9458 if(model->render_bih.numleafs)
9459 bih = &model->render_bih;
9460 else if(model->collision_bih.numleafs)
9461 bih = &model->collision_bih;
9464 bih_triangles_count = BIH_GetTriangleListForBox(bih, sizeof(bih_triangles) / sizeof(*bih_triangles), bih_triangles, bih_surfaces, localmins, localmaxs);
9465 if(bih_triangles_count == 0)
9467 if(bih_triangles_count > (int) (sizeof(bih_triangles) / sizeof(*bih_triangles))) // hit too many, likely bad anyway
9469 if(bih_triangles_count > 0)
9471 for (triangleindex = 0; triangleindex < bih_triangles_count; ++triangleindex)
9473 surfaceindex = bih_surfaces[triangleindex];
9474 surface = surfaces + surfaceindex;
9475 texture = surface->texture;
9476 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9478 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9480 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, bih_triangles[triangleindex], surfaceindex);
9485 for (surfacelistindex = 0;surfacelistindex < numsurfacelist;surfacelistindex++)
9487 surfaceindex = surfacelist[surfacelistindex];
9488 surface = surfaces + surfaceindex;
9489 // check cull box first because it rejects more than any other check
9490 if (!dynamic && !BoxesOverlap(surface->mins, surface->maxs, localmins, localmaxs))
9492 // skip transparent surfaces
9493 texture = surface->texture;
9494 if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
9496 if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
9498 numtriangles = surface->num_triangles;
9499 for (triangleindex = 0; triangleindex < numtriangles; triangleindex++)
9500 R_DecalSystem_SplatTriangle(decalsystem, r, g, b, a, s1, t1, s2, t2, decalsequence, dynamic, planes, &projection, triangleindex + surface->num_firsttriangle, surfaceindex);
9505 // do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
9506 static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
9508 int renderentityindex;
9511 entity_render_t *ent;
9513 worldmins[0] = worldorigin[0] - worldsize;
9514 worldmins[1] = worldorigin[1] - worldsize;
9515 worldmins[2] = worldorigin[2] - worldsize;
9516 worldmaxs[0] = worldorigin[0] + worldsize;
9517 worldmaxs[1] = worldorigin[1] + worldsize;
9518 worldmaxs[2] = worldorigin[2] + worldsize;
9520 R_DecalSystem_SplatEntity(r_refdef.scene.worldentity, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9522 for (renderentityindex = 0;renderentityindex < r_refdef.scene.numentities;renderentityindex++)
9524 ent = r_refdef.scene.entities[renderentityindex];
9525 if (!BoxesOverlap(ent->mins, ent->maxs, worldmins, worldmaxs))
9528 R_DecalSystem_SplatEntity(ent, worldorigin, worldnormal, r, g, b, a, s1, t1, s2, t2, worldsize, decalsequence);
9532 typedef struct r_decalsystem_splatqueue_s
9539 unsigned int decalsequence;
9541 r_decalsystem_splatqueue_t;
9543 int r_decalsystem_numqueued = 0;
9544 r_decalsystem_splatqueue_t r_decalsystem_queue[MAX_DECALSYSTEM_QUEUE];
9546 void R_DecalSystem_SplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize)
9548 r_decalsystem_splatqueue_t *queue;
9550 if (r_decalsystem_numqueued == MAX_DECALSYSTEM_QUEUE)
9553 queue = &r_decalsystem_queue[r_decalsystem_numqueued++];
9554 VectorCopy(worldorigin, queue->worldorigin);
9555 VectorCopy(worldnormal, queue->worldnormal);
9556 Vector4Set(queue->color, r, g, b, a);
9557 Vector4Set(queue->tcrange, s1, t1, s2, t2);
9558 queue->worldsize = worldsize;
9559 queue->decalsequence = cl.decalsequence++;
9562 static void R_DecalSystem_ApplySplatEntitiesQueue(void)
9565 r_decalsystem_splatqueue_t *queue;
9567 for (i = 0, queue = r_decalsystem_queue;i < r_decalsystem_numqueued;i++, queue++)
9568 R_DecalSystem_ApplySplatEntities(queue->worldorigin, queue->worldnormal, queue->color[0], queue->color[1], queue->color[2], queue->color[3], queue->tcrange[0], queue->tcrange[1], queue->tcrange[2], queue->tcrange[3], queue->worldsize, queue->decalsequence);
9569 r_decalsystem_numqueued = 0;
9572 extern cvar_t cl_decals_max;
9573 static void R_DrawModelDecals_FadeEntity(entity_render_t *ent)
9576 decalsystem_t *decalsystem = &ent->decalsystem;
9578 unsigned int killsequence;
9583 if (!decalsystem->numdecals)
9586 if (r_showsurfaces.integer)
9589 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9591 R_DecalSystem_Reset(decalsystem);
9595 killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
9596 lifetime = cl_decals_time.value + cl_decals_fadetime.value;
9598 if (decalsystem->lastupdatetime)
9599 frametime = (r_refdef.scene.time - decalsystem->lastupdatetime);
9602 decalsystem->lastupdatetime = r_refdef.scene.time;
9603 numdecals = decalsystem->numdecals;
9605 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9607 if (decal->color4f[0][3])
9609 decal->lived += frametime;
9610 if (killsequence > decal->decalsequence || decal->lived >= lifetime)
9612 memset(decal, 0, sizeof(*decal));
9613 if (decalsystem->freedecal > i)
9614 decalsystem->freedecal = i;
9618 decal = decalsystem->decals;
9619 while (numdecals > 0 && !decal[numdecals-1].color4f[0][3])
9622 // collapse the array by shuffling the tail decals into the gaps
9625 while (decalsystem->freedecal < numdecals && decal[decalsystem->freedecal].color4f[0][3])
9626 decalsystem->freedecal++;
9627 if (decalsystem->freedecal == numdecals)
9629 decal[decalsystem->freedecal] = decal[--numdecals];
9632 decalsystem->numdecals = numdecals;
9636 // if there are no decals left, reset decalsystem
9637 R_DecalSystem_Reset(decalsystem);
9641 extern skinframe_t *decalskinframe;
9642 static void R_DrawModelDecals_Entity(entity_render_t *ent)
9645 decalsystem_t *decalsystem = &ent->decalsystem;
9654 const unsigned char *surfacevisible = ent == r_refdef.scene.worldentity ? r_refdef.viewcache.world_surfacevisible : NULL;
9657 numdecals = decalsystem->numdecals;
9661 if (r_showsurfaces.integer)
9664 if (ent->model != decalsystem->model || ent->alpha < 1 || (ent->flags & RENDER_ADDITIVE))
9666 R_DecalSystem_Reset(decalsystem);
9670 // if the model is static it doesn't matter what value we give for
9671 // wantnormals and wanttangents, so this logic uses only rules applicable
9672 // to a model, knowing that they are meaningless otherwise
9673 RSurf_ActiveModelEntity(ent, false, false, false);
9675 decalsystem->lastupdatetime = r_refdef.scene.time;
9677 faderate = 1.0f / max(0.001f, cl_decals_fadetime.value);
9679 // update vertex positions for animated models
9680 v3f = decalsystem->vertex3f;
9681 c4f = decalsystem->color4f;
9682 t2f = decalsystem->texcoord2f;
9683 for (i = 0, decal = decalsystem->decals;i < numdecals;i++, decal++)
9685 if (!decal->color4f[0][3])
9688 if (surfacevisible && !surfacevisible[decal->surfaceindex])
9692 if (decal->triangleindex < 0 && DotProduct(r_refdef.view.origin, decal->plane) < decal->plane[3])
9695 // update color values for fading decals
9696 if (decal->lived >= cl_decals_time.value)
9697 alpha = 1 - faderate * (decal->lived - cl_decals_time.value);
9701 c4f[ 0] = decal->color4f[0][0] * alpha;
9702 c4f[ 1] = decal->color4f[0][1] * alpha;
9703 c4f[ 2] = decal->color4f[0][2] * alpha;
9705 c4f[ 4] = decal->color4f[1][0] * alpha;
9706 c4f[ 5] = decal->color4f[1][1] * alpha;
9707 c4f[ 6] = decal->color4f[1][2] * alpha;
9709 c4f[ 8] = decal->color4f[2][0] * alpha;
9710 c4f[ 9] = decal->color4f[2][1] * alpha;
9711 c4f[10] = decal->color4f[2][2] * alpha;
9714 t2f[0] = decal->texcoord2f[0][0];
9715 t2f[1] = decal->texcoord2f[0][1];
9716 t2f[2] = decal->texcoord2f[1][0];
9717 t2f[3] = decal->texcoord2f[1][1];
9718 t2f[4] = decal->texcoord2f[2][0];
9719 t2f[5] = decal->texcoord2f[2][1];
9721 // update vertex positions for animated models
9722 if (decal->triangleindex >= 0 && decal->triangleindex < rsurface.modelnumtriangles)
9724 e = rsurface.modelelement3i + 3*decal->triangleindex;
9725 VectorCopy(rsurface.modelvertex3f + 3*e[0], v3f);
9726 VectorCopy(rsurface.modelvertex3f + 3*e[1], v3f + 3);
9727 VectorCopy(rsurface.modelvertex3f + 3*e[2], v3f + 6);
9731 VectorCopy(decal->vertex3f[0], v3f);
9732 VectorCopy(decal->vertex3f[1], v3f + 3);
9733 VectorCopy(decal->vertex3f[2], v3f + 6);
9736 if (r_refdef.fogenabled)
9738 alpha = RSurf_FogVertex(v3f);
9739 VectorScale(c4f, alpha, c4f);
9740 alpha = RSurf_FogVertex(v3f + 3);
9741 VectorScale(c4f + 4, alpha, c4f + 4);
9742 alpha = RSurf_FogVertex(v3f + 6);
9743 VectorScale(c4f + 8, alpha, c4f + 8);
9754 r_refdef.stats[r_stat_drawndecals] += numtris;
9756 // now render the decals all at once
9757 // (this assumes they all use one particle font texture!)
9758 RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false);
9759 // R_Mesh_ResetTextureState();
9760 R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f);
9761 GL_DepthMask(false);
9762 GL_DepthRange(0, 1);
9763 GL_PolygonOffset(rsurface.basepolygonfactor + r_polygonoffset_decals_factor.value, rsurface.basepolygonoffset + r_polygonoffset_decals_offset.value);
9765 GL_CullFace(GL_NONE);
9766 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
9767 R_SetupShader_Generic(decalskinframe->base, false, false, false);
9768 R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
9772 static void R_DrawModelDecals(void)
9776 // fade faster when there are too many decals
9777 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9778 for (i = 0;i < r_refdef.scene.numentities;i++)
9779 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9781 R_DrawModelDecals_FadeEntity(r_refdef.scene.worldentity);
9782 for (i = 0;i < r_refdef.scene.numentities;i++)
9783 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9784 R_DrawModelDecals_FadeEntity(r_refdef.scene.entities[i]);
9786 R_DecalSystem_ApplySplatEntitiesQueue();
9788 numdecals = r_refdef.scene.worldentity->decalsystem.numdecals;
9789 for (i = 0;i < r_refdef.scene.numentities;i++)
9790 numdecals += r_refdef.scene.entities[i]->decalsystem.numdecals;
9792 r_refdef.stats[r_stat_totaldecals] += numdecals;
9794 if (r_showsurfaces.integer || !r_drawdecals.integer)
9797 R_DrawModelDecals_Entity(r_refdef.scene.worldentity);
9799 for (i = 0;i < r_refdef.scene.numentities;i++)
9801 if (!r_refdef.viewcache.entityvisible[i])
9803 if (r_refdef.scene.entities[i]->decalsystem.numdecals)
9804 R_DrawModelDecals_Entity(r_refdef.scene.entities[i]);
9808 static void R_DrawDebugModel(void)
9810 entity_render_t *ent = rsurface.entity;
9811 int i, j, flagsmask;
9812 const msurface_t *surface;
9813 dp_model_t *model = ent->model;
9815 if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
9818 if (r_showoverdraw.value > 0)
9820 float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
9821 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9822 R_SetupShader_Generic_NoTexture(false, false);
9823 GL_DepthTest(false);
9824 GL_DepthMask(false);
9825 GL_DepthRange(0, 1);
9826 GL_BlendFunc(GL_ONE, GL_ONE);
9827 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9829 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9831 rsurface.texture = R_GetCurrentTexture(surface->texture);
9832 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9834 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, 1, &surface);
9835 GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
9836 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9837 GL_Color(c, 0, 0, 1.0f);
9838 else if (ent == r_refdef.scene.worldentity)
9839 GL_Color(c, c, c, 1.0f);
9841 GL_Color(0, c, 0, 1.0f);
9842 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9846 rsurface.texture = NULL;
9849 flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
9851 // R_Mesh_ResetTextureState();
9852 R_SetupShader_Generic_NoTexture(false, false);
9853 GL_DepthRange(0, 1);
9854 GL_DepthTest(!r_showdisabledepthtest.integer);
9855 GL_DepthMask(false);
9856 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9858 if (r_showcollisionbrushes.value > 0 && model->collision_bih.numleafs)
9862 qboolean cullbox = false;
9863 const q3mbrush_t *brush;
9864 const bih_t *bih = &model->collision_bih;
9865 const bih_leaf_t *bihleaf;
9866 float vertex3f[3][3];
9867 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
9868 for (bihleafindex = 0, bihleaf = bih->leafs;bihleafindex < bih->numleafs;bihleafindex++, bihleaf++)
9870 if (cullbox && R_CullBox(bihleaf->mins, bihleaf->maxs))
9872 switch (bihleaf->type)
9875 brush = model->brush.data_brushes + bihleaf->itemindex;
9876 if (brush->colbrushf && brush->colbrushf->numtriangles)
9878 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9879 R_Mesh_PrepareVertices_Generic_Arrays(brush->colbrushf->numpoints, brush->colbrushf->points->v, NULL, NULL);
9880 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, NULL, NULL, 0);
9883 case BIH_COLLISIONTRIANGLE:
9884 triangleindex = bihleaf->itemindex;
9885 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+0], vertex3f[0]);
9886 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+1], vertex3f[1]);
9887 VectorCopy(model->brush.data_collisionvertex3f + 3*model->brush.data_collisionelement3i[triangleindex*3+2], vertex3f[2]);
9888 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9889 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9890 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9892 case BIH_RENDERTRIANGLE:
9893 triangleindex = bihleaf->itemindex;
9894 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+0], vertex3f[0]);
9895 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+1], vertex3f[1]);
9896 VectorCopy(model->surfmesh.data_vertex3f + 3*model->surfmesh.data_element3i[triangleindex*3+2], vertex3f[2]);
9897 GL_Color((bihleafindex & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((bihleafindex >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
9898 R_Mesh_PrepareVertices_Generic_Arrays(3, vertex3f[0], NULL, NULL);
9899 R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
9905 GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
9908 if (r_showtris.value > 0 && qglPolygonMode)
9910 if (r_showdisabledepthtest.integer)
9912 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9913 GL_DepthMask(false);
9917 GL_BlendFunc(GL_ONE, GL_ZERO);
9920 qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);CHECKGLERROR
9921 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9923 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9925 rsurface.texture = R_GetCurrentTexture(surface->texture);
9926 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9928 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9929 if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED))
9930 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
9931 else if (ent == r_refdef.scene.worldentity)
9932 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
9934 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
9935 R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, NULL, NULL);
9939 qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);CHECKGLERROR
9940 rsurface.texture = NULL;
9944 // FIXME! implement r_shownormals with just triangles
9945 if (r_shownormals.value != 0 && qglBegin)
9949 if (r_showdisabledepthtest.integer)
9951 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
9952 GL_DepthMask(false);
9956 GL_BlendFunc(GL_ONE, GL_ZERO);
9959 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
9961 if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
9963 rsurface.texture = R_GetCurrentTexture(surface->texture);
9964 if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
9966 RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | BATCHNEED_NOGAPS, 1, &surface);
9968 if (r_shownormals.value < 0 && rsurface.batchnormal3f)
9970 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9972 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9973 GL_Color(0, 0, r_refdef.view.colorscale, 1);
9974 qglVertex3f(v[0], v[1], v[2]);
9975 VectorMA(v, -r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
9976 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9977 qglVertex3f(v[0], v[1], v[2]);
9980 if (r_shownormals.value > 0 && rsurface.batchsvector3f)
9982 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9984 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9985 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
9986 qglVertex3f(v[0], v[1], v[2]);
9987 VectorMA(v, r_shownormals.value, rsurface.batchsvector3f + l * 3, v);
9988 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
9989 qglVertex3f(v[0], v[1], v[2]);
9992 if (r_shownormals.value > 0 && rsurface.batchtvector3f)
9994 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
9996 VectorCopy(rsurface.batchvertex3f + l * 3, v);
9997 GL_Color(0, r_refdef.view.colorscale, 0, 1);
9998 qglVertex3f(v[0], v[1], v[2]);
9999 VectorMA(v, r_shownormals.value, rsurface.batchtvector3f + l * 3, v);
10000 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10001 qglVertex3f(v[0], v[1], v[2]);
10004 if (r_shownormals.value > 0 && rsurface.batchnormal3f)
10006 for (k = 0, l = rsurface.batchfirstvertex;k < rsurface.batchnumvertices;k++, l++)
10008 VectorCopy(rsurface.batchvertex3f + l * 3, v);
10009 GL_Color(0, 0, r_refdef.view.colorscale, 1);
10010 qglVertex3f(v[0], v[1], v[2]);
10011 VectorMA(v, r_shownormals.value, rsurface.batchnormal3f + l * 3, v);
10012 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, 1);
10013 qglVertex3f(v[0], v[1], v[2]);
10020 rsurface.texture = NULL;
10026 int r_maxsurfacelist = 0;
10027 const msurface_t **r_surfacelist = NULL;
10028 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass, qboolean ui)
10030 int i, j, endj, flagsmask;
10031 dp_model_t *model = ent->model;
10032 msurface_t *surfaces;
10033 unsigned char *update;
10034 int numsurfacelist = 0;
10038 if (r_maxsurfacelist < model->num_surfaces)
10040 r_maxsurfacelist = model->num_surfaces;
10042 Mem_Free((msurface_t **)r_surfacelist);
10043 r_surfacelist = (const msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
10046 if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
10047 RSurf_ActiveModelEntity(ent, false, false, false);
10049 RSurf_ActiveModelEntity(ent, true, true, true);
10050 else if (depthonly)
10051 RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false);
10053 RSurf_ActiveModelEntity(ent, true, true, false);
10055 surfaces = model->data_surfaces;
10056 update = model->brushq1.lightmapupdateflags;
10058 // update light styles
10059 if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
10061 model_brush_lightstyleinfo_t *style;
10062 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
10064 if (style->value != r_refdef.scene.lightstylevalue[style->style])
10066 int *list = style->surfacelist;
10067 style->value = r_refdef.scene.lightstylevalue[style->style];
10068 for (j = 0;j < style->numsurfaces;j++)
10069 update[list[j]] = true;
10074 flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
10078 R_DrawDebugModel();
10079 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10083 rsurface.lightmaptexture = NULL;
10084 rsurface.deluxemaptexture = NULL;
10085 rsurface.uselightmaptexture = false;
10086 rsurface.texture = NULL;
10087 rsurface.rtlight = NULL;
10088 numsurfacelist = 0;
10089 // add visible surfaces to draw list
10090 if (ent == r_refdef.scene.worldentity)
10092 // for the world entity, check surfacevisible
10093 for (i = 0;i < model->nummodelsurfaces;i++)
10095 j = model->sortedmodelsurfaces[i];
10096 if (r_refdef.viewcache.world_surfacevisible[j])
10097 r_surfacelist[numsurfacelist++] = surfaces + j;
10102 // for ui we have to preserve the order of surfaces
10103 for (i = 0; i < model->nummodelsurfaces; i++)
10104 r_surfacelist[numsurfacelist++] = surfaces + model->firstmodelsurface + i;
10108 // add all surfaces
10109 for (i = 0; i < model->nummodelsurfaces; i++)
10110 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
10112 // don't do anything if there were no surfaces
10113 if (!numsurfacelist)
10115 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10118 // update lightmaps if needed
10122 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
10127 R_BuildLightMap(ent, surfaces + j);
10132 R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly, prepass, ui);
10134 // add to stats if desired
10135 if (r_speeds.integer && !skysurfaces && !depthonly)
10137 r_refdef.stats[r_stat_entities_surfaces] += numsurfacelist;
10138 for (j = 0;j < numsurfacelist;j++)
10139 r_refdef.stats[r_stat_entities_triangles] += r_surfacelist[j]->num_triangles;
10142 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity
10145 void R_DebugLine(vec3_t start, vec3_t end)
10147 dp_model_t *mod = CL_Mesh_UI();
10149 int e0, e1, e2, e3;
10150 float offsetx, offsety, x1, y1, x2, y2, width = 1.0f;
10151 float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f;
10152 float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f;
10155 // transform to screen coords first
10156 Vector4Set(w[0], start[0], start[1], start[2], 1);
10157 Vector4Set(w[1], end[0], end[1], end[2], 1);
10158 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]);
10159 R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]);
10160 x1 = s[0][0] * vid_conwidth.value / vid.width;
10161 y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height;
10162 x2 = s[1][0] * vid_conwidth.value / vid.width;
10163 y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height;
10164 //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2);
10166 // add the line to the UI mesh for drawing later
10168 // width is measured in real pixels
10169 if (fabs(x2 - x1) > fabs(y2 - y1))
10172 offsety = 0.5f * width * vid_conheight.value / vid.height;
10176 offsetx = 0.5f * width * vid_conwidth.value / vid.width;
10179 surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
10180 e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10181 e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10182 e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
10183 e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
10184 Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2);
10185 Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3);
10190 void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10192 static texture_t texture;
10194 // fake enough texture and surface state to render this geometry
10196 texture.update_lastrenderframe = -1; // regenerate this texture
10197 texture.basematerialflags = materialflags | MATERIALFLAG_CUSTOMSURFACE | MATERIALFLAG_WALL;
10198 texture.basealpha = 1.0f;
10199 texture.currentskinframe = skinframe;
10200 texture.currenttexmatrix = *texmatrix; // requires MATERIALFLAG_CUSTOMSURFACE
10201 texture.offsetmapping = OFFSETMAPPING_OFF;
10202 texture.offsetscale = 1;
10203 texture.specularscalemod = 1;
10204 texture.specularpowermod = 1;
10205 texture.transparentsort = TRANSPARENTSORT_DISTANCE;
10207 R_DrawCustomSurface_Texture(&texture, texmatrix, materialflags, firstvertex, numvertices, firsttriangle, numtriangles, writedepth, prepass, ui);
10210 void R_DrawCustomSurface_Texture(texture_t *texture, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui)
10212 static msurface_t surface;
10213 const msurface_t *surfacelist = &surface;
10215 // fake enough texture and surface state to render this geometry
10216 surface.texture = texture;
10217 surface.num_triangles = numtriangles;
10218 surface.num_firsttriangle = firsttriangle;
10219 surface.num_vertices = numvertices;
10220 surface.num_firstvertex = firstvertex;
10223 rsurface.texture = R_GetCurrentTexture(surface.texture);
10224 rsurface.lightmaptexture = NULL;
10225 rsurface.deluxemaptexture = NULL;
10226 rsurface.uselightmaptexture = false;
10227 R_DrawModelTextureSurfaceList(1, &surfacelist, writedepth, prepass, ui);